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Android事件處理的兩種方式詳解

 更新時(shí)間:2023年02月28日 11:29:06   作者:haohulala  
事件是一種有用來收集用戶與應(yīng)用程序互動(dòng)數(shù)據(jù)的互動(dòng)組件,如按鍵或觸摸屏等放置事件,因?yàn)槊總€(gè)事件從Android框架維護(hù)事件隊(duì)列先入先出(FIFO)基礎(chǔ)上的隊(duì)列。可以在程序中捕獲這些事件,按要求并采取適當(dāng)?shù)膭?dòng)作

安卓提供了兩種方式的事件處理:基于回調(diào)的事件處理和基于監(jiān)聽的事件處理。

基于監(jiān)聽的事件處理

基于監(jiān)聽的事件處理一般包含三個(gè)要素,分別是:

Event Source(事件源):事件發(fā)生的場所,通常是各個(gè)組件

Event(事件):事件封裝了界面組件上發(fā)生的特定事件(通常就是用戶的一次操作)

Event Listener(事件監(jiān)聽器):負(fù)責(zé)監(jiān)聽事件源發(fā)生的事件,并對各種事件作出相應(yīng)的響應(yīng)

下面使用一個(gè)簡單的案例介紹按鈕事件監(jiān)聽器

布局文件就是簡單的線性布局器,上面是一個(gè)EditText,下面是一個(gè)Button按鈕

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:orientation="vertical"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:gravity="center_horizontal">
    <EditText
        android:id="@+id/txt"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:editable="false"
        android:cursorVisible="false"
        android:textSize="12pt"/>
    <Button
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:id="@+id/bn"
        android:text="單擊我"/>
</LinearLayout>

使用Java代碼給Button注冊一個(gè)事件監(jiān)聽器

public class EventActivity extends Activity {
    @Override
    protected void onCreate(@Nullable Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.event);
        Button bn = (Button) findViewById(R.id.bn);
        bn.setOnClickListener(new View.OnClickListener() {
            @Override
            public void onClick(View v) {
                EditText txt = (EditText) findViewById(R.id.txt);
                txt.setText("bn按鈕被單擊了!");
            }
        });
    }
}

單擊按鈕后,文本框就會(huì)顯示"bn按鈕被單擊了!"

外部類作為事件監(jiān)聽器類

如果某個(gè)事件監(jiān)聽器確實(shí)需要被多個(gè)GUI界面所共享,而且主要是完成某種業(yè)務(wù)邏輯的實(shí)現(xiàn),那么就可以考慮使用外部類形式來定義事件監(jiān)聽器類。

我們定義一個(gè)類實(shí)現(xiàn)OnClickListener接口,并且實(shí)現(xiàn)onClick()方法

public class SendSmsListener implements View.OnClickListener {
    private Activity activity;
    private EditText address;
    private EditText content;
    public SendSmsListener(Activity activity, EditText adress, EditText content){
        Toast.makeText(activity, "初始化完成", Toast.LENGTH_SHORT).show();
        this.activity = activity;
        this.address = adress;
        this.content = content;
    }
    @Override
    public void onClick(View v) {
        String addressStr = address.getText().toString();
        String contentStr = content.getText().toString();
        // 獲取短信管理器
        SmsManager smsManager = SmsManager.getDefault();
        // 創(chuàng)建發(fā)送短信想PendingIntent
        PendingIntent pendingIntent = PendingIntent.getBroadcast(activity, 0, new Intent(), PendingIntent.FLAG_IMMUTABLE);
        // 發(fā)送短信文本
        smsManager.sendTextMessage(addressStr, null, contentStr, pendingIntent, null);
        Toast.makeText(activity, "短信發(fā)送完成", Toast.LENGTH_LONG).show();
    }
}

然后編輯一個(gè)簡單的線性布局,有兩個(gè)輸入框和一個(gè)按鈕

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:orientation="vertical"
    android:gravity="center_horizontal">
    <EditText
        android:id="@+id/edit1"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:textSize="50pt"/>
    <EditText
        android:id="@+id/edit2"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:textSize="50pt"/>
    <Button
        android:id="@+id/send"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:text="點(diǎn)擊我發(fā)送信息"
        android:longClickable="true"/>
</LinearLayout>

