680 lines
16 KiB
C++
680 lines
16 KiB
C++
#include "PoolArrays.hpp"
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#include "Defs.hpp"
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#include "String.hpp"
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#include "Color.hpp"
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#include "Vector2.hpp"
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#include "Vector3.hpp"
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#include "GodotGlobal.hpp"
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#include <gdnative/pool_arrays.h>
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namespace godot {
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PoolByteArray::PoolByteArray()
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{
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godot::api->godot_pool_byte_array_new(&_godot_array);
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}
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PoolByteArray::PoolByteArray(const PoolByteArray &p_other)
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{
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godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array);
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}
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PoolByteArray &PoolByteArray::operator=(const PoolByteArray & p_other)
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{
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godot::api->godot_pool_byte_array_destroy(&_godot_array);
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godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array);
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return *this;
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}
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PoolByteArray::PoolByteArray(const Array& array)
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{
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godot::api->godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *) &array);
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}
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PoolByteArray::Read PoolByteArray::read() const
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{
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Read read;
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read._read_access = godot::api->godot_pool_byte_array_read(&_godot_array);
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return read;
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}
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PoolByteArray::Write PoolByteArray::write()
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{
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Write write;
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write._write_access = godot::api->godot_pool_byte_array_write(&_godot_array);
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return write;
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}
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void PoolByteArray::append(const uint8_t data)
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{
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godot::api->godot_pool_byte_array_append(&_godot_array, data);
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}
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void PoolByteArray::append_array(const PoolByteArray& array)
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{
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godot::api->godot_pool_byte_array_append_array(&_godot_array, &array._godot_array);
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}
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int PoolByteArray::insert(const int idx, const uint8_t data)
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{
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return godot::api->godot_pool_byte_array_insert(&_godot_array, idx, data);
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}
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void PoolByteArray::invert()
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{
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godot::api->godot_pool_byte_array_invert(&_godot_array);
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}
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void PoolByteArray::push_back(const uint8_t data)
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{
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godot::api->godot_pool_byte_array_push_back(&_godot_array, data);
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}
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void PoolByteArray::remove(const int idx)
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{
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godot::api->godot_pool_byte_array_remove(&_godot_array, idx);
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}
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void PoolByteArray::resize(const int size)
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{
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godot::api->godot_pool_byte_array_resize(&_godot_array, size);
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}
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void PoolByteArray::set(const int idx, const uint8_t data)
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{
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godot::api->godot_pool_byte_array_set(&_godot_array, idx, data);
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}
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uint8_t PoolByteArray::operator [](const int idx)
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{
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return godot::api->godot_pool_byte_array_get(&_godot_array, idx);
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}
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int PoolByteArray::size() const
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{
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return godot::api->godot_pool_byte_array_size(&_godot_array);
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}
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PoolByteArray::~PoolByteArray()
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{
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godot::api->godot_pool_byte_array_destroy(&_godot_array);
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}
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PoolIntArray::PoolIntArray()
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{
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godot::api->godot_pool_int_array_new(&_godot_array);
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}
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PoolIntArray::PoolIntArray(const PoolIntArray &p_other)
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{
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godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array);
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}
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PoolIntArray &PoolIntArray::operator=(const PoolIntArray &p_other)
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{
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godot::api->godot_pool_int_array_destroy(&_godot_array);
