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Text editor plugin, InputDialog enhancements (#4135)
This plugin mostly sets up a "Text editor>" submenu, that allows browsing files, creating a new file, and managing a history of previously opened file for easier re-opening. It restore previous scroll and cursor positions on re-opening. Additional "Check lua" syntax button is added when editing a .lua file, and prevent saving if errors. The text editing is mainly provided by the enhanced InputDialog. InputDialog: added a few more options, the main one being 'save_callback', which will add a Save and Close buttons and manage saving/discarding/exiting. If "fullscreen" and "add_nav_bar", will add a show/hide keyboard button to it. Moved the preset buttons setup code in their own InputDialog methods for clarity of the main init code. Buttons are now enabled/disabled depending on context for feedback (eg: Save is disabled as long as text has not been modified). Added util.checkLuaSyntax(lua_string), might be useful elsewhere.
This commit is contained in:
@@ -46,6 +46,35 @@ To get a full screen text editor, use:
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add_scroll_buttons = true,
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add_nav_bar = true,
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To add |Save|Close| buttons, use:
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save_callback = function(content, closing)
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...deal with the edited content...
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if closing then
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UIManager:nextTick( stuff to do when InputDialog closed if any )
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end
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return nil -- sucess, default notification shown
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return true, success_notif_text
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return false, error_infomsg_text
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end
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To additionally add a Reset button and have |Reset|Save|Close|, use:
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reset_callback = function()
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return original_content -- success
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return original_content, success_notif_text
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return nil, error_infomsg_text
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end
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If you don't need more buttons than these, use these options for consistency
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between dialogs, and don't provide any buttons.
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Text used on these buttons and their messages and notifications can be
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changed by providing alternative text with these additional options:
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reset_button_text
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save_button_text
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close_button_text
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close_unsaved_confirm_text
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close_cancel_button_text
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close_discard_button_text
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close_save_button_text
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close_discarded_notif_text
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If it would take the user more than half a minute to recover from a mistake,
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a "Cancel" button <em>must</em> be added to the dialog. The cancellation button
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should be kept on the left and the button executing the action on the right.
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@@ -63,10 +92,13 @@ local Device = require("device")
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local Font = require("ui/font")
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local FrameContainer = require("ui/widget/container/framecontainer")
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local Geom = require("ui/geometry")
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local InfoMessage = require("ui/widget/infomessage")
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local InputContainer = require("ui/widget/container/inputcontainer")
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local InputText = require("ui/widget/inputtext")
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local LineWidget = require("ui/widget/linewidget")
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local MovableContainer = require("ui/widget/container/movablecontainer")
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local MultiConfirmBox = require("ui/widget/multiconfirmbox")
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local Notification = require("ui/widget/notification")
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local RenderText = require("ui/rendertext")
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local Size = require("ui/size")
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local TextBoxWidget = require("ui/widget/textboxwidget")
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@@ -75,6 +107,7 @@ local UIManager = require("ui/uimanager")
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local VerticalGroup = require("ui/widget/verticalgroup")
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local VerticalSpan = require("ui/widget/verticalspan")
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local Screen = Device.screen
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local _ = require("gettext")
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local InputDialog = InputContainer:new{
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is_always_active = true,
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@@ -85,13 +118,33 @@ local InputDialog = InputContainer:new{
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buttons = nil,
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input_type = nil,
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enter_callback = nil,
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readonly = false, -- don't allow editing, will not show keyboard
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allow_newline = false, -- allow entering new lines (this disables any enter_callback)
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cursor_at_end = true, -- starts with cursor at end of text, ready for appending
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fullscreen = false, -- adjust to full screen minus keyboard
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condensed = false, -- true will prevent adding air and balance between elements
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add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons
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add_nav_bar = false, -- append a row of page navigation buttons
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-- note that the text widget can be scrolled with Swipe North/South even when no button
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-- note that the text widget can be scrolled with Swipe North/South even when no button
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keyboard_hidden = false, -- start with keyboard hidden in full fullscreen mode
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-- needs add_nav_bar to have a Show keyboard button to get it back
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-- If save_callback provided, a Save and a Close buttons will be added to the first row
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-- if reset_callback provided, a Reset button will be added (before Save) to the first row
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save_callback = nil, -- Called with the input text content when Save (and true as 2nd arg
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-- if closing, false if non-closing Save).
