Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
#define GL_ALPHA_TEST 0x0bc0
|
2013-04-09 13:31:46 +00:00
|
|
|
#include "opengl/opengl.hpp"
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2015-06-20 05:44:05 +00:00
|
|
|
struct VideoCGL;
|
2013-03-21 12:59:01 +00:00
|
|
|
|
|
|
|
@interface RubyVideoCGL : NSOpenGLView {
|
|
|
|
@public
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
VideoCGL* video;
|
2013-03-21 12:59:01 +00:00
|
|
|
}
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
-(id) initWith:(VideoCGL*)video pixelFormat:(NSOpenGLPixelFormat*)pixelFormat;
|
2013-03-21 12:59:01 +00:00
|
|
|
-(void) reshape;
|
|
|
|
@end
|
|
|
|
|
2015-06-20 05:44:05 +00:00
|
|
|
struct VideoCGL : Video, OpenGL {
|
2017-07-24 05:23:40 +00:00
|
|
|
VideoCGL() { initialize(); }
|
|
|
|
~VideoCGL() { terminate(); }
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto ready() -> bool { return _ready; }
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto context() -> uintptr { return (uintptr)_context; }
|
|
|
|
auto blocking() -> bool { return _blocking; }
|
|
|
|
auto smooth() -> bool { return _smooth; }
|
|
|
|
auto shader() -> string { return _shader; }
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto setContext(uintptr context) -> bool {
|
|
|
|
if(_context == (NSView*)context) return true;
|
|
|
|
_context = (NSView*)context;
|
|
|
|
return initialize();
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto setBlocking(bool blocking) -> bool {
|
|
|
|
if(_blocking == blocking) return true;
|
|
|
|
_blocking = blocking;
|
|
|
|
if(!view) return true;
|
|
|
|
@autoreleasepool {
|
|
|
|
[[view openGLContext] makeCurrentContext];
|
|
|
|
int blocking = _blocking;
|
|
|
|
[[view openGLContext] setValues:&blocking forParameter:NSOpenGLCPSwapInterval];
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
2017-07-24 05:23:40 +00:00
|
|
|
return true;
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto setSmooth(bool smooth) -> bool {
|
|
|
|
if(_smooth == smooth) return true;
|
|
|
|
_smooth = smooth;
|
|
|
|
if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST;
|
|
|
|
return true;
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r23 release.
byuu says:
Changelog:
- gb: added accelerometer X-axis, Y-Axis inputs¹
- gb: added rumble input¹
- gb/mbc5: added rumble support²
- gb/mbc6: added skeleton driver, but it doesn't boot Net de Get
- gb/mbc7: added mostly complete driver (only missing EEPROM), but it
doesn't boot Kirby Tilt 'n' Tumble
- gb/tama: added leap year assignment
- tomoko: fixed macOS compilation [MerryMage]
- hiro/cocoa: fix table cell redrawing on updates and automatic column
resizing [ncbncb]
- hiro/cocoa: fix some weird issue with clicking table view checkboxes
on Retina displays [ncbncb]
- icarus: enhance Game Boy heuristics³
- nall: fix three missing return statements [Jonas Quinn]
- ruby: hopefully fixed all compilation errors reported by Screwtape
et al⁴
¹: because there's no concept of a controller for cartridge inputs,
I'm attaching to the base platform for now. An idea I had was to make
separate ports for each cartridge type ... but this would duplicate the
rumble input between MBC5 and MBC7. And would also be less discoverable.
But it would be more clean in that users wouldn't think the Game Boy
hardware had this functionality. I'll think about it.
²: it probably won't work yet. Rumble isn't documented anywhere, but
I dug through an emulator named GEST and discovered that it seems to use
bit 3 of the RAM bank select to be rumble. I don't know if it sets the
bit for rumbling, then clears when finished, or if it sets it and then
after a few milliseconds it stops rumbling. I couldn't test on my
FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist
on FreeBSD, and nobody has ever posted any working code for how to use
evdev (or whatever it's called) on FreeBSD.
