Browse Source

Add support for loading and saving gamepad calibration files

master
C. J. Howard 2 years ago
parent
commit
0f96744def
9 changed files with 327 additions and 133 deletions
  1. +0
    -1
      CMakeLists.txt
  2. +19
    -6
      src/application.cpp
  3. +2
    -0
      src/game/bootloader.cpp
  4. +1
    -0
      src/game/context.hpp
  5. +189
    -0
      src/game/controls.cpp
  6. +68
    -0
      src/game/controls.hpp
  7. +24
    -126
      src/game/states/loading.cpp
  8. +5
    -0
      src/input/device.cpp
  9. +19
    -0
      src/input/device.hpp

+ 0
- 1
CMakeLists.txt View File

@ -1,6 +1,5 @@
cmake_minimum_required(VERSION 3.7)
option(VERSION_STRING "Project version string" "0.0.0")
project(antkeeper VERSION ${VERSION_STRING} LANGUAGES CXX)

+ 19
- 6
src/application.cpp View File

@ -654,14 +654,27 @@ void application::translate_sdl_events()
}
else
{
logger->log("Connected gamepad \"" + controller_name + "\"");
// Get gamepad GUID
SDL_Joystick* sdl_joystick = SDL_GameControllerGetJoystick(sdl_controller);
SDL_JoystickGUID sdl_guid = SDL_JoystickGetGUID(sdl_joystick);
char guid_buffer[33];
std::memset(guid_buffer, '\0', 33);
SDL_JoystickGetGUIDString(sdl_guid, &guid_buffer[0], 33);
std::string guid(guid_buffer);
input::gamepad* controller = new input::gamepad();
controller->set_event_dispatcher(event_dispatcher);
gamepads.push_back(controller);
gamepad_map[sdl_event.cdevice.which] = controller;
logger->log("Connected gamepad \"" + controller_name + "\" with GUID: " + guid + "");
controller->connect(false);
// Create new gamepad
input::gamepad* gamepad = new input::gamepad();
gamepad->set_event_dispatcher(event_dispatcher);
gamepad->set_guid(guid);
// Add gamepad to list and map
gamepads.push_back(gamepad);
gamepad_map[sdl_event.cdevice.which] = gamepad;
// Send controller connected event
gamepad->connect(false);
}
}
else

+ 2
- 0
src/game/bootloader.cpp View File

@ -250,6 +250,7 @@ void setup_resources(game::context* ctx)
ctx->mods_path = ctx->config_path + "mods/";
ctx->saves_path = ctx->config_path + "saves/";
ctx->screenshots_path = ctx->config_path + "screenshots/";
ctx->controls_path = ctx->config_path + "controls/";
// Log resource paths
logger->log("Detected data path as \"" + ctx->data_path + "\"");
@ -261,6 +262,7 @@ void setup_resources(game::context* ctx)
config_paths.push_back(ctx->mods_path);
config_paths.push_back(ctx->saves_path);
config_paths.push_back(ctx->screenshots_path);
config_paths.push_back(ctx->controls_path);
for (const std::string& path: config_paths)
{
if (!path_exists(path))

+ 1
- 0
src/game/context.hpp View File

@ -126,6 +126,7 @@ struct context
std::string mods_path;
std::string saves_path;
std::string screenshots_path;
std::string controls_path;
std::string data_package_path;
// Configuration