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godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array);
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return *this;
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}
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PoolIntArray::PoolIntArray(const Array& array)
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{
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godot::api->godot_pool_int_array_new_with_array(&_godot_array, (godot_array *) &array);
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}
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PoolIntArray::Read PoolIntArray::read() const
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{
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Read read;
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read._read_access = godot::api->godot_pool_int_array_read(&_godot_array);
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return read;
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}
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PoolIntArray::Write PoolIntArray::write()
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{
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Write write;
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write._write_access = godot::api->godot_pool_int_array_write(&_godot_array);
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return write;
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}
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void PoolIntArray::append(const int data)
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{
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godot::api->godot_pool_int_array_append(&_godot_array, data);
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}
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void PoolIntArray::append_array(const PoolIntArray& array)
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{
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godot::api->godot_pool_int_array_append_array(&_godot_array, &array._godot_array);
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}
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int PoolIntArray::insert(const int idx, const int data)
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{
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return godot::api->godot_pool_int_array_insert(&_godot_array, idx, data);
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}
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void PoolIntArray::invert()
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{
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godot::api->godot_pool_int_array_invert(&_godot_array);
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}
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void PoolIntArray::push_back(const int data)
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{
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godot::api->godot_pool_int_array_push_back(&_godot_array, data);
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}
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void PoolIntArray::remove(const int idx)
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{
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godot::api->godot_pool_int_array_remove(&_godot_array, idx);
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}
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void PoolIntArray::resize(const int size)
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{
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godot::api->godot_pool_int_array_resize(&_godot_array, size);
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}
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void PoolIntArray::set(const int idx, const int data)
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{
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godot::api->godot_pool_int_array_set(&_godot_array, idx, data);
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}
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int PoolIntArray::operator [](const int idx)
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{
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return godot::api->godot_pool_int_array_get(&_godot_array, idx);
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}
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int PoolIntArray::size() const
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{
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return godot::api->godot_pool_int_array_size(&_godot_array);
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}
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PoolIntArray::~PoolIntArray()
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{
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godot::api->godot_pool_int_array_destroy(&_godot_array);
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}
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PoolRealArray::PoolRealArray()
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{
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godot::api->godot_pool_real_array_new(&_godot_array);
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}
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PoolRealArray::PoolRealArray(const PoolRealArray &p_other)
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{
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godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array);
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}
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PoolRealArray &PoolRealArray::operator=(const PoolRealArray &p_other)
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{
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godot::api->godot_pool_real_array_destroy(&_godot_array);
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godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array);
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return *this;
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}
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PoolRealArray::Read PoolRealArray::read() const
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{
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Read read;
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read._read_access = godot::api->godot_pool_real_array_read(&_godot_array);
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return read;
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}
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PoolRealArray::Write PoolRealArray::write()
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{
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Write write;
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write._write_access = godot::api->godot_pool_real_array_write(&_godot_array);
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return write;
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}
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PoolRealArray::PoolRealArray(const Array& array)
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{
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godot::api->godot_pool_real_array_new_with_array(&_godot_array, (godot_array *) &array);
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}
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void PoolRealArray::append(const real_t data)
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{
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godot::api->godot_pool_real_array_append(&_godot_array, data);
