230 lines
5.8 KiB
Go
230 lines
5.8 KiB
Go
package action
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type KeyAction func(Pane) bool
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type MouseAction func(Pane, *MouseEvent) bool
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type KeyAnyAction func(Pane, []KeyEvent) bool
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// A KeyTreeNode stores a single node in the KeyTree (trie). The
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// children are stored as a map, and any node may store a list of
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// actions (the list will be nil if no actions correspond to a certain
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// node)
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type KeyTreeNode struct {
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children map[Event]*KeyTreeNode
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// Only one of these actions may be active in the current
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// mode, and only one will be returned. If multiple actions
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// are active, it is undefined which one will be the one
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// returned.
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actions []TreeAction
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}
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func NewKeyTreeNode() *KeyTreeNode {
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n := new(KeyTreeNode)
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n.children = make(map[Event]*KeyTreeNode)
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n.actions = []TreeAction{}
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return n
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}
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// A TreeAction stores an action, and a set of mode constraints for
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// the action to be active.
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type TreeAction struct {
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// only one of these can be non-nil
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action KeyAction
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any KeyAnyAction
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mouse MouseAction
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modes []ModeConstraint
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}
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// A KeyTree is a data structure for storing keybindings. It maps
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// key events to actions, and maintains a set of currently enabled
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// modes, which affects the action that is returned for a key event.
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// The tree acts like a Trie for Events to handle sequence events.
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type KeyTree struct {
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root *KeyTreeNode
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modes map[string]bool
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cursor KeyTreeCursor
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}
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// A KeyTreeCursor keeps track of the current location within the
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// tree, and stores any information from previous events that may
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// be needed to execute the action (values of wildcard events or
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// mouse events)
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type KeyTreeCursor struct {
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node *KeyTreeNode
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wildcards []KeyEvent
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mouseInfo *MouseEvent
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}
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// MakeClosure uses the information stored in a key tree cursor to construct
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// a KeyAction from a TreeAction (which may have a KeyAction, MouseAction,
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// or AnyAction)
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func (k *KeyTreeCursor) MakeClosure(a TreeAction) KeyAction {
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if a.action != nil {
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return a.action
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} else if a.any != nil {
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return func(p Pane) bool {
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return a.any(p, k.wildcards)
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}
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} else if a.mouse != nil {
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return func(p Pane) bool {
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return a.mouse(p, k.mouseInfo)
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}
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}
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return nil
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}
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// NewKeyTree allocates and returns an empty key tree
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func NewKeyTree() *KeyTree {
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root := new(KeyTreeNode)
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tree := new(KeyTree)
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tree.root = root
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tree.modes = make(map[string]bool)
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tree.cursor = KeyTreeCursor{
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node: root,
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wildcards: []KeyEvent{},
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mouseInfo: nil,
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}
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return tree
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}
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// A ModeConstraint specifies that an action can only be executed
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// while a certain mode is enabled or disabled.
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type ModeConstraint struct {
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mode string
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disabled bool
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}
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// RegisterKeyBinding registers a KeyAction with an Event.
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func (k *KeyTree) RegisterKeyBinding(e Event, a KeyAction) {
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k.registerBinding(e, TreeAction{
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action: a,
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any: nil,
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mouse: nil,
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modes: nil,
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})
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}
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// RegisterKeyAnyBinding registers a KeyAnyAction with an Event.
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// The event should contain an "any" event.
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func (k *KeyTree) RegisterKeyAnyBinding(e Event, a KeyAnyAction) {
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k.registerBinding(e, TreeAction{
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action: nil,
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any: a,
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mouse: nil,
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modes: nil,
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})
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}
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// RegisterMouseBinding registers a MouseAction with an Event.
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// The event should contain a mouse event.
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func (k *KeyTree) RegisterMouseBinding(e Event, a MouseAction) {
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k.registerBinding(e, TreeAction{
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action: nil,
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any: nil,
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mouse: a,
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modes: nil,
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})
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}
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func (k *KeyTree) registerBinding(e Event, a TreeAction) {
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switch ev := e.(type) {
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case *KeyEvent, *MouseEvent:
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n, ok := k.root.children[e]
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if !ok {
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newNode := NewKeyTreeNode()
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k.root.children[e] = newNode
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}
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n.actions = append(n.actions, a)
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case *KeySequenceEvent:
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n := k.root
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for _, key := range ev.keys {
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newNode, ok := n.children[key]
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if !ok {
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newNode := NewKeyTreeNode()
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n.children[key] = newNode
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}
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n = newNode
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}
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n.actions = append(n.actions, a)
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}
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}
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// NextEvent returns the action for the current sequence where e is the next
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// event. Even if the action was registered as a KeyAnyAction or MouseAction,
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// it will be returned as a KeyAction closure where the appropriate arguments
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// have been provided.
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// If no action is associated with the given Event, or mode constraints are not
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// met for that action, nil is returned.
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// A boolean is returned to indicate if there is a conflict with this action. A
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// conflict occurs when there is an active action for this event but there are
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// bindings associated with further sequences starting with this event. The
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// calling function can decide what to do about the conflict (e.g. use a
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// timeout).
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func (k *KeyTree) NextEvent(e Event) (KeyAction, bool) {
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n := k.cursor.node
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c, ok := n.children[e]
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if !ok {
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return nil, false
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}
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more := len(c.children) > 0
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if len(c.actions) > 0 {
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// check if actions are active
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for _, a := range c.actions {
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active := true
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for _, mc := range a.modes {
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// if any mode constraint is not met, the action is not active
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hasMode := k.modes[mc.mode]
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if hasMode != mc.disabled {
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active = false
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}
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}
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if active {
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// the first active action to be found is returned
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return k.cursor.MakeClosure(a), more
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}
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}
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}
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return nil, more
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}
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// Reset sets the current sequence back to the initial value.
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func (k *KeyTree) Reset() {
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k.cursor.node = k.root
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k.cursor.wildcards = []KeyEvent{}
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k.cursor.mouseInfo = nil
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}
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// DeleteBinding removes any currently active actions associated with the
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// given event.
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func (k *KeyTree) DeleteBinding(e Event) {
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}
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// DeleteAllBindings removes all actions associated with the given event,
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// regardless of whether they are active or not.
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func (k *KeyTree) DeleteAllBindings(e Event) {
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}
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// SetMode enables or disabled a given mode
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func (k *KeyTree) SetMode(mode string, en bool) {
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k.modes[mode] = en
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}
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// HasMode returns if the given mode is currently active
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func (k *KeyTree) HasMode(mode string) bool {
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return k.modes[mode]
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}
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