/********************************************************************************************** * * raylib.text * * Basic functions to load SpriteFonts and draw Text * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #include "raylib.h" #include // Declares malloc() and free() for memory management #include // String management functions (just strlen() is used) #include // Used for functions with variable number of parameters (FormatText()) #include // Standard input / output lib #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 #include "utils.h" // Required for function GetExtendion() //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #define FONT_FIRST_CHAR 32 #define MAX_FONTCHARS 128 #define MAX_FORMATTEXT_LENGTH 50 #define BIT_CHECK(a,b) ((a) & (1<<(b))) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef unsigned char byte; // SpriteFont one Character (Glyph) data typedef struct Character { int value; //char value = ' '; (int)value = 32; int x; int y; int w; int h; } Character; //---------------------------------------------------------------------------------- // Global variables //---------------------------------------------------------------------------------- static SpriteFont defaultFont; // Default font provided by raylib // NOTE: defaultFont is loaded on InitWindow and disposed on CloseWindow [module: core] //---------------------------------------------------------------------------------- // Other Modules Functions Declaration (required by text) //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static bool PixelIsMagenta(Color p); // Check if a pixel is magenta static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet); // Parse image pixel data to obtain character set measures static int GetNextPOT(int num); // Calculate next power-of-two value for a given value static SpriteFont LoadRBMF(const char *fileName); // Load a rBMF font file (raylib BitMap Font) extern void LoadDefaultFont(void); extern void UnloadDefaultFont(void); //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- extern void LoadDefaultFont(void) { defaultFont.numChars = 96; // We know our default font has 94 chars Image image; image.width = 128; // We know our default font image is 128 pixels width image.height = 64; // We know our default font image is 64 pixels height // Default font is directly defined here (data generated from a sprite font image) // This way, we reconstruct SpriteFont without creating large global variables // This data is automatically allocated to Stack and automatically deallocated at the end of this function int defaultFontData[256] = { 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00, 0x7dbe8000, 0x1f7df45f, 0x4a2bf2a0, 0x0852091e, 0x41224000, 0x10041450, 0x2e292020, 0x08220812, 0x41222000, 0x10041450, 0x10f92020, 0x3efa084c, 0x7d22103c, 0x107df7de, 0xe8a12020, 0x08220832, 0x05220800, 0x10450410, 0xa4a3f000, 0x08520832, 0x05220400, 0x10450410, 0xe2f92020, 0x0002085e, 0x7d3e0281, 0x107df41f, 0x00200000, 0x8001b000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xc0000fbe, 0xfbf7e00f, 0x5fbf7e7d, 0x0050bee8, 0x440808a2, 0x0a142fe8, 0x50810285, 0x0050a048, 0x49e428a2, 0x0a142828, 0x40810284, 0x0048a048, 0x10020fbe, 0x09f7ebaf, 0xd89f3e84, 0x0047a04f, 0x09e48822, 0x0a142aa1, 0x50810284, 0x0048a048, 0x04082822, 0x0a142fa0, 0x50810285, 0x0050a248, 0x00008fbe, 0xfbf42021, 0x5f817e7d, 0x07d09ce8, 0x00008000, 0x00000fe0, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000c0180, 0xdfbf4282, 0x0bfbf7ef, 0x42850505, 0x004804bf, 0x50a142c6, 0x08401428, 0x42852505, 0x00a808a0, 0x50a146aa, 0x08401428, 0x42852505, 0x00081090, 0x5fa14a92, 0x0843f7e8, 0x7e792505, 0x00082088, 0x40a15282, 0x08420128, 0x40852489, 0x00084084, 0x40a16282, 0x0842022a, 0x40852451, 0x00088082, 0xc0bf4282, 0xf843f42f, 0x7e85fc21, 0x3e0900bf, 0x00000000, 0x00000004, 0x00000000, 0x000c0180, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x04000402, 