|
|
|
11-27-2022, 02:56 AM
|
#641
|
Human being with feelings
Join Date: Jan 2019
Location: Taiwan
Posts: 439
|
Hi Cfillion,
Is there a slider flag for Exponential? How come there's one for Logarithmic(ImGui_SliderFlags_Logarithmic), but not exponential?
Thanks!!
|
|
|
11-27-2022, 05:37 AM
|
#642
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
There isn't one, but you could do the math yourself and have the slider display the desired value using the format parameter.
Last edited by cfillion; 11-27-2022 at 06:00 AM.
|
|
|
11-27-2022, 06:14 AM
|
#643
|
Human being with feelings
Join Date: Jan 2019
Location: Taiwan
Posts: 439
|
ah ok! Really terrible at math but finally got it to work after random fiddling... : p
|
|
|
11-27-2022, 10:47 AM
|
#644
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
ReaImGui 0.8
TL;DR: Implemented bitmap images (PNG/JPEG), added a preferences page, improved documentation and widened GPU compatibility.
Code:
• Add a user settings page in Preferences > Plug-ins > ReaImGui:
- Option to disable restoration of saved settings ("safe mode")
- Option to select which graphics renderer to use
• Display indirect errors in a custom, more user-friendly dialog
• Implement bitmap image loading (PNG and JPEG from a file or memory) and image sets (per-DPI variants)
• macOS: add a Metal renderer (new default, requires El Capitan or newer)
• Share GPU textures with all windows in the same context (except on Linux due to a GDK 3 limitation)
• Update dear imgui to v1.89.1 (v1.89 release notes, v1.89.1)
• Windows: add a Direct3D 10 renderer (new default)
• Windows: disable minimizing and use the tool window style when decorations are enabled
• Windows: support mouse input everywhere in windows straddling multiple monitors with mixed DPI scales
Documentation:
• DRY-ify default argument values (code + doc using a single source of truth)
• Hide the "ImGui_" prefix
• More accurate line number ranges in links to source code
• Reorganize all functions in hierarchical, individually documented sections
• Rich-text formatting (Markdown <3)
• Syntax highlighting of code samples (if client-side Javascript is enabled)
API changes:
• Add {Attach,Detach} for linking the lifetime of any object with a context
• Add ConfigFlags_NavNoCaptureKeyboard
• Add ConfigVar_HoverDelay{Normal,Short} and ConfigVar_InputTextEnterKeepActive
• Add GetFramerate
• Add HoveredFlags_{Delay{Normal,Short},NoSharedDelay}
• Add Image{,Button} and DrawList_AddImage{,Quad,Rounded}
• Add InputTextFlags_EscapeClearsAll
• Add Key_Mouse*
• Add Mod_Shortcut (alias for _Ctrl on Linux & Windows and _Super, the Cmd key, on macOS)
• Remove {Attach,Detach}Font (replaced by generic {Attach,Detach} functions)
• Rename ModFlags_* and Key_Mod* to Mod_*
New rendering engines
Direct3D 10 on Windows adds compatibility with older computers that were previously unable to run ReaImGui due to their GPU not supporting OpenGL 3.1/3.2.
Metal on macOS 10.11 and newer allows ReaImGui to obey the monitor's color profile as set in System Preferences.
The existing cross-platform OpenGL 3 renderer remains available as an option.
User preferences
The option "Restore window position, size, dock state and table settings" setting allows running scripts in a "safe mode" without loading stored settings. The new dialog for indirect errors points to it:
Documentation changes
Functions are now organized in multi-level sections. The sections can themselves host documentation describing the functions within.
(Note that this additional information is not present in REAPER's auto-generated documentation.)
Breaking changes
Scripts including imgui.lua to request an API compatible with v0.7.2 or older are not affected by the removal of AttachFont, DetachFont and the renaming of keyboard modifier constants.
EDIT: Released a hotfix for missing shims for Key_Mod* in imgui.lua.
