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- /*************************************************************************/
- /* app.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- //
- // This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow.
- //
- #include "app.h"
- #include "core/os/dir_access.h"
- #include "core/os/file_access.h"
- #include "core/os/keyboard.h"
- #include "main/main.h"
- #include "platform/windows/key_mapping_windows.h"
- #include <collection.h>
- using namespace Windows::ApplicationModel::Core;
- using namespace Windows::ApplicationModel::Activation;
- using namespace Windows::UI::Core;
- using namespace Windows::UI::Input;
- using namespace Windows::Devices::Input;
- using namespace Windows::UI::Xaml::Input;
- using namespace Windows::Foundation;
- using namespace Windows::Graphics::Display;
- using namespace Windows::System;
- using namespace Windows::System::Threading::Core;
- using namespace Microsoft::WRL;
- using namespace GodotUWP;
- // Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
- inline float ConvertDipsToPixels(float dips, float dpi) {
- static const float dipsPerInch = 96.0f;
- return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
- }
- // Implementation of the IFrameworkViewSource interface, necessary to run our app.
- ref class GodotUWPViewSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource {
- public:
- virtual Windows::ApplicationModel::Core::IFrameworkView ^ CreateView() {
- return ref new App();
- }
- };
- // The main function creates an IFrameworkViewSource for our app, and runs the app.
- [Platform::MTAThread] int main(Platform::Array<Platform::String ^> ^) {
- auto godotApplicationSource = ref new GodotUWPViewSource();
- CoreApplication::Run(godotApplicationSource);
- return 0;
- }
- App::App() :
- mWindowClosed(false),
- mWindowVisible(true),
- mWindowWidth(0),
- mWindowHeight(0),
- mEglDisplay(EGL_NO_DISPLAY),
- mEglContext(EGL_NO_CONTEXT),
- mEglSurface(EGL_NO_SURFACE) {
- }
- // The first method called when the IFrameworkView is being created.
- void App::Initialize(CoreApplicationView ^ applicationView) {
- // Register event handlers for app lifecycle. This example includes Activated, so that we
- // can make the CoreWindow active and start rendering on the window.
- applicationView->Activated +=
- ref new TypedEventHandler<CoreApplicationView ^, IActivatedEventArgs ^>(this, &App::OnActivated);
- // Logic for other event handlers could go here.
- // Information about the Suspending and Resuming event handlers can be found here:
- // http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
- os = new OS_UWP;
- }
- // Called when the CoreWindow object is created (or re-created).
- void App::SetWindow(CoreWindow ^ p_window) {
- window = p_window;
- window->VisibilityChanged +=
- ref new TypedEventHandler<CoreWindow ^, VisibilityChangedEventArgs ^>(this, &App::OnVisibilityChanged);
- window->Closed +=
- ref new TypedEventHandler<CoreWindow ^, CoreWindowEventArgs ^>(this, &App::OnWindowClosed);
- window->SizeChanged +=
- ref new TypedEventHandler<CoreWindow ^, WindowSizeChangedEventArgs ^>(this, &App::OnWindowSizeChanged);
- #if !(WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
- // Disable all pointer visual feedback for better performance when touching.
- // This is not supported on Windows Phone applications.
- auto pointerVisualizationSettings = PointerVisualizationSettings::GetForCurrentView();
- pointerVisualizationSettings->IsContactFeedbackEnabled = false;
- pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
- #endif
- window->PointerPressed +=
- ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerPressed);
- window->PointerMoved +=
- ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerMoved);
- window->PointerReleased +=
- ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerReleased);
- window->PointerWheelChanged +=
- ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerWheelChanged);
- mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler(
- this, &App::OnMouseModeChanged));
- mouseChangedNotifier->Enable();
- window->CharacterReceived +=
- ref new TypedEventHandler<CoreWindow ^, CharacterReceivedEventArgs ^>(this, &App::OnCharacterReceived);
- window->KeyDown +=
- ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
- window->KeyUp +=
- ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
- os->set_window(window);
- unsigned int argc;
- char **argv = get_command_line(&argc);
- Main::setup("uwp", argc, argv, false);
- UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height));
- Main::setup2();
- }
- static int _get_button(Windows::UI::Input::PointerPoint ^ pt) {
- using namespace Windows::UI::Input;
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- return BUTTON_LEFT;
- #else
- switch (pt->Properties->PointerUpdateKind) {
- case PointerUpdateKind::LeftButtonPressed:
- case PointerUpdateKind::LeftButtonReleased:
- return BUTTON_LEFT;
- case PointerUpdateKind::RightButtonPressed:
- case PointerUpdateKind::RightButtonReleased:
- return BUTTON_RIGHT;
- case PointerUpdateKind::MiddleButtonPressed:
- case PointerUpdateKind::MiddleButtonReleased:
- return BUTTON_MIDDLE;
- case PointerUpdateKind::XButton1Pressed:
- case PointerUpdateKind::XButton1Released:
- return BUTTON_WHEEL_UP;
- case PointerUpdateKind::XButton2Pressed:
- case PointerUpdateKind::XButton2Released:
- return BUTTON_WHEEL_DOWN;
- default:
- break;
- }
- #endif
- return 0;
- };
- static bool _is_touch(Windows::UI::Input::PointerPoint ^ pointerPoint) {
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- return true;
- #else
- using namespace Windows::Devices::Input;
- switch (pointerPoint->PointerDevice->PointerDeviceType) {
- case PointerDeviceType::Touch:
- case PointerDeviceType::Pen:
- return true;
- default:
- return false;
- }
- #endif
- }
- static Windows::Foundation::Point _get_pixel_position(CoreWindow ^ window, Windows::Foundation::Point rawPosition, OS *os) {
- Windows::Foundation::Point outputPosition;
- // Compute coordinates normalized from 0..1.
