mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
eeff8f3ea4
Sadly I'm not yet find proper way to block all buttons in CToggleGroup without make them invisible so it's still possible to press buttons for guest. Though CRandomMapTab::updateMapInfo is now disabled for guest so even if guest going to press multiple buttons it's not going to cause crash for him.
654 lines
17 KiB
C++
654 lines
17 KiB
C++
#pragma once
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//#include "../lib/filesystem/Filesystem.h"
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#include "../lib/StartInfo.h"
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#include "../lib/FunctionList.h"
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#include "../lib/mapping/CMapInfo.h"
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#include "../lib/rmg/CMapGenerator.h"
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#include "windows/CWindowObject.h"
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/*
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* CPreGame.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CMapInfo;
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class CMusicHandler;
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class CMapHeader;
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class CCampaignHeader;
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class CTextInput;
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class CCampaign;
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class CGStatusBar;
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class CTextBox;
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class CCampaignState;
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class CConnection;
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class JsonNode;
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class CMapGenOptions;
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class CRandomMapTab;
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struct CPackForSelectionScreen;
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struct PlayerInfo;
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class CMultiLineLabel;
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class CToggleButton;
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class CToggleGroup;
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class CTabbedInt;
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class CButton;
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class CSlider;
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namespace boost{ class thread; class recursive_mutex;}
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enum ESortBy{_playerAm, _size, _format, _name, _viccon, _loscon, _numOfMaps, _fileName}; //_numOfMaps is for campaigns
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/// Class which handles map sorting by different criteria
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class mapSorter
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{
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public:
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ESortBy sortBy;
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bool operator()(const CMapInfo *aaa, const CMapInfo *bbb);
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mapSorter(ESortBy es):sortBy(es){};
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};
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/// The main menu screens listed in the EState enum
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class CMenuScreen : public CIntObject
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{
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const JsonNode& config;
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CTabbedInt *tabs;
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CPicture * background;
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std::vector<CPicture*> images;
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CIntObject *createTab(size_t index);
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public:
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std::vector<std::string> menuNameToEntry;
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enum EState { //where are we?
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mainMenu, newGame, loadGame, campaignMain, saveGame, scenarioInfo, campaignList
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};
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enum EMultiMode {
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SINGLE_PLAYER = 0, MULTI_HOT_SEAT, MULTI_NETWORK_HOST, MULTI_NETWORK_GUEST
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};
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CMenuScreen(const JsonNode& configNode);
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void showAll(SDL_Surface * to);
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void show(SDL_Surface * to);
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void activate();
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void deactivate();
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void switchToTab(size_t index);
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};
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class CMenuEntry : public CIntObject
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{
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std::vector<CPicture*> images;
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std::vector<CButton*> buttons;
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CButton* createButton(CMenuScreen* parent, const JsonNode& button);
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public:
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CMenuEntry(CMenuScreen* parent, const JsonNode &config);
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};
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class CreditsScreen : public CIntObject
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{
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int positionCounter;
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CMultiLineLabel* credits;
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public:
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CreditsScreen();
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void show(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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};
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/// Implementation of the chat box
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class CChatBox : public CIntObject
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{
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public:
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CTextBox *chatHistory;
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CTextInput *inputBox;
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CChatBox(const Rect &rect);
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void keyPressed(const SDL_KeyboardEvent & key);
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void addNewMessage(const std::string &text);
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};
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class InfoCard : public CIntObject
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{
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public:
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CPicture *bg;
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CMenuScreen::EState type;
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bool network;
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bool chatOn; //if chat is shown, then description is hidden
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CTextBox *mapDescription;
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CChatBox *chat;
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CPicture *playerListBg;
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CToggleGroup *difficulty;
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CDefHandler *sizes, *sFlags;
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void changeSelection(const CMapInfo *to);
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void showAll(SDL_Surface * to);
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void clickRight(tribool down, bool previousState);
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void showTeamsPopup();
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void toggleChat();
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void setChat(bool activateChat);
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InfoCard(bool Network = false);
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~InfoCard();
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};
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/// The selection tab which is shown at the map selection screen
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class SelectionTab : public CIntObject
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{
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private:
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CDefHandler *format; //map size
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void parseMaps(const std::unordered_set<ResourceID> &files);
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void parseGames(const std::unordered_set<ResourceID> &files, bool multi);
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void parseCampaigns(const std::unordered_set<ResourceID> & files );
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std::unordered_set<ResourceID> getFiles(std::string dirURI, int resType);
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CMenuScreen::EState tabType;
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public:
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int positions; //how many entries (games/maps) can be shown
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CPicture *bg; //general bg image
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CSlider *slider;
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std::vector<CMapInfo> allItems;
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std::vector<CMapInfo*> curItems;
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size_t selectionPos;
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std::function<void(CMapInfo *)> onSelect;
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ESortBy sortingBy;
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ESortBy generalSortingBy;
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bool ascending;
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CTextInput *txt;
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void filter(int size, bool selectFirst = false); //0 - all
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void select(int position); //position: <0 - positions> position on the screen
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void selectAbs(int position); //position: absolute position in curItems vector
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int getPosition(int x, int y); //convert mouse coords to entry position; -1 means none
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void sliderMove(int slidPos);
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void sortBy(int criteria);
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void sort();
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void printMaps(SDL_Surface *to);
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int getLine();
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void selectFName(std::string fname);
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const CMapInfo * getSelectedMapInfo() const;
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void showAll(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState);
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void keyPressed(const SDL_KeyboardEvent & key);
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void onDoubleClick();
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SelectionTab(CMenuScreen::EState Type, const std::function<void(CMapInfo *)> &OnSelect, CMenuScreen::EMultiMode MultiPlayer = CMenuScreen::SINGLE_PLAYER);
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~SelectionTab();
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};
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/// The options tab which is shown at the map selection phase.