Last edited by cfillion; 11-27-2022 at 02:31 PM.
Reason: fix v1.89.1's link–thanks Edgemeal!
|
|
|
11-27-2022, 02:03 PM
|
#645
|
Human being with feelings
Join Date: Apr 2016
Location: ASU`ogacihC
Posts: 3,921
|
Quote:
Originally Posted by cfillion
|
The link for v1.89.1 is broken, missing 1st 'h'
Thanks for the updates!
|
|
|
11-27-2022, 03:07 PM
|
#646
|
Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,110
|
Quote:
Originally Posted by cfillion
User preferences
|
Interesting, (how) can extensions put stuff in Reaper preferences?
|
|
|
11-27-2022, 03:33 PM
|
#647
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
Quote:
Originally Posted by nofish
Interesting, (how) can extensions put stuff in Reaper preferences?
|
It's prefs_page_register_t and plugin_register("prefpage") from reaper_plugin.h (see settings.cpp).
|
|
|
11-27-2022, 04:17 PM
|
#648
|
Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,110
|
Quote:
Originally Posted by cfillion
It's prefs_page_register_t and plugin_register("prefpage") from reaper_plugin.h (see settings.cpp).
|
I think it's a first that someone ever used this. :P
|
|
|
11-27-2022, 10:59 PM
|
#649
|
Human being with feelings
Join Date: Dec 2015
Posts: 172
|
Quote:
Originally Posted by cfillion
ReaImGui 0.8
TL;DR: Implemented bitmap images (PNG/JPEG)
|
Dreams came true ))) !
Thanks!
|
|
|
11-28-2022, 05:31 AM
|
#650
|
Human being with feelings
Join Date: Dec 2021
Posts: 61
|
Reaper crash on ReaImGui v.0.8.0
Hello, there! I've noticed that functions reaper.ImGui_AttachFont (and DetachFont) changed to reaper.ImGui_Attach in new version of API. But when I use this function on my Mac, reaper crashes. What am I doing wrong?
|
|
|
11-28-2022, 03:51 PM
|
#651
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
Quote:
Originally Posted by edkashinsky
But when I use this function on my Mac, reaper crashes
|
Released version 0.8.1 to fix this:
Code:
• imgui.lua: add shims for dear imgui 1.89's obsoleted window boundary extension via SetCursorPos/SetCursorScreenPos (ocornut/imgui#5548)
• macOS: fix the Metal renderer crashing (observed on macOS 12 ARM)
Last edited by cfillion; 11-28-2022 at 04:59 PM.
|
|
|
11-29-2022, 03:51 AM
|
#652
|
Human being with feelings
Join Date: Dec 2021
Posts: 61
|
Quote:
Originally Posted by cfillion
Released version 0.8.1 to fix this:
Code:
• imgui.lua: add shims for dear imgui 1.89's obsoleted window boundary extension via SetCursorPos/SetCursorScreenPos (ocornut/imgui#5548)
• macOS: fix the Metal renderer crashing (observed on macOS 12 ARM)
|
Now it works! Thank you @cfillion!
|
|
|
11-29-2022, 01:39 PM
|
#653
|
Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,110
|
Quote:
Originally Posted by cfillion
User preferences
|
Random nitpicky find and not sure it's on Reaper's or your code side, but I noticed when having the ReaImGui page active the 'Find' button doesn't seem to work anymore (Win10) (it also doesn't find words which are actually present, not shown in the gif).
|
|
|
11-29-2022, 03:10 PM
|
#654
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
Quote:
Originally Posted by nofish
Random nitpicky find and not sure it's on Reaper's or your code side, but I noticed when having the ReaImGui page active the 'Find' button doesn't seem to work anymore (Win10) (it also doesn't find words which are actually present, not shown in the gif).
|
Noticed that too but couldn't find the cause. Strangely, finding words present in the ReaImGui page works (only) from other pages.
