Focus, Nav: Merged bits from RangeSelect features to enable early manipulation of focus scope for styling purpose.
FocusScopeId is tracked by nav scoring/request and stored in result. It's all rather WIP and we should reorganize the SetNavIDXXX functions fiasco at some point (soon?). Didn't separate FocusScope from SelectionScope for now, will re-investigate this later, this is the minimum commit to be able to do some styling.
This commit is contained in:
parent
4f7bf7e96a
commit
2ebe08be40
51
imgui.cpp
51
imgui.cpp
@ -2752,19 +2752,21 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
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window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
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}
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void ImGui::SetNavID(ImGuiID id, int nav_layer)
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// FIXME-NAV: Refactor those functions into a single, more explicit one.
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void ImGui::SetNavID(ImGuiID id, int nav_layer, int focus_scope_id)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindow);
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IM_ASSERT(nav_layer == 0 || nav_layer == 1);
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g.NavId = id;
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g.NavFocusScopeId = focus_scope_id;
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g.NavWindow->NavLastIds[nav_layer] = id;
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}
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void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
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void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel)
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{
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ImGuiContext& g = *GImGui;
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SetNavID(id, nav_layer);
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SetNavID(id, nav_layer, focus_scope_id);
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g.NavWindow->NavRectRel[nav_layer] = rect_rel;
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g.NavMousePosDirty = true;
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g.NavDisableHighlight = false;
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@ -2809,13 +2811,15 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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ImGuiContext& g = *GImGui;
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IM_ASSERT(id != 0);
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// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
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// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
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// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
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const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
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if (g.NavWindow != window)
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g.NavInitRequest = false;
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g.NavId = id;
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g.NavWindow = window;
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g.NavId = id;
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g.NavLayer = nav_layer;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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window->NavLastIds[nav_layer] = id;
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if (window->DC.LastItemId == id)
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window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
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@ -5845,6 +5849,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
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window->DC.NavLayerActiveMaskNext = 0x00;
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window->DC.NavFocusScopeIdCurrent = 0;
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window->DC.NavHideHighlightOneFrame = false;
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window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
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@ -6047,6 +6052,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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g.NavMousePosDirty = true;
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g.NavInitRequest = false;
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g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
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g.NavFocusScopeId = 0;
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g.NavIdIsAlive = false;
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g.NavLayer = ImGuiNavLayer_Main;
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//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
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@ -8039,21 +8045,22 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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#endif
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if (new_best)
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{
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result->ID = id;
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result->SelectScopeId = g.MultiSelectScopeId;
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result->Window = window;
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result->ID = id;
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result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
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result->RectRel = nav_bb_rel;
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}
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// Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
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const float VISIBLE_RATIO = 0.70f;
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if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
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if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
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if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
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{
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result = &g.NavMoveResultLocalVisibleSet;
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result->ID = id;
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result->SelectScopeId = g.MultiSelectScopeId;
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result->Window = window;
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result->ID = id;
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result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
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result->RectRel = nav_bb_rel;
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}
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}
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@ -8063,6 +8070,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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{
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g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
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g.NavLayer = window->DC.NavLayerCurrent;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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g.NavIdIsAlive = true;
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g.NavIdTabCounter = window->DC.FocusCounterTabStop;
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window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
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@ -8153,10 +8161,11 @@ static void NavRestoreLayer(ImGuiNavLayer layer)
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g.NavLayer = layer;
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if (layer == 0)
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g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
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if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
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ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
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ImGuiWindow* window = g.NavWindow;
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if (layer == 0 && window->NavLastIds[0] != 0)
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ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]);
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else
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ImGui::NavInitWindow(g.NavWindow, true);
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ImGui::NavInitWindow(window, true);
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}
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static inline void ImGui::NavUpdateAnyRequestFlag()
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@ -8179,7 +8188,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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//IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
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if (init_for_nav)
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{
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SetNavID(0, g.NavLayer);
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SetNavID(0, g.NavLayer, 0);
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g.NavInitRequest = true;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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@ -8189,6 +8198,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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else
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{
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g.NavId = window->NavLastIds[0];
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g.NavFocusScopeId = 0;
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}
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}
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@ -8295,9 +8305,9 @@ static void ImGui::NavUpdate()
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// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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//IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
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if (g.NavInitRequestFromMove)
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SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
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SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
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else
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SetNavID(g.NavInitResultId, g.NavLayer);
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SetNavID(g.NavInitResultId, g.NavLayer, 0);
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g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
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}
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g.NavInitRequest = false;
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@ -8364,7 +8374,7 @@ static void ImGui::NavUpdate()
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ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
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IM_ASSERT(child_window->ChildId != 0);
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FocusWindow(parent_window);
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SetNavID(child_window->ChildId, 0);
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SetNavID(child_window->ChildId, 0, 0);
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// Reassigning with same value, we're being explicit here.
