mirror of
https://github.com/narzoul/DDrawCompat
synced 2024-12-30 08:55:36 +01:00
Fixed color key issues in Settlers 4
This commit is contained in:
parent
ebba0ec6a4
commit
8419e09604
@ -638,6 +638,10 @@ namespace D3dDdi
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m_device.flushPrimitives();
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m_device.getOrigVtable().pfnSetRenderTarget(m_device, &renderTarget);
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m_current.renderTarget = renderTarget;
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m_current.pixelShader = DELETED_RESOURCE;
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m_current.vertexShaderDecl = DELETED_RESOURCE;
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m_current.vertexShaderFunc = DELETED_RESOURCE;
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m_changedStates |= CS_SHADER;
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LOG_DS << renderTarget;
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}
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@ -745,21 +749,9 @@ namespace D3dDdi
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m_changedStates |= CS_STREAM_SOURCE;
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}
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void DeviceState::setTempTexture(UINT stage, HANDLE texture, const UINT* srcColorKey)
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void DeviceState::setTempTexture(UINT stage, HANDLE texture)
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{
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if (srcColorKey)
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{
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m_current.textures[stage] = nullptr;
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m_current.textureStageState[stage][D3DDDITSS_DISABLETEXTURECOLORKEY] = 0;
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m_current.textureStageState[stage][D3DDDITSS_TEXTURECOLORKEYVAL] = *srcColorKey + 1;
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setTexture(stage, texture);
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setTextureStageState({ stage, D3DDDITSS_TEXTURECOLORKEYVAL, *srcColorKey });
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}
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else
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{
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setTexture(stage, texture);
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}
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setTexture(stage, texture);
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m_changedStates |= CS_TEXTURE_STAGE;
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m_maxChangedTextureStage = max(stage, m_maxChangedTextureStage);
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}
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@ -774,7 +766,6 @@ namespace D3dDdi
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void DeviceState::setTempVertexShaderDecl(HANDLE decl)
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{
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m_current.vertexShaderDecl = DELETED_RESOURCE;
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setVertexShaderDecl(decl);
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m_changedStates |= CS_SHADER;
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}
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@ -949,8 +940,6 @@ namespace D3dDdi
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}
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setRenderTarget(renderTarget);
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m_current.vertexShaderFunc = DELETED_RESOURCE;
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m_changedStates |= CS_SHADER;
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m_device.setRenderTarget(m_app.renderTarget);
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setDepthStencil(depthStencil);
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setViewport(vp);
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@ -117,7 +117,7 @@ namespace D3dDdi
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void setTempRenderTarget(const D3DDDIARG_SETRENDERTARGET& renderTarget);
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void setTempStreamSource(const D3DDDIARG_SETSTREAMSOURCE& streamSource);
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void setTempStreamSourceUm(const D3DDDIARG_SETSTREAMSOURCEUM& streamSourceUm, const void* umBuffer);
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void setTempTexture(UINT stage, HANDLE texture, const UINT* srcColorKey = nullptr);
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void setTempTexture(UINT stage, HANDLE texture);
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void setTempTextureStageState(const D3DDDIARG_TEXTURESTAGESTATE& tss);
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void setTempVertexShaderDecl(HANDLE decl);
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void setTempViewport(const D3DDDIARG_VIEWPORTINFO& viewport);
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@ -2,6 +2,14 @@
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namespace
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{
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struct ArgbColor
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{
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BYTE blue;
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BYTE green;
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BYTE red;
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BYTE alpha;
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};
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struct RgbFormatInfo : D3dDdi::FormatInfo
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{
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RgbFormatInfo(BYTE unusedBitCount, BYTE alphaBitCount, BYTE redBitCount, BYTE greenBitCount, BYTE blueBitCount)
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@ -21,6 +29,17 @@ namespace
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bluePos = redBitCount + greenBitCount;
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}
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};
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float getComponent(D3DCOLOR color, BYTE bitCount, BYTE pos)
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{
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if (0 == bitCount)
