mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-06-11 16:44:48 -07:00
Refactor player menus into helper classes (#6121)
* Refactor player menus into helper classes. Took 2 hours 6 minutes Took 11 minutes * Lint. Took 6 minutes Took 22 seconds * Refactor card and move menu. Took 1 hour 6 minutes Took 36 seconds Took 52 seconds * Set active shortcuts, move player info stuff to card menu. Took 25 minutes Took 18 seconds * Refactor say and utility menu. Took 54 minutes Took 2 minutes Took 5 minutes Took 11 minutes * Rename folder. Took 24 minutes Took 6 minutes * Refactor sideboard menu. Took 26 minutes * Remove unused variable in constructor. Took 42 seconds * Lint. Took 11 minutes * Nullptr check Took 8 minutes * Use localOrJudge check Took 6 minutes * Fix the build. Took 7 minutes Took 35 seconds * PlayerList things. Took 16 minutes * Retranslate and set shortcuts for everything. Took 10 minutes * Correctly nullptr out sayMenu if not local Took 3 minutes * Don't check playerInfo in sbMenu shortcutsActive Took 3 minutes --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
parent
ff7ce39841
commit
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30 changed files with 2242 additions and 1536 deletions
498
cockatrice/src/game/player/menu/card_menu.cpp
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498
cockatrice/src/game/player/menu/card_menu.cpp
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#include "card_menu.h"
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#include "../../../client/tabs/tab_game.h"
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#include "../../../settings/card_counter_settings.h"
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#include "../../board/card_item.h"
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#include "../../cards/card_database_manager.h"
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#include "../../zones/logic/view_zone_logic.h"
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#include "../card_menu_action_type.h"
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#include "../player.h"
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#include "../player_actions.h"
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#include "move_menu.h"
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#include "pt_menu.h"
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CardMenu::CardMenu(Player *_player, const CardItem *_card, bool _shortcutsActive)
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: player(_player), card(_card), shortcutsActive(_shortcutsActive)
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{
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auto playerActions = player->getPlayerActions();
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const QList<Player *> &players = player->getGame()->getPlayerManager()->getPlayers().values();
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for (auto playerToAdd : players) {
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if (playerToAdd == player) {
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continue;
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}
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playersInfo.append(qMakePair(playerToAdd->getPlayerInfo()->getName(), playerToAdd->getPlayerInfo()->getId()));
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}
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connect(player->getGame()->getPlayerManager(), &PlayerManager::playerRemoved, this, &CardMenu::removePlayer);
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aTap = new QAction(this);
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aTap->setData(cmTap);
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connect(aTap, &QAction::triggered, playerActions, &PlayerActions::cardMenuAction);
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aDoesntUntap = new QAction(this);
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aDoesntUntap->setData(cmDoesntUntap);
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connect(aDoesntUntap, &QAction::triggered, playerActions, &PlayerActions::cardMenuAction);
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aAttach = new QAction(this);
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connect(aAttach, &QAction::triggered, playerActions, &PlayerActions::actAttach);
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aUnattach = new QAction(this);
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connect(aUnattach, &QAction::triggered, playerActions, &PlayerActions::actUnattach);
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aDrawArrow = new QAction(this);
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connect(aDrawArrow, &QAction::triggered, playerActions, &PlayerActions::actDrawArrow);
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aSetAnnotation = new QAction(this);
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connect(aSetAnnotation, &QAction::triggered, playerActions, &PlayerActions::actSetAnnotation);
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aFlip = new QAction(this);
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aFlip->setData(cmFlip);
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connect(aFlip, &QAction::triggered, player->getPlayerActions(), &PlayerActions::cardMenuAction);
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aPeek = new QAction(this);
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aPeek->setData(cmPeek);
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connect(aPeek, &QAction::triggered, player->getPlayerActions(), &PlayerActions::cardMenuAction);
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aClone = new QAction(this);
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aClone->setData(cmClone);
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connect(aClone, &QAction::triggered, player->getPlayerActions(), &PlayerActions::cardMenuAction);
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aSelectAll = new QAction(this);
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connect(aSelectAll, &QAction::triggered, playerActions, &PlayerActions::actSelectAll);
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aSelectRow = new QAction(this);
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connect(aSelectRow, &QAction::triggered, playerActions, &PlayerActions::actSelectRow);
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aSelectColumn = new QAction(this);
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connect(aSelectColumn, &QAction::triggered, playerActions, &PlayerActions::actSelectColumn);
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aPlay = new QAction(this);
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connect(aPlay, &QAction::triggered, playerActions, &PlayerActions::actPlay);
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aHide = new QAction(this);
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connect(aHide, &QAction::triggered, playerActions, &PlayerActions::actHide);
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aPlayFacedown = new QAction(this);
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connect(aPlayFacedown, &QAction::triggered, playerActions, &PlayerActions::actPlayFacedown);
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mCardCounters = new QMenu;
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for (int i = 0; i < 6; ++i) {
