init lvgl code
This commit is contained in:
42
LVGL.Simulator/lvgl/docs/libs/bmp.md
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42
LVGL.Simulator/lvgl/docs/libs/bmp.md
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```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/libs/bmp.md
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```
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# BMP decoder
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This extension allows the use of BMP images in LVGL.
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This implementation uses [bmp-decoder](https://github.com/caj-johnson/bmp-decoder) library.
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The pixels are read on demand (not the whole image is loaded) so using BMP images requires very little RAM.
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If enabled in `lv_conf.h` by `LV_USE_BMP` LVGL will register a new image decoder automatically so BMP files can be directly used as image sources. For example:
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```
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lv_img_set_src(my_img, "S:path/to/picture.bmp");
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```
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Note that, a file system driver needs to registered to open images from files. Read more about it [here](https://docs.lvgl.io/master/overview/file-system.html) or just enable one in `lv_conf.h` with `LV_USE_FS_...`
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## Limitations
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- Only BMP files are supported and BMP images as C array (`lv_img_dsc_t`) are not. It's because there is no practical differences between how the BMP files and LVGL's image format stores the image data.
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- BMP files can be loaded only from file. If you want to store them in flash it's better to convert them to C array with [LVGL's image converter](https://lvgl.io/tools/imageconverter).
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- The BMP files color format needs to match with `LV_COLOR_DEPTH`. Use GIMP to save the image in the required format.
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Both RGB888 and ARGB888 works with `LV_COLOR_DEPTH 32`
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- Palette is not supported.
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- Because not the whole image is read in can not be zoomed or rotated.
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## Example
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```eval_rst
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.. include:: ../../examples/libs/bmp/index.rst
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```
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## API
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```eval_rst
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.. doxygenfile:: lv_bmp.h
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:project: lvgl
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```
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41
LVGL.Simulator/lvgl/docs/libs/ffmpeg.md
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41
LVGL.Simulator/lvgl/docs/libs/ffmpeg.md
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```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/libs/ffmpeg.md
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```
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# FFmpeg support
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[FFmpeg](https://www.ffmpeg.org/) A complete, cross-platform solution to record, convert and stream audio and video.
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## Install FFmpeg
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- Download FFmpeg from [here](https://www.ffmpeg.org/download.html)
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- `./configure --disable-all --disable-autodetect --disable-podpages --disable-asm --enable-avcodec --enable-avformat --enable-decoders --enable-encoders --enable-demuxers --enable-parsers --enable-protocol='file' --enable-swscale --enable-zlib`
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- `make`
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- `sudo make install`
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## Add FFmpeg to your project
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- Add library: `FFmpeg` (for GCC: `-lavformat -lavcodec -lavutil -lswscale -lm -lz -lpthread`)
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## Usage
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Enable `LV_USE_FFMPEG` in `lv_conf.h`.
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See the examples below.
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Note that, the FFmpeg extension doesn't use LVGL's file system.
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You can simply pass the path to the image or video as usual on your operating system or platform.
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## Example
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```eval_rst
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.. include:: ../../examples/libs/ffmpeg/index.rst
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```
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## API
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```eval_rst
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.. doxygenfile:: lv_ffmpeg.h
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:project: lvgl
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```
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55
LVGL.Simulator/lvgl/docs/libs/freetype.md
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55
LVGL.Simulator/lvgl/docs/libs/freetype.md
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```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/libs/freetype.md
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```
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# FreeType support
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Interface to [FreeType](https://www.freetype.org/) to generate font bitmaps run time.
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## Install FreeType
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- Download Freetype from [here](https://sourceforge.net/projects/freetype/files/)
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- `make`
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- `sudo make install`
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## Add FreeType to your project
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- Add include path: `/usr/include/freetype2` (for GCC: `-I/usr/include/freetype2 -L/usr/local/lib`)
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- Add library: `freetype` (for GCC: `-L/usr/local/lib -lfreetype`)
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## Usage
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Enable `LV_USE_FREETYPE` in `lv_conf.h`.
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To cache the glyphs from the opened fonts, set `LV_FREETYPE_CACHE_SIZE >= 0` and then use the following macros for detailed configuration:
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1. `LV_FREETYPE_CACHE_SIZE`:maximum memory(bytes) used to cache font bitmap, outline, character maps, etc. 0 means use the system default value, less than 0 means disable cache. Note: that this value does not account for managed FT_Face and FT_Size objects.
