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Diffstat (limited to 'gearboy/platforms/desktop-shared/imgui/imgui_impl_sdl.cpp')
-rw-r--r--gearboy/platforms/desktop-shared/imgui/imgui_impl_sdl.cpp367
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diff --git a/gearboy/platforms/desktop-shared/imgui/imgui_impl_sdl.cpp b/gearboy/platforms/desktop-shared/imgui/imgui_impl_sdl.cpp
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+++ b/gearboy/platforms/desktop-shared/imgui/imgui_impl_sdl.cpp
@@ -0,0 +1,367 @@
+// dear imgui: Platform Binding for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
+
+// Implemented features:
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Clipboard support.
+// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// Missing features:
+// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
+// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
+// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
+// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
+// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
+// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
+// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
+// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+
+// SDL
+#include <SDL.h>
+#include <SDL_syswm.h>
+#if defined(__APPLE__)
+#include "TargetConditionals.h"
+#endif
+
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
+#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
+
+// Data
+static SDL_Window* g_Window = NULL;
+static Uint64 g_Time = 0;
+static bool g_MousePressed[3] = { false, false, false };
+static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
+static char* g_ClipboardTextData = NULL;
+static bool g_MouseCanUseGlobalState = true;
+
+static const char* ImGui_ImplSDL2_GetClipboardText(void*)
+{
+ if (g_ClipboardTextData)
+ SDL_free(g_ClipboardTextData);
+ g_ClipboardTextData = SDL_GetClipboardText();
+ return g_ClipboardTextData;
+}
+
+static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
+{
+ SDL_SetClipboardText(text);
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
+bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (event->type)
+ {
+ case SDL_MOUSEWHEEL:
+ {
+ if (event->wheel.x > 0) io.MouseWheelH += 1;
+ if (event->wheel.x < 0) io.MouseWheelH -= 1;
+ if (event->wheel.y > 0) io.MouseWheel += 1;
+ if (event->wheel.y < 0) io.MouseWheel -= 1;
+ return true;
+ }
+ case SDL_MOUSEBUTTONDOWN:
+ {
+ if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
+ if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
+ if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
+ return true;
+ }
+ case SDL_TEXTINPUT:
+ {
+ io.AddInputCharactersUTF8(event->text.text);
+ return true;
+ }
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ {
+ int key = event->key.keysym.scancode;
+ IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
+ io.KeysDown[key] = (event->type == SDL_KEYDOWN);
+ io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
+ io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
+ io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
+#ifdef _WIN32
+ io.KeySuper = false;
+#else
+ io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
+#endif
+ return true;
+ }
+ }
+ return false;
+}
+
+static bool ImGui_ImplSDL2_Init(SDL_Window* window)
+{
+ g_Window = window;
+
+ // Setup back-end capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ io.BackendPlatformName = "imgui_impl_sdl";
+
+ // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
+ io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
+ io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
+ io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
+ io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
+ io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
+ io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
+ io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
+ io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
+ io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
+ io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
+
+ io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
+ io.ClipboardUserData = NULL;
+
+ // Load mouse cursors
+ g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+ g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+ g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+ g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+ g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+ g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
+ g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
+ g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
+ g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
+
+ // Check and store if we are on Wayland
+ g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
+
+#ifdef _WIN32
+ SDL_SysWMinfo wmInfo;
+ SDL_VERSION(&wmInfo.version);
+ SDL_GetWindowWMInfo(window, &wmInfo);
+ io.ImeWindowHandle = wmInfo.info.win.window;
+#else
+ (void)window;
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+ (void)sdl_gl_context; // Viewport branch will need this.
+ return ImGui_ImplSDL2_Init(window);
+}
+
+bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
+{
+#if !SDL_HAS_VULKAN
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL2_Init(window);
+}
+
+bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL2_Init(window);
+}
+
+bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
+{
+ return ImGui_ImplSDL2_Init(window);
+}
+
+void ImGui_ImplSDL2_Shutdown()
+{
+ g_Window = NULL;
+
+ // Destroy last known clipboard data
+ if (g_ClipboardTextData)
+ SDL_free(g_ClipboardTextData);
+ g_ClipboardTextData = NULL;
+
+ // Destroy SDL mouse cursors
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ SDL_FreeCursor(g_MouseCursors[cursor_n]);
+ memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
+}
+
+static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
+ else
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+
+ int mx, my;
+ Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
+ io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
+ io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
+ g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
+
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
+ SDL_Window* focused_window = SDL_GetKeyboardFocus();
+ if (g_Window == focused_window)
+ {
+ if (g_MouseCanUseGlobalState)
+ {
+ // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
+ // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
+ // Won't use this workaround when on Wayland, as there is no global mouse position.
+ int wx, wy;
+ SDL_GetWindowPosition(focused_window, &wx, &wy);
+ SDL_GetGlobalMouseState(&mx, &my);
+ mx -= wx;
+ my -= wy;
+ }
+ io.MousePos = ImVec2((float)mx, (float)my);
+ }
+
+ // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
+ // The function is only supported from SDL 2.0.4 (released Jan 2016)
+ bool any_mouse_button_down = ImGui::IsAnyMouseDown();
+ SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
+#else
+ if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
+ io.MousePos = ImVec2((float)mx, (float)my);
+#endif
+}
+
+static void ImGui_ImplSDL2_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ SDL_ShowCursor(SDL_FALSE);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+ SDL_ShowCursor(SDL_TRUE);
+ }
+}
+
+static void ImGui_ImplSDL2_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ return;
+
+ // Get gamepad
+ SDL_GameController* game_controller = SDL_GameControllerOpen(0);
+ if (!game_controller)
+ {
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ return;
+ }
+
+ // Update gamepad inputs
+ #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
+ #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
+ const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
+ MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
+
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+}
+
+void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ SDL_GetWindowSize(window, &w, &h);
+ SDL_GL_GetDrawableSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ if (w > 0 && h > 0)
+ io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+
+ // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+ static Uint64 frequency = SDL_GetPerformanceFrequency();
+ Uint64 current_time = SDL_GetPerformanceCounter();
+ io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
+ g_Time = current_time;
+
+ ImGui_ImplSDL2_UpdateMousePosAndButtons();
+ ImGui_ImplSDL2_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplSDL2_UpdateGamepads();
+}