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class OptionsTab : public CIntObject
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{
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CPicture *bg;
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public:
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enum SelType {TOWN, HERO, BONUS};
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struct CPlayerSettingsHelper
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{
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const PlayerSettings & settings;
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const SelType type;
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CPlayerSettingsHelper(const PlayerSettings & settings, SelType type):
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settings(settings),
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type(type)
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{}
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/// visible image settings
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size_t getImageIndex();
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std::string getImageName();
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std::string getName(); /// name visible in options dialog
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std::string getTitle(); /// title in popup box
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std::string getSubtitle(); /// popup box subtitle
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std::string getDescription();/// popup box description, not always present
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};
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class CPregameTooltipBox : public CWindowObject, public CPlayerSettingsHelper
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{
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void genHeader();
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void genTownWindow();
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void genHeroWindow();
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void genBonusWindow();
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public:
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CPregameTooltipBox(CPlayerSettingsHelper & helper);
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};
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struct SelectedBox : public CIntObject, public CPlayerSettingsHelper //img with current town/hero/bonus
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{
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CAnimImage * image;
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CLabel *subtitle;
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SelectedBox(Point position, PlayerSettings & settings, SelType type);
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void clickRight(tribool down, bool previousState);
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void update();
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};
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struct PlayerOptionsEntry : public CIntObject
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{
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PlayerInfo π
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PlayerSettings &s;
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CPicture *bg;
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CButton *btns[6]; //left and right for town, hero, bonus
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CButton *flag;
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SelectedBox *town;
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SelectedBox *hero;
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SelectedBox *bonus;
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enum {HUMAN_OR_CPU, HUMAN, CPU} whoCanPlay;
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PlayerOptionsEntry(OptionsTab *owner, PlayerSettings &S);
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void selectButtons(); //hides unavailable buttons
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void showAll(SDL_Surface * to);
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void update();
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};
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CSlider *turnDuration;
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std::set<int> usedHeroes;
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struct PlayerToRestore
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{
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PlayerColor color;
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int id;
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void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
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PlayerToRestore(){ reset(); }
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} playerToRestore;
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std::map<PlayerColor, PlayerOptionsEntry *> entries; //indexed by color
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void nextCastle(PlayerColor player, int dir); //dir == -1 or +1
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void nextHero(PlayerColor player, int dir); //dir == -1 or +1
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void nextBonus(PlayerColor player, int dir); //dir == -1 or +1
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void setTurnLength(int npos);
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void flagPressed(PlayerColor player);
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void recreate();
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OptionsTab();
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~OptionsTab();
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void showAll(SDL_Surface * to);
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int nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir );
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bool canUseThisHero(PlayerColor player, int ID );
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};
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/// The random map tab shows options for generating a random map.
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class CRandomMapTab : public CIntObject
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{
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public:
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CRandomMapTab();
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void showAll(SDL_Surface * to);
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void updateMapInfo();
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CFunctionList<void (const CMapInfo *)> & getMapInfoChanged();
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const CMapInfo * getMapInfo() const;
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const CMapGenOptions & getMapGenOptions() const;
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void setMapGenOptions(shared_ptr<CMapGenOptions> opts);
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private:
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void addButtonsToGroup(CToggleGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex) const;
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void addButtonsWithRandToGroup(CToggleGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex, int helpRandIndex) const;
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void deactivateButtonsFrom(CToggleGroup * group, int startId);
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void validatePlayersCnt(int playersCnt);
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void validateCompOnlyPlayersCnt(int compOnlyPlayersCnt);
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std::vector<int> getPossibleMapSizes();
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CPicture * bg;
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CToggleButton * twoLevelsBtn;
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CToggleGroup * mapSizeBtnGroup, * playersCntGroup, * teamsCntGroup, * compOnlyPlayersCntGroup,
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* compOnlyTeamsCntGroup, * waterContentGroup, * monsterStrengthGroup;
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CButton * showRandMaps;
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CMapGenOptions mapGenOptions;
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unique_ptr<CMapInfo> mapInfo;
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CFunctionList<void(const CMapInfo *)> mapInfoChanged;
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};
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/// Interface for selecting a map.