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1. `LV_FREETYPE_CACHE_FT_FACES`:maximum number of opened FT_Face objects managed by this cache instance.0 means use the system default value. Only useful when LV_FREETYPE_CACHE_SIZE >= 0.
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1. `LV_FREETYPE_CACHE_FT_SIZES`:maximum number of opened FT_Size objects managed by this cache instance. 0 means use the system default value. Only useful when LV_FREETYPE_CACHE_SIZE >= 0.
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When you are sure that all the used font sizes will not be greater than 256, you can enable `LV_FREETYPE_SBIT_CACHE`, which is much more memory efficient for small bitmaps.
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You can use `lv_ft_font_init()` to create FreeType fonts. It returns `true` to indicate success, at the same time, the `font` member of `lv_ft_info_t` will be filled with a pointer to an LVGL font, and you can use it like any LVGL font.
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Font style supports bold and italic, you can use the following macros to set:
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1. `FT_FONT_STYLE_NORMAL`:default style.
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1. `FT_FONT_STYLE_ITALIC`:Italic style
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1. `FT_FONT_STYLE_BOLD`:bold style
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They can be combined.eg:`FT_FONT_STYLE_BOLD | FT_FONT_STYLE_ITALIC`.
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Note that, the FreeType extension doesn't use LVGL's file system.
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You can simply pass the path to the font as usual on your operating system or platform.
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## Example
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```eval_rst
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.. include:: ../../examples/libs/freetype/index.rst
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```
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## Learn more
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- FreeType [tutorial](https://www.freetype.org/freetype2/docs/tutorial/step1.html)
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- LVGL's [font interface](https://docs.lvgl.io/v7/en/html/overview/font.html#add-a-new-font-engine)
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## API
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```eval_rst
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.. doxygenfile:: lv_freetype.h
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:project: lvgl
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```
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25
LVGL.Simulator/lvgl/docs/libs/fsdrv.md
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25
LVGL.Simulator/lvgl/docs/libs/fsdrv.md
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```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/libs/fsdrv.md
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```
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# File System Interfaces
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LVGL has a [File system](https://docs.lvgl.io/master/overview/file-system.html) module to provide an abstraction layer for various file system drivers.
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LVG has built in support for:
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- [FATFS](http://elm-chan.org/fsw/ff/00index_e.html)
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- STDIO (Linux and Windows using C standard function .e.g fopen, fread)
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- POSIX (Linux and Windows using POSIX function .e.g open, read)
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- WIN32 (Windows using Win32 API function .e.g CreateFileA, ReadFile)
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You still need to provide the drivers and libraries, this extension provides only the bridge between FATFS, STDIO, POSIX, WIN32 and LVGL.
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## Usage
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In `lv_conf.h` enable `LV_USE_FS_...` and assign an upper cased letter to `LV_FS_..._LETTER` (e.g. `'S'`).
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After that you can access files using that driver letter. E.g. `"S:path/to/file.txt"`.
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The work directory can be set with `LV_FS_..._PATH`. E.g. `"/home/joe/projects/"` The actual file/directory paths will be appended to it.
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Cached reading is also supported if `LV_FS_..._CACHE_SIZE` is set to not `0` value. `lv_fs_read` caches this size of data to lower the number of actual reads from the storage.
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43
LVGL.Simulator/lvgl/docs/libs/gif.md
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43
LVGL.Simulator/lvgl/docs/libs/gif.md
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```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/libs/gif.md
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```
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# GIF decoder
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Allow using GIF images in LVGL. Based on https://github.com/lecram/gifdec
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When enabled in `lv_conf.h` with `LV_USE_GIF` `lv_gif_create(parent)` can be used to create a gif widget.
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`lv_gif_set_src(obj, src)` works very similarly to `lv_img_set_src`. As source, it also accepts images as variables (`lv_img_dsc_t`) or files.
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## Convert GIF files to C array
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To convert a GIF file to byte values array use [LVGL's online converter](https://lvgl.io/tools/imageconverter). Select "Raw" color format and "C array" Output format.
