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The C code in the Emscripten front-end already keeps a timer_active variable to ensure that the timer can be activated only when it's inactive, and deactivated only when it's active. Adjusting the JavaScript side to rely on this makes the code much simpler. The only oddity is that it now requests a new animation frame before calling the callback so that it's ready to be cancelled if the callback decides to deactivate the timer.
579 lines
22 KiB
JavaScript
579 lines
22 KiB
JavaScript
/*
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* emccpre.js: one of the Javascript components of an Emscripten-based
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* web/Javascript front end for Puzzles.
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*
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* The other parts of this system live in emcc.c and emcclib.js. It
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* also depends on being run in the context of a web page containing
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* an appropriate collection of bits and pieces (a canvas, some
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* buttons and links etc), which is generated for each puzzle by the
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* script html/jspage.pl.
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*
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* This file contains the Javascript code which is prefixed unmodified
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* to Emscripten's output via the --pre-js option. It declares all our
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* global variables, and provides the puzzle init function and a
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* couple of other helper functions.
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*/
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// To avoid flicker while doing complicated drawing, we use two
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// canvases, the same size. One is actually on the web page, and the
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// other is off-screen. We do all our drawing on the off-screen one
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// first, and then copy rectangles of it to the on-screen canvas in
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// response to draw_update() calls by the game backend.
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var onscreen_canvas, offscreen_canvas;
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// A persistent drawing context for the offscreen canvas, to save
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// constructing one per individual graphics operation.
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var ctx;
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// Bounding rectangle for the copy to the onscreen canvas that will be
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// done at drawing end time. Updated by js_canvas_draw_update and used
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// by js_canvas_end_draw.
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var update_xmin, update_xmax, update_ymin, update_ymax;
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// Module object for Emscripten. We fill in these parameters to ensure
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// that Module.run() won't be called until we're ready (we want to do
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// our own init stuff first), and that when main() returns nothing
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// will get cleaned up so we remain able to call the puzzle's various
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// callbacks.
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//
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//
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// Page loading order:
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//
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// 1. The browser starts reading *.html (which comes from jspage.pl)
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// 2. It finds the <script> tag. This is marked defer, so the
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// browser will start fetching and parsing it, but not execute it
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// until the page has loaded.
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//
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// Now the browser is loading *.html and *.js in parallel. The
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// html is rendered as we go, and the js is deferred.
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//
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// 3. The HTML finishes loading. The browser is about to fire the
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// `DOMContentLoaded` event (ie `onload`) but before that, it
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// actually runs the deferred JS. THis consists of
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//
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// (i) emccpre.js (this file). This sets up various JS variables
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// including the emscripten Module object.
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//
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// (ii) emscripten's JS. This starts the WASM loading.
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//
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// (iii) emccpost.js. This calls initPuzzle, which is defined here
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// in this file. initPuzzle:
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//
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// (a) finds various DOM elements and bind them to variables,
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// which depend on the HTML having loaded (it has).
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//
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// (b) makes various `cwrap` calls into the emscripten module to
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// set up hooks; this depends on the emscripten JS having been
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// loaded (it has).
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//
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// (c) Makes the call to emscripten's
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// Module.onRuntimeInitialized, which sets the callback for when
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// the WASM has finished loading and initialising. This has to
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// come before the WASM finishes loading, or we'll miss the
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// callback. We are executing synchronously here in the same JS
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// file as started the WASM loading, so that is guaranteed.
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//
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// When this JS execution is complete, the browser fires the `onload`
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// event. This is ignored. It continues loading the WASM.
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//
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// 4. The WASM loading and initialisation completes. The
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// onRuntimeInitialised callback calls into emscripten-generated
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// WASM to call the C `main`, to actually start the puzzle.
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var Module = {
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'noInitialRun': true,
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'noExitRuntime': true
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};
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// Variables used by js_canvas_find_font_midpoint().
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var midpoint_test_str = "ABCDEFGHIKLMNOPRSTUVWXYZ0123456789";
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var midpoint_cache = [];
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// Variables used by js_activate_timer() and js_deactivate_timer().
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var timer;
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var timer_reference;
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// void timer_callback(double tplus);
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//
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// Called every 20ms while timing is active.
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var timer_callback;
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// The status bar object, if we create one.
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var statusbar = null;
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// Currently live blitters. We keep an integer id for each one on the
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// JS side; the C side, which expects a blitter to look like a struct,
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// simply defines the struct to contain that integer id.