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}
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void PoolRealArray::append_array(const PoolRealArray& array)
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{
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godot::api->godot_pool_real_array_append_array(&_godot_array, &array._godot_array);
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}
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int PoolRealArray::insert(const int idx, const real_t data)
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{
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return godot::api->godot_pool_real_array_insert(&_godot_array, idx, data);
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}
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void PoolRealArray::invert()
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{
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godot::api->godot_pool_real_array_invert(&_godot_array);
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}
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void PoolRealArray::push_back(const real_t data)
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{
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godot::api->godot_pool_real_array_push_back(&_godot_array, data);
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}
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void PoolRealArray::remove(const int idx)
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{
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godot::api->godot_pool_real_array_remove(&_godot_array, idx);
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}
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void PoolRealArray::resize(const int size)
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{
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godot::api->godot_pool_real_array_resize(&_godot_array, size);
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}
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void PoolRealArray::set(const int idx, const real_t data)
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{
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godot::api->godot_pool_real_array_set(&_godot_array, idx, data);
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}
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real_t PoolRealArray::operator [](const int idx)
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{
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return godot::api->godot_pool_real_array_get(&_godot_array, idx);
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}
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int PoolRealArray::size() const
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{
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return godot::api->godot_pool_real_array_size(&_godot_array);
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}
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PoolRealArray::~PoolRealArray()
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{
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godot::api->godot_pool_real_array_destroy(&_godot_array);
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}
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PoolStringArray::PoolStringArray()
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{
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godot::api->godot_pool_string_array_new(&_godot_array);
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}
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PoolStringArray::PoolStringArray(const PoolStringArray &p_other)
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{
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godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array);
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}
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PoolStringArray &PoolStringArray::operator=(const PoolStringArray &p_other)
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{
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godot::api->godot_pool_string_array_destroy(&_godot_array);
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godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array);
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return *this;
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}
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PoolStringArray::PoolStringArray(const Array& array)
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{
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godot::api->godot_pool_string_array_new_with_array(&_godot_array, (godot_array *) &array);
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}
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PoolStringArray::Read PoolStringArray::read() const
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{
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Read read;
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read._read_access = godot::api->godot_pool_string_array_read(&_godot_array);
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return read;
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}
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PoolStringArray::Write PoolStringArray::write()
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{
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Write write;
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write._write_access = godot::api->godot_pool_string_array_write(&_godot_array);
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return write;
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}
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void PoolStringArray::append(const String& data)
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{
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godot::api->godot_pool_string_array_append(&_godot_array, (godot_string *) &data);
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}
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void PoolStringArray::append_array(const PoolStringArray& array)
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{
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godot::api->godot_pool_string_array_append_array(&_godot_array, &array._godot_array);
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}
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int PoolStringArray::insert(const int idx, const String& data)
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{
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return godot::api->godot_pool_string_array_insert(&_godot_array, idx, (godot_string *) &data);
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}
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void PoolStringArray::invert()
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{
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godot::api->godot_pool_string_array_invert(&_godot_array);
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}
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void PoolStringArray::push_back(const String& data)
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{
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godot::api->godot_pool_string_array_push_back(&_godot_array, (godot_string *) &data);
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}
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void PoolStringArray::remove(const int idx)