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{
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return 0;
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}
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const UINT max = (1 << bitCount) - 1;
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const UINT mask = max << pos;
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return static_cast<float>((color & mask) >> pos) / max;
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}
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}
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namespace D3dDdi
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@ -40,22 +59,14 @@ namespace D3dDdi
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{
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}
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D3DCOLOR colorConvert(const FormatInfo& dstFormatInfo, D3DCOLOR srcRgbaColor)
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D3DCOLOR convertFrom32Bit(const FormatInfo& dstFormatInfo, D3DCOLOR srcColor)
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{
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struct ArgbColor
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{
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BYTE blue;
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BYTE green;
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BYTE red;
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BYTE alpha;
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};
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auto& srcColor = *reinterpret_cast<ArgbColor*>(&srcRgbaColor);
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auto& src = *reinterpret_cast<ArgbColor*>(&srcColor);
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BYTE alpha = srcColor.alpha >> (8 - dstFormatInfo.alphaBitCount);
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BYTE red = srcColor.red >> (8 - dstFormatInfo.redBitCount);
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BYTE green = srcColor.green >> (8 - dstFormatInfo.greenBitCount);
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BYTE blue = srcColor.blue >> (8 - dstFormatInfo.blueBitCount);
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BYTE alpha = src.alpha >> (8 - dstFormatInfo.alphaBitCount);
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BYTE red = src.red >> (8 - dstFormatInfo.redBitCount);
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BYTE green = src.green >> (8 - dstFormatInfo.greenBitCount);
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BYTE blue = src.blue >> (8 - dstFormatInfo.blueBitCount);
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return (alpha << dstFormatInfo.alphaPos) |
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(red << dstFormatInfo.redPos) |
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@ -63,6 +74,16 @@ namespace D3dDdi
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(blue << dstFormatInfo.bluePos);
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}
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DeviceState::ShaderConstF convertToShaderConst(const FormatInfo& srcFormatInfo, D3DCOLOR srcColor)
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{
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return {
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getComponent(srcColor, srcFormatInfo.redBitCount, srcFormatInfo.redPos),
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getComponent(srcColor, srcFormatInfo.greenBitCount, srcFormatInfo.greenPos),
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getComponent(srcColor, srcFormatInfo.blueBitCount, srcFormatInfo.bluePos),
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getComponent(srcColor, srcFormatInfo.alphaBitCount, srcFormatInfo.alphaPos)
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};
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}
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FormatInfo getFormatInfo(D3DDDIFORMAT format)
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{
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switch (format)
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@ -3,6 +3,8 @@
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#include <d3d.h>
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#include <d3dumddi.h>
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#include <D3dDdi/DeviceState.h>
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namespace D3dDdi
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{
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struct FormatInfo
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@ -23,7 +25,8 @@ namespace D3dDdi
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BYTE redBitCount = 0, BYTE greenBitCount = 0, BYTE blueBitCount = 0);
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};
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D3DCOLOR colorConvert(const FormatInfo& dstFormatInfo, D3DCOLOR srcRgbaColor);
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D3DCOLOR convertFrom32Bit(const FormatInfo& dstFormatInfo, D3DCOLOR srcColor);
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DeviceState::ShaderConstF convertToShaderConst(const FormatInfo& srcFormatInfo, D3DCOLOR srcColor);
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FormatInfo getFormatInfo(D3DDDIFORMAT format);
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DDPIXELFORMAT getPixelFormat(D3DDDIFORMAT format);
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}
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@ -1,5 +1,3 @@
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#include <cctype>
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#include <Common/Log.h>
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#include <D3dDdi/Log/CommonLog.h>
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@ -38,17 +36,7 @@ std::ostream& operator<<(std::ostream& os, const D3DDDI_RATIONAL& val)
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std::ostream& operator<<(std::ostream& os, D3DDDIFORMAT val)
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{
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bool isFourCc = true;
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for (UINT i = 0; i < 4; ++i)
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{
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if (!isalnum(reinterpret_cast<const char*>(&val)[i]))
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{
