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

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#region ================== Namespaces
using CodeImp.DoomBuilder.Map;
using System.Threading;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ErrorChecker("Check unused textures", true, 60)]
public class CheckUnusedTextures : BaseCheckTextures
{
#region ================== Constants
private const int PROGRESS_STEP = 1000;
#endregion
#region ================== Constructor / Destructor
// Constructor
public CheckUnusedTextures() : base()
{
}
#endregion
#region ================== Methods
// This runs the check
public override void Run()
{
int progress = 0;
int stepprogress = 0;
Build3DFloorCache();
// Go for all the sidedefs
foreach(Sidedef sd in General.Map.Map.Sidedefs)
{
// Check upper texture
if(!sd.HighRequired() && sd.LongHighTexture != MapSet.EmptyLongName)
{
if (sd.Other == null)
SubmitResult(new ResultUnusedTexture(sd, SidedefPart.Upper));
else
{
bool unused = true;
// Check if the sidedef's sector is a 3D floor. Since it points toward the 3D floor it only needs a texture if inside rendering is enabled
if (sd.Sector.Tags.Count > 0)
{
foreach (int tag in sd.Sector.Tags)
{
if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseUpper) && sector3dfloors[tag].HasFlag(Flags3DFloor.RenderInside))
{
unused = false;
break;
}
}
}
// Check if the other sidedef's sector is a 3D floor, since we still might need a texture on this one depending on the flags
if(sd.Other.Sector.Tags.Count > 0)
{
foreach(int tag in sd.Other.Sector.Tags)
{
if(sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseUpper))
{
unused = false;
break;
}
}
}
if (unused) SubmitResult(new ResultUnusedTexture(sd, SidedefPart.Upper));
}
}
// Check lower texture
if(!sd.LowRequired() && sd.LongLowTexture != MapSet.EmptyLongName)
{
if (sd.Other == null)
SubmitResult(new ResultUnusedTexture(sd, SidedefPart.Lower));
else
{
bool unused = true;
// Check if the sidedef's sector is a 3D floor. Since it points toward the 3D floor it only needs a texture if inside rendering is enabled
if (sd.Sector.Tags.Count > 0)
{
foreach (int tag in sd.Sector.Tags)
{
if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseLower) && sector3dfloors[tag].HasFlag(Flags3DFloor.RenderInside))
{
unused = false;
break;
}
}
}
// Check if the other sidedef's sector is a 3D floor, since we still might need a texture on this one depending on the flags
if (sd.Other.Sector.Tags.Count > 0)
{
foreach (int tag in sd.Other.Sector.Tags)
{
if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseLower))
{
unused = false;
break;
}
}
}
if (unused) SubmitResult(new ResultUnusedTexture(sd, SidedefPart.Lower));
}
}
// 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
}
}