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auto *tempAddCounter = new QAction(this);
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tempAddCounter->setData(9 + i * 1000);
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auto *tempRemoveCounter = new QAction(this);
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tempRemoveCounter->setData(10 + i * 1000);
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auto *tempSetCounter = new QAction(this);
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tempSetCounter->setData(11 + i * 1000);
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aAddCounter.append(tempAddCounter);
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aRemoveCounter.append(tempRemoveCounter);
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aSetCounter.append(tempSetCounter);
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connect(tempAddCounter, &QAction::triggered, playerActions, &PlayerActions::actCardCounterTrigger);
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connect(tempRemoveCounter, &QAction::triggered, playerActions, &PlayerActions::actCardCounterTrigger);
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connect(tempSetCounter, &QAction::triggered, playerActions, &PlayerActions::actCardCounterTrigger);
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}
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setShortcutsActive();
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retranslateUi();
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if (card == nullptr) {
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return;
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}
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bool revealedCard = false;
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bool writeableCard = player->getPlayerInfo()->getLocalOrJudge();
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if (auto *view = qobject_cast<ZoneViewZoneLogic *>(card->getZone())) {
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if (view->getRevealZone()) {
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if (view->getWriteableRevealZone()) {
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writeableCard = true;
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} else {
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revealedCard = true;
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}
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}
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}
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if (revealedCard) {
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addAction(aHide);
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addAction(aClone);
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addSeparator();
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addAction(aSelectAll);
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addAction(aSelectColumn);
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addRelatedCardView();
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} else if (writeableCard) {
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if (card->getZone()) {
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if (card->getZone()->getName() == "table") {
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createTableMenu();
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} else if (card->getZone()->getName() == "stack") {
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createStackMenu();
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} else if (card->getZone()->getName() == "rfg" || card->getZone()->getName() == "grave") {
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createGraveyardOrExileMenu();
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} else {
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createHandOrCustomZoneMenu();
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}
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} else {
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addMenu(new MoveMenu(player));
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}
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} else {
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if (card->getZone() && card->getZone()->getName() != "hand") {
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addAction(aDrawArrow);
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addSeparator();
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addRelatedCardView();
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addRelatedCardActions();
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addSeparator();
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addAction(aClone);
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addSeparator();
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addAction(aSelectAll);
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}
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}
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}
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void CardMenu::removePlayer(Player *playerToRemove)
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{
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for (auto it = playersInfo.begin(); it != playersInfo.end();) {
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if (it->second == playerToRemove->getPlayerInfo()->getId()) {
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it = playersInfo.erase(it);
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} else {
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++it;
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}
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}
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}
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void CardMenu::createTableMenu()
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{
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// Card is on the battlefield
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bool canModifyCard = player->getPlayerInfo()->judge || card->getOwner() == player;
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if (!canModifyCard) {
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addRelatedCardView();
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addRelatedCardActions();
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addSeparator();
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addAction(aDrawArrow);
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addSeparator();
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addAction(aClone);
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addSeparator();
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addAction(aSelectAll);
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addAction(aSelectRow);
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return;
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}
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addAction(aTap);
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addAction(aDoesntUntap);
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addAction(aFlip);
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if (card->getFaceDown()) {
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addAction(aPeek);
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}
