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Update in-line with drawnode changes
This commit is contained in:
parent
14548e8a2d
commit
d8af5e1c5a
@ -43,22 +43,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private readonly InputResampler resampler = new InputResampler();
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private readonly InputResampler resampler = new InputResampler();
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protected override DrawNode CreateDrawNode() => new TrailDrawNode();
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protected override DrawNode CreateDrawNode() => new TrailDrawNode(this);
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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TrailDrawNode tNode = (TrailDrawNode)node;
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tNode.Shader = shader;
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tNode.Texture = texture;
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tNode.Size = size;
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tNode.Time = time;
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for (int i = 0; i < parts.Length; ++i)
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if (parts[i].InvalidationID > tNode.Parts[i].InvalidationID)
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tNode.Parts[i] = parts[i];
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}
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public CursorTrail()
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public CursorTrail()
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{
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{
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@ -167,33 +152,52 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private class TrailDrawNode : DrawNode
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private class TrailDrawNode : DrawNode
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{
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{
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public IShader Shader;
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protected new CursorTrail Source => (CursorTrail)base.Source;
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public Texture Texture;
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public float Time;
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private IShader shader;
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private Texture texture;
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public readonly TrailPart[] Parts = new TrailPart[max_sprites];
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private float time;
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public Vector2 Size;
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
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private Vector2 size;
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private readonly VertexBuffer<TexturedTrailVertex> vertexBuffer = new QuadVertexBuffer<TexturedTrailVertex>(max_sprites, BufferUsageHint.DynamicDraw);
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private readonly VertexBuffer<TexturedTrailVertex> vertexBuffer = new QuadVertexBuffer<TexturedTrailVertex>(max_sprites, BufferUsageHint.DynamicDraw);
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public TrailDrawNode()
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public TrailDrawNode(CursorTrail source)
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: base(source)
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{
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{
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for (int i = 0; i < max_sprites; i++)
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for (int i = 0; i < max_sprites; i++)
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{
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{
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Parts[i].InvalidationID = 0;
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parts[i].InvalidationID = 0;
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Parts[i].WasUpdated = false;
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parts[i].WasUpdated = false;
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}
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}
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
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size = Source.size;
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time = Source.time;
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for (int i = 0; i < Source.parts.Length; ++i)
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{
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if (Source.parts[i].InvalidationID > parts[i].InvalidationID)
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parts[i] = Source.parts[i];
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}
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}
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}
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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{
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Shader.GetUniform<float>("g_FadeClock").UpdateValue(ref Time);
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shader.GetUniform<float>("g_FadeClock").UpdateValue(ref time);
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int updateStart = -1, updateEnd = 0;
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int updateStart = -1, updateEnd = 0;
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for (int i = 0; i < Parts.Length; ++i)
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for (int i = 0; i < parts.Length; ++i)
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{
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{
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if (Parts[i].WasUpdated)
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if (parts[i].WasUpdated)
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{
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{
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if (updateStart == -1)
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if (updateStart == -1)
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updateStart = i;
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updateStart = i;
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@ -202,22 +206,22 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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int start = i * 4;
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int start = i * 4;
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int end = start;
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int end = start;
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Vector2 pos = Parts[i].Position;
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Vector2 pos = parts[i].Position;
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float time = Parts[i].Time;
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float localTime = parts[i].Time;
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Texture.DrawQuad(
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texture.DrawQuad(
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new Quad(pos.X - Size.X / 2, pos.Y - Size.Y / 2, Size.X, Size.Y),
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new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
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DrawColourInfo.Colour,
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DrawColourInfo.Colour,
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null,
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null,
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v => vertexBuffer.Vertices[end++] = new TexturedTrailVertex
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v => vertexBuffer.Vertices[end++] = new TexturedTrailVertex
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{
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{
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Position = v.Position,
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Position = v.Position,
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TexturePosition = v.TexturePosition,
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TexturePosition = v.TexturePosition,
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Time = time + 1,
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Time = localTime + 1,
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Colour = v.Colour,
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Colour = v.Colour,
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});
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});
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Parts[i].WasUpdated = false;
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parts[i].WasUpdated = false;
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}
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}
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else if (updateStart != -1)
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else if (updateStart != -1)
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{
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{
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@ -232,12 +236,12 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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base.Draw(vertexAction);
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base.Draw(vertexAction);
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Shader.Bind();
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shader.Bind();
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Texture.TextureGL.Bind();
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texture.TextureGL.Bind();
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vertexBuffer.Draw();
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vertexBuffer.Draw();
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Shader.Unbind();
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shader.Unbind();