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## Use GIF images from file
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For example:
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```c
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lv_gif_set_src(obj, "S:path/to/example.gif");
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```
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Note that, a file system driver needs to be registered to open images from files. Read more about it [here](https://docs.lvgl.io/master/overview/file-system.html) or just enable one in `lv_conf.h` with `LV_USE_FS_...`
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## Memory requirements
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To decode and display a GIF animation the following amount of RAM is required:
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- `LV_COLOR_DEPTH 8`: 3 x image width x image height
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- `LV_COLOR_DEPTH 16`: 4 x image width x image height
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- `LV_COLOR_DEPTH 32`: 5 x image width x image height
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## Example
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```eval_rst
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.. include:: ../../examples/libs/gif/index.rst
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```
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## API
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```eval_rst
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.. doxygenfile:: lv_gif.h
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:project: lvgl
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```
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23
LVGL.Simulator/lvgl/docs/libs/index.md
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23
LVGL.Simulator/lvgl/docs/libs/index.md
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```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/libs/index.md
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```
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# 3rd party libraries
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```eval_rst
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.. toctree::
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:maxdepth: 1
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fsdrv
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bmp
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sjpg
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png
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gif
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freetype
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qrcode
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rlottie
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ffmpeg
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```
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31
LVGL.Simulator/lvgl/docs/libs/png.md
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31
LVGL.Simulator/lvgl/docs/libs/png.md
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```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/libs/png.md
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```
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# PNG decoder
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Allow the use of PNG images in LVGL. This implementation uses [lodepng](https://github.com/lvandeve/lodepng) library.
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If enabled in `lv_conf.h` by `LV_USE_PNG` LVGL will register a new image decoder automatically so PNG files can be directly used as any other image sources.
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Note that, a file system driver needs to registered to open images from files. Read more about it [here](https://docs.lvgl.io/master/overview/file-system.html) or just enable one in `lv_conf.h` with `LV_USE_FS_...`
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The whole PNG image is decoded so during decoding RAM equals to `image width x image height x 4` bytes are required.
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As it might take significant time to decode PNG images LVGL's [images caching](https://docs.lvgl.io/master/overview/image.html#image-caching) feature can be useful.
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## Example
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```eval_rst
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.. include:: ../../examples/libs/png/index.rst
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```
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|
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## API
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||||
|
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```eval_rst
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.. doxygenfile:: lv_png.h
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:project: lvgl
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42
LVGL.Simulator/lvgl/docs/libs/qrcode.md
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42
LVGL.Simulator/lvgl/docs/libs/qrcode.md
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```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/libs/qrcode.md
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```
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# QR code
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QR code generation with LVGL. Uses [QR-Code-generator](https://github.com/nayuki/QR-Code-generator) by [nayuki](https://github.com/nayuki).
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## Get started
|
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- Download or clone this repository
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- [Download](https://github.com/lvgl/lv_lib_qrcode.git) from GitHub
|
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- Clone: git clone https://github.com/lvgl/lv_lib_qrcode.git
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- Include the library: `#include "lv_lib_qrcode/lv_qrcode.h"`
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- Test with the following code:
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```c
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const char * data = "Hello world";
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|
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/*Create a 100x100 QR code*/
|
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lv_obj_t * qr = lv_qrcode_create(lv_scr_act(), 100, lv_color_hex3(0x33f), lv_color_hex3(0xeef));
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|
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/*Set data*/
|
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lv_qrcode_update(qr, data, strlen(data));
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```
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|
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## Notes
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- QR codes with less data are smaller, but they scaled by an integer number to best fit to the given size.
|
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|
||||
|
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## Example
|
||||
```eval_rst
|
||||
|
||||
.. include:: ../../examples/libs/qrcode/index.rst
|
||||
|
||||
```
|
||||
|
||||
## API
|
||||
|
||||
```eval_rst
|
||||
|
||||
.. doxygenfile:: lv_qrcode.h
|
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:project: lvgl
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||||
110
LVGL.Simulator/lvgl/docs/libs/rlottie.md
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110
LVGL.Simulator/lvgl/docs/libs/rlottie.md
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```eval_rst
|
||||
.. include:: /header.rst
|
||||
:github_url: |github_link_base|/libs/rlottie.md
|
||||
```
|
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|
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|
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# Lottie player
|
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Allows to use Lottie animations in LVGL. Taken from this [base repository](https://github.com/ValentiWorkLearning/lv_rlottie)
|
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|
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LVGL provides the interface to [Samsung/rlottie](https://github.com/Samsung/rlottie) library's C API. That is the actual Lottie player is not part of LVGL, it needs to be built separately.