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class ISelectionScreenInfo
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{
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public:
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CMenuScreen::EMultiMode multiPlayer;
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CMenuScreen::EState screenType; //new/save/load#Game
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const CMapInfo *current;
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StartInfo sInfo;
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std::map<ui8, std::string> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
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ISelectionScreenInfo(const std::map<ui8, std::string> *Names = nullptr);
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virtual ~ISelectionScreenInfo();
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virtual void update(){};
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virtual void propagateOptions() {};
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virtual void postRequest(ui8 what, ui8 dir) {};
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virtual void postChatMessage(const std::string &txt){};
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void setPlayer(PlayerSettings &pset, ui8 player);
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void updateStartInfo( std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader );
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ui8 getIdOfFirstUnallocatedPlayer(); //returns 0 if none
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bool isGuest() const;
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bool isHost() const;
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};
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/// The actual map selection screen which consists of the options and selection tab
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class CSelectionScreen : public CIntObject, public ISelectionScreenInfo
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{
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bool bordered;
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public:
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CPicture *bg; //general bg image
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InfoCard *card;
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OptionsTab *opt;
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CRandomMapTab * randMapTab;
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CButton *start, *back;
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SelectionTab *sel;
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CIntObject *curTab;
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boost::thread *serverHandlingThread;
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boost::recursive_mutex *mx;
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std::list<CPackForSelectionScreen *> upcomingPacks; //protected by mx
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CConnection *serv; //connection to server, used in MP mode
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bool ongoingClosing;
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ui8 myNameID; //used when networking - otherwise all player are "mine"
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CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer = CMenuScreen::SINGLE_PLAYER, const std::map<ui8, std::string> * Names = nullptr, const std::string & Address = "", const std::string & Port = "");
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~CSelectionScreen();
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void toggleTab(CIntObject *tab);
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void changeSelection(const CMapInfo *to);
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void startCampaign();
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void startScenario();
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void difficultyChange(int to);
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void handleConnection();
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void processPacks();
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void setSInfo(const StartInfo &si);
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void update() override;
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void propagateOptions() override;
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void postRequest(ui8 what, ui8 dir) override;
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void postChatMessage(const std::string &txt) override;
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void propagateNames();
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void showAll(SDL_Surface *to);
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};
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/// Save game screen
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class CSavingScreen : public CSelectionScreen
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{
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public:
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const CMapInfo *ourGame;
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CSavingScreen(bool hotseat = false);
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~CSavingScreen();
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};
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/// Scenario information screen shown during the game (thus not really a "pre-game" but fits here anyway)
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class CScenarioInfo : public CIntObject, public ISelectionScreenInfo
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{
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public:
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CButton *back;
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InfoCard *card;
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OptionsTab *opt;
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CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo);
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~CScenarioInfo();
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};
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/// Multiplayer mode
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class CMultiMode : public CIntObject
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{
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public:
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CPicture *bg;
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CTextInput *txt;
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CButton *btns[7]; //0 - hotseat, 6 - cancel
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CGStatusBar *bar;
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CMultiMode();
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void openHotseat();
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void hostTCP();
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void joinTCP();
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};
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/// Hot seat player window
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class CHotSeatPlayers : public CIntObject
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{
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CPicture *bg;
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CTextBox *title;
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CTextInput* txt[8];
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CButton *ok, *cancel;
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CGStatusBar *bar;
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void onChange(std::string newText);
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void enterSelectionScreen();
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public:
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CHotSeatPlayers(const std::string &firstPlayer);
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};
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class CPrologEpilogVideo : public CWindowObject
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{
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CCampaignScenario::SScenarioPrologEpilog spe;
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int positionCounter;
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int voiceSoundHandle;
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std::function<void()> exitCb;
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CMultiLineLabel * text;
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public:
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CPrologEpilogVideo(CCampaignScenario::SScenarioPrologEpilog _spe, std::function<void()> callback);
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void clickLeft(tribool down, bool previousState);
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void show(SDL_Surface * to);
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};
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/// Campaign screen where you can choose one out of three starting bonuses
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class CBonusSelection : public CIntObject
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{
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public:
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CBonusSelection(const std::string & campaignFName);
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CBonusSelection(shared_ptr<CCampaignState> _ourCampaign);
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~CBonusSelection();
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void showAll(SDL_Surface * to) override;
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void show(SDL_Surface * to) override;
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private:
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struct SCampPositions
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{
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std::string campPrefix;
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int colorSuffixLength;
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struct SRegionDesc
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{
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std::string infix;
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int xpos, ypos;
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};
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std::vector<SRegionDesc> regions;
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};