|
|
|
12-02-2022, 05:31 AM
|
#655
|
Human being with feelings
Join Date: Aug 2016
Posts: 91
|
Is it possible to include widget values (slider positions, text boxes, etc.) in a saved state from instance to instance?
|
|
|
12-02-2022, 06:44 AM
|
#656
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
Quote:
Originally Posted by Sonorityscape
Is it possible to include widget values (slider positions, text boxes, etc.) in a saved state from instance to instance?
|
Not specific to ReaImGui: SetExtState, SetProjExtState, BR_Win32_WritePrivateProfileString or just writing to a file.
|
|
|
12-03-2022, 02:48 AM
|
#657
|
Human being with feelings
Join Date: Jun 2021
Location: Moscow, Russia
Posts: 282
|
Now, with new image support, the only thing still left for me - full unicode support for button, menu, label, so they could display text in different languages) Please let it happen!
Last edited by McSound; 12-03-2022 at 02:59 AM.
|
|
|
12-03-2022, 06:12 AM
|
#658
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
Quote:
Originally Posted by McSound
Now, with new image support, the only thing still left for me - full unicode support for button, menu, label, so they could display text in different languages) Please let it happen!
|
I want that too: I consider those font limitations to be blocking ReaImGui from reaching v1.0. (Part of it needs to be made on dear imgui's side for that to happen.) (The move from AttachFont to just Attach is in preparation for that, though it's unlikely to be soon.)
|
|
|
12-03-2022, 10:04 AM
|
#659
|
Human being with feelings
Join Date: Dec 2012
Posts: 13,336
|
After many tries I give up. How should I use ImGui_ConfigVar_WindowsMoveFromTitleBarOnly()? I've tried to put it as config flag inside ImGui_CreateContext. Also as a glag inside ImGui_Begin. Tried ImGui_SetConfigVar, but not sure I'm doing it right. Demo script uses it as a checkbox state, but it didn't help me to understand how to implement it.
|
|
|
12-03-2022, 10:14 AM
|
#660
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
Code:
reaper.ImGui_SetConfigVar(ctx, reaper.ImGui_ConfigVar_WindowsMoveFromTitleBarOnly(), 1)
|
|
|
12-03-2022, 10:18 AM
|
#661
|
Human being with feelings
Join Date: Dec 2012
Posts: 13,336
|
Quote:
Originally Posted by cfillion
Code:
reaper.ImGui_SetConfigVar(ctx, reaper.ImGui_ConfigVar_WindowsMoveFromTitleBarOnly(), 1)
|
Thank you so much! Finally I got it working. Does 1 mean toggle state, because I couldn't find it?
|
|
|
12-03-2022, 10:19 AM
|
#662
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
1 means yes/true, 0 means no/false.
Last edited by cfillion; 12-03-2022 at 10:24 AM.
|
|
|
12-03-2022, 11:39 AM
|
#663
|
Human being with feelings
Join Date: Dec 2012
Posts: 13,336
|
Quote:
Originally Posted by cfillion
1 means yes/true, 0 means no/false.
|
Thank you, that's what I thought.
|
|
|
12-03-2022, 12:48 PM
|
#664
|
Human being with feelings
Join Date: Jun 2021
Location: Moscow, Russia
Posts: 282
|
Quote:
Originally Posted by cfillion
...it's unlikely to be soon.)
|
Ahh! That's a big bummer! But if it's not for editable text, we can always use an image with a sign on any language) This is at least something!
|
|
|
12-04-2022, 01:08 PM
|
#665
|
Human being with feelings
Join Date: Dec 2012
Posts: 13,336
|
Does anyone know a way to scale/zoom whole GUI content? Like if you have 200x200 px for 100%/1.0 and scale/zoom is 200%/2.0, you'll get 400x400 px and all the contents (fonts, buttons etc.) doubled in size. There is no anything like this in any existing scripts, even demo one. Rodilab in color palette has something like this only for color blocks, not fonts and any other things. I was looking for DPI, but found only getting DPI scale, nothing about setting. I was trying to find resizing functions, zooming functions and many other, no success.