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{
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godot::api->godot_pool_string_array_remove(&_godot_array, idx);
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}
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void PoolStringArray::resize(const int size)
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{
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godot::api->godot_pool_string_array_resize(&_godot_array, size);
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}
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void PoolStringArray::set(const int idx, const String& data)
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{
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godot::api->godot_pool_string_array_set(&_godot_array, idx, (godot_string *) &data);
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}
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const String PoolStringArray::operator [](const int idx)
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{
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String s;
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godot_string str = godot::api->godot_pool_string_array_get(&_godot_array, idx);
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godot::api->godot_string_new_copy((godot_string *) &s, &str);
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godot::api->godot_string_destroy(&str);
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return s;
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}
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int PoolStringArray::size() const
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{
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return godot::api->godot_pool_string_array_size(&_godot_array);
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}
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PoolStringArray::~PoolStringArray()
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{
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godot::api->godot_pool_string_array_destroy(&_godot_array);
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}
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PoolVector2Array::PoolVector2Array()
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{
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godot::api->godot_pool_vector2_array_new(&_godot_array);
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}
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PoolVector2Array::PoolVector2Array(const PoolVector2Array &p_other)
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{
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godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array);
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}
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PoolVector2Array &PoolVector2Array::operator=(const PoolVector2Array &p_other)
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{
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godot::api->godot_pool_vector2_array_destroy(&_godot_array);
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godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array);
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return *this;
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}
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PoolVector2Array::PoolVector2Array(const Array& array)
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{
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godot::api->godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *) &array);
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}
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PoolVector2Array::Read PoolVector2Array::read() const
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{
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Read read;
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read._read_access = godot::api->godot_pool_vector2_array_read(&_godot_array);
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return read;
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}
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PoolVector2Array::Write PoolVector2Array::write()
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{
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Write write;
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write._write_access = godot::api->godot_pool_vector2_array_write(&_godot_array);
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return write;
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}
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void PoolVector2Array::append(const Vector2& data)
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{
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godot::api->godot_pool_vector2_array_append(&_godot_array, (godot_vector2 *) &data);
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}
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void PoolVector2Array::append_array(const PoolVector2Array& array)
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{
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godot::api->godot_pool_vector2_array_append_array(&_godot_array, &array._godot_array);
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}
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int PoolVector2Array::insert(const int idx, const Vector2& data)
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{
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return godot::api->godot_pool_vector2_array_insert(&_godot_array, idx, (godot_vector2 *) &data);
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}
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void PoolVector2Array::invert()
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{
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godot::api->godot_pool_vector2_array_invert(&_godot_array);
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}
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void PoolVector2Array::push_back(const Vector2& data)
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{
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godot::api->godot_pool_vector2_array_push_back(&_godot_array, (godot_vector2 *) &data);
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}
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void PoolVector2Array::remove(const int idx)
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{
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godot::api->godot_pool_vector2_array_remove(&_godot_array, idx);
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}
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void PoolVector2Array::resize(const int size)
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{
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godot::api->godot_pool_vector2_array_resize(&_godot_array, size);
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}
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void PoolVector2Array::set(const int idx, const Vector2& data)
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{
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godot::api->godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *) &data);
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}
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const Vector2 PoolVector2Array::operator [](const int idx)
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{