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-- Should return nil or true on success, false on failure.
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-- (This save_callback can do some syntax check before saving)
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reset_callback = nil, -- Called with no arg, should return the original content on success,
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-- nil on failure.
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-- Both these callbacks can return a string as a 2nd return value.
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-- This string is then shown:
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-- - on success: as the notification text instead of the default one
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-- - on failure: in an InfoMessage
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-- For use by TextEditor plugin:
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view_pos_callback = nil, -- Called with no arg to get initial top_line_num/charpos,
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-- called with (top_line_num, charpos) to give back position on close.
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-- movable = true, -- set to false if movable gestures conflicts with subwidgets gestures
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-- for now, too much conflicts between InputText and MovableContainer, and
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@@ -116,6 +169,15 @@ local InputDialog = InputContainer:new{
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input_margin = Size.margin.default,
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button_padding = Size.padding.default,
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border_size = Size.border.window,
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-- for internal use
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_text_modified = false, -- previous known modified status
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_top_line_num = nil,
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_charpos = nil,
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_buttons_edit_callback = nil,
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_buttons_scroll_callback = nil,
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_buttons_backup_done = false,
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_buttons_backup = nil,
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}
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function InputDialog:init()
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@@ -123,6 +185,7 @@ function InputDialog:init()
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self.movable = false
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self.border_size = 0
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self.width = Screen:getWidth() - 2*self.border_size
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self.covers_fullscreen = true -- hint for UIManager:_repaint()
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else
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self.width = self.width or Screen:getWidth() * 0.8
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end
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@@ -131,6 +194,9 @@ function InputDialog:init()
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else
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self.text_width = self.text_width or self.width * 0.9
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end
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if self.readonly then -- hide keyboard if we can't edit
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self.keyboard_hidden = true
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end
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-- Title & description
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local title_width = RenderText:sizeUtf8Text(0, self.width,
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@@ -142,7 +208,7 @@ function InputDialog:init()
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self.title = RenderText:getSubTextByWidth(self.title, self.title_face,
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self.width - indicator_w, true) .. indicator
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end
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self.title = FrameContainer:new{
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self.title_widget = FrameContainer:new{
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padding = self.title_padding,
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margin = self.title_margin,
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bordersize = 0,
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@@ -191,54 +257,19 @@ function InputDialog:init()
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end
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-- Buttons
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if self.add_nav_bar then
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if not self.buttons then
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self.buttons = {}
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end
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local nav_bar = {}
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table.insert(self.buttons, nav_bar)
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table.insert(nav_bar, {
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text = "⇱",
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callback = function()
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self._input_widget:scrollToTop()
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end,
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})
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table.insert(nav_bar, {
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text = "⇲",
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callback = function()
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self._input_widget:scrollToBottom()
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end,
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})
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table.insert(nav_bar, {
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text = "△",
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callback = function()
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self._input_widget:scrollUp()
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end,
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})
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table.insert(nav_bar, {
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text = "▽",
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callback = function()
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self._input_widget:scrollDown()
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end,
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})
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elseif self.add_scroll_buttons then
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if not self.buttons then
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self.buttons = {{}}
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end
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-- Add them to the end of first row
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table.insert(self.buttons[1], {
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text = "△",
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callback = function()
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self._input_widget:scrollUp()
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end,
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})
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table.insert(self.buttons[1], {
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text = "▽",
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callback = function()
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self._input_widget:scrollDown()
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end,
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})
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-- In case of re-init(), keep backup of original buttons and restore them
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self:_backupRestoreButtons()
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-- If requested, add predefined buttons alongside provided ones
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if self.save_callback then
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-- If save_callback provided, adds (Reset) / Save / Close buttons
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self:_addSaveCloseButtons()
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end
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if self.add_nav_bar then -- Home / End / Up / Down buttons
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self:_addScrollButtons(true)
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elseif self.add_scroll_buttons then -- Up / Down buttons
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self:_addScrollButtons(false)
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end
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-- Buttons Table
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self.button_table = ButtonTable:new{
