New keymap and more songs (#2609)

* Added some new songs and my own keymap

* Made Dodger keymap safe to use with backlight disabled

* edited layer switching and added more songs

* changed keymap to lowercase
cb2x1800
Joshua Coffey 7 years ago committed by Drashna Jaelre
parent 3d587b1d2f
commit a09a042b8f

@ -0,0 +1,90 @@
/*
Copyright 2012 Jun Wako <wakojun@gmail.com>
This program 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 2 of the License, or
(at your option) any later version.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CONFIG_H
#define CONFIG_H
#include "config_common.h"
/* USB Device descriptor parameter */
#define VENDOR_ID 0xFEED
#define PRODUCT_ID 0x6060
#define MANUFACTURER OLKB
#define PRODUCT Planck
#define DESCRIPTION A compact ortholinear keyboard
/* key matrix size */
#define MATRIX_ROWS 4
#define MATRIX_COLS 12
/* Planck PCB default pin-out */
#define MATRIX_ROW_PINS { D0, D5, B5, B6 }
#define MATRIX_COL_PINS { F1, F0, B0, C7, F4, F5, F6, F7, D4, D6, B4, D7 }
#define UNUSED_PINS
#define QMK_ESC_OUTPUT F1
#define QMK_ESC_INPUT D5
#define QMK_LED E6
#define QMK_SPEAKER C6
#define AUDIO_VOICES
#define C6_AUDIO
#define BACKLIGHT_PIN B7
/* COL2ROW or ROW2COL */
#define DIODE_DIRECTION COL2ROW
/* define if matrix has ghost */
//#define MATRIX_HAS_GHOST
/* number of backlight levels */
#define BACKLIGHT_LEVELS 15
/* Set 0 if debouncing isn't needed */
#define DEBOUNCING_DELAY 5
/* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */
#define LOCKING_SUPPORT_ENABLE
/* Locking resynchronize hack */
#define LOCKING_RESYNC_ENABLE
/* key combination for command */
#define IS_COMMAND() ( \
keyboard_report->mods == (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT)) \
)
/*
* Feature disable options
* These options are also useful to firmware size reduction.
*/
/* disable debug print */
//#define NO_DEBUG
/* disable print */
//#define NO_PRINT
/* disable action features */
//#define NO_ACTION_LAYER
//#define NO_ACTION_TAPPING
//#define NO_ACTION_ONESHOT
//#define NO_ACTION_MACRO
//#define NO_ACTION_FUNCTION
#define TAPPING_TERM 200
#endif