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}
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}
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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@ -178,64 +178,68 @@ namespace osu.Game.Graphics.Backgrounds
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/// <returns>The colour.</returns>
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/// <returns>The colour.</returns>
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protected virtual Color4 CreateTriangleShade() => Interpolation.ValueAt(RNG.NextSingle(), ColourDark, ColourLight, 0, 1);
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protected virtual Color4 CreateTriangleShade() => Interpolation.ValueAt(RNG.NextSingle(), ColourDark, ColourLight, 0, 1);
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protected override DrawNode CreateDrawNode() => new TrianglesDrawNode();
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protected override DrawNode CreateDrawNode() => new TrianglesDrawNode(this);
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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var trianglesNode = (TrianglesDrawNode)node;
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trianglesNode.Shader = shader;
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trianglesNode.Texture = texture;
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trianglesNode.Size = DrawSize;
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trianglesNode.Parts.Clear();
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trianglesNode.Parts.AddRange(parts);
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}
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private class TrianglesDrawNode : DrawNode
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private class TrianglesDrawNode : DrawNode
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{
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{
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public IShader Shader;
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protected new Triangles Source => (Triangles)base.Source;
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public Texture Texture;
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public readonly List<TriangleParticle> Parts = new List<TriangleParticle>();
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private IShader shader;
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public Vector2 Size;
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private Texture texture;
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private Vector2 size;
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private readonly LinearBatch<TexturedVertex2D> vertexBatch = new LinearBatch<TexturedVertex2D>(100 * 3, 10, PrimitiveType.Triangles);
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private readonly LinearBatch<TexturedVertex2D> vertexBatch = new LinearBatch<TexturedVertex2D>(100 * 3, 10, PrimitiveType.Triangles);
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public TrianglesDrawNode(Triangles source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
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size = Source.DrawSize;
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parts.Clear();
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parts.AddRange(Source.parts);
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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{
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base.Draw(vertexAction);
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base.Draw(vertexAction);
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Shader.Bind();
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shader.Bind();
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Texture.TextureGL.Bind();
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texture.TextureGL.Bind();
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Vector2 localInflationAmount = edge_smoothness * DrawInfo.MatrixInverse.ExtractScale().Xy;
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Vector2 localInflationAmount = edge_smoothness * DrawInfo.MatrixInverse.ExtractScale().Xy;
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foreach (TriangleParticle particle in Parts)
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foreach (TriangleParticle particle in parts)
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{
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{
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var offset = triangle_size * new Vector2(particle.Scale * 0.5f, particle.Scale * 0.866f);
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var offset = triangle_size * new Vector2(particle.Scale * 0.5f, particle.Scale * 0.866f);
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var size = new Vector2(2 * offset.X, offset.Y);
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var triangle = new Triangle(
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var triangle = new Triangle(
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Vector2Extensions.Transform(particle.Position * Size, DrawInfo.Matrix),
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Vector2Extensions.Transform(particle.Position * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(particle.Position * Size + offset, DrawInfo.Matrix),
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Vector2Extensions.Transform(particle.Position * size + offset, DrawInfo.Matrix),
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Vector2Extensions.Transform(particle.Position * Size + new Vector2(-offset.X, offset.Y), DrawInfo.Matrix)
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Vector2Extensions.Transform(particle.Position * size + new Vector2(-offset.X, offset.Y), DrawInfo.Matrix)
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);
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);
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ColourInfo colourInfo = DrawColourInfo.Colour;
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(particle.Colour);
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colourInfo.ApplyChild(particle.Colour);
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Texture.DrawTriangle(
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texture.DrawTriangle(
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triangle,
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triangle,
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colourInfo,
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colourInfo,
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null,
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null,
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vertexBatch.AddAction,
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vertexBatch.AddAction,
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Vector2.Divide(localInflationAmount, size));
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Vector2.Divide(localInflationAmount, new Vector2(2 * offset.X, offset.Y)));
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}
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}
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Shader.Unbind();
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shader.Unbind();
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}
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}
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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@ -64,24 +64,12 @@ namespace osu.Game.Rulesets.Mods
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internal BindableInt Combo;
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internal BindableInt Combo;
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private IShader shader;
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private IShader shader;
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode();
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);
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public override bool RemoveCompletedTransforms => false;
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public override bool RemoveCompletedTransforms => false;
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public List<BreakPeriod> Breaks;
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public List<BreakPeriod> Breaks;
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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var flashNode = (FlashlightDrawNode)node;
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flashNode.Shader = shader;
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flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
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flashNode.FlashlightPosition = Vector2Extensions.Transform(FlashlightPosition, DrawInfo.Matrix);
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flashNode.FlashlightSize = Vector2Extensions.Transform(FlashlightSize, DrawInfo.Matrix);
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaderManager)
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private void load(ShaderManager shaderManager)
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{
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{
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@ -136,27 +124,44 @@ namespace osu.Game.Rulesets.Mods
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Invalidate(Invalidation.DrawNode);
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Invalidate(Invalidation.DrawNode);
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}
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}
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}
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}
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}
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private class FlashlightDrawNode : DrawNode
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private class FlashlightDrawNode : DrawNode
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{
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{