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width = self.width - 2*self.button_padding,
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button_font_face = "cfont",
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@@ -269,12 +300,15 @@ function InputDialog:init()
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local text_height = input_widget:getTextHeight()
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local line_height = input_widget:getLineHeight()
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local input_pad_height = input_widget:getSize().h - text_height
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local keyboard_height = input_widget:getKeyboardDimen().h
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local keyboard_height = 0
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if not self.keyboard_hidden then
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keyboard_height = input_widget:getKeyboardDimen().h
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end
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input_widget:free()
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-- Find out available height
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local available_height = Screen:getHeight()
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- 2*self.border_size
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- self.title:getSize().h
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- self.title_widget:getSize().h
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- self.title_bar:getSize().h
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- self.description_widget:getSize().h
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- vspan_before_input_text:getSize().h
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@@ -297,6 +331,11 @@ function InputDialog:init()
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self.text_height = text_height
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end
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end
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if self.view_pos_callback then
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-- Get initial cursor and top line num from callback
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-- (will work in case of re-init as these are saved by onClose()
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self._top_line_num, self._charpos = self.view_pos_callback()
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end
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self._input_widget = InputText:new{
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text = self.input,
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hint = self.input_hint,
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@@ -317,9 +356,15 @@ function InputDialog:init()
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end
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end
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end,
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edit_callback = self._buttons_edit_callback, -- nil if no Save/Close buttons
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scroll_callback = self._buttons_scroll_callback, -- nil if no Nav or Scroll buttons
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scroll = true,
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cursor_at_end = self.cursor_at_end,
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readonly = self.readonly,
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parent = self,
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is_text_edited = self._text_modified,
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top_line_num = self._top_line_num,
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charpos = self._charpos,
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}
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if self.allow_newline then -- remove any enter_callback
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self._input_widget.enter_callback = nil
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@@ -328,6 +373,15 @@ function InputDialog:init()
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--little hack to piggyback on the layout of the button_table to handle the new InputText
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table.insert(self.button_table.layout, 1, {self._input_widget})
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end
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-- Complementary setup for some of our added buttons
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if self.save_callback then
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local save_button = self.button_table:getButtonById("save")
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if self.readonly then
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save_button:setText(_("Read only"), save_button.width)
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elseif not self._input_widget:isTextEditable() then
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save_button:setText(_("Not editable"), save_button.width)
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end
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end
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-- Final widget
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self.dialog_frame = FrameContainer:new{
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@@ -338,7 +392,7 @@ function InputDialog:init()
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background = Blitbuffer.COLOR_WHITE,
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VerticalGroup:new{
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align = "left",
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self.title,
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self.title_widget,
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self.title_bar,
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self.description_widget,
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vspan_before_input_text,
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@@ -359,10 +413,12 @@ function InputDialog:init()
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self.dialog_frame,
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}
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end
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local keyboard_height = self.keyboard_hidden and 0
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or self._input_widget:getKeyboardDimen().h
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self[1] = CenterContainer:new{
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dimen = Geom:new{
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w = Screen:getWidth(),
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h = Screen:getHeight() - self._input_widget:getKeyboardDimen().h,
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h = Screen:getHeight() - keyboard_height,
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},
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frame
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}
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@@ -407,11 +463,279 @@ function InputDialog:onCloseWidget()
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end
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function InputDialog:onShowKeyboard()
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self._input_widget:onShowKeyboard()
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if not self.readonly and not self.keyboard_hidden then
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self._input_widget:onShowKeyboard()
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end
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end
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function InputDialog:onClose()
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-- Remember current view & position in case of re-init
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self._top_line_num = self._input_widget.top_line_num
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self._charpos = self._input_widget.charpos
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if self.view_pos_callback then
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-- Give back top line num and cursor position
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self.view_pos_callback(self._top_line_num, self._charpos)
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end
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self._input_widget:onCloseKeyboard()
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end
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function InputDialog:refreshButtons()
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-- Using what ought to be enough:
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-- return "ui", self.button_table.dimen
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-- causes 2 non-intersecting refreshes (because if our buttons
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-- change, the text widget did) that may sometimes cause
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-- the button_table to become white.
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-- Safer to refresh the whole widget so the refreshes can
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-- be merged into one.