@ -0,0 +1,338 @@
/* Copyright 2015-2017 Jack Humbert
*
* This program 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 2 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "planck.h"
#include "action_layer.h"
extern keymap_config_t keymap_config;
bool isGame = false;
bool isMusic = false;
enum planck_layers {
_COLEMAK,
_GAME,
_MUSIC,
_LOWER,
_RAISE,
_ADJUST,
};
enum planck_keycodes {
COLEMAK = SAFE_RANGE,
GCTOGG,
MCTOGG,
LOWER,
RAISE,
LENNY,
COMMENTHEAD,
RICKANDMORT,
MARIO,
MARIOE,
OVERWATCH,
DOOM,
DISNEY,
NUMBERONE,
CABBAGE,
OLDSPICE,
};
enum {
TD_SPC_ENT = 0,
TD_ESC_CAPS
};
qk_tap_dance_action_t tap_dance_actions[] = {
[TD_SPC_ENT] = ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT),
[TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Colemak
* ,-----------------------------------------------------------------------------------.
* | Tab | Q | W | F | P | G | J | L | U | Y | ; | = |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | Esc | A | R | S | T | D | H | N | E | I | O | " |
* |------+------+------+------+------+------|------+------+------+------+------+------|
* | Shift| Z | X | C | V | B | K | M | , | . | / | - |
* |------+------+------+------+------+------+------+------+------+------+------+------|
* | Ctrl | GUI | Alt |lenny |Lower | shift|space |Raise | macro|macro2|macro3|QWERTY|
* `-----------------------------------------------------------------------------------'
*/
[_COLEMAK] = {
{KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
{KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
{KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
{KC_LCTL, KC_LGUI, KC_LALT, LENNY, LOWER, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, COMMENTHEAD, RICKANDMORT, KC_LEFT, KC_RGHT}
},
/* Lower
* ,-----------------------------------------------------------------------------------.
* | | | | [ | ] | | ( | ) | { | } | | + |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | Del | F1 | F2 | F3 | F4 | F5 | F6 | left | down | up | right| | |
* |------+------+------+------+------+------|------+------+------+------+------+------|
* | | F7 | F8 | F9 | F10 | F11 | F12 | | | | | _ |
* |------+------+------+------+------+------+------+------+------+------+------+------|
* | | | | | | | | Next | Vol- | Vol+ | Play |
* `-----------------------------------------------------------------------------------'
*/
[_LOWER] = {
{_______, _______, _______, KC_LBRC, KC_RBRC, _______, KC_LPRN, KC_RPRN, KC_LCBR, KC_RCBR, _______, S(KC_EQL)},
{KC_DEL, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_PIPE},
{_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, _______, _______, KC_UNDS},
{_______, _______, _______, _______, _______, _______, _______, _______, KC_MNXT, KC_VOLD, KC_VOLU, KC_MPLY}
},
/* Raise
* ,-----------------------------------------------------------------------------------.
* | ` | ! | @ | # | $ | % | ^ | & | * | ( | ) | DEL |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | ~ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | \ |
* |------+------+------+------+------+------|------+------+------+------+------+------|
* | | | | | | | | | | | | |
* |------+------+------+------+------+------+------+------+------+------+------+------|
* | | | | | | | | | bl- | bl+ | GCTG |
* `-----------------------------------------------------------------------------------'
*/
[_RAISE] = {
{KC_GRV, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL},
{KC_TILD, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, BL_DEC, MCTOGG, GCTOGG}
},
/* Adjust (Lower + Raise)
* ,-----------------------------------------------------------------------------------.
* | | Reset| | | | | | | | | | Del |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | | | |Aud on|Audoff|AGnorm|AGswap|Qwerty|Colemk|Dvorak|Plover| |
* |------+------+------+------+------+------|------+------+------+------+------+------|
* | |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof| | | | | |
* |------+------+------+------+------+------+------+------+------+------+------+------|
* | | | | | | | | | | | |
* `-----------------------------------------------------------------------------------'
*/
[_ADJUST] = {
{_______, RESET, DEBUG, RGB_TOG, RGB_MOD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, KC_DEL },
{_______, _______, MU_MOD, AU_ON, AU_OFF, AG_NORM, AG_SWAP, _______, COLEMAK, _______, _______, _______},
{_______, MUV_DE, MUV_IN, MU_ON, MU_OFF, _______, _______, TERM_ON, TERM_OFF, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
},
[_GAME] = {
{KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
{KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
{KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
{KC_LCTL, RAISE, KC_LALT, LOWER, KC_SPC, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT}
},
[_MUSIC] = {
{MARIO, MARIOE, OVERWATCH, DOOM, DISNEY, NUMBERONE, CABBAGE, OLDSPICE, _______, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
}
};
#ifdef AUDIO_ENABLE
float guitar[][2] = SONG(GUITAR_SOUND);
float mario[][2] = SONG(MARIO_THEME);
float marioe[][2] = SONG(MARIO_GAMEOVER);
float overwatch[][2] = SONG(OVERWATCH_THEME);
float doom[][2] = SONG(E1M1_DOOM);
float disney[][2] = SONG(DISNEY_SONG);
float numberone[][2] = SONG(NUMBER_ONE);
float cabbage[][2] = SONG(CABBAGE_SONG);
float oldspice[][2] = SONG(OLD_SPICE);
#endif
void setLayer(int layer) {
if (layer == _COLEMAK) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(marioe);
#endif
set_single_persistent_default_layer(_COLEMAK);
#ifdef BACKLIGHT_ENABLE
backlight_set(0);
#endif
} else if (layer == _GAME) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(mario);
#endif
set_single_persistent_default_layer(_GAME);
#ifdef BACKLIGHT_ENABLE
backlight_set(15);
#endif
} else if (layer == _MUSIC) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(guitar);
#endif
set_single_persistent_default_layer(_MUSIC);
#ifdef BACKLIGHT_ENABLE
backlight_set(1);
#endif
}
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case COLEMAK:
if (record->event.pressed) {
set_single_persistent_default_layer(_COLEMAK);
#ifdef BACKLIGHT_ENABLE
backlight_set(0);
#endif
}
return false;
break;
case GCTOGG:
if (record->event.pressed) {
if (isGame) {
if (isMusic)
setLayer(_MUSIC);
else
setLayer(_COLEMAK);
isGame = false;
} else {
setLayer(_GAME);
isGame = true;
}
}
return false;
break;
case MCTOGG:
if (record->event.pressed) {
if (isMusic) {
if (isGame)
setLayer(_GAME);
else
setLayer(_COLEMAK);
isMusic = false;
} else {
setLayer(_MUSIC);
isMusic = true;
}
}
return false;
break;
case LOWER:
if (record->event.pressed) {
layer_on(_LOWER);
update_tri_layer(_LOWER, _RAISE, _ADJUST);
} else {
layer_off(_LOWER);
update_tri_layer(_LOWER, _RAISE, _ADJUST);
}
return false;
break;
case RAISE:
if (record->event.pressed) {
layer_on(_RAISE);
update_tri_layer(_LOWER, _RAISE, _ADJUST);
} else {
layer_off(_RAISE);
update_tri_layer(_LOWER, _RAISE, _ADJUST);
}
return false;
break;
case LENNY:
if (record->event.pressed) {
SEND_STRING("()");
}
return false; break;
case COMMENTHEAD:
if (record->event.pressed) {
SEND_STRING("// ---------------------------------------------------------------");
}
return false; break;
case RICKANDMORT:
if (record->event.pressed) {
SEND_STRING("// ***************************************************************");
}
return false; break;
case MARIO:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(mario);
#endif
}
return false; break;
case MARIOE:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(marioe);
#endif
}
return false; break;
case OVERWATCH:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(overwatch);
#endif
}
return false; break;
case DOOM:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(doom);
#endif
}
return false; break;
case DISNEY:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(disney);
#endif
}
return false; break;
case NUMBERONE:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(numberone);
#endif
}
return false; break;
case CABBAGE:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(cabbage);
#endif
}
return false; break;
case OLDSPICE:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(oldspice);
#endif
}
return false; break;
}
return true;
}
void matrix_init_user(void) {
set_single_persistent_default_layer(_COLEMAK);
isGame = false;
#ifdef BACKLIGHT_ENABLE
backlight_level(0);
#endif
}

