mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* Reverted previously changed PreGame code
* Added the missing AB video resource file in linux code, AB campaign selection videos should now play BUT they don't => it seems that ffmpeg can't handle older BINK videos * Fixed a visual glitch which could be seen at the WOG animation in the main menu on a linux machine * Fixed the random crashes bug on mouse centering at startup on linux * Fixed a visual bug at the bonus selection screen when starting a campaign-map * Changed some positions in the bonus selection screen, no bonus pre selection, you cannot start the campaign when no bonus is selected (like in h3) * Added a border functionality to the AdventureMapButton * InfoWindow buttons and some other buttons have now the border which heroes 3 buttons have * Fixed a app crash when you start a campaign two times in one session
This commit is contained in:
parent
a73a1c2724
commit
45fba15511
@ -93,6 +93,7 @@ struct StartInfo
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StartInfo()
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{
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mode = INVALID;
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choosenCampaignBonus = -1;
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}
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};
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@ -107,7 +107,8 @@ void CButtonBase::block(bool on)
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AdventureMapButton::AdventureMapButton ()
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{
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hoverable = actOnDown = false;
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hoverable = actOnDown = borderEnabled = false;
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borderColor.x = -1;
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used = LCLICK | RCLICK | HOVER | KEYBOARD;
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}
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@ -208,7 +209,8 @@ void AdventureMapButton::init(const CFunctionList<void()> &Callback, const std::
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currentImage = -1;
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used = LCLICK | RCLICK | HOVER | KEYBOARD;
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callback = Callback;
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actOnDown = hoverable = false;
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actOnDown = hoverable = borderEnabled = false;
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borderColor.x = -1;
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assignedKeys.insert(key);
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hoverTexts = Name;
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helpBox=HelpBox;
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@ -256,14 +258,34 @@ void AdventureMapButton::setPlayerColor(int player)
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image->playerColored(player);
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}
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void AdventureMapButton::show(SDL_Surface *to)
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{
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showAll(to);
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}
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void AdventureMapButton::showAll(SDL_Surface *to)
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{
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CIntObject::showAll(to);
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if (borderEnabled && borderColor.x >= 0)
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CSDL_Ext::drawBorder(to, pos.x - 1, pos.y - 1, pos.w + 2, pos.h + 2, borderColor);
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}
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void CHighlightableButton::select(bool on)
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{
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setState(on?HIGHLIGHTED:NORMAL);
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if(on)
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if (on)
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{
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setState(HIGHLIGHTED);
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callback();
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else
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borderEnabled = true;
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}
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else
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{
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setState(NORMAL);
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callback2();
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borderEnabled = false;
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}
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if(hoverTexts.size()>1)
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{
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hover(false);
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@ -71,7 +71,9 @@ public:
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std::string helpBox; //for right-click help
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CFunctionList<void()> callback;
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bool actOnDown,//runs when mouse is pressed down over it, not when up
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hoverable;//if true, button will be highlighted when hovered
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hoverable,//if true, button will be highlighted when hovered
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borderEnabled;
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int3 borderColor;
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void clickRight(tribool down, bool previousState);
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virtual void clickLeft(tribool down, bool previousState);
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@ -87,6 +89,8 @@ public:
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void setIndex(size_t index, bool playerColoredButton=false);
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void setImage(CAnimation* anim, bool playerColoredButton=false);
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void setPlayerColor(int player);
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void show(SDL_Surface *to);
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void showAll(SDL_Surface *to);
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};
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/// A button which can be selected/deselected