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var blittercount = 0;
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var blitters = [];
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// State for the dialog-box mechanism. dlg_dimmer and dlg_form are the
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// page-darkening overlay and the actual dialog box respectively;
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// dlg_return_funcs is a list of JS functions to be called when the OK
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// button is pressed, to pass the results back to C.
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var dlg_dimmer = null, dlg_form = null;
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var dlg_return_funcs = null;
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// void dlg_return_sval(int index, const char *val);
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// void dlg_return_ival(int index, int val);
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//
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// C-side entry points called by functions in dlg_return_funcs, to
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// pass back the final value in each dialog control.
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var dlg_return_sval, dlg_return_ival;
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// The <ul> object implementing the game-type drop-down, and a list of
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// the sub-lists inside it. Used by js_add_preset().
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var gametypelist = null;
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var gametypesubmenus = [];
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// C entry point for miscellaneous events.
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var command;
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// The <form> encapsulating the menus. Used by
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// js_get_selected_preset() and js_select_preset().
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var menuform = null;
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// The two anchors used to give permalinks to the current puzzle. Used
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// by js_update_permalinks().
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var permalink_seed, permalink_desc;
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// The undo and redo buttons. Used by js_enable_undo_redo().
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var undo_button, redo_button;
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// A div element enclosing both the puzzle and its status bar, used
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// for positioning the resize handle.
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var resizable_div;
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// Helper function to find the absolute position of a given DOM
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// element on a page, by iterating upwards through the DOM finding
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// each element's offset from its parent, and thus calculating the
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// page-relative position of the target element.
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function element_coords(element) {
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var ex = 0, ey = 0;
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while (element.offsetParent) {
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ex += element.offsetLeft;
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ey += element.offsetTop;
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element = element.offsetParent;
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}
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return {x: ex, y:ey};
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}
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// Helper function which is passed a mouse event object and a DOM
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// element, and returns the coordinates of the mouse event relative to
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// the top left corner of the element by subtracting element_coords
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// from event.page{X,Y}.
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function relative_mouse_coords(event, element) {
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var ecoords = element_coords(element);
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return {x: event.pageX - ecoords.x,
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y: event.pageY - ecoords.y};
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}
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// Higher-level mouse helper function to specifically map mouse
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// coordinates into the coordinates on a canvas that appear under it.
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// This depends on the details of how a canvas gets scaled by CSS.
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function canvas_mouse_coords(event, element) {
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var rcoords = relative_mouse_coords(event, element);
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// Assume that the canvas is as large as possible within its CSS
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// box without changing its aspect ratio.
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var scale = Math.max(element.width / element.offsetWidth,
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element.height / element.offsetHeight);
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var xoffset = (element.offsetWidth - element.width / scale) / 2;
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var yoffset = (element.offsetHeight - element.height / scale) / 2;
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return {x: (rcoords.x - xoffset) * scale,
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y: (rcoords.y - yoffset) * scale}
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}
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// Enable and disable items in the CSS menus.
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function disable_menu_item(item, disabledFlag) {
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item.disabled = disabledFlag;
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}
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// Dialog-box functions called from both C and JS.
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function dialog_init(titletext) {
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// Create an overlay on the page which darkens everything
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// beneath it.
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dlg_dimmer = document.createElement("div");
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dlg_dimmer.id = "dlgdimmer";
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// Now create a form which sits on top of that in turn.
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dlg_form = document.createElement("form");
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dlg_form.id = "dlgform";
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var title = document.createElement("h2");
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title.appendChild(document.createTextNode(titletext));
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dlg_form.appendChild(title);
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dlg_return_funcs = [];
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}
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function dialog_launch(ok_function, cancel_function) {
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// Put in the OK and Cancel buttons at the bottom.
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var button;
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if (ok_function) {
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button = document.createElement("input");
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button.type = "button";
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button.value = "OK";
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button.onclick = ok_function;
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dlg_form.appendChild(button);
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}
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if (cancel_function) {
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button = document.createElement("input");
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button.type = "button";
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button.value = "Cancel";
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button.onclick = cancel_function;
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dlg_form.appendChild(button);
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}
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document.body.appendChild(dlg_dimmer);
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document.body.appendChild(dlg_form);
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}
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function dialog_cleanup() {
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document.body.removeChild(dlg_dimmer);
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document.body.removeChild(dlg_form);
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dlg_dimmer = dlg_form = null;
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onscreen_canvas.focus();
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}
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// Init function called from body.onload.