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isFourCc = false;
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break;
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}
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}
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if (isFourCc)
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if (val > 0xFF)
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{
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return os << "FOURCC(" << std::string(reinterpret_cast<const char*>(&val), sizeof(val)) << ')';
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}
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@ -76,6 +76,7 @@ namespace
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flags.NPatches = 1;
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flags.Video = 1;
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flags.CaptureBuffer = 1;
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flags.MatchGdiPrimary = 1;
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flags.Primary = 1;
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flags.Texture = 1;
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flags.CubeMap = 1;
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@ -472,7 +473,7 @@ namespace D3dDdi
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DDraw::Blitter::colorFill(dstBuf, lockData.pitch,
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data.DstRect.right - data.DstRect.left, data.DstRect.bottom - data.DstRect.top,
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m_formatInfo.bytesPerPixel, colorConvert(m_formatInfo, data.Color));
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m_formatInfo.bytesPerPixel, convertFrom32Bit(m_formatInfo, data.Color));
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return LOG_RESULT(S_OK);
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}
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@ -1180,13 +1181,14 @@ namespace D3dDdi
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copySubResourceRegion(*texture.resource, 0, srcRect, *windowSurface.resource, 0, srcRect);
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texture.resource->notifyLock(0);
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DeviceState::ShaderConstF ck = {};
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COLORREF colorKey = 0;
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BYTE alpha = 0;
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DWORD flags = 0;
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GetLayeredWindowAttributes(layeredWindow.hwnd, &colorKey, &alpha, &flags);
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if (flags & ULW_COLORKEY)
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{
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colorKey = ((colorKey & 0xFF) << 16) | (colorKey & 0xFF00) | ((colorKey & 0xFF0000) >> 16);
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ck = convertToShaderConst(getFormatInfo(D3DDDIFMT_X8B8G8R8), colorKey);
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}
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if (layeredWindow.region)
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@ -1197,7 +1199,7 @@ namespace D3dDdi
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Rect::transform(visibleRect, monitorRect, dstRect);
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blitter.textureBlt(dst, dstSubResourceIndex, visibleRect, *texture.resource, 0, srcRect, D3DTEXF_POINT,
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(flags & ULW_COLORKEY) ? reinterpret_cast<UINT*>(&colorKey) : nullptr,
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(flags & ULW_COLORKEY) ? &ck : nullptr,
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(flags & ULW_ALPHA) ? &alpha : nullptr,
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layeredWindow.region);
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}
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@ -1345,8 +1347,11 @@ namespace D3dDdi
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std::swap(srcRect.top, srcRect.bottom);
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}
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auto ck = data.Flags.SrcColorKey
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? convertToShaderConst(srcResource.m_formatInfo, data.ColorKey)
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: DeviceState::ShaderConstF{};
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m_device.getShaderBlitter().textureBlt(*dstRes, dstIndex, dstRect, *srcRes, srcIndex, srcRect,
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D3DTEXF_POINT, data.Flags.SrcColorKey ? &data.ColorKey : nullptr);
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D3DTEXF_POINT, data.Flags.SrcColorKey ? &ck : nullptr);
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if (!m_fixedData.Flags.RenderTarget)
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{
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@ -6,6 +6,7 @@
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#include <D3dDdi/ShaderBlitter.h>
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#include <D3dDdi/SurfaceRepository.h>
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#include <DDraw/Surfaces/PrimarySurface.h>
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#include <Shaders/ColorKey.h>
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#include <Shaders/DrawCursor.h>
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#include <Shaders/Gamma.h>
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#include <Shaders/GenBilinear.h>
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@ -23,6 +24,22 @@ namespace
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bool g_isGammaRampDefault = true;
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bool g_isGammaRampInvalidated = false;
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D3dDdi::DeviceState::ShaderConstF getColorKeyAsFloat4(const UINT* colorKey)
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{
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std::array<float, 4> ck{};
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if (colorKey)
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{
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ck[0] = ((*colorKey & 0xFF0000) >> 16) / 255.0f;
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ck[1] = ((*colorKey & 0x00FF00) >> 8) / 255.0f;
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ck[2] = ((*colorKey & 0x0000FF)) / 255.0f;