+ 189
- 0
src/game/controls.cpp View File

@ -0,0 +1,189 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "controls.hpp"
#include "resources/resource-manager.hpp"
#include <fstream>
namespace game {
std::string gamepad_calibration_path(const game::context* ctx, const input::gamepad* gamepad)
{
return "gamepad-" + gamepad->get_guid() + ".json";
}
json default_gamepad_calibration()
{
const float activation_min = 0.15f;
const float activation_max = 0.98f;
const bool deadzone_cross = false;
const float deadzone_roundness = 1.0f;
const std::string response_curve = "linear";
json calibration;
calibration["leftx_activation"] = {activation_min, activation_max};
calibration["lefty_activation"] = {activation_min, activation_max};
calibration["rightx_activation"] = {activation_min, activation_max};
calibration["righty_activation"] = {activation_min, activation_max};
calibration["lefttrigger_activation"] = {activation_min, activation_max};
calibration["righttrigger_activation"] = {activation_min, activation_max};
calibration["leftx_response_curve"] = response_curve;
calibration["lefty_response_curve"] = response_curve;
calibration["rightx_response_curve"] = response_curve;
calibration["righty_response_curve"] = response_curve;
calibration["lefttrigger_response_curve"] = response_curve;
calibration["righttrigger_response_curve"] = response_curve;
calibration["left_deadzone_cross"] = deadzone_cross;
calibration["right_deadzone_cross"] = deadzone_cross;
calibration["left_deadzone_roundness"] = deadzone_roundness;
calibration["right_deadzone_roundness"] = deadzone_roundness;
return calibration;
}
json* load_gamepad_calibration(game::context* ctx, input::gamepad* gamepad)
{
// Determine path to gamepad calibration file
std::string filepath = gamepad_calibration_path(ctx, gamepad);
// Load gamepad calibration file
json* calibration = ctx->resource_manager->load<json>(filepath);
return calibration;
}
bool save_gamepad_calibration(const game::context* ctx, const input::gamepad* gamepad, const json& calibration)
{
// Determine path to gamepad calibration file
std::string filepath = ctx->controls_path + gamepad_calibration_path(ctx, gamepad);
// Open calibration file
std::ofstream stream;
stream.open(filepath);
if (!stream)
return false;
// Write calibration to file
stream << calibration.dump(1, '\t');
if (stream.bad())
{
stream.close();
return false;
}
// Close calibration file
stream.close();
return true;
}
void apply_gamepad_calibration(input::gamepad* gamepad, const json& calibration)
{
// Parse and apply activation thresholds
if (calibration.contains("leftx_activation"))
{
float min = calibration["leftx_activation"][0].get<float>();
float max = calibration["leftx_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::left_x, min, max);
}
if (calibration.contains("lefty_activation"))
{
float min = calibration["lefty_activation"][0].get<float>();
float max = calibration["lefty_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::left_y, min, max);
}
if (calibration.contains("rightx_activation"))
{
float min = calibration["rightx_activation"][0].get<float>();
float max = calibration["rightx_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::right_x, min, max);
}
if (calibration.contains("righty_activation"))
{
float min = calibration["righty_activation"][0].get<float>();
float max = calibration["righty_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::right_y, min, max);
}
if (calibration.contains("lefttrigger_activation"))
{
float min = calibration["lefttrigger_activation"][0].get<float>();
float max = calibration["lefttrigger_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::left_trigger, min, max);
}
if (calibration.contains("righttrigger_activation"))
{
float min = calibration["righttrigger_activation"][0].get<float>();
float max = calibration["righttrigger_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::right_trigger, min, max);
}
// Parse and apply deadzone shapes
if (calibration.contains("left_deadzone_cross"))
gamepad->set_left_deadzone_cross(calibration["left_deadzone_cross"].get<bool>());
if (calibration.contains("right_deadzone_cross"))
gamepad->set_right_deadzone_cross(calibration["right_deadzone_cross"].get<bool>());
if (calibration.contains("left_deadzone_roundness"))
gamepad->set_left_deadzone_roundness(calibration["left_deadzone_roundness"].get<float>());
if (calibration.contains("right_deadzone_roundness"))
gamepad->set_right_deadzone_roundness(calibration["right_deadzone_roundness"].get<float>());
auto parse_response_curve = [](const std::string& curve) -> input::gamepad_response_curve
{
if (curve == "square")
return input::gamepad_response_curve::square;
else if (curve == "cube")
return input::gamepad_response_curve::cube;
return input::gamepad_response_curve::linear;
};
// Parse and apply axis response curves
if (calibration.contains("leftx_response_curve"))
{
auto curve = parse_response_curve(calibration["leftx_response_curve"].get<std::string>());
gamepad->set_response_curve(input::gamepad_axis::left_x, curve);
}
if (calibration.contains("lefty_response_curve"))
{
auto curve = parse_response_curve(calibration["lefty_response_curve"].get<std::string>());
gamepad->set_response_curve(input::gamepad_axis::left_y, curve);
}
if (calibration.contains("rightx_response_curve"))
{
auto curve = parse_response_curve(calibration["rightx_response_curve"].get<std::string>());
gamepad->set_response_curve(input::gamepad_axis::right_x, curve);
}
if (calibration.contains("righty_response_curve"))
{
auto curve = parse_response_curve(calibration["righty_response_curve"].get<std::string>());
gamepad->set_response_curve(input::gamepad_axis::right_y, curve);
}
if (calibration.contains("lefttrigger_response_curve"))
{
auto curve = parse_response_curve(calibration["lefttrigger_response_curve"].get<std::string>());
gamepad->set_response_curve(input::gamepad_axis::left_trigger, curve);
}
if (calibration.contains("righttrigger_response_curve"))
{
auto curve = parse_response_curve(calibration["righttrigger_response_curve"].get<std::string>());
gamepad->set_response_curve(input::gamepad_axis::right_trigger, curve);
}
}
} // namespace game