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UIManager:setDirty(self, function()
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return "ui", self.dialog_frame.dimen
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end)
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end
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function InputDialog:_backupRestoreButtons()
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-- In case of re-init(), keep backup of original buttons and restore them
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if self._buttons_backup_done then
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-- Move backup and override current, and re-create backup from original,
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-- to avoid duplicating the copy code)
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self.buttons = self._buttons_backup -- restore (we may restore 'nil')
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end
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if self.buttons then -- (re-)create backup
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self._buttons_backup = {} -- deep copy, except for the buttons themselves
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for i, row in ipairs(self.buttons) do
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if row then
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local row_copy = {}
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self._buttons_backup[i] = row_copy
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for j, b in ipairs(row) do
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row_copy[j] = b
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end
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end
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end
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end
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self._buttons_backup_done = true
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end
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function InputDialog:_addSaveCloseButtons()
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if not self.buttons then
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self.buttons = {{}}
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end
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-- Add them to the end of first row
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local row = self.buttons[1]
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local button = function(id) -- shortcut for more readable code
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return self.button_table:getButtonById(id)
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end
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-- Callback to enable/disable Reset/Save buttons, for feedback when text modified
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self._buttons_edit_callback = function(edited)
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if self._text_modified and not edited then
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self._text_modified = false
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button("save"):disable()
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if button("reset") then button("reset"):disable() end
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self:refreshButtons()
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elseif edited and not self._text_modified then
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self._text_modified = true
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button("save"):enable()
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if button("reset") then button("reset"):enable() end
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self:refreshButtons()
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end
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end
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if self.reset_callback then
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-- if reset_callback provided, add button to restore
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-- test to some previous state
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table.insert(row, {
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text = self.reset_button_text or _("Reset"),
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id = "reset",
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enabled = self._text_modified,
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callback = function()
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-- Wrapped via Trapper, to allow reset_callback to use Trapper
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-- to show progress or ask questions while getting original content
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require("ui/trapper"):wrap(function()
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local content, msg = self.reset_callback()
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if content then
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self:setInputText(content)
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self._buttons_edit_callback(false)
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UIManager:show(Notification:new{
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text = msg or _("Text reset"),
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timeout = 2
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})
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else -- nil content, assume failure and show msg
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if msg ~= false then -- false allows for no InfoMessage
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UIManager:show(InfoMessage:new{
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text = msg or _("Resetting failed."),
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})
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end
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end
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end)
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end,
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})
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end
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table.insert(row, {
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text = self.save_button_text or _("Save"),
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id = "save",
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enabled = self._text_modified,
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callback = function()
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-- Wrapped via Trapper, to allow save_callback to use Trapper
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-- to show progress or ask questions while saving
