UltimateZoneBuilder/Source/BuilderModes/ErrorChecks/ResultSectorUnclosed.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;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public class ResultSectorUnclosed : ErrorResult
{
#region ================== Variables
private Sector sector;
private List<Vertex> vertices;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Destructor
// Constructor
public ResultSectorUnclosed(Sector s, List<Vertex> v)
{
// Initialize
this.sector = s;
this.vertices = new List<Vertex>(v);
this.viewobjects.Add(s);
foreach(Vertex vv in v) this.viewobjects.Add(vv);
this.description = "This sector is not a closed region and could cause problems with clipping and rendering in the game. The 'leaks' in the sector are indicated by the colored vertices.";
}
#endregion
#region ================== Methods
// This must return the string that is displayed in the listbox
public override string ToString()
{
return "Sector " + sector.Index + " is not closed";
}
// Rendering
public override void PlotSelection(IRenderer2D renderer)
{
renderer.PlotSector(sector, General.Colors.Selection);
foreach(Vertex v in vertices)
renderer.PlotVertex(v, ColorCollection.SELECTION);
}
#endregion
}
}