+ 68
- 0
src/game/controls.hpp View File

@ -0,0 +1,68 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_CONTROLS_HPP
#define ANTKEEPER_GAME_CONTROLS_HPP
#include "game/context.hpp"
#include "resources/json.hpp"
#include "input/gamepad.hpp"
namespace game {
/**
* Returns a string containing the path to the gamepad calibration file.
*/
std::string gamepad_calibration_path(const game::context* ctx, const input::gamepad* gamepad);
/**
* Generates default gamepad calibration settings.
*
* @return Default gamepad calibration settings.
*/
json default_gamepad_calibration();
/**
* Loads gamepad calibration settings.
*
* @param ctx Game context.
* @param gamepad Gamepad for which to load calibration settings.
*/
json* load_gamepad_calibration(game::context* ctx, input::gamepad* gamepad);
/**
* Saves gamepad calibration settings.
*
* @param ctx Game context.
* @param gamepad Gamepad for which to save calibration settings.
* @return `true` if calibration settings were successfully saved, `false` otherwise.
*/
bool save_gamepad_calibration(const game::context* ctx, const input::gamepad* gamepad, const json& calibration);
/**
* Applies gamepad calibration settings.
*
* @param gamepad Gamepad to calibrate.
* @param calibration JSON element containing gamepad calibration settings.
*/
void apply_gamepad_calibration(input::gamepad* gamepad, const json& calibration);
} // namespace game
#endif // ANTKEEPER_GAME_CONTROLS_HPP