|
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|
||||
## Build Rlottie
|
||||
To build Samsung's Rlottie C++14-compatible compiler and optionally CMake 3.14 or higher is required.
|
||||
|
||||
To build on desktop you can follow the instructions from Rlottie's [README](https://github.com/Samsung/rlottie/blob/master/README.md). In the most basic case it looks like this:
|
||||
```
|
||||
mkdir rlottie_workdir
|
||||
cd rlottie_workdir
|
||||
git clone https://github.com/Samsung/rlottie.git
|
||||
mkdir build
|
||||
cd build
|
||||
cmake ../rlottie
|
||||
make -j
|
||||
sudo make install
|
||||
```
|
||||
|
||||
And finally add the `-lrlottie` flag to your linker.
|
||||
|
||||
On embedded systems you need to take care of integrating Rlottie to the given build system.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
You can use animation from files or raw data (text). In either case first you need to enable `LV_USE_RLOTTIE` in `lv_conf.h`.
|
||||
|
||||
|
||||
The `width` and `height` of the object be set in the *create* function and the animation will be scaled accordingly.
|
||||
|
||||
### Use Rlottie from file
|
||||
|
||||
To create a Lottie animation from file use:
|
||||
```c
|
||||
lv_obj_t * lottie = lv_rlottie_create_from_file(parent, width, height, "path/to/lottie.json");
|
||||
```
|
||||
|
||||
Note that, Rlottie uses the standard STDIO C file API, so you can use the path "normally" and no LVGL specific driver letter is required.
|
||||
|
||||
|
||||
### Use Rlottie from raw string data
|
||||
|
||||
`lv_example_rlottie_approve.c` contains an example animation in raw format. Instead storing the JSON string a hex array is stored for the following reasons:
|
||||
- avoid escaping `"` in the JSON file
|
||||
- some compilers don't support very long strings
|
||||
|
||||
`lvgl/scripts/filetohex.py` can be used to convert a Lottie file a hex array. E.g.:
|
||||
```
|
||||
./filetohex.py path/to/lottie.json > out.txt
|
||||
```
|
||||
|
||||
To create an animation from raw data:
|
||||
|
||||
```c
|
||||
extern const uint8_t lottie_data[];
|
||||
lv_obj_t* lottie = lv_rlottie_create_from_raw(parent, width, height, (const char *)lottie_data);
|
||||
```
|
||||
|
||||
## Getting animations
|
||||
|
||||
Lottie is standard and popular format so you can find many animation files on the web.
|
||||
For example: https://lottiefiles.com/
|
||||
|
||||
You can also create your own animations with Adobe After Effects or similar software.
|
||||
|
||||
## Controlling animations
|
||||
|
||||
LVGL provides two functions to control the animation mode: `lv_rlottie_set_play_mode` and `lv_rlottie_set_current_frame`.
|
||||
You'll combine your intentions when calling the first method, like in these examples:
|
||||
```c
|
||||
lv_obj_t * lottie = lv_rlottie_create_from_file(scr, 128, 128, "test.json");
|
||||
lv_obj_center(lottie);
|
||||
// Pause to a specific frame
|
||||
lv_rlottie_set_current_frame(lottie, 50);
|
||||
lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PAUSE); // The specified frame will be displayed and then the animation will pause
|
||||
|
||||
// Play backward and loop
|
||||
lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PLAY | LV_RLOTTIE_CTRL_BACKWARD | LV_RLOTTIE_CTRL_LOOP);
|
||||
|
||||
// Play forward once (no looping)
|
||||
lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PLAY | LV_RLOTTIE_CTRL_FORWARD);
|
||||
```
|
||||
|
||||
The default animation mode is **play forward with loop**.
|
||||
|
||||
If you don't enable looping, a `LV_EVENT_READY` is sent when the animation can not make more progress without looping.