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addRelatedCardView();
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addRelatedCardActions();
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addSeparator();
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addAction(aAttach);
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if (card->getAttachedTo()) {
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addAction(aUnattach);
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}
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addAction(aDrawArrow);
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addSeparator();
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addMenu(new PtMenu(player));
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addAction(aSetAnnotation);
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addSeparator();
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addAction(aClone);
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addMenu(new MoveMenu(player));
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addSeparator();
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addAction(aSelectAll);
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addAction(aSelectRow);
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addSeparator();
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mCardCounters->clear();
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for (int i = 0; i < aAddCounter.size(); ++i) {
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mCardCounters->addSeparator();
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mCardCounters->addAction(aAddCounter[i]);
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if (card->getCounters().contains(i)) {
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mCardCounters->addAction(aRemoveCounter[i]);
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}
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mCardCounters->addAction(aSetCounter[i]);
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}
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addSeparator();
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addMenu(mCardCounters);
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}
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void CardMenu::createStackMenu()
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{
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bool canModifyCard = player->getPlayerInfo()->judge || card->getOwner() == player;
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// Card is on the stack
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if (canModifyCard) {
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addAction(aAttach);
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addAction(aDrawArrow);
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addSeparator();
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addAction(aClone);
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addMenu(new MoveMenu(player));
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addSeparator();
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addAction(aSelectAll);
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} else {
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addAction(aDrawArrow);
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addSeparator();
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addAction(aClone);
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addSeparator();
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addAction(aSelectAll);
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}
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addRelatedCardView();
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addRelatedCardActions();
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}
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void CardMenu::createGraveyardOrExileMenu()
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{
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bool canModifyCard = player->getPlayerInfo()->judge || card->getOwner() == player;
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// Card is in the graveyard or exile
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if (canModifyCard) {
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addAction(aPlay);
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addAction(aPlayFacedown);
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addSeparator();
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addAction(aClone);
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addMenu(new MoveMenu(player));
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addSeparator();
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addAction(aSelectAll);
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addAction(aSelectColumn);
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addSeparator();
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addAction(aAttach);
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addAction(aDrawArrow);
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} else {
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addAction(aClone);
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addSeparator();
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addAction(aSelectAll);
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addAction(aSelectColumn);
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addSeparator();
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addAction(aDrawArrow);
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}
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addRelatedCardView();
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addRelatedCardActions();
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}
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void CardMenu::createHandOrCustomZoneMenu()
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{
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// Card is in hand or a custom zone specified by server
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addAction(aPlay);
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addAction(aPlayFacedown);
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QMenu *revealMenu = addMenu(tr("Re&veal to..."));
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initContextualPlayersMenu(revealMenu);
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connect(revealMenu, &QMenu::triggered, player->getPlayerActions(), &PlayerActions::actReveal);
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addSeparator();
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addAction(aClone);
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addMenu(new MoveMenu(player));
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// actions that are really wonky when done from deck or sideboard
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if (card->getZone()->getName() == "hand") {
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addSeparator();
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addAction(aAttach);
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addAction(aDrawArrow);
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}
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addSeparator();
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addAction(aSelectAll);