+ 24
- 126
src/game/states/loading.cpp View File

@ -30,9 +30,11 @@
#include "entity/systems/astronomy.hpp"
#include "entity/systems/orbit.hpp"
#include "entity/commands.hpp"
#include "entity/archetype.hpp"
#include "game/states/nuptial-flight.hpp"
#include "game/states/splash.hpp"
#include "game/states/forage.hpp"
#include "game/controls.hpp"
#include "geom/spherical.hpp"
#include "gl/drawing-mode.hpp"
#include "gl/vertex-array.hpp"
@ -56,8 +58,6 @@ namespace loading {
/// Creates or loads control configuration
static void load_controls(game::context* ctx);
static input::gamepad_response_curve parse_response_curve(const std::string& curve);
/// Creates the universe and solar system.
static void cosmogenesis(game::context* ctx);
@ -379,93 +379,28 @@ void load_controls(game::context* ctx)
}
}
// Set gamepad deadzones
float gamepad_leftx_activation_min = 0.0f;
float gamepad_leftx_activation_max = 0.0f;
float gamepad_lefty_activation_min = 0.0f;
float gamepad_lefty_activation_max = 0.0f;
float gamepad_rightx_activation_min = 0.0f;
float gamepad_rightx_activation_max = 0.0f;
float gamepad_righty_activation_min = 0.0f;
float gamepad_righty_activation_max = 0.0f;
float gamepad_lefttrigger_activation_min = 0.0f;
float gamepad_lefttrigger_activation_max = 0.0f;
float gamepad_righttrigger_activation_min = 0.0f;
float gamepad_righttrigger_activation_max = 0.0f;
bool gamepad_left_deadzone_cross = true;
bool gamepad_right_deadzone_cross = true;
float gamepad_left_deadzone_roundness = 0.0f;
float gamepad_right_deadzone_roundness = 0.0f;
input::gamepad_response_curve gamepad_leftx_response_curve = input::gamepad_response_curve::linear;
input::gamepad_response_curve gamepad_lefty_response_curve = input::gamepad_response_curve::linear;
input::gamepad_response_curve gamepad_rightx_response_curve = input::gamepad_response_curve::linear;
input::gamepad_response_curve gamepad_righty_response_curve = input::gamepad_response_curve::linear;
input::gamepad_response_curve gamepad_lefttrigger_response_curve = input::gamepad_response_curve::linear;
input::gamepad_response_curve gamepad_righttrigger_response_curve = input::gamepad_response_curve::linear;
if (ctx->config->contains("gamepad_leftx_activation_min"))
gamepad_leftx_activation_min = (*ctx->config)["gamepad_leftx_activation_min"].get<float>();
if (ctx->config->contains("gamepad_leftx_activation_max"))
gamepad_leftx_activation_max = (*ctx->config)["gamepad_leftx_activation_max"].get<float>();
if (ctx->config->contains("gamepad_lefty_activation_min"))
gamepad_lefty_activation_min = (*ctx->config)["gamepad_lefty_activation_min"].get<float>();
if (ctx->config->contains("gamepad_lefty_activation_max"))
gamepad_lefty_activation_max = (*ctx->config)["gamepad_lefty_activation_max"].get<float>();
if (ctx->config->contains("gamepad_rightx_activation_min"))
gamepad_rightx_activation_min = (*ctx->config)["gamepad_rightx_activation_min"].get<float>();
if (ctx->config->contains("gamepad_rightx_activation_max"))
gamepad_rightx_activation_max = (*ctx->config)["gamepad_rightx_activation_max"].get<float>();
if (ctx->config->contains("gamepad_righty_activation_min"))
gamepad_righty_activation_min = (*ctx->config)["gamepad_righty_activation_min"].get<float>();
if (ctx->config->contains("gamepad_righty_activation_max"))
gamepad_righty_activation_max = (*ctx->config)["gamepad_righty_activation_max"].get<float>();
if (ctx->config->contains("gamepad_lefttrigger_activation_min"))
gamepad_lefttrigger_activation_min = (*ctx->config)["gamepad_lefttrigger_activation_min"].get<float>();
if (ctx->config->contains("gamepad_lefttrigger_activation_max"))
gamepad_lefttrigger_activation_max = (*ctx->config)["gamepad_lefttrigger_activation_max"].get<float>();
if (ctx->config->contains("gamepad_righttrigger_activation_min"))
gamepad_righttrigger_activation_min = (*ctx->config)["gamepad_righttrigger_activation_min"].get<float>();
if (ctx->config->contains("gamepad_righttrigger_activation_max"))
gamepad_righttrigger_activation_max = (*ctx->config)["gamepad_righttrigger_activation_max"].get<float>();
if (ctx->config->contains("gamepad_left_deadzone_cross"))
gamepad_left_deadzone_cross = (*ctx->config)["gamepad_left_deadzone_cross"].get<bool>();
if (ctx->config->contains("gamepad_right_deadzone_cross"))
gamepad_right_deadzone_cross = (*ctx->config)["gamepad_right_deadzone_cross"].get<bool>();
if (ctx->config->contains("gamepad_left_deadzone_roundness"))
gamepad_left_deadzone_roundness = (*ctx->config)["gamepad_left_deadzone_roundness"].get<float>();
if (ctx->config->contains("gamepad_right_deadzone_roundness"))
gamepad_right_deadzone_roundness = (*ctx->config)["gamepad_right_deadzone_roundness"].get<float>();
if (ctx->config->contains("gamepad_leftx_response_curve"))
gamepad_leftx_response_curve = parse_response_curve((*ctx->config)["gamepad_leftx_response_curve"].get<std::string>());
if (ctx->config->contains("gamepad_leftx_response_curve"))
gamepad_leftx_response_curve = parse_response_curve((*ctx->config)["gamepad_leftx_response_curve"].get<std::string>());