最后編寫一個(gè)Activity

public class SendMessageActivity extends Activity {
    private EditText editText1;
    private EditText editText2;
    @Override
    protected void onCreate(@Nullable Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.message);
        editText1 = (EditText) findViewById(R.id.edit1);
        editText2 = (EditText) findViewById(R.id.edit2);
        Button button = (Button) findViewById(R.id.send);
        button.setTextSize(25);
        button.setOnClickListener(new SendSmsListener(this, editText1, editText2));
        // 請求權(quán)限
        ActivityCompat.requestPermissions(this,new String[]{Manifest.permission.SEND_SMS} , 1);
    }
}

為了能夠順利發(fā)送短信,需要重新開啟一臺模擬器,填寫模擬器的ID,否則程序會(huì)報(bào)錯(cuò)

我的電腦配置沒有辦法同時(shí)運(yùn)行兩個(gè)虛擬機(jī),所以這里就不展示了。

基于回調(diào)的事件處理

回調(diào)這個(gè)詞在編程領(lǐng)域經(jīng)常被提及,我的理解是,回調(diào)實(shí)際上是某個(gè)類中早已經(jīng)定義好的方法或者接口,當(dāng)我們繼承或者實(shí)現(xiàn)接口的時(shí)候,可以相應(yīng)地重寫對應(yīng)方法,或者實(shí)現(xiàn)相應(yīng)接口。在程序運(yùn)行的特定位置會(huì)調(diào)用特定的方法,當(dāng)我們重寫了某個(gè)方法之后,就可以在特定情況下實(shí)現(xiàn)對應(yīng)的邏輯。

最最簡單的一個(gè)例子就是Activity的onCreate()方法,當(dāng)我們初始化一個(gè)Activity類的時(shí)候,就會(huì)調(diào)用這個(gè)方法,如果我們不重寫這個(gè)方法,那么程序就會(huì)調(diào)用默認(rèn)的onCreate()方法,如果我們重寫了這個(gè)方法,那么程序就會(huì)調(diào)用我們重寫的onCreate()方法。

我們可以用回調(diào)的方式實(shí)現(xiàn)一個(gè)跟隨手指的小球。

首先自定義一個(gè)自定義的View

public class DrawViewPlus extends View {
    public float currentX = 50;
    public float currentY = 50;
    // 定義創(chuàng)建畫筆
    Paint p = new Paint();
    public DrawViewPlus(Context context, AttributeSet set) {
        super(context, set);
    }
    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        // 設(shè)置畫筆顏色
        p.setColor(Color.RED);
        // 繪制小球
        canvas.drawCircle(currentX, currentY, 15, p);
    }
    @Override
    public boolean onTouchEvent(MotionEvent event) {
        // 獲取觸碰的坐標(biāo)點(diǎn)
        currentX = event.getX();
        currentY = event.getY();
        // 重新繪制小球
        this.invalidate();
        // 返回true表明處理方法已經(jīng)處理完該事件
        return true;
    }
}

然后再xml文件中加入自定義組件

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:orientation="vertical"
    android:layout_width="match_parent"
    android:layout_height="match_parent">
    <!-- 使用自定義組件 -->
    <com.example.acitvitytest.ui.DrawViewPlus
        android:orientation="vertical"
        android:layout_width="match_parent"
        android:layout_height="match_parent"/>
</LinearLayout>

在Activity中只需要簡單地加載界面就行,所有的邏輯都在自定義組件中編寫,這樣可以讓程序結(jié)構(gòu)更加清晰。

public class DrawActivity extends Activity {
    @Override
    protected void onCreate(@Nullable Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.draw);
    }
}

響應(yīng)系統(tǒng)設(shè)置的事件

Configuration類專門用于描述手機(jī)設(shè)備上的配置信息,這些配置信息既包括用戶特定的配置項(xiàng),也包括系統(tǒng)的動(dòng)態(tài)設(shè)備配置。