- // If the coordinates need to be sized to the SDL window,
- // we'll do that after.
- #if 1 || WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
- outputPosition.X = rawPosition.X / window->Bounds.Width;
- outputPosition.Y = rawPosition.Y / window->Bounds.Height;
- #else
- switch (DisplayProperties::CurrentOrientation) {
- case DisplayOrientations::Portrait:
- outputPosition.X = rawPosition.X / window->Bounds.Width;
- outputPosition.Y = rawPosition.Y / window->Bounds.Height;
- break;
- case DisplayOrientations::PortraitFlipped:
- outputPosition.X = 1.0f - (rawPosition.X / window->Bounds.Width);
- outputPosition.Y = 1.0f - (rawPosition.Y / window->Bounds.Height);
- break;
- case DisplayOrientations::Landscape:
- outputPosition.X = rawPosition.Y / window->Bounds.Height;
- outputPosition.Y = 1.0f - (rawPosition.X / window->Bounds.Width);
- break;
- case DisplayOrientations::LandscapeFlipped:
- outputPosition.X = 1.0f - (rawPosition.Y / window->Bounds.Height);
- outputPosition.Y = rawPosition.X / window->Bounds.Width;
- break;
- default:
- break;
- }
- #endif
- OS::VideoMode vm = os->get_video_mode();
- outputPosition.X *= vm.width;
- outputPosition.Y *= vm.height;
- return outputPosition;
- };
- static int _get_finger(uint32_t p_touch_id) {
- return p_touch_id % 31; // for now
- };
- void App::pointer_event(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args, bool p_pressed, bool p_is_wheel) {
- Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint;
- Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
- int but = _get_button(point);
- if (_is_touch(point)) {
- Ref<InputEventScreenTouch> screen_touch;
- screen_touch.instance();
- screen_touch->set_device(0);
- screen_touch->set_pressed(p_pressed);
- screen_touch->set_position(Vector2(pos.X, pos.Y));
- screen_touch->set_index(_get_finger(point->PointerId));
- last_touch_x[screen_touch->get_index()] = pos.X;
- last_touch_y[screen_touch->get_index()] = pos.Y;
- os->input_event(screen_touch);
- } else {
- Ref<InputEventMouseButton> mouse_button;
- mouse_button.instance();
- mouse_button->set_device(0);
- mouse_button->set_pressed(p_pressed);
- mouse_button->set_button_index(but);
- mouse_button->set_position(Vector2(pos.X, pos.Y));
- mouse_button->set_global_position(Vector2(pos.X, pos.Y));
- if (p_is_wheel) {
- if (point->Properties->MouseWheelDelta > 0) {
- mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_RIGHT : BUTTON_WHEEL_UP);
- } else if (point->Properties->MouseWheelDelta < 0) {
- mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_LEFT : BUTTON_WHEEL_DOWN);
- }
- }
- last_touch_x[31] = pos.X;
- last_touch_y[31] = pos.Y;
- os->input_event(mouse_button);
- if (p_is_wheel) {
- // Send release for mouse wheel
- mouse_button->set_pressed(false);
- os->input_event(mouse_button);
- }
- }
- };
- void App::OnPointerPressed(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
- pointer_event(sender, args, true);
- };
- void App::OnPointerReleased(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
- pointer_event(sender, args, false);
- };
- void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
- pointer_event(sender, args, true, true);
- }
- void App::OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier ^ signalNotifier, bool timedOut) {
- OS::MouseMode mode = os->get_mouse_mode();
- SignalNotifier ^ notifier = mouseChangedNotifier;
- window->Dispatcher->RunAsync(
- CoreDispatcherPriority::High,
- ref new DispatchedHandler(
- [mode, notifier, this]() {
- if (mode == OS::MOUSE_MODE_CAPTURED) {
- this->MouseMovedToken = MouseDevice::GetForCurrentView()->MouseMoved +=
- ref new TypedEventHandler<MouseDevice ^, MouseEventArgs ^>(this, &App::OnMouseMoved);
