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https://github.com/crosspoint-reader/crosspoint-reader.git
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## Summary Implements Lyra theme for some more Crosspoint screens:       ## Additional Context - A bit of refactoring for list scrolling logic --- ### AI Usage While CrossPoint doesn't have restrictions on AI tools in contributing, please be transparent about their usage as it helps set the right context for reviewers. Did you use AI tools to help write this code? _**NO**_ --------- Co-authored-by: Dave Allie <dave@daveallie.com>
200 lines
6.7 KiB
C++
200 lines
6.7 KiB
C++
#include "ButtonRemapActivity.h"
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#include <GfxRenderer.h>
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#include <I18n.h>
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#include "CrossPointSettings.h"
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#include "MappedInputManager.h"
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#include "components/UITheme.h"
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#include "fontIds.h"
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namespace {
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// UI steps correspond to logical roles in order: Back, Confirm, Left, Right.
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constexpr uint8_t kRoleCount = 4;
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// Marker used when a role has not been assigned yet.
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constexpr uint8_t kUnassigned = 0xFF;
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// Duration to show temporary error text when reassigning a button.
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constexpr unsigned long kErrorDisplayMs = 1500;
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} // namespace
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void ButtonRemapActivity::onEnter() {
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Activity::onEnter();
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// Start with all roles unassigned to avoid duplicate blocking.
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currentStep = 0;
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tempMapping[0] = kUnassigned;
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tempMapping[1] = kUnassigned;
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tempMapping[2] = kUnassigned;
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tempMapping[3] = kUnassigned;
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errorMessage.clear();
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errorUntil = 0;
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requestUpdate();
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}
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void ButtonRemapActivity::onExit() { Activity::onExit(); }
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void ButtonRemapActivity::loop() {
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// Clear any temporary warning after its timeout.
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if (errorUntil > 0 && millis() > errorUntil) {
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errorMessage.clear();
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errorUntil = 0;
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requestUpdate();
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return;
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}
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// Side buttons:
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// - Up: reset mapping to defaults and exit.
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// - Down: cancel without saving.
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if (mappedInput.wasPressed(MappedInputManager::Button::Up)) {
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// Persist default mapping immediately so the user can recover quickly.
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SETTINGS.frontButtonBack = CrossPointSettings::FRONT_HW_BACK;
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SETTINGS.frontButtonConfirm = CrossPointSettings::FRONT_HW_CONFIRM;
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SETTINGS.frontButtonLeft = CrossPointSettings::FRONT_HW_LEFT;
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SETTINGS.frontButtonRight = CrossPointSettings::FRONT_HW_RIGHT;
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SETTINGS.saveToFile();
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onBack();
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return;
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}
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if (mappedInput.wasPressed(MappedInputManager::Button::Down)) {
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// Exit without changing settings.
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onBack();
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return;
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}
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{
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// Wait for the UI to refresh before accepting another assignment.
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// This avoids rapid double-presses that can advance the step without a visible redraw.
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requestUpdateAndWait();
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// Wait for a front button press to assign to the current role.
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const int pressedButton = mappedInput.getPressedFrontButton();
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if (pressedButton < 0) {
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return;
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}
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// Update temporary mapping and advance the remap step.
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// Only accept the press if this hardware button isn't already assigned elsewhere.
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if (!validateUnassigned(static_cast<uint8_t>(pressedButton))) {
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requestUpdate();
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return;
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}
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tempMapping[currentStep] = static_cast<uint8_t>(pressedButton);
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currentStep++;
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if (currentStep >= kRoleCount) {
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// All roles assigned; save to settings and exit.