|
||||
|
||||
To get the number of frames in an animation or the current frame index, you can cast the `lv_obj_t` instance to a `lv_rlottie_t` instance and inspect the `current_frame` and `total_frames` members.
|
||||
|
||||
## Example
|
||||
```eval_rst
|
||||
|
||||
.. include:: ../../examples/libs/rlottie/index.rst
|
||||
|
||||
```
|
||||
|
||||
## API
|
||||
|
||||
```eval_rst
|
||||
|
||||
.. doxygenfile:: lv_rlottie.h
|
||||
:project: lvgl
|
||||
77
LVGL.Simulator/lvgl/docs/libs/sjpg.md
Normal file
77
LVGL.Simulator/lvgl/docs/libs/sjpg.md
Normal file
@@ -0,0 +1,77 @@
|
||||
```eval_rst
|
||||
.. include:: /header.rst
|
||||
:github_url: |github_link_base|/libs/sjpg.md
|
||||
```
|
||||
|
||||
# JPG decoder
|
||||
|
||||
Allow the use of JPG images in LVGL. Besides that it also allows the use of a custom format, called Split JPG (SJPG), which can be decoded in more optimal way on embedded systems.
|
||||
|
||||
## Overview
|
||||
- Supports both normal JPG and the custom SJPG formats.
|
||||
- Decoding normal JPG consumes RAM with the size fo the whole uncompressed image (recommended only for devices with more RAM)
|
||||
- SJPG is a custom format based on "normal" JPG and specially made for LVGL.
|
||||
- SJPG is 'split-jpeg' which is a bundle of small jpeg fragments with an sjpg header.
|
||||
- SJPG size will be almost comparable to the jpg file or might be a slightly larger.
|
||||
- File read from file and c-array are implemented.
|
||||
- SJPEG frame fragment cache enables fast fetching of lines if available in cache.
|
||||
- By default the sjpg image cache will be image width * 2 * 16 bytes (can be modified)
|
||||
- Currently only 16 bit image format is supported (TODO)
|
||||
- Only the required partion of the JPG and SJPG images are decoded, therefore they can't be zoomed or rotated.
|
||||
|
||||
## Usage
|
||||
|
||||
If enabled in `lv_conf.h` by `LV_USE_SJPG` LVGL will register a new image decoder automatically so JPG and SJPG files can be directly used as image sources. For example:
|
||||
```
|
||||
lv_img_set_src(my_img, "S:path/to/picture.jpg");
|
||||
```
|
||||
|
||||
Note that, a file system driver needs to registered to open images from files. Read more about it [here](https://docs.lvgl.io/master/overview/file-system.html) or just enable one in `lv_conf.h` with `LV_USE_FS_...`
|
||||
|
||||
|
||||
|
||||
## Converter
|
||||
|
||||
### Converting JPG to C array
|
||||
- Use lvgl online tool https://lvgl.io/tools/imageconverter
|
||||
- Color format = RAW, output format = C Array
|
||||
|
||||
### Converting JPG to SJPG
|
||||
python3 and the PIL library required. (PIL can be installed with `pip3 install pillow`)
|
||||
|
||||
To create SJPG from JPG:
|
||||
- Copy the image to convert into `lvgl/scripts`
|
||||
- `cd lvgl/scripts`
|
||||
- `python3 jpg_to_sjpg.py image_to_convert.jpg`. It creates both a C files and an SJPG image.
|
||||
|
||||
The expected result is:
|
||||
```sh
|
||||
Conversion started...
|
||||
|
||||
Input:
|
||||
image_to_convert.jpg
|
||||
RES = 640 x 480
|
||||
|
||||
Output:
|
||||
Time taken = 1.66 sec
|
||||
bin size = 77.1 KB
|
||||
walpaper.sjpg (bin file)
|
||||
walpaper.c (c array)
|
||||
|
||||
All good!
|
||||
```
|
||||
|
||||
|
||||
## Example
|
||||
```eval_rst
|
||||
|
||||
.. include:: ../../examples/libs/sjpg/index.rst
|
||||
|
||||
```
|
||||
|
||||
## API
|
||||
|
||||
```eval_rst
|
||||
|
||||
.. doxygenfile:: lv_sjpg.h
|
||||
:project: lvgl
|
||||
Reference in New Issue
Block a user