0x41482000, 0x00000000, 0x00000800, 0x04000404, 0x4100203c, 0x00000000, 0x00000800, 0xf7df7df0, 0x514bef85, 0xbefbefbe, 0x04513bef, 0x14414500, 0x494a2885, 0xa28a28aa, 0x04510820, 0xf44145f0, 0x474a289d, 0xa28a28aa, 0x04510be0, 0x14414510, 0x494a2884, 0xa28a28aa, 0x02910a00, 0xf7df7df0, 0xd14a2f85, 0xbefbe8aa, 0x011f7be0, 0x00000000, 0x00400804, 0x20080000, 0x00000000, 0x00000000, 0x00600f84, 0x20080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xac000000, 0x00000f01, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000, 0x24fa28a2, 0x00000901, 0x00000000, 0x00000000, 0x2242252a, 0x00000952, 0x00000000, 0x00000000, 0x2422222a, 0x00000929, 0x00000000, 0x00000000, 0x2412252a, 0x00000901, 0x00000000, 0x00000000, 0x24fbe8be, 0x00000901, 0x00000000, 0x00000000, 0xac020000, 0x00000f01, 0x00000000, 0x00000000, 0x0003e000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000 }; int charsHeight = 10; int charsDivisor = 1; // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically int charsWidth[96] = { 3, 1, 4, 6, 5, 7, 6, 2, 3, 3, 5, 5, 2, 4, 1, 7, 5, 2, 5, 5, 5, 5, 5, 5, 5, 5, 1, 1, 3, 4, 3, 6, 7, 6, 6, 6, 6, 6, 6, 6, 6, 3, 5, 6, 5, 7, 6, 6, 6, 6, 6, 6, 7, 6, 7, 7, 6, 6, 6, 2, 7, 2, 3, 5, 2, 5, 5, 5, 5, 5, 4, 5, 5, 1, 2, 5, 2, 5, 5, 5, 5, 5, 5, 5, 4, 5, 5, 5, 5, 5, 5, 3, 1, 3, 4, 4 }; // Re-construct image from defaultFontData and generate OpenGL texture //---------------------------------------------------------------------- image.pixels = (Color *)malloc(image.width * image.height * sizeof(Color)); for (int i = 0; i < image.width * image.height; i++) image.pixels[i] = BLANK; // Initialize array int counter = 0; // Font data elements counter // Fill imgData with defaultFontData (convert from bit to pixel!) for (int i = 0; i < image.width * image.height; i += 32) { for (int j = 31; j >= 0; j--) { if (BIT_CHECK(defaultFontData[counter], j)) image.pixels[i+j] = WHITE; } counter++; if (counter > 256) counter = 0; // Security check... } defaultFont.texture = CreateTexture(image, false); // Convert loaded image to OpenGL texture UnloadImage(image); // Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars //------------------------------------------------------------------------------ defaultFont.charSet = (Character *)malloc(defaultFont.numChars * sizeof(Character)); // Allocate space for our character data // This memory should be freed at end! --> Done on CloseWindow() int currentLine = 0; int currentPosX = charsDivisor; int testPosX = charsDivisor; for (int i = 0; i < defaultFont.numChars; i++) { defaultFont.charSet[i].value = FONT_FIRST_CHAR + i; // First char is 32 defaultFont.charSet[i].x = currentPosX; defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor); defaultFont.charSet[i].w = charsWidth[i]; defaultFont.charSet[i].h = charsHeight; testPosX += (defaultFont.charSet[i].w + charsDivisor); if (testPosX >= defaultFont.texture.width) { currentLine++; currentPosX = 2 * charsDivisor + charsWidth[i]; testPosX = currentPosX; defaultFont.charSet[i].x = charsDivisor; defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor); } else currentPosX = testPosX; } TraceLog(INFO, "Default font loaded successfully"); } extern void UnloadDefaultFont(void) { rlDeleteTextures(defaultFont.texture.id); free(defaultFont.charSet); } // Get the default font, useful to be used with extended parameters SpriteFont GetDefaultFont() { return defaultFont; } // Load a SpriteFont image into GPU memory SpriteFont LoadSpriteFont(const char *fileName) { SpriteFont spriteFont; // Check file extension if (strcmp(GetExtension(fileName),"rbmf") == 0) spriteFont = LoadRBMF(fileName); else { Image image = LoadImage(fileName); // At this point we have a pixel array with all the data... TraceLog(INFO, "[%s] SpriteFont image loaded: %i x %i", fileName, image.width, image.height); // Process bitmap Font pixel data to get measures (Character