if (ctx->config->contains("gamepad_rightx_response_curve"))
gamepad_rightx_response_curve = parse_response_curve((*ctx->config)["gamepad_rightx_response_curve"].get<std::string>());
if (ctx->config->contains("gamepad_leftx_response_curve"))
gamepad_leftx_response_curve = parse_response_curve((*ctx->config)["gamepad_leftx_response_curve"].get<std::string>());
if (ctx->config->contains("gamepad_lefttrigger_response_curve"))
gamepad_lefttrigger_response_curve = parse_response_curve((*ctx->config)["gamepad_lefttrigger_response_curve"].get<std::string>());
if (ctx->config->contains("gamepad_righttrigger_response_curve"))
gamepad_righttrigger_response_curve = parse_response_curve((*ctx->config)["gamepad_righttrigger_response_curve"].get<std::string>());
for (input::gamepad* gamepad: ctx->app->get_gamepads())
{
gamepad->set_activation_threshold(input::gamepad_axis::left_x, gamepad_leftx_activation_min, gamepad_leftx_activation_max);
gamepad->set_activation_threshold(input::gamepad_axis::left_y, gamepad_lefty_activation_min, gamepad_lefty_activation_max);
gamepad->set_activation_threshold(input::gamepad_axis::right_x, gamepad_rightx_activation_min, gamepad_rightx_activation_max);
gamepad->set_activation_threshold(input::gamepad_axis::right_y, gamepad_righty_activation_min, gamepad_righty_activation_max);
gamepad->set_activation_threshold(input::gamepad_axis::left_trigger, gamepad_lefttrigger_activation_min, gamepad_lefttrigger_activation_max);
gamepad->set_activation_threshold(input::gamepad_axis::right_trigger, gamepad_righttrigger_activation_min, gamepad_righttrigger_activation_max);
gamepad->set_left_deadzone_cross(gamepad_left_deadzone_cross);
gamepad->set_right_deadzone_cross(gamepad_right_deadzone_cross);
gamepad->set_left_deadzone_roundness(gamepad_left_deadzone_roundness);
gamepad->set_right_deadzone_roundness(gamepad_right_deadzone_roundness);
gamepad->set_response_curve(input::gamepad_axis::left_x, gamepad_leftx_response_curve);
gamepad->set_response_curve(input::gamepad_axis::left_y, gamepad_lefty_response_curve);
gamepad->set_response_curve(input::gamepad_axis::right_x, gamepad_rightx_response_curve);
gamepad->set_response_curve(input::gamepad_axis::right_y, gamepad_righty_response_curve);
gamepad->set_response_curve(input::gamepad_axis::left_trigger, gamepad_lefttrigger_response_curve);
gamepad->set_response_curve(input::gamepad_axis::right_trigger, gamepad_righttrigger_response_curve);
ctx->logger->push_task("Loading calibration for gamepad " + gamepad->get_guid());
json* calibration = game::load_gamepad_calibration(ctx, gamepad);
if (!calibration)
{
ctx->logger->pop_task(EXIT_FAILURE);
ctx->logger->push_task("Generating default calibration for gamepad " + gamepad->get_guid());
json default_calibration = game::default_gamepad_calibration();
apply_gamepad_calibration(gamepad, default_calibration);
if (!save_gamepad_calibration(ctx, gamepad, default_calibration))
ctx->logger->pop_task(EXIT_FAILURE);
else
ctx->logger->pop_task(EXIT_SUCCESS);
}
else
{
ctx->logger->pop_task(EXIT_SUCCESS);
apply_gamepad_calibration(gamepad, *calibration);
}
}
// Toggle fullscreen
@ -507,15 +442,6 @@ void load_controls(game::context* ctx)
);
}
static input::gamepad_response_curve parse_response_curve(const std::string& curve)
{
if (curve == "square")
return input::gamepad_response_curve::square;
else if (curve == "cube")
return input::gamepad_response_curve::cube;
return input::gamepad_response_curve::linear;
}
void cosmogenesis(game::context* ctx)
{
// Init time
@ -592,38 +518,10 @@ void cosmogenesis(game::context* ctx)
void heliogenesis(game::context* ctx)
{
// Create solar entity
entity::id sun_eid = ctx->entity_registry->create();
entity::archetype* sun_archetype = ctx->resource_manager->load<entity::archetype>("sun.ent");
entity::id sun_eid = sun_archetype->create(*ctx->entity_registry);
ctx->entities["sun"] = sun_eid;
// Assign solar celestial body component
entity::component::celestial_body body;
body.radius = 6.957e+8;
body.axial_tilt = math::radians(0.0);
body.axial_rotation = math::radians(0.0);
body.angular_frequency = math::radians(0.0);
ctx->entity_registry->assign<entity::component::celestial_body>(sun_eid, body);
// Assign solar orbit component
entity::component::orbit orbit;
orbit.elements.a = 0.0;
orbit.elements.e = 0.0;
orbit.elements.i = math::radians(0.0);
orbit.elements.raan = math::radians(0.0);
orbit.elements.w = math::radians(0.0);
orbit.elements.ta = math::radians(0.0);
ctx->entity_registry->assign<entity::component::orbit>(sun_eid, orbit);
// Assign solar blackbody component
entity::component::blackbody blackbody;
blackbody.temperature = 5778.0;
ctx->entity_registry->assign<entity::component::blackbody>(sun_eid, blackbody);
// Assign solar transform component
entity::component::transform transform;
transform.local = math::identity_transform<float>;
transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(sun_eid, transform);
// Create direct sun light scene object
scene::directional_light* sun_direct = new scene::directional_light();