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if (qobject_cast<ZoneViewZoneLogic *>(card->getZone())) {
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addAction(aSelectColumn);
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}
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addRelatedCardView();
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if (card->getZone()->getName() == "hand") {
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addRelatedCardActions();
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}
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}
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void CardMenu::initContextualPlayersMenu(QMenu *menu)
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{
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menu->addAction(tr("&All players"))->setData(-1);
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menu->addSeparator();
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for (const auto &playerInfo : playersInfo) {
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menu->addAction(playerInfo.first)->setData(playerInfo.second);
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}
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}
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void CardMenu::addRelatedCardView()
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{
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if (!card) {
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return;
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}
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auto exactCard = card->getCard();
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if (!exactCard) {
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return;
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}
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bool atLeastOneGoodRelationFound = false;
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QList<CardRelation *> relatedCards = exactCard.getInfo().getAllRelatedCards();
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for (const CardRelation *cardRelation : relatedCards) {
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CardInfoPtr relatedCard = CardDatabaseManager::getInstance()->getCardInfo(cardRelation->getName());
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if (relatedCard != nullptr) {
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atLeastOneGoodRelationFound = true;
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break;
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}
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}
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if (!atLeastOneGoodRelationFound) {
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return;
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}
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addSeparator();
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auto viewRelatedCards = new QMenu(tr("View related cards"));
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addMenu(viewRelatedCards);
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for (const CardRelation *relatedCard : relatedCards) {
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QString relatedCardName = relatedCard->getName();
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CardRef cardRef = {relatedCardName, exactCard.getPrinting().getUuid()};
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QAction *viewCard = viewRelatedCards->addAction(relatedCardName);
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Q_UNUSED(viewCard);
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connect(viewCard, &QAction::triggered, player->getGame(),
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[this, cardRef] { player->getGame()->getTab()->viewCardInfo(cardRef); });
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}
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}
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void CardMenu::addRelatedCardActions()
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{
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if (!card) {
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return;
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}
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auto exactCard = card->getCard();
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if (!exactCard) {
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return;
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}
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QList<CardRelation *> relatedCards = exactCard.getInfo().getAllRelatedCards();
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if (relatedCards.isEmpty()) {
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return;
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}
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addSeparator();
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int index = 0;
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QAction *createRelatedCards = nullptr;
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for (const CardRelation *cardRelation : relatedCards) {
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ExactCard relatedCard = CardDatabaseManager::getInstance()->getCardFromSameSet(cardRelation->getName(),
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card->getCard().getPrinting());
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if (!relatedCard) {
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relatedCard = CardDatabaseManager::getInstance()->getCard({cardRelation->getName()});
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}
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if (!relatedCard) {
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continue;
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}
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QString relatedCardName;
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if (relatedCard.getInfo().getPowTough().size() > 0) {
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relatedCardName = relatedCard.getInfo().getPowTough() + " " + relatedCard.getName(); // "n/n name"
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} else {
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relatedCardName = relatedCard.getName(); // "name"
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}
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QString text = tr("Token: ");
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if (cardRelation->getDoesAttach()) {
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text +=
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tr(cardRelation->getDoesTransform() ? "Transform into " : "Attach to ") + "\"" + relatedCardName + "\"";
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} else if (cardRelation->getIsVariable()) {
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text += "X " + relatedCardName;
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} else if (cardRelation->getDefaultCount() != 1) {
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text += QString::number(cardRelation->getDefaultCount()) + "x " + relatedCardName;
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} else {
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text += relatedCardName;
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}