|
|
|
12-04-2022, 01:13 PM
|
#666
|
Human being with feelings
Join Date: Dec 2017
Location: Brazil
Posts: 2,011
|
Quote:
Originally Posted by vitalker
Does anyone know a way to scale/zoom whole GUI content? Like if you have 200x200 px for 100%/1.0 and scale/zoom is 200%/2.0, you'll get 400x400 px and all the contents (fonts, buttons etc.) doubled in size. There is no anything like this in any existing scripts, even demo one. Rodilab in color palette has something like this only for color blocks, not fonts and any other things. I was looking for DPI, but found only getting DPI scale, nothing about setting. I was trying to find resizing functions, zooming functions and many other, no success.
|
if you change the font size all widgets will be rescaled.
|
|
|
12-04-2022, 01:17 PM
|
#667
|
Human being with feelings
Join Date: Dec 2012
Posts: 13,336
|
Quote:
Originally Posted by daniellumertz
if you change the font size all widgets will be rescaled.
|
So it is enough to just rescale fonts? That's great, I didn't think of it. Thank you so much. Before starting rewriting my script to ReaImGui, I was using modified version of your mod of Eugen's GUI library and it was pretty clear how to scale things there, but CPU consuming is better with RIG. Thank you again, Daniel!
|
|
|
12-04-2022, 09:06 PM
|
#668
|
Human being with feelings
Join Date: Dec 2017
Location: Brazil
Posts: 2,011
|
Quote:
Originally Posted by vitalker
So it is enough to just rescale fonts? That's great, I didn't think of it. Thank you so much. Before starting rewriting my script to ReaImGui, I was using modified version of your mod of Eugen's GUI library and it was pretty clear how to scale things there, but CPU consuming is better with RIG. Thank you again, Daniel!
|
Ohhh that script, it was my first task using reaimgui I wouldn't use it as a resource for anything >.< ... Mine modern scripts got much better and easier to maintain
|
|
|
12-04-2022, 11:54 PM
|
#669
|
Human being with feelings
Join Date: Jan 2019
Location: Taiwan
Posts: 439
|
Omg image is available now?! Sweet!! Thank you cfillion!
|
|
|
12-05-2022, 12:14 AM
|
#670
|
Human being with feelings
Join Date: Dec 2012
Posts: 13,336
|
Quote:
Originally Posted by daniellumertz
Ohhh that script, it was my first task using reaimgui I wouldn't use it as a resource for anything >.< ... Mine modern scripts got much better and easier to maintain
|
No, no, I was talking about your GUI library, which is a mod to Eugen's GUI. And I've made some modifications to make it working: https://forum.cockos.com/showpost.ph...&postcount=101
|
|
|
12-05-2022, 08:39 PM
|
#671
|
Human being with feelings
Join Date: Dec 2017
Location: Brazil
Posts: 2,011
|
Quote:
Originally Posted by vitalker
|
ahhhh yeahh, I like that GUI as well. I though about another script... After you make your mods post it there will be good to keep it kinda alive
|
|
|
12-06-2022, 02:30 AM
|
#672
|
Human being with feelings
Join Date: Dec 2012
Posts: 13,336
|
Quote:
Originally Posted by daniellumertz
ahhhh yeahh, I like that GUI as well. I though about another script... After you make your mods post it there will be good to keep it kinda alive
|
Well that mod was made specifially for one script, which is still in development (unfortunately had to switch to ReaImGui, because that library using so much of CPU), by I will. Thanks!
|
|
|
12-06-2022, 06:05 AM
|
#673
|
Human being with feelings
Join Date: Jan 2019
Location: China
Posts: 662
|
Win10, the font is scaled to 150%, and two error prompts pop up. If the font scaling is set to 100%, it can be used normally.
In addition, in Windows 8.1, I scaled the font to 125%, which was available in the test, but the mouse positioning of the button was biased.
instmark
ImGui assertion failed
The ImGui context was left in an invalid state and cannot continue.