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require("ui/trapper"):wrap(function()
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if self._text_modified then
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local success, msg = self.save_callback(self:getInputText())
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if success == false then
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if msg ~= false then -- false allows for no InfoMessage
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UIManager:show(InfoMessage:new{
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text = msg or _("Saving failed."),
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})
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end
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else -- nil or true
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self._buttons_edit_callback(false)
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UIManager:show(Notification:new{
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text = msg or _("Saved"),
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timeout = 2
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})
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end
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end
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end)
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end,
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})
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table.insert(row, {
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text = self.close_button_text or _("Close"),
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id = "close",
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callback = function()
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if self._text_modified then
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UIManager:show(MultiConfirmBox:new{
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text = self.close_unsaved_confirm_text or _("You have unsaved changes."),
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cancel_text = self.close_cancel_button_text or _("Cancel"),
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choice1_text = self.close_discard_button_text or _("Discard"),
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choice1_callback = function()
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UIManager:close(self)
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UIManager:show(Notification:new{
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text = self.close_discarded_notif_text or _("Changes discarded"),
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timeout = 2
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})
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end,
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choice2_text = self.close_save_button_text or _("Save"),
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choice2_callback = function()
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-- Wrapped via Trapper, to allow save_callback to use Trapper
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-- to show progress or ask questions while saving
|
||||
require("ui/trapper"):wrap(function()
|
||||
local success, msg = self.save_callback(self:getInputText(), true)
|
||||
if success == false then
|
||||
if msg ~= false then -- false allows for no InfoMessage
|
||||
UIManager:show(InfoMessage:new{
|
||||
text = msg or _("Saving failed."),
|
||||
})
|
||||
end
|
||||
else -- nil or true
|
||||
UIManager:close(self)
|
||||
UIManager:show(Notification:new{
|
||||
text = msg or _("Saved"),
|
||||
timeout = 2
|
||||
})
|
||||
end
|
||||
end)
|
||||
end,
|
||||
})
|
||||
else
|
||||
-- Not modified, exit without any message
|
||||
UIManager:close(self)
|
||||
end
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
function InputDialog:_addScrollButtons(nav_bar)
|
||||
local row
|
||||
if nav_bar then -- Add Home / End / Up / Down buttons as a last row
|
||||
if not self.buttons then
|
||||
self.buttons = {}
|
||||
end
|
||||
row = {} -- Empty additional buttons row
|
||||
table.insert(self.buttons, row)
|
||||
else -- Add the Up / Down buttons to the first row
|
||||
if not self.buttons then
|
||||
self.buttons = {{}}
|
||||
end
|
||||
row = self.buttons[1]
|
||||
end
|
||||
if nav_bar then -- Add the Home & End buttons
|
||||
-- Also add Keyboard hide/show button if we can
|
||||
if self.fullscreen and not self.readonly then
|
||||
table.insert(row, {
|
||||
text = self.keyboard_hidden and "↑⌨" or "↓⌨",
|
||||
id = "keyboard",
|
||||
callback = function()
|
||||
self.keyboard_hidden = not self.keyboard_hidden
|
||||
self.input = self:getInputText() -- re-init with up-to-date text
|
||||
self:onClose() -- will close keyboard and save view position
|
||||
self:free()
|
||||
self:init()
|
||||
if not self.keyboard_hidden then
|
||||
self:onShowKeyboard()
|
||||
end
|
||||
end,
|
||||
})
|
||||
end
|
||||
table.insert(row, {
|
||||
text = "⇱",
|
||||
id = "top",
|
||||
callback = function()
|
||||
self._input_widget:scrollToTop()
|
||||
end,
|
||||
})
|
||||
table.insert(row, {
|
||||
text = "⇲",
|
||||
id = "bottom",
|
||||
callback = function()
|
||||
self._input_widget:scrollToBottom()
|
||||
end,
|
||||
})
|
||||
end
|
||||
-- Add the Up & Down buttons
|
||||
table.insert(row, {
|
||||
text = "△",
|
||||
id = "up",
|
||||
callback = function()
|
||||
self._input_widget:scrollUp()
|
||||
end,
|
||||
})
|
||||
table.insert(row, {
|
||||
text = "▽",
|
||||
id = "down",
|
||||
callback = function()
|
||||
self._input_widget:scrollDown()
|
||||
end,
|
||||
})
|
||||
-- Callback to enable/disable buttons, for at-top/at-bottom feedback
|
||||
local prev_at_top = false -- Buttons were created enabled
|
||||
local prev_at_bottom = false
|
||||
local button = function(id) -- shortcut for more readable code
|
||||
return self.button_table:getButtonById(id)
|
||||
end
|
||||
self._buttons_scroll_callback = function(low, high)
|
||||
local changed = false
|
||||
if prev_at_top and low > 0 then
|
||||
button("up"):enable()
|
||||
if button("top") then button("top"):enable() end
|
||||
prev_at_top = false
|
||||
changed = true
|
||||
elseif not prev_at_top and low <= 0 then
|
||||
button("up"):disable()
|
||||
if button("top") then button("top"):disable() end
|
||||
prev_at_top = true
|
||||
changed = true
|
||||
end
|
||||
if prev_at_bottom and high < 1 then
|
||||
button("down"):enable()
|
||||
if button("bottom") then button("bottom"):enable() end
|
||||
prev_at_bottom = false
|
||||
changed = true
|
||||
elseif not prev_at_bottom and high >= 1 then
|
||||
button("down"):disable()
|
||||
if button("bottom") then button("bottom"):disable() end
|
||||
prev_at_bottom = true
|
||||
changed = true
|
||||
end
|
||||
if changed then
|
||||
self:refreshButtons()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return InputDialog
|
||||
|
||||
Reference in New Issue
Block a user