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}
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else
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{
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ck[0] = ck[1] = ck[2] = -1.0f;
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}
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return ck;
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}
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void setGammaValues(BYTE* ptr, USHORT* ramp)
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{
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for (UINT i = 0; i < 256; ++i)
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@ -36,6 +53,7 @@ namespace D3dDdi
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{
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ShaderBlitter::ShaderBlitter(Device& device)
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: m_device(device)
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, m_psColorKey(createPixelShader(g_psColorKey))
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, m_psDrawCursor(createPixelShader(g_psDrawCursor))
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, m_psGamma(createPixelShader(g_psGamma))
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, m_psGenBilinear(createPixelShader(g_psGenBilinear))
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@ -53,10 +71,10 @@ namespace D3dDdi
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void ShaderBlitter::blt(const Resource& dstResource, UINT dstSubResourceIndex, const RECT& dstRect,
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const Resource& srcResource, UINT srcSubResourceIndex, const RECT& srcRect,
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HANDLE pixelShader, UINT filter, const UINT* srcColorKey, const BYTE* alpha, const Gdi::Region& srcRgn)
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HANDLE pixelShader, UINT filter, const BYTE* alpha, const Gdi::Region& srcRgn)
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{
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LOG_FUNC("ShaderBlitter::blt", static_cast<HANDLE>(dstResource), dstSubResourceIndex, dstRect,
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static_cast<HANDLE>(srcResource), srcRect, srcSubResourceIndex, pixelShader, filter, srcColorKey,
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static_cast<HANDLE>(srcResource), srcRect, srcSubResourceIndex, pixelShader, filter,
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alpha, static_cast<HRGN>(srcRgn));
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if (!m_vertexShaderDecl || !pixelShader)
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@ -92,7 +110,7 @@ namespace D3dDdi
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state.setTempRenderState({ D3DDDIRS_DITHERENABLE, FALSE });
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state.setTempRenderState({ D3DDDIRS_ALPHABLENDENABLE, nullptr != alpha });
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state.setTempRenderState({ D3DDDIRS_FOGENABLE, FALSE });
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state.setTempRenderState({ D3DDDIRS_COLORKEYENABLE, nullptr != srcColorKey });
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state.setTempRenderState({ D3DDDIRS_COLORKEYENABLE, FALSE });
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state.setTempRenderState({ D3DDDIRS_STENCILENABLE, FALSE });
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state.setTempRenderState({ D3DDDIRS_CLIPPING, FALSE });
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state.setTempRenderState({ D3DDDIRS_CLIPPLANEENABLE, 0 });
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@ -111,7 +129,7 @@ namespace D3dDdi
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state.setTempRenderState({ D3DDDIRS_BLENDFACTOR, blendFactor });
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}
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setTempTextureStage(0, srcResource, srcRect, filter, srcColorKey);
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setTempTextureStage(0, srcResource, srcRect, filter);
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state.setTempTextureStageState({ 0, D3DDDITSS_SRGBTEXTURE, srgb });
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state.setTempStreamSourceUm({ 0, sizeof(Vertex) }, m_vertices.data());
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@ -367,11 +385,10 @@ namespace D3dDdi
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g_isGammaRampInvalidated = !g_isGammaRampDefault;
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}
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void ShaderBlitter::setTempTextureStage(UINT stage, const Resource& texture, const RECT& rect, UINT filter,
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const UINT* srcColorKey)
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void ShaderBlitter::setTempTextureStage(UINT stage, const Resource& texture, const RECT& rect, UINT filter)
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{
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auto& state = m_device.getState();
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state.setTempTexture(stage, texture, srcColorKey);
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state.setTempTexture(stage, texture);
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state.setTempTextureStageState({ stage, D3DDDITSS_TEXCOORDINDEX, stage });
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state.setTempTextureStageState({ stage, D3DDDITSS_ADDRESSU, D3DTADDRESS_CLAMP });
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state.setTempTextureStageState({ stage, D3DDDITSS_ADDRESSV, D3DTADDRESS_CLAMP });
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@ -396,9 +413,18 @@ namespace D3dDdi
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void ShaderBlitter::textureBlt(const Resource& dstResource, UINT dstSubResourceIndex, const RECT& dstRect,
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const Resource& srcResource, UINT srcSubResourceIndex, const RECT& srcRect,
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UINT filter, const UINT* srcColorKey, const BYTE* alpha, const Gdi::Region& srcRgn)
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UINT filter, const DeviceState::ShaderConstF* srcColorKey, const BYTE* alpha, const Gdi::Region& srcRgn)
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{