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g.NavIdIsAlive = false; // -V1048
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if (g.NavDisableMouseHover)
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@ -8386,7 +8396,7 @@ static void ImGui::NavUpdate()
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// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
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if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
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g.NavWindow->NavLastIds[0] = 0;
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g.NavId = 0;
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g.NavId = g.NavFocusScopeId = 0;
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}
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}
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@ -8506,7 +8516,7 @@ static void ImGui::NavUpdate()
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float pad = window->CalcFontSize() * 0.5f;
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window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
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window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
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g.NavId = 0;
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g.NavId = g.NavFocusScopeId = 0;
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}
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g.NavMoveFromClampedRefRect = false;
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}
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@ -8586,9 +8596,10 @@ static void ImGui::NavUpdateMoveResult()
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{
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// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
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g.NavJustMovedToId = result->ID;
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g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId;
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g.NavJustMovedToFocusScopeId = result->FocusScopeId;
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}
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SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
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SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
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g.NavMoveFromClampedRefRect = false;
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}
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@ -877,16 +877,16 @@ struct ImDrawDataBuilder
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struct ImGuiNavMoveResult
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{
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ImGuiID ID; // Best candidate
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ImGuiID SelectScopeId;// Best candidate window current selectable group ID
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ImGuiWindow* Window; // Best candidate window
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ImGuiID ID; // Best candidate ID
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ImGuiID FocusScopeId; // Best candidate focus scope ID
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float DistBox; // Best candidate box distance to current NavId
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float DistCenter; // Best candidate center distance to current NavId
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float DistAxial;
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ImRect RectRel; // Best candidate bounding box in window relative space
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ImGuiNavMoveResult() { Clear(); }
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void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
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};
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enum ImGuiNextWindowDataFlags_
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@ -920,7 +920,7 @@ struct ImGuiNextWindowData
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ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it.
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ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
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inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } // Also cleared by ItemAdd()
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inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
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};
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enum ImGuiNextItemDataFlags_
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@ -933,12 +933,13 @@ enum ImGuiNextItemDataFlags_
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struct ImGuiNextItemData
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{
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ImGuiNextItemDataFlags Flags;
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float Width; // Set by SetNextItemWidth().
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bool OpenVal; // Set by SetNextItemOpen() function.
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float Width; // Set by SetNextItemWidth()
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ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
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ImGuiCond OpenCond;
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bool OpenVal; // Set by SetNextItemOpen()
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ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
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inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; }
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inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!
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};
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//-----------------------------------------------------------------------------
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@ -1038,13 +1039,15 @@ struct ImGuiContext
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// Gamepad/keyboard Navigation
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavFocusScopeId;
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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@ -1085,10 +1088,6 @@ struct ImGuiContext
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int FocusRequestNextCounterTabStop; // "
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bool FocusTabPressed; //
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// Range-Select/Multi-Select
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// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
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ImGuiID MultiSelectScopeId;
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// Render
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ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
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ImDrawDataBuilder DrawDataBuilder;
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@ -1218,8 +1217,8 @@ struct ImGuiContext
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LastActiveIdTimer = 0.0f;
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NavWindow = NULL;
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NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavInputSource = ImGuiInputSource_None;
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NavScoringRectScreen = ImRect();
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NavScoringCount = 0;
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@ -1247,8 +1246,6 @@ struct ImGuiContext
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FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
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FocusTabPressed = false;
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MultiSelectScopeId = 0;
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DimBgRatio = 0.0f;
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BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
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ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
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@ -1334,6 +1331,7 @@ struct IMGUI_API ImGuiWindowTempData
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int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
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int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
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int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
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ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
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bool NavHideHighlightOneFrame;
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bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
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@ -1378,6 +1376,7 @@ struct IMGUI_API ImGuiWindowTempData
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NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
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NavLayerCurrent = ImGuiNavLayer_Main;
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NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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NavFocusScopeIdCurrent = 0;
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NavHideHighlightOneFrame = false;
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NavHasScroll = false;
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@ -1701,8 +1700,8 @@ namespace ImGui
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IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
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IMGUI_API void SetNavID(ImGuiID id, int nav_layer);
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IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
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IMGUI_API void SetNavID(ImGuiID id, int nav_layer, int focus_scope_id);
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IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel);
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// Inputs
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// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
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@ -5312,9 +5312,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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bool hovered, held;
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bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
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bool toggled = false;
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if (!is_leaf)
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{
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bool toggled = false;
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if (pressed)
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{
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if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))
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@ -5444,7 +5444,7 @@ void ImGui::TreePop()
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if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
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if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))
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{
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SetNavID(window->IDStack.back(), g.NavLayer);
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SetNavID(window->IDStack.back(), g.NavLayer, 0);
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NavMoveRequestCancel();
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}
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window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
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@ -5600,7 +5600,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
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{
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g.NavDisableHighlight = true;
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SetNavID(id, window->DC.NavLayerCurrent);
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SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent);
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}
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}
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if (pressed)
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@ -6077,7 +6077,7 @@ void ImGui::EndMenuBar()
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const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
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IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
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FocusWindow(window);
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SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]);
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SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
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g.NavLayer = layer;
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g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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