array) // spriteFont.charSet data is filled inside the function and memory is allocated! int numChars = ParseImageData(image.pixels, image.width, image.height, &spriteFont.charSet); TraceLog(INFO, "[%s] SpriteFont data parsed correctly", fileName); TraceLog(INFO, "[%s] SpriteFont num chars detected: %i", fileName, numChars); spriteFont.numChars = numChars; // Convert image font to POT image before conversion to texture // NOTE: Not required, we skip this step /* // Just add the required amount of pixels at the right and bottom sides of image... int potWidth = GetNextPOT(image.width); int potHeight = GetNextPOT(image.height); // Check if POT texture generation is required (if texture is not already POT) if ((potWidth != image.width) || (potHeight != image.height)) { Color *imgDataPixelPOT = NULL; // Generate POT array from NPOT data imgDataPixelPOT = (Color *)malloc(potWidth * potHeight * sizeof(Color)); for (int j = 0; j < potHeight; j++) { for (int i = 0; i < potWidth; i++) { if ((j < image.height) && (i < image.width)) imgDataPixelPOT[j*potWidth + i] = image.pixels[j*image.width + i]; else imgDataPixelPOT[j*potWidth + i] = MAGENTA; } } TraceLog(WARNING, "SpriteFont texture converted to POT: %ix%i", potWidth, potHeight); free(image.pixels); image.pixels = imgDataPixelPOT; image.width = potWidth; image.height = potHeight; } */ spriteFont.texture = CreateTexture(image, false); // Convert loaded image to OpenGL texture UnloadImage(image); } return spriteFont; } // Unload SpriteFont from GPU memory void UnloadSpriteFont(SpriteFont spriteFont) { rlDeleteTextures(spriteFont.texture.id); free(spriteFont.charSet); } // Draw text (using default font) // NOTE: fontSize work like in any drawing program but if fontSize is lower than font-base-size, then font-base-size is used // NOTE: chars spacing is proportional to fontSize void DrawText(const char *text, int posX, int posY, int fontSize, Color color) { Vector2 position = { (float)posX, (float)posY }; int defaultFontSize = 10; // Default Font chars height in pixel if (fontSize < defaultFontSize) fontSize = defaultFontSize; int spacing = fontSize / defaultFontSize; DrawTextEx(defaultFont, text, position, fontSize, spacing, color); } // Draw text using SpriteFont // NOTE: If font size is lower than base size, base size is used // NOTE: chars spacing is NOT proportional to fontSize void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, int fontSize, int spacing, Color tint) { int length = strlen(text); int positionX = (int)position.x; float scaleFactor; Character c; if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f; else scaleFactor = (float)fontSize / spriteFont.charSet[0].h; rlEnableTexture(spriteFont.texture.id); rlBegin(RL_QUADS); for(int i = 0; i < length; i++) { c = spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR]; rlColor4ub(tint.r, tint.g, tint.b, tint.a); rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer rlTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); rlVertex2f(positionX, position.y); rlTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); rlVertex2f(positionX, position.y + (c.h) * scaleFactor); rlTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); rlVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor); rlTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); rlVertex2f(positionX + (c.w) * scaleFactor, position.y); positionX += ((spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w) * scaleFactor + spacing); } rlEnd(); rlDisableTexture(); } // Formatting of text with variables to 'embed' const char *FormatText(const char *text, ...) { static char buffer[MAX_FORMATTEXT_LENGTH]; va_list args; va_start(args, text); vsprintf(buffer, text, args); va_end(args); return buffer; } // Measure string width for default font int MeasureText(const char *text, int fontSize) { Vector2 vec; int defaultFontSize = 10; // Default Font chars height in pixel if (fontSize < defaultFontSize) fontSize = defaultFontSize; int spacing = fontSize / defaultFontSize; vec = MeasureTextEx(defaultFont, text, fontSize, spacing); return (int)vec.x; } // Measure string size for SpriteFont Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing) { int len = strlen(text); int textWidth = 0; float scaleFactor; for (int i = 0; i < len; i++) { textWidth += spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w; } if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f; else scaleFactor = (float)fontSize / spriteFont.charSet[0].h; Vector2 vec; vec.x = (float)textWidth * scaleFactor + (len - 1) * spacing; // Adds chars spacing to measure vec.y = (float)spriteFont.charSet[0].h * scaleFactor; return vec; } // Returns the base size for a SpriteFont (chars height) int GetFontBaseSize(SpriteFont spriteFont) { return spriteFont.charSet[0].h; } // Shows current FPS on top-left corner // NOTE: Uses default font void DrawFPS(int posX, int posY) { char buffer[20]; // NOTE: We are rendering fps every second for better viewing on high framerates // TODO: Not working properly on ANDROID and RPI static float fps = 0.0f; static int counter = 0; static int refreshRate = 20; if (counter < refreshRate) { counter++; } else { fps = GetFPS(); refreshRate = fps; counter = 0; } sprintf(buffer, "%2.0f FPS", fps); DrawText(buffer, posX, posY, 20, LIME); } //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- // Check if a pixel is magenta static bool PixelIsMagenta(Color p) { return ((p.r == 255) && (p.g == 0) && (p.b == 255) && (p.a == 255)); } // Parse image pixel data to obtain character set measures static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet) { int charSpacing = 0; int lineSpacing = 0; int x = 0; int y = 0; Character tempCharSet[MAX_FONTCHARS]; // We allocate a temporal array for charData, once we get the actual charNumber we copy data to a sized array. for(y = 0; y < imgHeight; y++) { for(x = 0; x < imgWidth; x++) { if (!PixelIsMagenta(imgDataPixel[y*imgWidth + x])) break; } if (!PixelIsMagenta(imgDataPixel[y*imgWidth + x])) break; } charSpacing = x; lineSpacing = y; int charHeight = 0; int j = 0; while(!PixelIsMagenta(imgDataPixel[(lineSpacing + j)*imgWidth + charSpacing])) j++; charHeight = j; // Check array values to get characters: value, x, y, w, h int index = 0; int lineToRead = 0; int xPosToRead = charSpacing; while((lineSpacing + lineToRead * (charHeight + lineSpacing)) < imgHeight) { while((xPosToRead < imgWidth) && !PixelIsMagenta((imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead]))) { tempCharSet[index].value = FONT_FIRST_CHAR + index; tempCharSet[index].x = xPosToRead; tempCharSet[index].y = lineSpacing + lineToRead * (charHeight + lineSpacing); tempCharSet[index].h = charHeight; int charWidth = 0; while(!PixelIsMagenta(imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead + charWidth])) charWidth++; tempCharSet[index].w = charWidth; index++; xPosToRead += (charWidth + charSpacing); } lineToRead++; xPosToRead = charSpacing; } // We got tempCharSet populated with char data and the number of chars (index) // Now we move temp data to real charSet (passed as parameter to the function) (*charSet) = (Character *)malloc(index * sizeof(Character)); // BE CAREFUL! This memory should be freed! for (int i = 0; i < index; i++) (*charSet)[i] = tempCharSet[i]; return index; } // Calculate next power-of-two value for a given num static int GetNextPOT(int num) { if (num != 0) { num--; num |= (num >> 1); // Or first 2 bits num |= (num >> 2); // Or next 2 bits num |= (num >> 4); // Or next 4 bits num |= (num >> 8); // Or next 8 bits num |= (num >> 16); // Or next 16 bits num++; } return num; } // Load a rBMF font file (raylib BitMap Font) static SpriteFont LoadRBMF(const char *fileName) { // rBMF Info Header (16 bytes) typedef struct { char id[4]; // rBMF file identifier char version; // rBMF file version // 4 MSB --> main version // 4 LSB --> subversion char firstChar; // First character in the font // NOTE: Depending on charDataType, it could be useless short imgWidth; // Image width - always POT (power-of-two) short imgHeight; // Image height - always POT (power-of-two) short numChars; // Number of characters contained short charHeight; // Characters height - the same for all characters char compType; // Compression type: // 4 MSB --> image data compression // 4 LSB --> chars data compression char charsDataType; // Char data type provided } rbmfInfoHeader; SpriteFont spriteFont; Image image; rbmfInfoHeader rbmfHeader; unsigned int *rbmfFileData; unsigned char *rbmfCharWidthData; int charsDivisor = 1; // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically FILE *rbmfFile = fopen(fileName, "rb"); // Define a pointer to bitmap file and open it in read-binary mode fread(&rbmfHeader, sizeof(rbmfInfoHeader), 1, rbmfFile); TraceLog(INFO, "[%s] Loading rBMF file, size: %ix%i, numChars: %i, charHeight: %i", fileName, rbmfHeader.imgWidth, rbmfHeader.imgHeight, rbmfHeader.numChars, rbmfHeader.charHeight); spriteFont.numChars = (int)rbmfHeader.numChars; image.width = (int)rbmfHeader.imgWidth; image.height = (int)rbmfHeader.imgHeight; int numPixelBits = rbmfHeader.imgWidth * rbmfHeader.imgHeight / 32; rbmfFileData = (unsigned int *)malloc(numPixelBits * sizeof(unsigned int)); for(int i = 0; i < numPixelBits; i++) fread(&rbmfFileData[i], sizeof(unsigned int), 1, rbmfFile); rbmfCharWidthData = (unsigned char *)malloc(spriteFont.numChars * sizeof(unsigned char)); for(int i = 0; i < spriteFont.numChars; i++) fread(&rbmfCharWidthData[i], sizeof(unsigned char), 1, rbmfFile); // Re-construct image from rbmfFileData //----------------------------------------- image.pixels = (Color *)malloc(image.width * image.height * sizeof(Color)); for (int i = 0; i < image.width * image.height; i++) image.pixels[i] = BLANK; // Initialize array int counter = 0; // Font data elements counter // Fill image data (convert from bit to pixel!) for (int i = 0; i < image.width * image.height; i += 32) { for (int j = 31; j >= 0; j--) { if (BIT_CHECK(rbmfFileData[counter], j)) image.pixels[i+j] = WHITE; } counter++; } TraceLog(INFO, "[%s] Image reconstructed correctly, now converting it to texture", fileName); spriteFont.texture = CreateTexture(image, false); UnloadImage(image); // Unload image data TraceLog(INFO, "[%s] Starting charSet reconstruction", fileName); // Reconstruct charSet using rbmfCharWidthData, rbmfHeader.charHeight, charsDivisor, rbmfHeader.numChars spriteFont.charSet = (Character *)malloc(spriteFont.numChars * sizeof(Character)); // Allocate space for our character data int currentLine = 0; int currentPosX = charsDivisor; int testPosX = charsDivisor; for (int i = 0; i < spriteFont.numChars; i++) { spriteFont.charSet[i].value = (int)rbmfHeader.firstChar + i; spriteFont.charSet[i].x = currentPosX; spriteFont.charSet[i].y = charsDivisor + currentLine * ((int)rbmfHeader.charHeight + charsDivisor); spriteFont.charSet[i].w = (int)rbmfCharWidthData[i]; spriteFont.charSet[i].h = (int)rbmfHeader.charHeight; testPosX += (spriteFont.charSet[i].w + charsDivisor); if (testPosX > spriteFont.texture.width) { currentLine++; currentPosX = 2 * charsDivisor + (int)rbmfCharWidthData[i]; testPosX = currentPosX; spriteFont.charSet[i].x = charsDivisor; spriteFont.charSet[i].y = charsDivisor + currentLine * (rbmfHeader.charHeight + charsDivisor); } else currentPosX = testPosX; } TraceLog(INFO, "[%s] rBMF file loaded correctly as SpriteFont", fileName); fclose(rbmfFile); free(rbmfFileData); // Now we can free loaded data from RAM memory free(rbmfCharWidthData); return spriteFont; } // Generate a sprite font from TTF data (font size required) static SpriteFont GenerateFromTTF(const char *fileName, int fontSize) { SpriteFont font; // TODO: Load TTF and generate bitmap font and chars data return font; }