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class CRegion : public CIntObject
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{
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CBonusSelection * owner;
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SDL_Surface* graphics[3]; //[0] - not selected, [1] - selected, [2] - striped
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bool accessible; //false if region should be striped
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bool selectable; //true if region should be selectable
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int myNumber; //number of region
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public:
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std::string rclickText;
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CRegion(CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber);
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~CRegion();
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void show(SDL_Surface * to);
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};
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void init();
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void loadPositionsOfGraphics();
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void updateStartButtonState(int selected = -1); //-1 -- no bonus is selected
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void updateBonusSelection();
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void updateCampaignState();
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// Event handlers
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void goBack();
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void startMap();
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void restartMap();
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void selectMap(int mapNr, bool initialSelect);
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void selectBonus(int id);
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void increaseDifficulty();
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void decreaseDifficulty();
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// GUI components
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SDL_Surface * background;
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CButton * startB, * restartB, * backB;
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CTextBox * campaignDescription, * mapDescription;
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std::vector<SCampPositions> campDescriptions;
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std::vector<CRegion *> regions;
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CRegion * highlightedRegion;
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CToggleGroup * bonuses;
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SDL_Surface * diffPics[5]; //pictures of difficulties, user-selectable (or not if campaign locks this)
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CButton * diffLb, * diffRb; //buttons for changing difficulty
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CDefHandler * sizes; //icons of map sizes
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CDefHandler * sFlags;
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// Data
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shared_ptr<CCampaignState> ourCampaign;
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int selectedMap;
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boost::optional<int> selectedBonus;
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StartInfo startInfo;
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CMapHeader * ourHeader;
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};
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/// Campaign selection screen
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class CCampaignScreen : public CIntObject
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{
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public:
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enum CampaignStatus {DEFAULT = 0, ENABLED, DISABLED, COMPLETED}; // the status of the campaign
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private:
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/// A button which plays a video when you move the mouse cursor over it
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class CCampaignButton : public CIntObject
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{
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private:
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CPicture *image;
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CPicture *checkMark;
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CLabel *hoverLabel;
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CampaignStatus status;
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std::string campFile; // the filename/resourcename of the campaign
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std::string video; // the resource name of the video
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std::string hoverText;
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void clickLeft(tribool down, bool previousState);
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void hover(bool on);
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public:
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CCampaignButton(const JsonNode &config );
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void show(SDL_Surface * to);
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};
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CButton *back;
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std::vector<CCampaignButton*> campButtons;
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std::vector<CPicture*> images;
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CButton* createExitButton(const JsonNode& button);
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public:
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enum CampaignSet {ROE, AB, SOD, WOG};
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CCampaignScreen(const JsonNode &config);
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void showAll(SDL_Surface *to);
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};
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/// Manages the configuration of pregame GUI elements like campaign screen, main menu, loading screen,...
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class CGPreGameConfig
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{
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public:
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static CGPreGameConfig & get();
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const JsonNode & getConfig() const;
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const JsonNode & getCampaigns() const;
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private:
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CGPreGameConfig();
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const JsonNode campaignSets;
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const JsonNode config;
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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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class CGPreGame : public CIntObject, public ILockedUpdatable
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{
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void loadGraphics();
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void disposeGraphics();
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CGPreGame(); //Use createIfNotPresent
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public:
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CMenuScreen * menu;
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CDefHandler *victory, *loss;
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~CGPreGame();
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void update() override;
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void runLocked(std::function<void()> cb) override;
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void openSel(CMenuScreen::EState type, CMenuScreen::EMultiMode multi = CMenuScreen::SINGLE_PLAYER);
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void openCampaignScreen(std::string name);
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static CGPreGame * create();
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void removeFromGui();
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static void showLoadingScreen(std::function<void()> loader);
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};
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class CLoadingScreen : public CWindowObject
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{
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boost::thread loadingThread;
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std::string getBackground();
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public:
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CLoadingScreen(std::function<void()> loader);
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~CLoadingScreen();
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void showAll(SDL_Surface *to);
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};
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/// Simple window to enter the server's address.
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class CSimpleJoinScreen : public CIntObject
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{
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CPicture * bg;
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CTextBox * title;
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CButton * ok, * cancel;
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CGStatusBar * bar;
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CTextInput * address;
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CTextInput * port;
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void enterSelectionScreen();
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void onChange(const std::string & newText);
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public:
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CSimpleJoinScreen();
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};
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extern ISelectionScreenInfo *SEL;
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extern CGPreGame *CGP;
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