- } else {
- MouseDevice::GetForCurrentView()->MouseMoved -= MouseMovedToken;
- }
- notifier->Enable();
- }));
- ResetEvent(os->mouse_mode_changed);
- }
- void App::OnPointerMoved(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
- Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint;
- Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
- if (_is_touch(point)) {
- Ref<InputEventScreenDrag> screen_drag;
- screen_drag.instance();
- screen_drag->set_device(0);
- screen_drag->set_position(Vector2(pos.X, pos.Y));
- screen_drag->set_index(_get_finger(point->PointerId));
- screen_drag->set_relative(Vector2(screen_drag->get_position().x - last_touch_x[screen_drag->get_index()], screen_drag->get_position().y - last_touch_y[screen_drag->get_index()]));
- os->input_event(screen_drag);
- } else {
- // In case the mouse grabbed, MouseMoved will handle this
- if (os->get_mouse_mode() == OS::MouseMode::MOUSE_MODE_CAPTURED)
- return;
- Ref<InputEventMouseMotion> mouse_motion;
- mouse_motion.instance();
- mouse_motion->set_device(0);
- mouse_motion->set_position(Vector2(pos.X, pos.Y));
- mouse_motion->set_global_position(Vector2(pos.X, pos.Y));
- mouse_motion->set_relative(Vector2(pos.X - last_touch_x[31], pos.Y - last_touch_y[31]));
- last_mouse_pos = pos;
- os->input_event(mouse_motion);
- }
- }
- void App::OnMouseMoved(MouseDevice ^ mouse_device, MouseEventArgs ^ args) {
- // In case the mouse isn't grabbed, PointerMoved will handle this
- if (os->get_mouse_mode() != OS::MouseMode::MOUSE_MODE_CAPTURED)
- return;
- Windows::Foundation::Point pos;
- pos.X = last_mouse_pos.X + args->MouseDelta.X;
- pos.Y = last_mouse_pos.Y + args->MouseDelta.Y;
- Ref<InputEventMouseMotion> mouse_motion;
- mouse_motion.instance();
- mouse_motion->set_device(0);
- mouse_motion->set_position(Vector2(pos.X, pos.Y));
- mouse_motion->set_global_position(Vector2(pos.X, pos.Y));
- mouse_motion->set_relative(Vector2(args->MouseDelta.X, args->MouseDelta.Y));
- last_mouse_pos = pos;
- os->input_event(mouse_motion);
- }
- void App::key_event(Windows::UI::Core::CoreWindow ^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs ^ key_args, Windows::UI::Core::CharacterReceivedEventArgs ^ char_args) {
- OS_UWP::KeyEvent ke;
- ke.control = sender->GetAsyncKeyState(VirtualKey::Control) == CoreVirtualKeyStates::Down;
- ke.alt = sender->GetAsyncKeyState(VirtualKey::Menu) == CoreVirtualKeyStates::Down;
- ke.shift = sender->GetAsyncKeyState(VirtualKey::Shift) == CoreVirtualKeyStates::Down;
- ke.pressed = p_pressed;
- if (key_args != nullptr) {
- ke.type = OS_UWP::KeyEvent::MessageType::KEY_EVENT_MESSAGE;
- ke.unicode = 0;
- ke.scancode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey);
- ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown);
- } else {
- ke.type = OS_UWP::KeyEvent::MessageType::CHAR_EVENT_MESSAGE;
- ke.unicode = char_args->KeyCode;
- ke.scancode = 0;
- ke.echo = (!p_pressed && !char_args->KeyStatus.IsKeyReleased) || (p_pressed && char_args->KeyStatus.WasKeyDown);
- }
- os->queue_key_event(ke);
- }
- void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args) {
- key_event(sender, true, args);
- }
- void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args) {
- key_event(sender, false, args);
- }
- void App::OnCharacterReceived(CoreWindow ^ sender, CharacterReceivedEventArgs ^ args) {
- key_event(sender, true, nullptr, args);
- }
- // Initializes scene resources
- void App::Load(Platform::String ^ entryPoint) {
- }
- // This method is called after the window becomes active.
- void App::Run() {
- if (Main::start())
- os->run();
- }
- // Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
- // class is torn down while the app is in the foreground.
