UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckMissingTextures.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 missing textures", true, 80)]
public class CheckMissingTextures : ErrorChecker
{
#region ================== Constants
private int PROGRESS_STEP = 1000;
#endregion
#region ================== Constructor / Destructor
// Constructor
public CheckMissingTextures()
{
// Total progress is done when all lines are checked
SetTotalProgress(General.Map.Map.Sidedefs.Count / PROGRESS_STEP);
}
#endregion
#region ================== Methods
// This runs the check
public override void Run()
{
int progress = 0;
int stepprogress = 0;
// Go for all the sidedefs
foreach (Sidedef sd in General.Map.Map.Sidedefs)
{
// Check upper texture. Also make sure not to return a false
// positive if the sector on the other side has the ceiling
// set to be sky
if (sd.HighRequired() && sd.HighTexture[0] == '-')
{
if (sd.Other != null && sd.Other.Sector.CeilTexture != General.Map.Config.SkyFlatName)
{
SubmitResult(new ResultMissingTexture(sd, SidedefPart.Upper));
}
}
// Check middle texture
if (sd.MiddleRequired() && sd.MiddleTexture[0] == '-')
{
SubmitResult(new ResultMissingTexture(sd, SidedefPart.Middle));
}
// Check lower texture. Also make sure not to return a false
// positive if the sector on the other side has the floor
// set to be sky
if (sd.LowRequired() && sd.LowTexture[0] == '-')
{
if (sd.Other != null && sd.Other.Sector.FloorTexture != General.Map.Config.SkyFlatName)
{
SubmitResult(new ResultMissingTexture(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
}
}