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254
engines/tetraedge/game/objectif.cpp
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254
engines/tetraedge/game/objectif.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/textconsole.h"
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/game/application.h"
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#include "tetraedge/game/game.h"
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#include "tetraedge/game/objectif.h"
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#include "tetraedge/te/te_vector2f32.h"
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#include "tetraedge/te/te_text_layout.h"
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namespace Tetraedge {
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/*static*/
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bool Objectif::_layoutsDirty = false;
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Objectif::Objectif() : _helpButtonVisible(false) {
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}
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void Objectif::enter() {
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_gui1.buttonLayoutChecked("helpButton")->setVisible(true);
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_helpButtonVisible = true;
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}
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bool Objectif::isMouseIn(const TeVector2s32 &mousept) {
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TeLayout *bg = _gui1.layoutChecked("background");
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if (bg->visible()) {
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TeLayout *calepin = _gui1.layoutChecked("Calepin");
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if (calepin->isMouseIn(mousept))
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return true;
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// otherwise check the helpButton
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}
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TeButtonLayout *btn = _gui2.buttonLayoutChecked("helpButton");
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if (btn->visible())
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return btn->isMouseIn(mousept);
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return false;
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}
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void Objectif::load() {
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Application *app = g_engine->getApplication();
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_gui1.load("menus/objectif.lua");
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_gui2.load("menus/helpButton.lua");
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TeButtonLayout *btn = _gui2.buttonLayoutChecked("helpButton");
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app->frontLayout().addChild(btn);
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btn->setVisible(true);
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_helpButtonVisible = true;
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btn->onMouseClickValidated().add(this, &Objectif::onHelpButtonValidated);
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btn = _gui1.buttonLayoutChecked("helpQuit");
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btn->onMouseClickValidated().add(this, &Objectif::onHelpButtonValidated);
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_gui1.buttonLayoutChecked("background")->setVisible(false);
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_gui2.spriteLayoutChecked("newUp")->setVisible(false);
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_gui2.spriteLayoutChecked("newDown")->setVisible(false);
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_gui2.spriteLayoutChecked("notNewUp")->setVisible(true);
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_gui2.spriteLayoutChecked("notNewDown")->setVisible(true);
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_layoutsDirty = true;
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}
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void Objectif::leave() {
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TeLayout *layout;
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layout = _gui1.layout("background");
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if (layout)
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layout->setVisible(false);
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layout = _gui2.layout("helpButton");
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if (layout) {
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layout->setVisible(false);
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_helpButtonVisible = false;
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}
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}
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bool Objectif::onHelpButtonValidated() {
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if (!_helpButtonVisible) {
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_gui1.buttonLayoutChecked("background")->setVisible(false);
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_gui2.buttonLayoutChecked("helpButton")->setVisible(true);
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_helpButtonVisible = true;
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} else {
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_gui1.buttonLayoutChecked("background")->setVisible(true);
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_gui2.spriteLayoutChecked("newUp")->setVisible(false);
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_gui2.spriteLayoutChecked("newDown")->setVisible(false);
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_gui2.spriteLayoutChecked("notNewUp")->setVisible(true);
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_gui2.spriteLayoutChecked("notNewUp")->setVisible(true);
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_gui2.spriteLayoutChecked("helpButton")->setVisible(false);
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_helpButtonVisible = false;
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}
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return false;
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}
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void Objectif::pushObjectif(Common::String const &head, Common::String const &sub) {
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for (const Task &t : _tasks) {
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if (t._headTask == head && t._subTask == sub)
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return;
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}
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_layoutsDirty = true;
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_tasks.resize(_tasks.size() + 1);
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_tasks.back()._headTask = head;
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_tasks.back()._subTask = sub;
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_tasks.back()._taskFlag = true;
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}
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void Objectif::deleteObjectif(Common::String const &head, Common::String const &sub) {
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for (Task &t : _tasks) {
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if (t._taskFlag && t._headTask == head && t._subTask == sub) {
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t._taskFlag = false;
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return;
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}
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}
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}
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void Objectif::reattachLayout(TeLayout *layout) {
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TeButtonLayout *btn;
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btn = _gui1.buttonLayout("background");
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if (btn) {
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layout->removeChild(btn);
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layout->addChild(btn);
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}