@ -0,0 +1,70 @@
# MCU name
#MCU = at90usb1287
MCU = atmega32u4
# Processor frequency.
# This will define a symbol, F_CPU, in all source code files equal to the
# processor frequency in Hz. You can then use this symbol in your source code to
# calculate timings. Do NOT tack on a 'UL' at the end, this will be done
# automatically to create a 32-bit value in your source code.
#
# This will be an integer division of F_USB below, as it is sourced by
# F_USB after it has run through any CPU prescalers. Note that this value
# does not *change* the processor frequency - it should merely be updated to
# reflect the processor speed set externally so that the code can use accurate
# software delays.
F_CPU = 16000000
#
# LUFA specific
#
# Target architecture (see library "Board Types" documentation).
ARCH = AVR8
# Input clock frequency.
# This will define a symbol, F_USB, in all source code files equal to the
# input clock frequency (before any prescaling is performed) in Hz. This value may
# differ from F_CPU if prescaling is used on the latter, and is required as the
# raw input clock is fed directly to the PLL sections of the AVR for high speed
# clock generation for the USB and other AVR subsections. Do NOT tack on a 'UL'
# at the end, this will be done automatically to create a 32-bit value in your
# source code.
#
# If no clock division is performed on the input clock inside the AVR (via the
# CPU clock adjust registers or the clock division fuses), this will be equal to F_CPU.
F_USB = $(F_CPU)
# Bootloader
# This definition is optional, and if your keyboard supports multiple bootloaders of
# different sizes, comment this out, and the correct address will be loaded
# automatically (+60). See bootloader.mk for all options.
BOOTLOADER = atmel-dfu
# Interrupt driven control endpoint task(+60)
OPT_DEFS += -DINTERRUPT_CONTROL_ENDPOINT
# Build Options
# change to "no" to disable the options, or define them in the Makefile in
# the appropriate keymap folder that will get included automatically
#
BOOTMAGIC_ENABLE = no # Virtual DIP switch configuration(+1000)
MOUSEKEY_ENABLE = no # Mouse keys(+4700)
EXTRAKEY_ENABLE = yes # Audio control and System control(+450)
CONSOLE_ENABLE = no # Console for debug(+400)
COMMAND_ENABLE = no # Commands for debug and configuration
NKRO_ENABLE = yes # Nkey Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
BACKLIGHT_ENABLE = yes # Enable keyboard backlight functionality
MIDI_ENABLE = no # MIDI controls
AUDIO_ENABLE = yes # Audio output on port C6
UNICODE_ENABLE = no # Unicode
BLUETOOTH_ENABLE = no # Enable Bluetooth with the Adafruit EZ-Key HID
RGBLIGHT_ENABLE = no # Enable WS2812 RGB underlight.
API_SYSEX_ENABLE = no
TAP_DANCE_ENABLE = yes
# Do not enable SLEEP_LED_ENABLE. it uses the same timer as BACKLIGHT_ENABLE
SLEEP_LED_ENABLE = no # Breathing sleep LED during USB suspend
LAYOUTS = ortho_4x12 planck_mit planck_grid
DEFAULT_FOLDER = planck/rev5