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applyTempMapping();
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SETTINGS.saveToFile();
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onBack();
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return;
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}
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requestUpdate();
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}
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}
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void ButtonRemapActivity::render(Activity::RenderLock&&) {
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const auto labelForHardware = [&](uint8_t hardwareIndex) -> const char* {
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for (uint8_t i = 0; i < kRoleCount; i++) {
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if (tempMapping[i] == hardwareIndex) {
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return getRoleName(i);
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}
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}
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return "-";
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};
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auto metrics = UITheme::getInstance().getMetrics();
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const auto pageWidth = renderer.getScreenWidth();
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const auto pageHeight = renderer.getScreenHeight();
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renderer.clearScreen();
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GUI.drawHeader(renderer, Rect{0, metrics.topPadding, pageWidth, metrics.headerHeight}, tr(STR_REMAP_FRONT_BUTTONS));
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GUI.drawSubHeader(renderer, Rect{0, metrics.topPadding + metrics.headerHeight, pageWidth, metrics.tabBarHeight},
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tr(STR_REMAP_PROMPT));
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int topOffset = metrics.topPadding + metrics.headerHeight + metrics.tabBarHeight + metrics.verticalSpacing;
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int contentHeight = pageHeight - topOffset - metrics.buttonHintsHeight - metrics.verticalSpacing;
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GUI.drawList(
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renderer, Rect{0, topOffset, pageWidth, contentHeight}, kRoleCount, currentStep,
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[&](int index) { return getRoleName(static_cast<uint8_t>(index)); }, nullptr, nullptr,
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[&](int index) {
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uint8_t assignedButton = tempMapping[static_cast<uint8_t>(index)];
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return (assignedButton == kUnassigned) ? tr(STR_UNASSIGNED) : getHardwareName(assignedButton);
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},
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true);
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// Temporary warning banner for duplicates.
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if (!errorMessage.empty()) {
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GUI.drawHelpText(renderer,
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Rect{0, pageHeight - metrics.buttonHintsHeight - metrics.contentSidePadding - 15, pageWidth, 20},
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errorMessage.c_str());
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}
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// Provide side button actions at the bottom of the screen (split across two lines).
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GUI.drawHelpText(renderer,
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Rect{0, topOffset + 4 * metrics.listRowHeight + 4 * metrics.verticalSpacing, pageWidth, 20},
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tr(STR_REMAP_RESET_HINT));
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GUI.drawHelpText(renderer,
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Rect{0, topOffset + 4 * metrics.listRowHeight + 5 * metrics.verticalSpacing + 20, pageWidth, 20},
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tr(STR_REMAP_CANCEL_HINT));
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// Live preview of logical labels under front buttons.
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// This mirrors the on-device front button order: Back, Confirm, Left, Right.
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GUI.drawButtonHints(renderer, labelForHardware(CrossPointSettings::FRONT_HW_BACK),
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labelForHardware(CrossPointSettings::FRONT_HW_CONFIRM),
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labelForHardware(CrossPointSettings::FRONT_HW_LEFT),
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labelForHardware(CrossPointSettings::FRONT_HW_RIGHT));
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renderer.displayBuffer();
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}
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void ButtonRemapActivity::applyTempMapping() {
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// Commit temporary mapping into settings (logical role -> hardware).
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SETTINGS.frontButtonBack = tempMapping[0];
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SETTINGS.frontButtonConfirm = tempMapping[1];
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SETTINGS.frontButtonLeft = tempMapping[2];
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SETTINGS.frontButtonRight = tempMapping[3];
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}
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bool ButtonRemapActivity::validateUnassigned(const uint8_t pressedButton) {
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// Block reusing a hardware button already assigned to another role.
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for (uint8_t i = 0; i < kRoleCount; i++) {
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if (tempMapping[i] == pressedButton && i != currentStep) {
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errorMessage = tr(STR_ALREADY_ASSIGNED);
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errorUntil = millis() + kErrorDisplayMs;
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return false;
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}
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}
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return true;
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}
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const char* ButtonRemapActivity::getRoleName(const uint8_t roleIndex) const {
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switch (roleIndex) {
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case 0:
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return tr(STR_BACK);
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case 1:
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return tr(STR_CONFIRM);
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case 2:
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return tr(STR_DIR_LEFT);
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case 3:
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default:
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return tr(STR_DIR_RIGHT);
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}
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}
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const char* ButtonRemapActivity::getHardwareName(const uint8_t buttonIndex) const {
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switch (buttonIndex) {
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case CrossPointSettings::FRONT_HW_BACK:
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return tr(STR_HW_BACK_LABEL);
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case CrossPointSettings::FRONT_HW_CONFIRM:
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return tr(STR_HW_CONFIRM_LABEL);
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case CrossPointSettings::FRONT_HW_LEFT:
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return tr(STR_HW_LEFT_LABEL);
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case CrossPointSettings::FRONT_HW_RIGHT:
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return tr(STR_HW_RIGHT_LABEL);
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default:
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return "Unknown";
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}
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}
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