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@ -3972,6 +3972,8 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect
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SDL_FreeSurface(background);
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background = pom;
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exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);
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exit->borderColor = int3(173, 142, 66);
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exit->borderEnabled = true;
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if(br.winner==0) //attacker won
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{
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@ -1477,8 +1477,13 @@ CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Buildin
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{
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buy = new AdventureMapButton(boost::str(boost::format(CGI->generaltexth->allTexts[595]) % building->Name()),
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"", boost::bind(&CBuildWindow::buyFunc,this), 45, 446,"IBUY30", SDLK_RETURN);
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buy->borderColor = int3(173, 142, 66);
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buy->borderEnabled = true;
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cancel = new AdventureMapButton(boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->Name()),
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"", boost::bind(&CBuildWindow::close,this), 290, 445, "ICANCEL", SDLK_ESCAPE);
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cancel->borderColor = int3(173, 142, 66);
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cancel->borderEnabled = true;
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buy->block(state!=7);
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}
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}
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@ -193,7 +193,9 @@ void CCursorHandler::centerCursor()
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SDL_Surface *cursor = this->cursors[mode]->ourImages[number].bitmap;
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this->xpos = (screen->w / 2.) - (cursor->w / 2.);
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this->ypos = (screen->h / 2.) - (cursor->h / 2.);
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SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
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SDL_WarpMouse(this->xpos, this->ypos);
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SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
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}
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CCursorHandler::~CCursorHandler()
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@ -1341,7 +1341,6 @@ void CPlayerInterface::update()
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GH.drawFPSCounter();
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// draw the mouse cursor and update the screen
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// todo: bad way of updating the cursor, update screen should be the last statement of the rendering process
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CCS->curh->draw1();
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CSDL_Ext::update(screen);
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CCS->curh->draw2();
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@ -277,8 +277,7 @@ void CMenuScreen::showAll( SDL_Surface * to )
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void CMenuScreen::show( SDL_Surface * to )
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{
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CIntObject::show(to);
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//CCS->videoh->update(pos.x + 8, pos.y + 105, screen, true, false);
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showAll(to);
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}
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void CMenuScreen::moveTo( CMenuScreen *next )
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@ -339,8 +338,6 @@ void CGPreGame::disposeGraphics()
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void CGPreGame::update()
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{
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SDL_FillRect(screen, 0, 0);
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if (GH.listInt.size() == 0)
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{
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CCS->musich->playMusic(musicBase::mainMenu, -1);
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@ -358,14 +355,15 @@ void CGPreGame::update()
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if (GH.curInt == 0) // no redraw, when a new game was created
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return;
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GH.totalRedraw();
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GH.topInt()->show(screen);
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if (conf.cc.showFPS)
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GH.drawFPSCounter();
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// draw the mouse cursor and update the screen
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CCS->curh->draw(screen);
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CCS->curh->draw1();
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CSDL_Ext::update(screen);
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CCS->curh->draw2();
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}
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CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/, const std::map<ui32, std::string> *Names /*= NULL*/)
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@ -2616,6 +2614,7 @@ CBonusSelection::CBonusSelection( CCampaignState * _ourCampaign )
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startB = new AdventureMapButton("", "", bind(&CBonusSelection::startMap, this), 475, 536, "CBBEGIB.DEF", SDLK_RETURN);
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backB = new AdventureMapButton("", "", bind(&CBonusSelection::goBack, this), 624, 536, "CBCANCB.DEF", SDLK_ESCAPE);
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startB->setState(CButtonBase::BLOCKED);
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//campaign name
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if (ourCampaign->camp->header.name.length())
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@ -2637,7 +2636,7 @@ CBonusSelection::CBonusSelection( CCampaignState * _ourCampaign )
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mapDesc = new CTextBox("", Rect(480, 280, 286, 117), 1);