³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since
it's not really static RAM.
⁴: if possible, please test all drivers if you can. I want to ensure
they're all working. Especially let me know if the following work:
macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao)
If I can confirm these are working, I'm going to then remove them from
being included with stock higan builds.
I'm also considering dropping SDL video on Linux/BSD. XShm is much
faster and supports blurring. I may also drop SDL input on Linux, since
udev works better. That will free a dependency on SDL 1.2 for building
higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 13:00:31 +00:00
|
|
|
auto setShader(string shader) -> bool {
|
2017-07-24 05:23:40 +00:00
|
|
|
if(_shader == shader) return true;
|
|
|
|
OpenGL::shader(_shader = shader);
|
|
|
|
if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST;
|
|
|
|
return true;
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto clear() -> void {
|
2017-07-24 05:23:40 +00:00
|
|
|
if(!ready()) return;
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[view lockFocus];
|
|
|
|
OpenGL::clear();
|
|
|
|
[[view openGLContext] flushBuffer];
|
|
|
|
[view unlockFocus];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
|
|
|
|
if(!ready()) return false;
|
|
|
|
OpenGL::size(width, height);
|
|
|
|
return OpenGL::lock(data, pitch);
|
|
|
|
}
|
|
|
|
|
|
|
|
auto unlock() -> void {
|
|
|
|
if(!ready()) return;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto output() -> void {
|
|
|
|
if(!ready()) return;
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
if([view lockFocusIfCanDraw]) {
|
|
|
|
auto area = [view frame];
|
2017-07-24 05:23:40 +00:00
|
|
|
OpenGL::outputWidth = area.size.width;
|
|
|
|
OpenGL::outputHeight = area.size.height;
|
|
|
|
OpenGL::output();
|
2013-03-19 08:48:50 +00:00
|
|
|
[[view openGLContext] flushBuffer];
|
|
|
|
[view unlockFocus];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
private:
|
|
|
|
auto initialize() -> bool {
|
|
|
|
terminate();
|
|
|
|
if(!_context) return false;
|
|
|
|
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
2017-07-24 05:23:40 +00:00
|
|
|
NSOpenGLPixelFormatAttribute attributeList[] = {
|
2013-04-14 08:52:47 +00:00
|
|
|
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
|
2013-03-19 08:48:50 +00:00
|
|
|
NSOpenGLPFAColorSize, 24,
|
2013-04-14 08:52:47 +00:00
|
|
|
NSOpenGLPFAAlphaSize, 8,
|
2013-03-19 08:48:50 +00:00
|
|
|
NSOpenGLPFADoubleBuffer,
|
|
|
|
0
|
|
|
|
};
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto size = [_context frame].size;
|
|
|
|
auto format = [[[NSOpenGLPixelFormat alloc] initWithAttributes:attributeList] autorelease];
|
2013-04-14 08:52:47 +00:00
|
|
|
auto context = [[[NSOpenGLContext alloc] initWithFormat:format shareContext:nil] autorelease];
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2013-03-21 12:59:01 +00:00
|
|
|
view = [[RubyVideoCGL alloc] initWith:this pixelFormat:format];
|
2013-04-14 08:52:47 +00:00
|
|
|
[view setOpenGLContext:context];
|
2013-03-19 08:48:50 +00:00
|
|
|
[view setFrame:NSMakeRect(0, 0, size.width, size.height)];
|
|
|
|
[view setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable];
|
2017-07-24 05:23:40 +00:00
|
|
|
[_context addSubview:view];
|
2013-04-14 08:52:47 +00:00
|
|
|
[context setView:view];
|
2013-03-19 08:48:50 +00:00
|
|
|
|
|
|
|
[view lockFocus];
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
OpenGL::initialize();
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
int blocking = _blocking;
|
|
|
|
[[view openGLContext] setValues:&blocking forParameter:NSOpenGLCPSwapInterval];
|
2013-03-19 08:48:50 +00:00
|
|
|
|
|
|
|
[view unlockFocus];
|
|
|
|
}
|
|
|
|
|
2013-03-21 12:59:01 +00:00
|
|
|
clear();
|
2017-07-24 05:23:40 +00:00
|
|
|
return _ready = true;
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto term() -> void {
|
2017-07-24 05:23:40 +00:00
|
|
|
_ready = false;
|
|
|
|
OpenGL::terminate();
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
if(!view) return;
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[view removeFromSuperview];
|
|
|
|
[view release];
|
|
|
|
view = nil;
|
|
|
|
}
|
|
|
|
}
|
2017-07-24 05:23:40 +00:00
|
|
|
|
|
|
|
RubyVideoCGL* view = nullptr;
|
|
|
|
|
Update to v103r23 release.