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:orientation="vertical">
    <EditText
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:textSize="35pt"
        android:id="@+id/ori" />
    <EditText
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:textSize="35pt"
        android:id="@+id/navigation" />
    <EditText
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:textSize="35pt"
        android:id="@+id/touch" />
    <EditText
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:textSize="35pt"
        android:id="@+id/mnc" />
    <Button
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:id="@+id/bn"
        android:textSize="35pt"
        android:text="獲取手機(jī)信息"/>
</LinearLayout>
public class CfgActivity extends Activity {
    @Override
    protected void onCreate(@Nullable Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.configuration);
        // 獲取應(yīng)用界面中的界面組件
        EditText ori = findViewById(R.id.ori);
        EditText navigation = findViewById(R.id.navigation);
        EditText touch = findViewById(R.id.touch);
        EditText mnc = findViewById(R.id.mnc);
        Button bn = findViewById(R.id.bn);
        // 為按鈕綁定事件監(jiān)聽器
        bn.setOnClickListener(new View.OnClickListener() {
            @Override
            public void onClick(View v) {
                // 獲取系統(tǒng)的Configuration對象
                Configuration cfg = getResources().getConfiguration();
                String screen = cfg.orientation ==
                        Configuration.ORIENTATION_LANDSCAPE ? "橫向屏幕" : "縱向屏幕";
                String mncCode = cfg.mnc + "";
                String naviname;
                if(cfg.orientation == Configuration.NAVIGATION_NONAV){
                    naviname = "沒有方向控制";
                }
                else if (cfg.orientation == Configuration.NAVIGATION_WHEEL){
                    naviname = "滾輪控制方向";
                }
                else if (cfg.orientation == Configuration.NAVIGATION_DPAD){
                    naviname = "方向鍵控制方向";
                }
                else {
                    naviname = "軌跡球控制方向";
                }
                String touchname = cfg.touchscreen == Configuration.TOUCHSCREEN_NOTOUCH ? "無觸摸屏" : "支持觸摸屏";
                ori.setText(screen);
                navigation.setText(naviname);
                touch.setText(touchname);
                mnc.setText(mncCode);
            }
        });
    }
}

點(diǎn)擊按鈕就可以獲取相應(yīng)的配置信息

Handler消息傳遞機(jī)制

Handler類的主要作用有兩個(gè):在新啟動(dòng)的線程中發(fā)送消息和在主線程中獲取處理消息。

我們可以通過一個(gè)新線程來周期性地修改ImageView所顯示的圖片,通過這種方式來開發(fā)一個(gè)動(dòng)畫效果。

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="match_parent"
    android:layout_height="match_parent">
    <ImageView
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:id="@+id/show"/>
</LinearLayout>
public class HanlderActivity extends Activity {
    // 定義周期性顯示圖片的id
    int[] images = new int[] {
            R.drawable.ic_launcher_foreground,
            R.drawable.ic_launcher_background
    };
    int currentImageId = 0;
    @Override
    protected void onCreate(@Nullable Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.handler);
        ImageView image = findViewById(R.id.show);
        Handler myhandler = new Handler(){
            @Override
            public void handleMessage(@NonNull Message msg) {
                super.handleMessage(msg);
                // 如果消息是本程序發(fā)送的,那么就修改ImageView顯示的圖片
                if(msg.what == 0x1233){
                    image.setImageResource(images[currentImageId++ % images.length]);
                }
            }
        };
        // 定義一個(gè)計(jì)時(shí)器,讓該計(jì)時(shí)器周期性地執(zhí)行指定任務(wù)
        new Timer().schedule(new TimerTask() {
            @Override
            public void run() {
                // 發(fā)送空消息
                myhandler.sendEmptyMessage(0x1233);
            }
        },0, 1200);
    }
}

上述代碼中使用TimerTask對象啟動(dòng)了一個(gè)新的線程,由于啟動(dòng)的線程沒有辦法直接訪問Activity中的界面組件,因此使用Handler傳遞消息,從而實(shí)現(xiàn)間接訪問。程序會(huì)周期性地變換顯示的圖片

和Handler一起工作的組件有三個(gè):

Message:Hanlder接收和處理的消息對象

Looper:每個(gè)線程只能擁有一個(gè)Looper,他的loop方法負(fù)責(zé)讀取MessageQueue中的消息,讀到信息之后就把消息交給發(fā)送該消息的Handler進(jìn)行處理

MessageQueue:消息隊(duì)列,他用先進(jìn)先出的方式來管理Message

我們通常會(huì)將比較耗時(shí)的操作放到一個(gè)新的線程中去執(zhí)行,如果使用UI線程執(zhí)行耗時(shí)操作,那么線程很可能被阻塞,從而降低用戶體驗(yàn)。

我們可以看一下Looper對象中的prepare()方法

	/** Initialize the current thread as a looper.
      * This gives you a chance to create handlers that then reference
      * this looper, before actually starting the loop. Be sure to call
      * {@link #loop()} after calling this method, and end it by calling
      * {@link #quit()}.
      */
    public static void prepare() {
        prepare(true);
    }
    private static void prepare(boolean quitAllowed) {
        if (sThreadLocal.get() != null) {
            throw new RuntimeException("Only one Looper may be created per thread");
        }
        sThreadLocal.set(new Looper(quitAllowed));
    }

