#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 } }