byuu says:
Changelog:
- gb: added accelerometer X-axis, Y-Axis inputs¹
- gb: added rumble input¹
- gb/mbc5: added rumble support²
- gb/mbc6: added skeleton driver, but it doesn't boot Net de Get
- gb/mbc7: added mostly complete driver (only missing EEPROM), but it
doesn't boot Kirby Tilt 'n' Tumble
- gb/tama: added leap year assignment
- tomoko: fixed macOS compilation [MerryMage]
- hiro/cocoa: fix table cell redrawing on updates and automatic column
resizing [ncbncb]
- hiro/cocoa: fix some weird issue with clicking table view checkboxes
on Retina displays [ncbncb]
- icarus: enhance Game Boy heuristics³
- nall: fix three missing return statements [Jonas Quinn]
- ruby: hopefully fixed all compilation errors reported by Screwtape
et al⁴
¹: because there's no concept of a controller for cartridge inputs,
I'm attaching to the base platform for now. An idea I had was to make
separate ports for each cartridge type ... but this would duplicate the
rumble input between MBC5 and MBC7. And would also be less discoverable.
But it would be more clean in that users wouldn't think the Game Boy
hardware had this functionality. I'll think about it.
²: it probably won't work yet. Rumble isn't documented anywhere, but
I dug through an emulator named GEST and discovered that it seems to use
bit 3 of the RAM bank select to be rumble. I don't know if it sets the
bit for rumbling, then clears when finished, or if it sets it and then
after a few milliseconds it stops rumbling. I couldn't test on my
FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist
on FreeBSD, and nobody has ever posted any working code for how to use
evdev (or whatever it's called) on FreeBSD.
³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since
it's not really static RAM.
⁴: if possible, please test all drivers if you can. I want to ensure
they're all working. Especially let me know if the following work:
macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao)
If I can confirm these are working, I'm going to then remove them from
being included with stock higan builds.
I'm also considering dropping SDL video on Linux/BSD. XShm is much
faster and supports blurring. I may also drop SDL input on Linux, since
udev works better. That will free a dependency on SDL 1.2 for building
higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 13:00:31 +00:00
|
|
|
bool _ready = false;
|
2017-07-24 05:23:40 +00:00
|
|
|
NSView* _context = nullptr;
|
|
|
|
bool _blocking = false;
|
|
|
|
bool _smooth = true;
|
|
|
|
string _shader;
|
2013-03-19 08:48:50 +00:00
|
|
|
};
|
|
|
|
|
2013-03-21 12:59:01 +00:00
|
|
|
@implementation RubyVideoCGL : NSOpenGLView
|
|
|
|
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
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-(id) initWith:(VideoCGL*)videoPointer pixelFormat:(NSOpenGLPixelFormat*)pixelFormat {
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2013-03-21 12:59:01 +00:00
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if(self = [super initWithFrame:NSMakeRect(0, 0, 0, 0) pixelFormat:pixelFormat]) {
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video = videoPointer;
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}
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return self;
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}
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-(void) reshape {
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2017-07-24 05:23:40 +00:00
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video->output();
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2013-03-21 12:59:01 +00:00
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}
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@end
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