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btn = _gui2.buttonLayout("helpButton");
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if (btn) {
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layout->removeChild(btn);
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layout->addChild(btn);
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}
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}
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void Objectif::removeChildren() {
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TeLayout *tasks = _gui1.layoutChecked("tasks");
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while (tasks->childCount()) {
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Te3DObject2 *child = tasks->child(0);
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TeTextLayout *text = dynamic_cast<TeTextLayout*>(child);
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tasks->removeChild(child);
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if (text)
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delete text;
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}
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_layoutsDirty = true;
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}
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void Objectif::update() {
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Game *game = g_engine->getGame();
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game->luaScript().execute("UpdateHelp");
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if (_layoutsDirty) {
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TeLayout *tasks = _gui1.layoutChecked("tasks");
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removeChildren();
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int last_i = -1;
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for (uint i = 0; i < _tasks.size(); i++) {
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if (!_tasks[i]._taskFlag)
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continue;
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if (last_i != -1 && _tasks[i]._headTask == _tasks[last_i]._headTask)
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continue;
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last_i = i;
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createChildLayout(tasks, _tasks[i]._headTask, false);
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// Creating the subtasks for this head
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for (uint j = 0; j < _tasks.size(); j++) {
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if (_tasks[j]._taskFlag && _tasks[j]._headTask == _tasks[i]._headTask && _tasks[j]._subTask != "")
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createChildLayout(tasks, _tasks[j]._subTask, true);
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}
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}
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float z = 0.1f;
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for (Te3DObject2 *child : tasks->childList()) {
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TeTextLayout *text = dynamic_cast<TeTextLayout *>(child);
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if (!text)
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continue;
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/*TeVector3f32 size =*/
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text->size();
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TeVector3f32 userPos = text->userPosition();
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userPos.z() = z;
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text->setPosition(userPos);
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z += text->userSize().y();
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}
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}
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_layoutsDirty = false;
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}
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void Objectif::createChildLayout(TeLayout *layout, Common::String const &taskId, bool isSubTask) {
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TeTextLayout *text = new TeTextLayout();
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text->setName(taskId);
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text->setAnchor(TeVector3f32(0.0f, 0.0f, 0.0f));
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text->setPositionType(TeILayout::RELATIVE_TO_PARENT);
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text->setSizeType(TeILayout::RELATIVE_TO_PARENT);
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Application *app = g_engine->getApplication();
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// No help at difficulty 2.
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if (app->difficulty() != 2) {
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Common::String textVal;
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if (!isSubTask) {
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text->setSize(TeVector3f32(0.8f, 1.0f, 0.1f));
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text->setPosition(TeVector3f32(0.1f, 0.0f, 0.1f));
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textVal = "<section style=\"left\" /><color r=\"39\" g=\"85\" b=\"97\"/><font file=\"Common/Fonts/ComicRelief.ttf\" size=\"12\"/>";
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} else {
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text->setSize(TeVector3f32(0.75f, 1.0f, 0.1f));
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text->setPosition(TeVector3f32(0.15f, 0.0f, 0.1f));
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if (app->difficulty() == 0) {
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textVal = "<section style=\"left\" /><color r=\"0\" g=\"0\" b=\"0\"/><font file=\"Common/Fonts/ComicRelief.ttf\" size=\"12\"/>\t";
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} else {
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textVal = "<section style=\"left\" /><color r=\"0\" g=\"0\" b=\"0\"/><font file=\"Common/Fonts/arial.ttf\" size=\"16\"/>";
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}
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}
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textVal += app->getHelpText(taskId);
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text->setText(textVal);
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}
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layout->addChild(text);
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}
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void Objectif::unload() {
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removeChildren();
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leave();
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Application *app = g_engine->getApplication();
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TeButtonLayout *btn = _gui2.buttonLayoutChecked("helpButton");
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app->frontLayout().removeChild(btn);
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btn = _gui1.buttonLayoutChecked("background");
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app->frontLayout().removeChild(btn);
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_gui1.unload();
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_gui2.unload();
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_tasks.clear();
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}
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void Objectif::setVisibleButtonHelp(bool visible) {
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_gui2.buttonLayoutChecked("helpButton")->setVisible(visible);
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_helpButtonVisible = visible;
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}
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void Objectif::setVisibleObjectif(bool visible) {
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_gui1.buttonLayoutChecked("background")->setVisible(visible);
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}
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} // end namespace Tetraedge
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