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function initPuzzle() {
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// Construct the off-screen canvas used for double buffering.
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onscreen_canvas = document.getElementById("puzzlecanvas");
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offscreen_canvas = document.createElement("canvas");
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offscreen_canvas.width = onscreen_canvas.width;
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offscreen_canvas.height = onscreen_canvas.height;
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// Stop right-clicks on the puzzle from popping up a context menu.
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// We need those right-clicks!
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onscreen_canvas.oncontextmenu = function(event) { return false; }
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// Set up mouse handlers. We do a bit of tracking of the currently
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// pressed mouse buttons, to avoid sending mousemoves with no
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// button down (our puzzles don't want those events).
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var mousedown = Module.cwrap('mousedown', 'boolean',
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['number', 'number', 'number']);
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var button_phys2log = [null, null, null];
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var buttons_down = function() {
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var i, toret = 0;
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for (i = 0; i < 3; i++)
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if (button_phys2log[i] !== null)
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toret |= 1 << button_phys2log[i];
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return toret;
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};
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onscreen_canvas.onmousedown = function(event) {
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if (event.button >= 3)
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return;
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var xy = canvas_mouse_coords(event, onscreen_canvas);
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var logbutton = event.button;
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if (event.shiftKey)
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logbutton = 1; // Shift-click overrides to middle button
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else if (event.ctrlKey)
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logbutton = 2; // Ctrl-click overrides to right button
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if (mousedown(xy.x, xy.y, logbutton))
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event.preventDefault();
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button_phys2log[event.button] = logbutton;
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onscreen_canvas.setCapture(true);
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};
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var mousemove = Module.cwrap('mousemove', 'boolean',
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['number', 'number', 'number']);
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onscreen_canvas.onmousemove = function(event) {
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var down = buttons_down();
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if (down) {
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var xy = canvas_mouse_coords(event, onscreen_canvas);
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if (mousemove(xy.x, xy.y, down))
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event.preventDefault();
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}
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};
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var mouseup = Module.cwrap('mouseup', 'boolean',
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['number', 'number', 'number']);
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onscreen_canvas.onmouseup = function(event) {
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if (event.button >= 3)
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return;
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if (button_phys2log[event.button] !== null) {
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var xy = canvas_mouse_coords(event, onscreen_canvas);
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if (mouseup(xy.x, xy.y, button_phys2log[event.button]))
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event.preventDefault();
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button_phys2log[event.button] = null;
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}
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};
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// Set up keyboard handlers. We call event.preventDefault()
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// in the keydown handler if it looks like we might have
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// done something with the key. This means that users
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// of this puzzle collection in other media
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// can indulge their instinct to press ^R for redo, for example,
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// without accidentally reloading the page.
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var key = Module.cwrap('key', 'boolean', ['number', 'string', 'string',
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'number', 'number', 'number']);
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onscreen_canvas.onkeydown = function(event) {
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if (key(event.keyCode, event.key, event.char, event.location,
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event.shiftKey ? 1 : 0, event.ctrlKey ? 1 : 0))
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event.preventDefault();
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};
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// command() is a C function called to pass back events which
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// don't fall into other categories like mouse and key events.
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// Mostly those are button presses, but there's also one for the
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// game-type dropdown having been changed.
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command = Module.cwrap('command', 'void', ['number']);
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// Event handlers for buttons and things, which call command().
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document.getElementById("specific").onclick = function(event) {
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// Ensure we don't accidentally process these events when a
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// dialog is actually active, e.g. because the button still
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// has keyboard focus
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if (dlg_dimmer === null)
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command(0);
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};
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document.getElementById("random").onclick = function(event) {
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if (dlg_dimmer === null)
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command(1);
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};
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document.getElementById("new").onclick = function(event) {
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if (dlg_dimmer === null)
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command(5);
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};
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document.getElementById("restart").onclick = function(event) {
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if (dlg_dimmer === null)
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command(6);
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};
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undo_button = document.getElementById("undo");
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undo_button.onclick = function(event) {
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if (dlg_dimmer === null)
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command(7);
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};
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redo_button = document.getElementById("redo");
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redo_button.onclick = function(event) {
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if (dlg_dimmer === null)
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command(8);
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};
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document.getElementById("solve").onclick = function(event) {
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if (dlg_dimmer === null)
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command(9);
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};
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// 'number' is used for C pointers
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var get_save_file = Module.cwrap('get_save_file', 'number', []);
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var free_save_file = Module.cwrap('free_save_file', 'void', ['number']);
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var load_game = Module.cwrap('load_game', 'void', ['string', 'number']);
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document.getElementById("save").onclick = function(event) {
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if (dlg_dimmer === null) {
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var savefile_ptr = get_save_file();
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var savefile_text = UTF8ToString(savefile_ptr);
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free_save_file(savefile_ptr);
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dialog_init("Download saved-game file");
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dlg_form.appendChild(document.createTextNode(
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"Click to download the "));
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var a = document.createElement("a");
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a.download = "puzzle.sav";
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a.href = "data:application/octet-stream," +
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encodeURIComponent(savefile_text);
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a.appendChild(document.createTextNode("saved-game file"));
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dlg_form.appendChild(a);
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dlg_form.appendChild(document.createTextNode("."));
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dlg_form.appendChild(document.createElement("br"));
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dialog_launch(function(event) {
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dialog_cleanup();
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});
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}
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};
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document.getElementById("load").onclick = function(event) {
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if (dlg_dimmer === null) {
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dialog_init("Upload saved-game file");
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var input = document.createElement("input");
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input.type = "file";
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input.multiple = false;
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dlg_form.appendChild(input);
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dlg_form.appendChild(document.createElement("br"));
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dialog_launch(function(event) {
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if (input.files.length == 1) {
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var file = input.files.item(0);
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var reader = new FileReader();
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reader.addEventListener("loadend", function() {
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var string = reader.result;
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load_game(string, string.length);
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});
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reader.readAsText(file);
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}
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dialog_cleanup();
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}, function(event) {
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dialog_cleanup();
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});
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}
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};
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gametypelist = document.getElementById("gametype");
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gametypesubmenus.push(gametypelist);
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menuform = document.getElementById("gamemenu");
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// In IE, the canvas doesn't automatically gain focus on a mouse
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// click, so make sure it does
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onscreen_canvas.addEventListener("mousedown", function(event) {
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onscreen_canvas.focus();
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});
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// In our dialog boxes, Return and Escape should be like pressing
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// OK and Cancel respectively
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document.addEventListener("keydown", function(event) {
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if (dlg_dimmer !== null && event.keyCode == 13) {
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for (var i in dlg_return_funcs)
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dlg_return_funcs[i]();
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command(3);
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}
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if (dlg_dimmer !== null && event.keyCode == 27)
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command(4);
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});
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// Set up the function pointers we haven't already grabbed.
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dlg_return_sval = Module.cwrap('dlg_return_sval', 'void',
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['number','string']);
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dlg_return_ival = Module.cwrap('dlg_return_ival', 'void',
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['number','number']);
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timer_callback = Module.cwrap('timer_callback', 'void', ['number']);
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// Save references to the two permalinks.
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permalink_desc = document.getElementById("permalink-desc");
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permalink_seed = document.getElementById("permalink-seed");
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// Create the resize handle.