這是一個(gè)靜態(tài)方法,大概的邏輯就是實(shí)例化一個(gè)Looper對象放到sThreadLocal容器中,并且容器中只能有一個(gè)Looper對象,假如在實(shí)例化前就已經(jīng)存在了Looper對象,那么就拋異常。

    private Looper(boolean quitAllowed) {
        mQueue = new MessageQueue(quitAllowed);
        mThread = Thread.currentThread();
    }

我們可以看到Looper對象的構(gòu)造方法是用private修飾的,也就是說我們不能自己實(shí)例化Looper對象,只能通過調(diào)用靜態(tài)的prepare()方法進(jìn)行構(gòu)造。

最后構(gòu)造得到的實(shí)例對象是放到ThreadLocal容器中的

static final ThreadLocal<Looper> sThreadLocal = new ThreadLocal<Looper>();

Looper對象最重要的方法就是loop(),該方法會(huì)反復(fù)檢查MessageQueue中是否有消息,如果有消息就會(huì)取出來進(jìn)行處理,如果沒有消息就會(huì)進(jìn)行阻塞,直到取出消息為止

/**
     * Poll and deliver single message, return true if the outer loop should continue.
     */
    @SuppressWarnings("AndroidFrameworkBinderIdentity")
    private static boolean loopOnce(final Looper me,
            final long ident, final int thresholdOverride) {
        Message msg = me.mQueue.next(); // might block
        if (msg == null) {
            // No message indicates that the message queue is quitting.
            return false;
        }
        // This must be in a local variable, in case a UI event sets the logger
        final Printer logging = me.mLogging;
        if (logging != null) {
            logging.println(">>>>> Dispatching to " + msg.target + " "
                    + msg.callback + ": " + msg.what);
        }
        // Make sure the observer won't change while processing a transaction.
        final Observer observer = sObserver;
        final long traceTag = me.mTraceTag;
        long slowDispatchThresholdMs = me.mSlowDispatchThresholdMs;
        long slowDeliveryThresholdMs = me.mSlowDeliveryThresholdMs;
        if (thresholdOverride > 0) {
            slowDispatchThresholdMs = thresholdOverride;
            slowDeliveryThresholdMs = thresholdOverride;
        }
        final boolean logSlowDelivery = (slowDeliveryThresholdMs > 0) && (msg.when > 0);
        final boolean logSlowDispatch = (slowDispatchThresholdMs > 0);
        final boolean needStartTime = logSlowDelivery || logSlowDispatch;
        final boolean needEndTime = logSlowDispatch;
        if (traceTag != 0 && Trace.isTagEnabled(traceTag)) {
            Trace.traceBegin(traceTag, msg.target.getTraceName(msg));
        }
        final long dispatchStart = needStartTime ? SystemClock.uptimeMillis() : 0;
        final long dispatchEnd;
        Object token = null;
        if (observer != null) {
            token = observer.messageDispatchStarting();
        }
        long origWorkSource = ThreadLocalWorkSource.setUid(msg.workSourceUid);
        try {
            msg.target.dispatchMessage(msg);
            if (observer != null) {
                observer.messageDispatched(token, msg);
            }
            dispatchEnd = needEndTime ? SystemClock.uptimeMillis() : 0;
        } catch (Exception exception) {
            if (observer != null) {
                observer.dispatchingThrewException(token, msg, exception);
            }
            throw exception;
        } finally {
            ThreadLocalWorkSource.restore(origWorkSource);
            if (traceTag != 0) {
                Trace.traceEnd(traceTag);
            }
        }
        if (logSlowDelivery) {
            if (me.mSlowDeliveryDetected) {
                if ((dispatchStart - msg.when) <= 10) {
                    Slog.w(TAG, "Drained");
                    me.mSlowDeliveryDetected = false;
                }
            } else {
                if (showSlowLog(slowDeliveryThresholdMs, msg.when, dispatchStart, "delivery",
                        msg)) {
                    // Once we write a slow delivery log, suppress until the queue drains.
                    me.mSlowDeliveryDetected = true;
                }
            }
        }
        if (logSlowDispatch) {
            showSlowLog(slowDispatchThresholdMs, dispatchStart, dispatchEnd, "dispatch", msg);
        }
        if (logging != null) {
            logging.println("<<<<< Finished to " + msg.target + " " + msg.callback);
        }
        // Make sure that during the course of dispatching the
        // identity of the thread wasn't corrupted.
        final long newIdent = Binder.clearCallingIdentity();
        if (ident != newIdent) {
            Log.wtf(TAG, "Thread identity changed from 0x"
                    + Long.toHexString(ident) + " to 0x"
                    + Long.toHexString(newIdent) + " while dispatching to "
                    + msg.target.getClass().getName() + " "
                    + msg.callback + " what=" + msg.what);
        }
        msg.recycleUnchecked();
        return true;
    }
    /**
     * Run the message queue in this thread. Be sure to call
     * {@link #quit()} to end the loop.
     */
    @SuppressWarnings("AndroidFrameworkBinderIdentity")
    public static void loop() {
        final Looper me = myLooper();
        if (me == null) {
            throw new RuntimeException("No Looper; Looper.prepare() wasn't called on this thread.");
        }
        if (me.mInLoop) {
            Slog.w(TAG, "Loop again would have the queued messages be executed"
                    + " before this one completed.");
        }
        me.mInLoop = true;
        // Make sure the identity of this thread is that of the local process,
        // and keep track of what that identity token actually is.
        Binder.clearCallingIdentity();
        final long ident = Binder.clearCallingIdentity();
        // Allow overriding a threshold with a system prop. e.g.
        // adb shell 'setprop log.looper.1000.main.slow 1 && stop && start'
        final int thresholdOverride =
                SystemProperties.getInt("log.looper."
                        + Process.myUid() + "."
                        + Thread.currentThread().getName()
                        + ".slow", 0);
        me.mSlowDeliveryDetected = false;
        for (;;) {
            if (!loopOnce(me, ident, thresholdOverride)) {
                return;
            }
        }
    }

