UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/ResultTexturesMisaligned.cs

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#region ================== Namespaces
using System;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public class ResultTexturesMisaligned : ErrorResult
{
#region ================== Variables
private readonly Sidedef side1;
private readonly Sidedef side2;
private readonly string texturename;
#endregion
#region ================== Properties
public override int Buttons { get { return 0; } }
#endregion
#region ================== Constructor / Destructor
public ResultTexturesMisaligned(Sidedef side1, Sidedef side2, string texturename)
{
// Initialize
this.side1 = side1;
this.side2 = side2;
this.texturename = texturename;
viewobjects.Add(side1.Line);
viewobjects.Add(side2.Line);
hidden = (side1.IgnoredErrorChecks.Contains(this.GetType()) && side2.IgnoredErrorChecks.Contains(this.GetType()));
description = "Textures are not aligned on given sidedefs. Some players may not like that.";
}
#endregion
#region ================== Methods
// This sets if this result is displayed in ErrorCheckForm (mxd)
internal override void Hide(bool hide)
{
hidden = hide;
Type t = this.GetType();
if(hide)
{
side1.IgnoredErrorChecks.Add(t);
side2.IgnoredErrorChecks.Add(t);
}
else
{
if(side1.IgnoredErrorChecks.Contains(t)) side1.IgnoredErrorChecks.Remove(t);
if(side2.IgnoredErrorChecks.Contains(t)) side2.IgnoredErrorChecks.Remove(t);
}
}
// This must return the string that is displayed in the listbox
public override string ToString()
{
return "Texture '" + texturename + "' is not aligned on linedefs " + side1.Line.Index + " (" + (side1.IsFront ? "front" : "back")
+ ") and " + side2.Line.Index + " (" + (side2.IsFront ? "front" : "back") + ")";
}
// Rendering
public override void PlotSelection(IRenderer2D renderer)
{
renderer.PlotLinedef(side1.Line, General.Colors.Selection);
renderer.PlotLinedef(side2.Line, General.Colors.Selection);
renderer.PlotVertex(side1.Line.Start, ColorCollection.VERTICES);
renderer.PlotVertex(side1.Line.End, ColorCollection.VERTICES);
renderer.PlotVertex(side2.Line.Start, ColorCollection.VERTICES);
renderer.PlotVertex(side2.Line.End, ColorCollection.VERTICES);
}
#endregion
}
}