- void App::Uninitialize() {
- Main::cleanup();
- delete os;
- }
- // Application lifecycle event handler.
- void App::OnActivated(CoreApplicationView ^ applicationView, IActivatedEventArgs ^ args) {
- // Run() won't start until the CoreWindow is activated.
- CoreWindow::GetForCurrentThread()->Activate();
- }
- // Window event handlers.
- void App::OnVisibilityChanged(CoreWindow ^ sender, VisibilityChangedEventArgs ^ args) {
- mWindowVisible = args->Visible;
- }
- void App::OnWindowClosed(CoreWindow ^ sender, CoreWindowEventArgs ^ args) {
- mWindowClosed = true;
- }
- void App::OnWindowSizeChanged(CoreWindow ^ sender, WindowSizeChangedEventArgs ^ args) {
- #if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
- // On Windows 8.1, apps are resized when they are snapped alongside other apps, or when the device is rotated.
- // The default framebuffer will be automatically resized when either of these occur.
- // In particular, on a 90 degree rotation, the default framebuffer's width and height will switch.
- UpdateWindowSize(args->Size);
- #else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
- // On Windows Phone 8.1, the window size changes when the device is rotated.
- // The default framebuffer will not be automatically resized when this occurs.
- // It is therefore up to the app to handle rotation-specific logic in its rendering code.
- //os->screen_size_changed();
- UpdateWindowSize(args->Size);
- #endif
- }
- void App::UpdateWindowSize(Size size) {
- float dpi;
- #if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
- DisplayInformation ^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
- dpi = currentDisplayInformation->LogicalDpi;
- #else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
- dpi = DisplayProperties::LogicalDpi;
- #endif
- Size pixelSize(ConvertDipsToPixels(size.Width, dpi), ConvertDipsToPixels(size.Height, dpi));
- mWindowWidth = static_cast<GLsizei>(pixelSize.Width);
- mWindowHeight = static_cast<GLsizei>(pixelSize.Height);
- OS::VideoMode vm;
- vm.width = mWindowWidth;
- vm.height = mWindowHeight;
- vm.fullscreen = true;
- vm.resizable = false;
- os->set_video_mode(vm);
- }
- char **App::get_command_line(unsigned int *out_argc) {
- static char *fail_cl[] = { "--path", "game", NULL };
- *out_argc = 2;
- FILE *f = _wfopen(L"__cl__.cl", L"rb");
- if (f == NULL) {
- wprintf(L"Couldn't open command line file.\n");
- return fail_cl;
- }
- #define READ_LE_4(v) ((int)(##v[3] & 0xFF) << 24) | ((int)(##v[2] & 0xFF) << 16) | ((int)(##v[1] & 0xFF) << 8) | ((int)(##v[0] & 0xFF))
- #define CMD_MAX_LEN 65535
- uint8_t len[4];
- int r = fread(len, sizeof(uint8_t), 4, f);
- Platform::Collections::Vector<Platform::String ^> cl;
- if (r < 4) {
- fclose(f);
- wprintf(L"Wrong cmdline length.\n");
- return (fail_cl);
- }
- int argc = READ_LE_4(len);
- for (int i = 0; i < argc; i++) {
- r = fread(len, sizeof(uint8_t), 4, f);
- if (r < 4) {
- fclose(f);
- wprintf(L"Wrong cmdline param length.\n");
- return (fail_cl);
- }
- int strlen = READ_LE_4(len);
- if (strlen > CMD_MAX_LEN) {
- fclose(f);
- wprintf(L"Wrong command length.\n");
- return (fail_cl);
- }
- char *arg = new char[strlen + 1];
- r = fread(arg, sizeof(char), strlen, f);
- arg[strlen] = '\0';
- if (r == strlen) {
- int warg_size = MultiByteToWideChar(CP_UTF8, 0, arg, -1, NULL, 0);
- wchar_t *warg = new wchar_t[warg_size];
- MultiByteToWideChar(CP_UTF8, 0, arg, -1, warg, warg_size);
- cl.Append(ref new Platform::String(warg, warg_size));
- } else {
- delete[] arg;
- fclose(f);
- wprintf(L"Error reading command.\n");
- return (fail_cl);
- }
- }
- #undef READ_LE_4
- #undef CMD_MAX_LEN
- fclose(f);
- char **ret = new char *[cl.Size + 1];
- for (int i = 0; i < cl.Size; i++) {
- int arg_size = WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, NULL, 0, NULL, NULL);
- char *arg = new char[arg_size];
- WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, arg, arg_size, NULL, NULL);
- ret[i] = arg;
- }
- ret[cl.Size] = NULL;
- *out_argc = cl.Size;
- return ret;
- }
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