下面我們就寫一個(gè)簡單的程序計(jì)算到某個(gè)指定數(shù)為止的所有質(zhì)數(shù),并且用Toast顯示出來。

界面代碼比較簡單,就是一個(gè)文本框和一個(gè)按鈕

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:orientation="vertical">
    <EditText
        android:id="@+id/input"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:textSize="50pt"/>
    <Button
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:text="點(diǎn)我進(jìn)行計(jì)算"
        android:textSize="25pt"
        android:id="@+id/cal"
        android:onClick="cal"/>
</LinearLayout>

在Java代碼中我們需要定義一個(gè)線程,里面定義一個(gè)Handler類,該Handler類的處理消息的邏輯是先從消息中取出數(shù)據(jù),然后進(jìn)行計(jì)算,最后使用Toast顯示計(jì)算結(jié)果。

按鈕的點(diǎn)擊事件的處理邏輯是,首先封裝一個(gè)Message對象,然后將Message對象傳遞給線程中的Handler對象。

public class CalNumActivity extends Activity {
    private final String UPPER = "UPPER_NUM";
    private CalThread calThread;
    private EditText editText;
    class CalThread extends Thread{
        public Handler mHandler;
        @Override
        public void run() {
            // 實(shí)例化Looper對象
            Looper.prepare();
            mHandler = new Handler(){
                @Override
                public void handleMessage(@NonNull Message msg) {
                    if(msg.what == 0x123){
                        // 獲取最大的那個(gè)數(shù),從Message中取出Data
                        // 該Data是Bundle對象,采用鍵值對的形式傳遞數(shù)據(jù)
                        int upper = msg.getData().getInt(UPPER);
                        List<Integer> numlist = new ArrayList<>();
                        outer:
                        for(int i=2; i<=upper; i++){
                            for(int j=2; j<=Math.sqrt(i); j++){
                                // 只能被1和它本身整除的才是質(zhì)數(shù)
                                if(j == i){
                                    continue;
                                }
                                if(j % i == 0){
                                    continue outer;
                                }
                            }
                            numlist.add(i);
                        }
                        // 顯示計(jì)算出來的質(zhì)數(shù)
                        Toast.makeText(CalNumActivity.this, numlist.toString(), Toast.LENGTH_LONG).show();
                    }
                }
            };
            // 執(zhí)行l(wèi)oop()方法,從MessageQueue中取出消息
            Looper.loop();
        }
    }
    @Override
    protected void onCreate(@Nullable Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.calnum);
        editText = findViewById(R.id.input);
        Button button = findViewById(R.id.cal);
        // 啟動(dòng)新線程
        calThread = new CalThread();
        calThread.start();
    }
    // 為按鈕的點(diǎn)擊事件添加事件處理函數(shù)
    public void cal(View source){
        // 構(gòu)建消息
        Message msg = new Message();
        msg.what = 0x123;
        Bundle bundle = new Bundle();
        bundle.putInt(UPPER, Integer.parseInt(editText.getText().toString()));
        msg.setData(bundle);
        calThread.mHandler.sendMessage(msg);
    }
}

到此這篇關(guān)于Android事件處理的兩種方式詳解的文章就介紹到這了,更多相關(guān)Android事件處理內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!

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