+ 5
- 0
src/input/device.cpp View File

@ -30,4 +30,9 @@ void device::set_event_dispatcher(::event_dispatcher* event_dispatcher)
this->event_dispatcher = event_dispatcher;
}
void device::set_guid(const std::string& guid)
{
this->guid = guid;
}
} // namespace input

+ 19
- 0
src/input/device.hpp View File

@ -21,6 +21,7 @@
#define ANTKEEPER_INPUT_DEVICE_HPP
#include "event/event-dispatcher.hpp"
#include <string>
namespace input {
@ -36,9 +37,22 @@ public:
void set_event_dispatcher(event_dispatcher* event_dispatcher);
const event_dispatcher* get_event_dispatcher() const;
event_dispatcher* get_event_dispatcher();
/**
* Sets the globally unique identifier (GUID) of this input device.
*
* @param guid GUID string.
*/
void set_guid(const std::string& guid);
/// Returns the globally unique identifier (GUID) of this input device.
const std::string& get_guid() const;
protected:
event_dispatcher* event_dispatcher;
private:
std::string guid;
};
inline const event_dispatcher* device::get_event_dispatcher() const
@ -51,6 +65,11 @@ inline event_dispatcher* device::get_event_dispatcher()
return event_dispatcher;
}
inline const std::string& device::get_guid() const
{
return guid;
}
} // namespace input
#endif // ANTKEEPER_INPUT_DEVICE_HPP

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