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//bonus choosing
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printAtMiddleLoc(CGI->generaltexth->allTexts[71], 562, 438, FONT_MEDIUM, zwykly, background); //Choose a bonus:
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printAtLoc(CGI->generaltexth->allTexts[71], 511, 432, FONT_MEDIUM, zwykly, background); //Choose a bonus:
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bonuses = new CHighlightableButtonsGroup(bind(&CBonusSelection::selectBonus, this, _1));
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//set left part of window
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@ -2673,18 +2672,21 @@ CBonusSelection::CBonusSelection( CCampaignState * _ourCampaign )
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SDL_FreeSurface(panel);
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//difficulty
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printAtMiddleLoc(CGI->generaltexth->allTexts[492], 715, 438, FONT_MEDIUM, zwykly, background); //Difficulty
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{//difficulty pics
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for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
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{
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CDefEssential * cde = CDefHandler::giveDefEss("GSPBUT" + boost::lexical_cast<std::string>(b+3) + ".DEF");
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SDL_Surface * surfToDuplicate = cde->ourImages[0].bitmap;
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diffPics[b] = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format,
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surfToDuplicate->flags);
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std::vector<std::string> difficulty;
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boost::split(difficulty, CGI->generaltexth->allTexts[492], boost::is_any_of(" "));
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printAtLoc(difficulty.back(), 689, 432, FONT_MEDIUM, zwykly, background); //Difficulty
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//difficulty pics
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for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
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{
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CDefEssential * cde = CDefHandler::giveDefEss("GSPBUT" + boost::lexical_cast<std::string>(b+3) + ".DEF");
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SDL_Surface * surfToDuplicate = cde->ourImages[0].bitmap;
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diffPics[b] = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format,
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surfToDuplicate->flags);
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delete cde;
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}
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delete cde;
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}
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//difficulty selection buttons
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if (ourCampaign->camp->header.difficultyChoosenByPlayer)
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{
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@ -3010,26 +3012,20 @@ void CBonusSelection::updateBonusSelection()
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break;
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}
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bonuses->addButton(new CHighlightableButton(desc, desc, 0, 475 + i*68, 455, "", i));
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CHighlightableButton *bonusButton = new CHighlightableButton(desc, desc, 0, 475 + i*68, 455, "", i);
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if (picNumber != -1)
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picName += ":" + boost::lexical_cast<std::string>(picNumber);
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CAnimation * anim = new CAnimation();
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anim->setCustom(picName, 0);
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anim->setCustom("TWCRPORT:1", 1);//create separate surface with yellow border
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bonuses->buttons.back()->setImage(anim);
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//FIXME: use show base
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bonusButton->setImage(anim);
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bonusButton->borderColor = int3(242, 226, 110); // yellow border
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bonuses->addButton(bonusButton);
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}
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if (active)
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for (size_t i=0; i<bonuses->buttons.size(); i++)
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bonuses->buttons[i]->activate();
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if (bonuses->buttons.size() > 0)
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{
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bonuses->select(0, 0);
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}
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}
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void CBonusSelection::startMap()
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@ -3041,14 +3037,28 @@ void CBonusSelection::startMap()
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}
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else
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{
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GH.popInts(3);
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// Deletes either the Custom campaign selection screen + Bonus selection screen or
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// one of the main campaign selection screens + Bonus selection screen and
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// deactivates the main menu
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GH.popInts(2);
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GH.popInt(GH.topInt());
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}
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::startGame(si);
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}
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void CBonusSelection::selectBonus( int id )
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{
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sInfo.choosenCampaignBonus = id;
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// Total redraw is needed because the border around the bonus images
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// have to be undrawn/drawn.