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Vector2 v;
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*(godot_vector2 *) &v = godot::api->godot_pool_vector2_array_get(&_godot_array, idx);
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return v;
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}
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int PoolVector2Array::size() const
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{
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return godot::api->godot_pool_vector2_array_size(&_godot_array);
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}
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PoolVector2Array::~PoolVector2Array()
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{
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godot::api->godot_pool_vector2_array_destroy(&_godot_array);
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}
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PoolVector3Array::PoolVector3Array()
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{
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godot::api->godot_pool_vector3_array_new(&_godot_array);
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}
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PoolVector3Array::PoolVector3Array(const PoolVector3Array &p_other)
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{
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godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array);
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}
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PoolVector3Array &PoolVector3Array::operator=(const PoolVector3Array &p_other)
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{
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godot::api->godot_pool_vector3_array_destroy(&_godot_array);
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godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array);
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return *this;
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}
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PoolVector3Array::PoolVector3Array(const Array& array)
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{
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godot::api->godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *) &array);
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}
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PoolVector3Array::Read PoolVector3Array::read() const
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{
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Read read;
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read._read_access = godot::api->godot_pool_vector3_array_read(&_godot_array);
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return read;
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}
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PoolVector3Array::Write PoolVector3Array::write()
|
|
{
|
|
Write write;
|
|
write._write_access = godot::api->godot_pool_vector3_array_write(&_godot_array);
|
|
return write;
|
|
}
|
|
|
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void PoolVector3Array::append(const Vector3& data)
|
|
{
|
|
godot::api->godot_pool_vector3_array_append(&_godot_array, (godot_vector3 *) &data);
|
|
}
|
|
|
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void PoolVector3Array::append_array(const PoolVector3Array& array)
|
|
{
|
|
godot::api->godot_pool_vector3_array_append_array(&_godot_array, &array._godot_array);
|
|
}
|
|
|
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int PoolVector3Array::insert(const int idx, const Vector3& data)
|
|
{
|
|
return godot::api->godot_pool_vector3_array_insert(&_godot_array, idx, (godot_vector3 *) &data);
|
|
}
|
|
|
|
void PoolVector3Array::invert()
|
|
{
|
|
godot::api->godot_pool_vector3_array_invert(&_godot_array);
|
|
}
|
|
|
|
void PoolVector3Array::push_back(const Vector3& data)
|
|
{
|
|
godot::api->godot_pool_vector3_array_push_back(&_godot_array, (godot_vector3 *) &data);
|
|
}
|
|
|
|
void PoolVector3Array::remove(const int idx)
|
|
{
|
|
godot::api->godot_pool_vector3_array_remove(&_godot_array, idx);
|
|
}
|
|
|
|
void PoolVector3Array::resize(const int size)
|
|
{
|
|
godot::api->godot_pool_vector3_array_resize(&_godot_array, size);
|
|
}
|
|
|
|
void PoolVector3Array::set(const int idx, const Vector3& data)
|
|
{
|
|
godot::api->godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *) &data);
|
|
}
|
|
|
|
const Vector3 PoolVector3Array::operator [](const int idx)
|
|
{
|
|
Vector3 v;
|
|
*(godot_vector3 *) &v = godot::api->godot_pool_vector3_array_get(&_godot_array, idx);
|
|
return v;
|
|
}
|
|
|
|
int PoolVector3Array::size() const
|
|
{
|
|
return godot::api->godot_pool_vector3_array_size(&_godot_array);
|
|
}
|
|
|
|
|
|
PoolVector3Array::~PoolVector3Array()
|
|
{
|
|
godot::api->godot_pool_vector3_array_destroy(&_godot_array);
|
|
}
|
|
|
|
|
|
PoolColorArray::PoolColorArray()
|
|
{
|
|
godot::api->godot_pool_color_array_new(&_godot_array);
|
|
}
|
|
|
|
PoolColorArray::PoolColorArray(const PoolColorArray &p_other)
|
|
{
|
|
godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array);
|
|
}
|
|
|
|
PoolColorArray &PoolColorArray::operator=(const PoolColorArray &p_other)
|
|
{
|
|
godot::api->godot_pool_color_array_destroy(&_godot_array);
|
|
godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array);
|
|
return *this;
|
|
}
|
|
|
|
PoolColorArray::PoolColorArray(const Array& array)
|
|
{
|
|
godot::api->godot_pool_color_array_new_with_array(&_godot_array, (godot_array *) &array);
|
|
}
|
|
|
|
PoolColorArray::Read PoolColorArray::read() const
|
|
{
|
|
Read read;
|
|
read._read_access = godot::api->godot_pool_color_array_read(&_godot_array);
|
|
return read;
|
|
}
|
|
|
|
PoolColorArray::Write PoolColorArray::write()
|
|
{
|
|
Write write;
|
|
write._write_access = godot::api->godot_pool_color_array_write(&_godot_array);
|
|
return write;
|
|
}
|
|
|
|
void PoolColorArray::append(const Color& data)
|
|
{
|
|
godot::api->godot_pool_color_array_append(&_godot_array, (godot_color *) &data);
|
|
}
|
|
|
|
void PoolColorArray::append_array(const PoolColorArray& array)
|
|
{
|
|
godot::api->godot_pool_color_array_append_array(&_godot_array, &array._godot_array);
|
|
}
|
|
|
|
int PoolColorArray::insert(const int idx, const Color& data)
|
|
{
|
|
return godot::api->godot_pool_color_array_insert(&_godot_array, idx, (godot_color *) &data);
|
|
}
|
|
|
|
void PoolColorArray::invert()
|
|
{
|
|
godot::api->godot_pool_color_array_invert(&_godot_array);
|
|
}
|
|
|
|
void PoolColorArray::push_back(const Color& data)
|
|
{
|
|
godot::api->godot_pool_color_array_push_back(&_godot_array, (godot_color *) &data);
|
|
}
|
|
|
|
void PoolColorArray::remove(const int idx)
|
|
{
|
|
godot::api->godot_pool_color_array_remove(&_godot_array, idx);
|
|
}
|
|
|
|
void PoolColorArray::resize(const int size)
|
|
{
|
|
godot::api->godot_pool_color_array_resize(&_godot_array, size);
|
|
}
|
|
|
|
void PoolColorArray::set(const int idx, const Color& data)
|
|
{
|
|
godot::api->godot_pool_color_array_set(&_godot_array, idx, (godot_color *) &data);
|
|
}
|
|
|
|
const Color PoolColorArray::operator [](const int idx)
|
|
{
|
|
Color v;
|
|
*(godot_color *) &v = godot::api->godot_pool_color_array_get(&_godot_array, idx);
|
|
return v;
|
|
}
|
|
|
|
int PoolColorArray::size() const
|
|
{
|
|
return godot::api->godot_pool_color_array_size(&_godot_array);
|
|
}
|
|
|
|
|
|
PoolColorArray::~PoolColorArray()
|
|
{
|
|
godot::api->godot_pool_color_array_destroy(&_godot_array);
|
|
}
|
|
|
|
|
|
|
|
}
|