Report this problem along with the error description below to the script or plugin developer.
(Disable state restoration in Preferences > Plug-ins > ReaImGui to reset saved settings.)
g.WithinFrameScope && "Forgot to call ImGu:NewFrame()?"
ReaScript err
insert Marker V2.lua:578: ImGui_PointConvertNative: ImGui assertion failed: ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."
Line 578 code: x, y = reaper.ImGui_PointConvertNative(ctx, x, y)
Last edited by dangguidan; 12-06-2022 at 06:18 AM.
|
|
|
12-06-2022, 11:13 AM
|
#674
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
Quote:
Originally Posted by dangguidan
Win10, the font is scaled to 150%, and two error prompts pop up. If the font scaling is set to 100%, it can be used normally.
In addition, in Windows 8.1, I scaled the font to 125%, which was available in the test, but the mouse positioning of the button was biased.
ImGui assertion failed: ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."
Line 578 code: x, y = reaper.ImGui_PointConvertNative(ctx, x, y)
|
What is your monitor arrangement? (Position, resolution, scaling of each)
What is REAPER's HiDPI mode on both of your Windows versions? Preferences > Advanced UI/system tweaks.
Last edited by cfillion; 12-06-2022 at 11:21 AM.
|
|
|
12-07-2022, 06:55 AM
|
#675
|
Human being with feelings
Join Date: Jan 2019
Location: China
Posts: 662
|
Quote:
Originally Posted by cfillion
What is your monitor arrangement? (Position, resolution, scaling of each)
What is REAPER's HiDPI mode on both of your Windows versions? Preferences > Advanced UI/system tweaks.
|
Main screen :27 inches , 2560*1440 Scale 150%
Subscreen : 17 inches , 1920*1080 Scale 150%
REAPER's HiDPI mode:Multimonitor aware
Now it is temporarily returned to v0.7.2 for normal use.
|
|
|
12-07-2022, 11:53 PM
|
#676
|
Human being with feelings
Join Date: Jan 2019
Location: Taiwan
Posts: 439
|
image tilt?
Thank you again for adding image support!
Just checking, tilting image is not possible at the moment?
|
|
|
12-08-2022, 12:36 AM
|
#677
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
DrawList_AddImageQuad can do rotation: it takes coordinates of the four corners.
Code:
dofile(reaper.GetResourcePath() ..
'/Scripts/ReaTeam Extensions/API/imgui.lua')('0.8')
local ctx = reaper.ImGui_CreateContext('My script')
local img = reaper.ImGui_CreateImage('/path/to/image.png')
local function ImageAngle(ctx, img, angle, w, h)
local x, y = reaper.ImGui_GetCursorScreenPos(ctx)
local cx, cy = x + (w/2), y + (h/2)
local rotate = function(x, y)
x, y = x - cx, y - cy
return (x*math.cos(angle) - y*math.sin(angle)) + cx,
(x*math.sin(angle) + y*math.cos(angle)) + cy
end
local dl = reaper.ImGui_GetWindowDrawList(ctx)
local p1_x, p1_y = rotate(x, y)
local p2_x, p2_y = rotate(x+w, y)
local p3_x, p3_y = rotate(x+w, y+h)
local p4_x, p4_y = rotate(x, y+h)
reaper.ImGui_DrawList_AddImageQuad(dl, img,
p1_x, p1_y, p2_x, p2_y, p3_x, p3_y, p4_x, p4_y)
reaper.ImGui_Dummy(ctx, w, h)
end
local function loop()
rv, angle = reaper.ImGui_SliderAngle(ctx, 'angle', angle or 0)
ImageAngle(ctx, img, angle, reaper.ImGui_Image_GetSize(img))
reaper.defer(loop)
end
reaper.defer(loop)
Last edited by cfillion; 12-08-2022 at 01:11 AM.
|
|
|
12-08-2022, 05:30 AM
|
#678
|
Human being with feelings
Join Date: Jan 2019
Location: Taiwan
Posts: 439
|
Quote:
Originally Posted by cfillion
DrawList_AddImageQuad can do rotation: it takes coordinates of the four corners.