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public IShader Shader;
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protected new Flashlight Source => (Flashlight)base.Source;
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public Quad ScreenSpaceDrawQuad;
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public Vector2 FlashlightPosition;
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private IShader shader;
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public Vector2 FlashlightSize;
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private Quad screenSpaceDrawQuad;
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private Vector2 flashlightPosition;
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private Vector2 flashlightSize;
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public FlashlightDrawNode(Flashlight source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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screenSpaceDrawQuad = Source.ScreenSpaceDrawQuad;
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flashlightPosition = Vector2Extensions.Transform(Source.FlashlightPosition, DrawInfo.Matrix);
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flashlightSize = Vector2Extensions.Transform(Source.FlashlightSize, DrawInfo.Matrix);
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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{
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base.Draw(vertexAction);
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base.Draw(vertexAction);
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Shader.Bind();
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shader.Bind();
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Shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref FlashlightPosition);
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shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref flashlightPosition);
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Shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref FlashlightSize);
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shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref flashlightSize);
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Texture.WhitePixel.DrawQuad(ScreenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
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Texture.WhitePixel.DrawQuad(screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
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Shader.Unbind();
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shader.Unbind();
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}
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}
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}
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}
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}
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}
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}
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@ -150,62 +150,67 @@ namespace osu.Game.Screens.Menu
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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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}
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}
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protected override DrawNode CreateDrawNode() => new VisualisationDrawNode();
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protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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var visNode = (VisualisationDrawNode)node;
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visNode.Shader = shader;
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visNode.Texture = texture;
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visNode.Size = DrawSize.X;
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visNode.Colour = AccentColour;
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visNode.AudioData = frequencyAmplitudes;
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}
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private class VisualisationDrawNode : DrawNode
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private class VisualisationDrawNode : DrawNode
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{
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{
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public IShader Shader;
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protected new LogoVisualisation Source => (LogoVisualisation)base.Source;
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public Texture Texture;
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private IShader shader;
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private Texture texture;
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//Asuming the logo is a circle, we don't need a second dimension.
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//Asuming the logo is a circle, we don't need a second dimension.
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public float Size;
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private float size;
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public Color4 Colour;
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private Color4 colour;
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public float[] AudioData;
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private float[] audioData;
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private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);
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private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);
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public VisualisationDrawNode(LogoVisualisation source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
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size = Source.DrawSize.X;
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colour = Source.AccentColour;
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audioData = Source.frequencyAmplitudes;
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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{
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base.Draw(vertexAction);
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base.Draw(vertexAction);
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Shader.Bind();
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shader.Bind();
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Texture.TextureGL.Bind();
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texture.TextureGL.Bind();
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Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
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Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
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ColourInfo colourInfo = DrawColourInfo.Colour;
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(Colour);
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colourInfo.ApplyChild(colour);
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if (AudioData != null)
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if (audioData != null)
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{
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{
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for (int j = 0; j < visualiser_rounds; j++)
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for (int j = 0; j < visualiser_rounds; j++)
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{
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{
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for (int i = 0; i < bars_per_visualiser; i++)
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for (int i = 0; i < bars_per_visualiser; i++)
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{
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{
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if (AudioData[i] < amplitude_dead_zone)
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if (audioData[i] < amplitude_dead_zone)
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continue;
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continue;
|
||||||
|
|
||||||
float rotation = MathHelper.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
|
float rotation = MathHelper.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
|
||||||
float rotationCos = (float)Math.Cos(rotation);
|
float rotationCos = (float)Math.Cos(rotation);
|
||||||
float rotationSin = (float)Math.Sin(rotation);
|
float rotationSin = (float)Math.Sin(rotation);
|
||||||
//taking the cos and sin to the 0..1 range
|
//taking the cos and sin to the 0..1 range
|
||||||
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * Size;
|
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
|
||||||
|
|
||||||
var barSize = new Vector2(Size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * AudioData[i]);
|
var barSize = new Vector2(size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
|
||||||
//The distance between the position and the sides of the bar.
|
//The distance between the position and the sides of the bar.
|
||||||
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
|
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
|
||||||
//The distance between the bottom side of the bar and the top side.
|
//The distance between the bottom side of the bar and the top side.
|
||||||
@ -218,7 +223,7 @@ namespace osu.Game.Screens.Menu
|
|||||||
Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
|
Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
|
||||||
);
|
);
|
||||||
|
|
||||||
Texture.DrawQuad(
|
texture.DrawQuad(
|
||||||
rectangle,
|
rectangle,
|
||||||
colourInfo,
|
colourInfo,
|
||||||
null,
|
null,
|
||||||
@ -229,7 +234,7 @@ namespace osu.Game.Screens.Menu
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Shader.Unbind();
|
shader.Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Dispose(bool isDisposing)
|
protected override void Dispose(bool isDisposing)
|
||||||
|
Loading…
Reference in New Issue
Block a user