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blt(dstResource, dstSubResourceIndex, dstRect, srcResource, srcSubResourceIndex, srcRect,
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m_psTextureSampler.get(), filter, srcColorKey, alpha, srcRgn);
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if (srcColorKey)
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{
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DeviceState::TempPixelShaderConst psConst(m_device.getState(), { 31, 1 }, srcColorKey);
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blt(dstResource, dstSubResourceIndex, dstRect, srcResource, srcSubResourceIndex, srcRect,
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m_psColorKey.get(), filter, alpha, srcRgn);
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}
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else
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{
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blt(dstResource, dstSubResourceIndex, dstRect, srcResource, srcSubResourceIndex, srcRect,
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m_psTextureSampler.get(), filter, alpha, srcRgn);
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}
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}
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}
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@ -37,7 +37,7 @@ namespace D3dDdi
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const Resource& srcResource, UINT srcSubResourceIndex, const RECT& srcRect, RGBQUAD palette[256]);
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void textureBlt(const Resource& dstResource, UINT dstSubResourceIndex, const RECT& dstRect,
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const Resource& srcResource, UINT srcSubResourceIndex, const RECT& srcRect,
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UINT filter, const UINT* srcColorKey = nullptr, const BYTE* alpha = nullptr,
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UINT filter, const DeviceState::ShaderConstF* srcColorKey = nullptr, const BYTE* alpha = nullptr,
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const Gdi::Region& srcRgn = nullptr);
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static bool isGammaRampDefault();
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@ -55,8 +55,7 @@ namespace D3dDdi
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void blt(const Resource& dstResource, UINT dstSubResourceIndex, const RECT& dstRect,
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const Resource& srcResource, UINT srcSubResourceIndex, const RECT& srcRect,
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HANDLE pixelShader, UINT filter, const UINT* srcColorKey = nullptr, const BYTE* alpha = nullptr,
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const Gdi::Region& srcRgn = nullptr);
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HANDLE pixelShader, UINT filter, const BYTE* alpha = nullptr, const Gdi::Region& srcRgn = nullptr);
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template <int N>
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std::unique_ptr<void, ResourceDeleter> createPixelShader(const BYTE(&code)[N])
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@ -67,11 +66,11 @@ namespace D3dDdi
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std::unique_ptr<void, ResourceDeleter> createPixelShader(const BYTE* code, UINT size);
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std::unique_ptr<void, ResourceDeleter> createVertexShaderDecl();
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void drawRect(const RECT& srcRect, const RectF& dstRect, UINT srcWidth, UINT srcHeight);
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void setTempTextureStage(UINT stage, const Resource& texture, const RECT& rect, UINT filter,
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const UINT* srcColorKey = nullptr);
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void setTempTextureStage(UINT stage, const Resource& texture, const RECT& rect, UINT filter);
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void setTextureCoords(UINT stage, const RECT& rect, UINT width, UINT height);
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Device& m_device;
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std::unique_ptr<void, ResourceDeleter> m_psColorKey;
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std::unique_ptr<void, ResourceDeleter> m_psDrawCursor;
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std::unique_ptr<void, ResourceDeleter> m_psGamma;
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std::unique_ptr<void, ResourceDeleter> m_psGenBilinear;
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@ -415,6 +415,9 @@
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<None Include="genversion.ps1" />
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="Shaders\ColorKey.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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</FxCompile>
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<FxCompile Include="Shaders\DrawCursor.hlsl" />
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<FxCompile Include="Shaders\Gamma.hlsl" />
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<FxCompile Include="Shaders\GenBilinear.hlsl" />
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@ -956,6 +956,9 @@
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<FxCompile Include="Shaders\LockRef.hlsl">
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<Filter>Shaders</Filter>
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</FxCompile>
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<FxCompile Include="Shaders\ColorKey.hlsl">
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<Filter>Shaders</Filter>
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</FxCompile>
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</ItemGroup>
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<ItemGroup>
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<Image Include="arrow.bmp">
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10
DDrawCompat/Shaders/ColorKey.hlsl
Normal file
10
DDrawCompat/Shaders/ColorKey.hlsl
Normal file
@ -0,0 +1,10 @@
|
||||
sampler2D s_texture : register(s0);
|
||||
float4 g_colorKey : register(c31);
|
||||
|
||||
float4 main(float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 color = tex2D(s_texture, texCoord);
|
||||
float4 diff = abs(color - g_colorKey);
|
||||
clip(all(diff.rgb < 0.5f / 255) ? -1 : 1);
|
||||
return color;
|
||||
}
|
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