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if (id != sInfo.choosenCampaignBonus)
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{
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sInfo.choosenCampaignBonus = id;
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GH.totalRedraw();
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if (startB->getState() == CButtonBase::BLOCKED)
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startB->setState(CButtonBase::NORMAL);
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}
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const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign];
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const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
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@ -3436,6 +3446,7 @@ CCampaignScreen::~CCampaignScreen()
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if (noCamp != 0)
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SDL_FreeSurface(noCamp);
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//campButtons.clear();
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CCS->videoh->open("ACREDIT.SMK");
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}
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@ -3470,11 +3481,17 @@ void CCampaignScreen::drawCampaignPlaceholder()
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blitAt(noCamp, noCampRect, bg);
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}
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void CCampaignScreen::showAll(SDL_Surface *to)
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void CCampaignScreen::show(SDL_Surface *to)
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{
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// Draw background image and all interactive objects like buttons
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blitAt(bg, pos.x, pos.y, to);
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CIntObject::showAll(to);
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for (int i = 0; i < this->campButtons.size(); i++)
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{
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campButtons[i]->show(to);
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}
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back->showAll(to);
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}
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CCampaignScreen::CCampaignButton::CCampaignButton(SDL_Surface *bg, const std::string image, const int x, const int y, CampaignStatus status)
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@ -3507,7 +3524,6 @@ CCampaignScreen::CCampaignButton::CCampaignButton(SDL_Surface *bg, const std::st
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// Create the button hover effect
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hoverLabel = new CLabel(pos.w / 2., pos.h + 20, FONT_MEDIUM, CENTER, tytulowy, "");
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hoverLabel->ignoreLeadingWhitespace = false;
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hoverLabel->autoRedraw = false;
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}
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CCampaignScreen::CCampaignButton::~CCampaignButton()
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@ -3532,9 +3548,9 @@ void CCampaignScreen::CCampaignButton::hover(bool on)
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}
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void CCampaignScreen::CCampaignButton::showAll(SDL_Surface *to)
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void CCampaignScreen::CCampaignButton::show(SDL_Surface *to)
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{
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CIntObject::showAll(to);
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hoverLabel->showAll(to);
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if (status == CCampaignScreen::DISABLED || video == "" || button == 0)
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return;
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@ -449,7 +449,7 @@ class CCampaignScreen : public CIntObject
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CCampaignButton(SDL_Surface *bg, const std::string image, const int x, const int y, CampaignStatus status); // c-tor
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~CCampaignButton(); // d-tor
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void showAll(SDL_Surface *to);
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void show(SDL_Surface *to);
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};
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std::vector<CCampaignButton*> campButtons; // a container which holds all buttons where you can start a campaign
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@ -463,7 +463,7 @@ public:
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CCampaignScreen(CampaignSet campaigns, std::map<std::string, CampaignStatus>& camps);
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~CCampaignScreen();
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void showAll(SDL_Surface *to);
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void show(SDL_Surface *to);
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};
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/// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
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@ -660,6 +660,7 @@ CVideoPlayer::CVideoPlayer()
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av_register_protocol(&lod_protocol);
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vidh = new CVidHandler(std::string(DATA_DIR "/Data/VIDEO.VID"));
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vidh_ab = new CVidHandler(std::string(DATA_DIR "/Data/H3ab_ahd.vid"));
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}
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// loop = to loop through the video
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@ -675,6 +676,9 @@ bool CVideoPlayer::open(std::string fname, bool loop, bool useOverlay)
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doLoop = loop;
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data = vidh->extract(fname, length);
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if (!data) {
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data = vidh_ab->extract(fname, length);
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}
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if (data) {
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// Create our URL name with the 'lod' protocol as a prefix and a
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@ -751,6 +755,7 @@ bool CVideoPlayer::open(std::string fname, bool loop, bool useOverlay)
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codecContext->pix_fmt, codecContext->width, codecContext->height,
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PIX_FMT_YUV420P, SWS_BICUBIC, NULL, NULL, NULL);
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} else {
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PixelFormat screenFormat = PIX_FMT_NONE;
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switch(screen->format->BytesPerPixel)
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{
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@ -872,8 +877,15 @@ void CVideoPlayer::update( int x, int y, SDL_Surface *dst, bool forceRedraw, boo
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refreshCount = refreshWait;
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if (nextFrame())
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show(x,y,dst,update);
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else
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else {
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open(fname);
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nextFrame();
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// The y position is wrong at the first frame.
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// Note: either the windows player or the linux player is
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// broken. Compensate here until the bug is found.