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var resize_handle = document.createElement("canvas");
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resize_handle.width = 10;
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resize_handle.height = 10;
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{
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var ctx = resize_handle.getContext("2d");
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ctx.beginPath();
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for (var i = 1; i <= 7; i += 3) {
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ctx.moveTo(8.5, i + 0.5);
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ctx.lineTo(i + 0.5, 8.5);
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}
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ctx.lineWidth = '1px';
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ctx.lineCap = 'round';
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ctx.lineJoin = 'round';
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ctx.strokeStyle = '#000000';
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ctx.stroke();
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}
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resizable_div = document.getElementById("resizable");
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if (resizable_div !== null) {
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resizable_div.appendChild(resize_handle);
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resize_handle.id = "resizehandle";
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resize_handle.title = "Drag to resize the puzzle. Right-click to restore the default size.";
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var resize_xbase = null, resize_ybase = null, restore_pending = false;
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var resize_xoffset = null, resize_yoffset = null;
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var resize_puzzle = Module.cwrap('resize_puzzle',
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'void', ['number', 'number']);
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var restore_puzzle_size = Module.cwrap('restore_puzzle_size',
|
|
'void', []);
|
|
resize_handle.oncontextmenu = function(event) { return false; }
|
|
resize_handle.onmousedown = function(event) {
|
|
if (event.button == 0) {
|
|
var xy = element_coords(onscreen_canvas);
|
|
resize_xbase = xy.x + onscreen_canvas.offsetWidth / 2;
|
|
resize_ybase = xy.y;
|
|
resize_xoffset =
|
|
xy.x + onscreen_canvas.offsetWidth - event.pageX;
|
|
resize_yoffset =
|
|
xy.y + onscreen_canvas.offsetHeight - event.pageY;
|
|
} else {
|
|
restore_pending = true;
|
|
}
|
|
resize_handle.setCapture(true);
|
|
event.preventDefault();
|
|
};
|
|
window.addEventListener("mousemove", function(event) {
|
|
if (resize_xbase !== null && resize_ybase !== null) {
|
|
var dpr = window.devicePixelRatio || 1;
|
|
resize_puzzle(
|
|
(event.pageX + resize_xoffset - resize_xbase) * dpr * 2,
|
|
(event.pageY + resize_yoffset - resize_ybase) * dpr);
|
|
event.preventDefault();
|
|
// Chrome insists on selecting text during a resize drag
|
|
// no matter what I do
|
|
if (window.getSelection)
|
|
window.getSelection().removeAllRanges();
|
|
else
|
|
document.selection.empty(); }
|
|
});
|
|
window.addEventListener("mouseup", function(event) {
|
|
if (resize_xbase !== null && resize_ybase !== null) {
|
|
resize_xbase = null;
|
|
resize_ybase = null;
|
|
onscreen_canvas.focus(); // return focus to the puzzle
|
|
event.preventDefault();
|
|
} else if (restore_pending) {
|
|
// If you have the puzzle at larger than normal size and
|
|
// then right-click to restore, I haven't found any way to
|
|
// stop Chrome and IE popping up a context menu on the
|
|
// revealed piece of document when you release the button
|
|
// except by putting the actual restore into a setTimeout.
|
|
// Gah.
|
|
setTimeout(function() {
|
|
restore_pending = false;
|
|
restore_puzzle_size();
|
|
onscreen_canvas.focus();
|
|
}, 20);
|
|
event.preventDefault();
|
|
}
|
|
});
|
|
}
|
|
|
|
/*
|
|
* Arrange to detect changes of device pixel ratio. Adapted from
|
|
* <https://developer.mozilla.org/en-US/docs/Web/API/Window/
|
|
* devicePixelRatio> (CC0) to work on older browsers.
|
|
*/
|
|
var rescale_puzzle = Module.cwrap('rescale_puzzle', 'void', []);
|
|
var mql = null;
|
|
var update_pixel_ratio = function() {
|
|
var dpr = window.devicePixelRatio;
|
|
if (mql !== null)
|
|
mql.removeListener(update_pixel_ratio);
|
|
mql = window.matchMedia(`(resolution: ${dpr}dppx)`);
|
|
mql.addListener(update_pixel_ratio);
|
|
rescale_puzzle();
|
|
}
|
|
|
|
Module.preRun = function() {
|
|
// Merge environment variables from HTML script element.
|
|
// This means you can add something like this to the HTML:
|
|
// <script id="environment" type="application/json">
|
|
// { "LOOPY_DEFAULT": "20x10t11dh" }
|
|
// </script>
|
|
var envscript = document.getElementById("environment");
|
|
if (envscript !== null)
|
|
for (var [k, v] of
|
|
Object.entries(JSON.parse(envscript.textContent)))
|
|
ENV[k] = v;
|
|
};
|
|
|
|
Module.onRuntimeInitialized = function() {
|
|
// Run the C setup function, passing argv[1] as the fragment
|
|
// identifier (so that permalinks of the form puzzle.html#game-id
|
|
// can launch the specified id).
|
|
Module.callMain([decodeURIComponent(location.hash)]);
|
|
|
|
update_pixel_ratio();
|
|
// And if we get here with everything having gone smoothly, i.e.
|
|
// we haven't crashed for one reason or another during setup, then
|
|
// it's probably safe to hide the 'sorry, no puzzle here' div and
|
|
// show the div containing the actual puzzle.
|
|
var apology = document.getElementById("apology");
|
|
if (apology !== null) apology.style.display = "none";
|
|
document.getElementById("puzzle").style.display = "";
|
|
|
|
// Default to giving keyboard focus to the puzzle.
|
|
onscreen_canvas.focus();
|
|
};
|
|
}
|