@ -188,7 +188,14 @@
Q__NOTE(_B5 ), \ Q__NOTE(_B5 ), \
Q__NOTE(_CS6), \ Q__NOTE(_CS6), \
Q__NOTE(_D6 ), \ Q__NOTE(_D6 ), \
Q__NOTE(_E6 ), Q__NOTE(_E6 ),
#define MINOR_SOUND \
Q__NOTE(_A5 ), \
Q__NOTE(_B5 ), \
Q__NOTE(_C6 ), \
Q__NOTE(_D6 ), \
Q__NOTE(_E6 ),
#define GUITAR_SOUND \ #define GUITAR_SOUND \
Q__NOTE(_E5 ), \ Q__NOTE(_E5 ), \
@ -272,12 +279,142 @@
HD_NOTE(_C6), HD_NOTE(_C6),
#define ZELDA_TREASURE \ #define ZELDA_TREASURE \
Q__NOTE(_A4), \ Q__NOTE(_A4 ), \
Q__NOTE(_AS4), \ Q__NOTE(_AS4), \
Q__NOTE(_B4), \ Q__NOTE(_B4 ), \
HD_NOTE(_C5), \ HD_NOTE(_C5 ), \
#define TERMINAL_SOUND \ #define TERMINAL_SOUND \
E__NOTE(_C5 ) E__NOTE(_C5 )
#define OVERWATCH_THEME \
HD_NOTE(_A4 ), \
Q__NOTE(_E4 ), \
Q__NOTE(_A4 ), \
HD_NOTE(_B4 ), \
Q__NOTE(_E4 ), \
Q__NOTE(_B4 ), \
W__NOTE(_CS5),
#define MARIO_THEME \
Q__NOTE(_E5), \
H__NOTE(_E5), \
H__NOTE(_E5), \
Q__NOTE(_C5), \
H__NOTE(_E5), \
W__NOTE(_G5), \
Q__NOTE(_G4),
#define MARIO_GAMEOVER \
HD_NOTE(_C5 ), \
HD_NOTE(_G4 ), \
H__NOTE(_E4 ), \
H__NOTE(_A4 ), \
H__NOTE(_B4 ), \
H__NOTE(_A4 ), \
H__NOTE(_AF4), \
H__NOTE(_BF4), \
H__NOTE(_AF4), \
WD_NOTE(_G4 ),
#define E1M1_DOOM \
Q__NOTE(_E3 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_E4 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_D4 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_C4 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_BF3), \
Q__NOTE(_E3 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_B3 ), \
Q__NOTE(_C4 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_E4 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_D4 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_C4 ), \
Q__NOTE(_E3 ), \
Q__NOTE(_E3 ), \
H__NOTE(_BF3),
#define DISNEY_SONG \
H__NOTE(_G3 ), \
H__NOTE(_G4 ), \
H__NOTE(_F4 ), \
H__NOTE(_E4 ), \
H__NOTE(_CS4), \
H__NOTE(_D4 ), \
W__NOTE(_A4 ), \
H__NOTE(_B3 ), \
H__NOTE(_B4 ), \
H__NOTE(_A4 ), \
H__NOTE(_G4 ), \
H__NOTE(_FS4), \
H__NOTE(_G4 ), \
W__NOTE(_C5 ), \
H__NOTE(_D5 ), \
H__NOTE(_C5 ), \
H__NOTE(_B4 ), \
H__NOTE(_A4 ), \
H__NOTE(_G4 ), \
H__NOTE(_F4 ), \
H__NOTE(_E4 ), \
H__NOTE(_D4 ), \
W__NOTE(_A4 ), \
W__NOTE(_B3 ), \
W__NOTE(_C4 ),
#define NUMBER_ONE \
HD_NOTE(_F4 ), \
Q__NOTE(_C5 ), \
E__NOTE(_B4 ), \
E__NOTE(_C5 ), \
E__NOTE(_B4 ), \
E__NOTE(_C5 ), \
Q__NOTE(_B4 ), \
Q__NOTE(_C5 ), \
H__NOTE(_AF4), \
HD_NOTE(_F4 ), \
Q__NOTE(_F4 ), \
Q__NOTE(_AF4), \
Q__NOTE(_C5 ), \
H__NOTE(_DF5), \
H__NOTE(_AF4), \
H__NOTE(_DF5), \
H__NOTE(_EF5), \
Q__NOTE(_C5 ), \
Q__NOTE(_DF5), \
Q__NOTE(_C5 ), \
Q__NOTE(_DF5), \
H__NOTE(_C5 ),
#define CABBAGE_SONG \
H__NOTE(_C4), \
H__NOTE(_A4), \
H__NOTE(_B4), \
H__NOTE(_B4), \
H__NOTE(_A4), \
H__NOTE(_G4), \
H__NOTE(_E4),
#define OLD_SPICE \
Q__NOTE(_A4 ), \
Q__NOTE(_A4 ), \
H__NOTE(_B4 ), \
H__NOTE(_D5 ), \
H__NOTE(_CS5), \
Q__NOTE(_E5 ), \
H__NOTE(_FS5), \
H__NOTE(_D5 ), \
#endif #endif

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