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if (createRelatedCards == nullptr) {
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if (relatedCards.length() == 1) {
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createRelatedCards = new QAction(text, this); // set actCreateAllRelatedCards with this text
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break; // do not set an individual entry as there is only one entry
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} else {
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createRelatedCards = new QAction(tr("All tokens"), this);
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}
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}
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auto *createRelated = new QAction(text, this);
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createRelated->setData(QVariant(index++));
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connect(createRelated, &QAction::triggered, player->getPlayerActions(), &PlayerActions::actCreateRelatedCard);
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addAction(createRelated);
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}
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if (createRelatedCards) {
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if (shortcutsActive) {
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createRelatedCards->setShortcuts(
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SettingsCache::instance().shortcuts().getShortcut("Player/aCreateRelatedTokens"));
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}
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connect(createRelatedCards, &QAction::triggered, player->getPlayerActions(),
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&PlayerActions::actCreateAllRelatedCards);
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addAction(createRelatedCards);
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}
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}
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void CardMenu::retranslateUi()
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{
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aSelectAll->setText(tr("&Select All"));
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aSelectRow->setText(tr("S&elect Row"));
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aSelectColumn->setText(tr("S&elect Column"));
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aPlay->setText(tr("&Play"));
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aHide->setText(tr("&Hide"));
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aPlayFacedown->setText(tr("Play &Face Down"));
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//: Turn sideways or back again
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aTap->setText(tr("&Tap / Untap"));
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aDoesntUntap->setText(tr("Toggle &normal untapping"));
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//: Turn face up/face down
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aFlip->setText(tr("T&urn Over")); // Only the user facing names in client got renamed to "turn over"
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// All code and proto bits are still unchanged (flip) for compatibility reasons
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// A protocol rewrite with v3 could incorporate that, see #3100
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aPeek->setText(tr("&Peek at card face"));
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aClone->setText(tr("&Clone"));
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aAttach->setText(tr("Attac&h to card..."));
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aUnattach->setText(tr("Unattac&h"));
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aDrawArrow->setText(tr("&Draw arrow..."));
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aSetAnnotation->setText(tr("&Set annotation..."));
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mCardCounters->setTitle(tr("Ca&rd counters"));
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auto &cardCounterSettings = SettingsCache::instance().cardCounters();
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for (int i = 0; i < aAddCounter.size(); ++i) {
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aAddCounter[i]->setText(tr("&Add counter (%1)").arg(cardCounterSettings.displayName(i)));
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}
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for (int i = 0; i < aRemoveCounter.size(); ++i) {
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aRemoveCounter[i]->setText(tr("&Remove counter (%1)").arg(cardCounterSettings.displayName(i)));
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}
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for (int i = 0; i < aSetCounter.size(); ++i) {
|
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aSetCounter[i]->setText(tr("&Set counters (%1)...").arg(cardCounterSettings.displayName(i)));
|
||||
}
|
||||
}
|
||||
|
||||
void CardMenu::setShortcutsActive()
|
||||
{
|
||||
ShortcutsSettings &shortcuts = SettingsCache::instance().shortcuts();
|
||||
|
||||
aHide->setShortcuts(shortcuts.getShortcut("Player/aHide"));
|
||||
aPlay->setShortcuts(shortcuts.getShortcut("Player/aPlay"));
|
||||
aTap->setShortcuts(shortcuts.getShortcut("Player/aTap"));
|
||||
aDoesntUntap->setShortcuts(shortcuts.getShortcut("Player/aDoesntUntap"));
|
||||
aFlip->setShortcuts(shortcuts.getShortcut("Player/aFlip"));
|
||||
aPeek->setShortcuts(shortcuts.getShortcut("Player/aPeek"));
|
||||
aClone->setShortcuts(shortcuts.getShortcut("Player/aClone"));
|
||||
aAttach->setShortcuts(shortcuts.getShortcut("Player/aAttach"));
|
||||
aUnattach->setShortcuts(shortcuts.getShortcut("Player/aUnattach"));
|
||||
aDrawArrow->setShortcuts(shortcuts.getShortcut("Player/aDrawArrow"));
|
||||
aSetAnnotation->setShortcuts(shortcuts.getShortcut("Player/aSetAnnotation"));
|
||||
|
||||
aSelectAll->setShortcuts(shortcuts.getShortcut("Player/aSelectAll"));
|
||||
aSelectRow->setShortcuts(shortcuts.getShortcut("Player/aSelectRow"));
|
||||
aSelectColumn->setShortcuts(shortcuts.getShortcut("Player/aSelectColumn"));
|
||||
|
||||
aPlayFacedown->setShortcuts(shortcuts.getShortcut("Player/aPlayFacedown"));
|
||||
aPlay->setShortcuts(shortcuts.getShortcut("Player/aPlay"));
|
||||
|
||||
static const QStringList colorWords = {"Red", "Yellow", "Green", "Cyan", "Purple", "Magenta"};
|
||||
for (int i = 0; i < aAddCounter.size(); i++) {
|
||||
aAddCounter[i]->setShortcuts(shortcuts.getShortcut("Player/aCC" + colorWords[i]));
|
||||
aRemoveCounter[i]->setShortcuts(shortcuts.getShortcut("Player/aRC" + colorWords[i]));
|
||||
aSetCounter[i]->setShortcuts(shortcuts.getShortcut("Player/aSC" + colorWords[i]));
|
||||
}
|
||||
|
||||
// Don't enable always-active shortcuts in local games, since it causes keyboard shortcuts to work inconsistently
|
||||
// when there are more than 1 player.
|
||||
if (!player->getGame()->getGameState()->getIsLocalGame()) {
|
||||
// unattach action is only active in card menu if the active card is attached.
|
||||
// make unattach shortcut always active so that it consistently works when multiple cards are selected.
|
||||
player->getGame()->getTab()->addAction(aUnattach);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue