#region ================== Namespaces using System; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder.BuilderModes { public class ResultTexturesMisaligned : ErrorResult { #region ================== Variables private readonly Sidedef side1; private readonly Sidedef side2; private readonly string texturename; #endregion #region ================== Properties public override int Buttons { get { return 0; } } #endregion #region ================== Constructor / Destructor public ResultTexturesMisaligned(Sidedef side1, Sidedef side2, string texturename) { // Initialize this.side1 = side1; this.side2 = side2; this.texturename = texturename; viewobjects.Add(side1.Line); viewobjects.Add(side2.Line); hidden = (side1.IgnoredErrorChecks.Contains(this.GetType()) && side2.IgnoredErrorChecks.Contains(this.GetType())); description = "Textures are not aligned on given sidedefs. Some players may not like that."; } #endregion #region ================== Methods // This sets if this result is displayed in ErrorCheckForm (mxd) internal override void Hide(bool hide) { hidden = hide; Type t = this.GetType(); if (hide) { side1.IgnoredErrorChecks.Add(t); side2.IgnoredErrorChecks.Add(t); } else { if(side1.IgnoredErrorChecks.Contains(t)) side1.IgnoredErrorChecks.Remove(t); if(side2.IgnoredErrorChecks.Contains(t)) side2.IgnoredErrorChecks.Remove(t); } } // This must return the string that is displayed in the listbox public override string ToString() { return "Texture '" + texturename + "' is not aligned on linedefs " + side1.Line.Index + " (" + (side1.IsFront ? "front" : "back") + ") and " + side2.Line.Index + " (" + (side2.IsFront ? "front" : "back") + ")"; } // Rendering public override void PlotSelection(IRenderer2D renderer) { renderer.PlotLinedef(side1.Line, General.Colors.Selection); renderer.PlotLinedef(side2.Line, General.Colors.Selection); renderer.PlotVertex(side1.Line.Start, ColorCollection.VERTICES); renderer.PlotVertex(side1.Line.End, ColorCollection.VERTICES); renderer.PlotVertex(side2.Line.Start, ColorCollection.VERTICES); renderer.PlotVertex(side2.Line.End, ColorCollection.VERTICES); } #endregion } }