Code:
dofile(reaper.GetResourcePath() ..
'/Scripts/ReaTeam Extensions/API/imgui.lua')('0.8')
local ctx = reaper.ImGui_CreateContext('My script')
local img = reaper.ImGui_CreateImage('/path/to/image.png')
local function ImageAngle(ctx, img, angle, w, h)
local x, y = reaper.ImGui_GetCursorScreenPos(ctx)
local cx, cy = x + (w/2), y + (h/2)
local rotate = function(x, y)
x, y = x - cx, y - cy
return (x*math.cos(angle) - y*math.sin(angle)) + cx,
(x*math.sin(angle) + y*math.cos(angle)) + cy
end
local dl = reaper.ImGui_GetWindowDrawList(ctx)
local p1_x, p1_y = rotate(x, y)
local p2_x, p2_y = rotate(x+w, y)
local p3_x, p3_y = rotate(x+w, y+h)
local p4_x, p4_y = rotate(x, y+h)
reaper.ImGui_DrawList_AddImageQuad(dl, img,
p1_x, p1_y, p2_x, p2_y, p3_x, p3_y, p4_x, p4_y)
reaper.ImGui_Dummy(ctx, w, h)
end
local function loop()
rv, angle = reaper.ImGui_SliderAngle(ctx, 'angle', angle or 0)
ImageAngle(ctx, img, angle, reaper.ImGui_Image_GetSize(img))
reaper.defer(loop)
end
reaper.defer(loop)
|
That's so cool!! We can make custom knobs now then, thank you again!
|
|
|
12-09-2022, 08:46 AM
|
#679
|
Human being with feelings
Join Date: May 2017
Location: Leipzig
Posts: 6,630
|
Is there currently a way, to add an input field, that supports showing characters like the €-symbol?
The following code will add the typed €-symbol into the variable text but will not show it in the inputfield.
Code:
local ctx = reaper.ImGui_CreateContext('My script')
local sans_serif = reaper.ImGui_CreateFont('Tahoma', 23)
reaper.ImGui_Attach(ctx, sans_serif)
local function myWindow(w, h)
-- shows only ? when typing the euro-symbol(ctrl+alt+E with german keymap), though it
-- will be correctly entered into variable text..
rv, text = reaper.ImGui_InputText(ctx, 'text field', text, nil)
end
local function loop()
reaper.ImGui_PushFont(ctx, sans_serif)
reaper.ImGui_SetNextWindowSize(ctx, 400, 80, reaper.ImGui_Cond_FirstUseEver())
local visible, open = reaper.ImGui_Begin(ctx, 'My window', true)
if visible then myWindow() reaper.ImGui_End(ctx) end
reaper.ImGui_PopFont(ctx)
if open then reaper.defer(loop) end
end
reaper.defer(loop)
How can I circumvent this?
Or is there a way to get the typed character(not keycode), so I could code my own input-field instead?
Edit:
I think I found a solution for my second question.
Code:
-- get the first unicode-charactercode from the character-queue
retval, unicode_char = reaper.ImGui_GetInputQueueCharacter(ctx, 0)
-- convert the code into a character
Converted=utf8.char(unicode_char)
But I would still prefer to use ImgGui's own input-fields...
Last edited by Meo-Ada Mespotine; 12-09-2022 at 08:58 AM.
|
|
|
12-09-2022, 09:11 AM
|
#680
|
Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,970
|
Quote:
Originally Posted by Meo-Ada Mespotine
How can I circumvent this?
|
https://github.com/cfillion/reaimgui...ent-1023143021
€ is U+20AC which is outside of what ReaImGui currently renders from the font file. Adding the Currency Symbols block (U+20A0 to U+20CF, only up to 35 extra glyphs) would be easy enough for the next version.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -7. The time now is 11:59 AM.
|