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show(x, y--, dst, update);
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}
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}
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else {
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redraw(x, y, dst, update);
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@ -225,6 +225,7 @@ private:
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SDL_Rect pos; // destination on screen
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CVidHandler *vidh;
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CVidHandler *vidh_ab;
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int refreshWait; // Wait several refresh before updating the image
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int refreshCount;
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|
@ -106,24 +106,11 @@ IShowActivable * CGuiHandler::topInt()
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}
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void CGuiHandler::totalRedraw()
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{
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//this->invalidateTotalRedraw = true;
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internalTotalRedraw();
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}
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void CGuiHandler::internalTotalRedraw()
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{
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for(int i=0;i<objsToBlit.size();i++)
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objsToBlit[i]->showAll(screen2);
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blitAt(screen2,0,0,screen);
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//Any reason to blit last object second time?
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//if(objsToBlit.size())
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// objsToBlit.back()->showAll(screen);
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this->invalidateTotalRedraw = false;
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this->invalidateSimpleRedraw = false;
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}
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void CGuiHandler::updateTime()
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@ -316,19 +303,11 @@ void CGuiHandler::handleMouseMotion(SDL_Event *sEvent)
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}
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void CGuiHandler::simpleRedraw()
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{
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//this->invalidateSimpleRedraw = true;
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internalSimpleRedraw();
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}
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void CGuiHandler::internalSimpleRedraw()
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{
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||||
//update only top interface and draw background
|
||||
if(objsToBlit.size() > 1)
|
||||
blitAt(screen2,0,0,screen); //blit background
|
||||
objsToBlit.back()->show(screen); //blit active interface/window
|
||||
|
||||
this->invalidateSimpleRedraw = false;
|
||||
}
|
||||
|
||||
void CGuiHandler::handleMoveInterested( const SDL_MouseMotionEvent & motion )
|
||||
@ -364,7 +343,7 @@ void CGuiHandler::run()
|
||||
setThreadName(-1, "CGuiHandler::run");
|
||||
try
|
||||
{
|
||||
//CCS->curh->centerCursor();//Is this essential? random crashes on Linux
|
||||
CCS->curh->centerCursor();//Is this essential? random crashes on Linux
|
||||
|
||||
mainFPSmng->init(); // resets internal clock, needed for FPS manager
|
||||
while(!terminate)
|
||||
@ -1068,4 +1047,4 @@ Rect Rect::around(const Rect &r, int width /*= 1*/) /*creates rect around anothe
|
||||
Rect Rect::centerIn(const Rect &r)
|
||||
{
|
||||
return Rect(r.x + (r.w - w) / 2, r.y + (r.h - h) / 2, w, h);
|
||||
}
|
||||
}
|
||||
|
@ -517,13 +517,6 @@ public:
|
||||
/// Handles GUI logic and drawing
|
||||
class CGuiHandler
|
||||
{
|
||||
private:
|
||||
bool invalidateTotalRedraw;
|
||||
bool invalidateSimpleRedraw;
|
||||
|
||||
void internalTotalRedraw();
|
||||
void internalSimpleRedraw();
|
||||
|
||||
public:
|
||||
FPSManager *mainFPSmng; //to keep const framerate
|
||||
timeHandler th;
|
||||
|
@ -494,8 +494,11 @@ CInfoWindow::CInfoWindow(std::string Text, int player, const TCompsInfo &comps,
|
||||
ID = -1;
|
||||
for(int i=0;i<Buttons.size();i++)
|
||||
{
|
||||
buttons.push_back(new AdventureMapButton("","",boost::bind(&CInfoWindow::close,this),0,0,Buttons[i].first));
|
||||
buttons[i]->callback.add(Buttons[i].second); //each button will close the window apart from call-defined actions
|
||||
AdventureMapButton *button = new AdventureMapButton("","",boost::bind(&CInfoWindow::close,this),0,0,Buttons[i].first);
|
||||
button->borderColor = int3(173, 142, 66);
|
||||
button->borderEnabled = true;
|
||||
button->callback.add(Buttons[i].second); //each button will close the window apart from call-defined actions
|
||||
buttons.push_back(button);
|
||||
}
|
||||
|
||||
text = new CTextBox(Text, Rect(0, 0, 250, 100), 0, FONT_MEDIUM, CENTER, zwykly);
|
||||
|
Loading…
Reference in New Issue
Block a user