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

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Config;
using System.Threading;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ErrorChecker("Check unknown flats", true, 40)]
public class CheckUnknownFlats : ErrorChecker
{
#region ================== Constants
private int PROGRESS_STEP = 1000;
#endregion
#region ================== Constructor / Destructor
// Constructor
public CheckUnknownFlats()
{
// Total progress is done when all sectors are checked
SetTotalProgress(General.Map.Map.Sectors.Count / PROGRESS_STEP);
}
#endregion
#region ================== Methods
// This runs the check
public override void Run()
{
int progress = 0;
int stepprogress = 0;
// Go for all the sectors
foreach(Sector s in General.Map.Map.Sectors)
{
// Check floor texture
if(!General.Map.Data.GetFlatExists(s.FloorTexture))
SubmitResult(new ResultUnknownFlat(s, false));
// Check ceiling texture
if(!General.Map.Data.GetFlatExists(s.CeilTexture))
SubmitResult(new ResultUnknownFlat(s, true));
// Handle thread interruption
try { Thread.Sleep(0); }
catch(ThreadInterruptedException) { return; }
// We are making progress!
if((++progress / PROGRESS_STEP) > stepprogress)
{
stepprogress = (progress / PROGRESS_STEP);
AddProgress(1);
}
}
}
#endregion
}
}