UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/ResultSectorUnclosed.cs
2014-09-12 21:08:11 +00:00

86 lines
2.3 KiB
C#

#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.Generic;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public class ResultSectorUnclosed : ErrorResult
{
#region ================== Variables
private readonly Sector sector;
private readonly List<Vertex> vertices;
private readonly int index;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Destructor
// Constructor
public ResultSectorUnclosed(Sector s, List<Vertex> v)
{
// Initialize
sector = s;
vertices = new List<Vertex>(v);
viewobjects.Add(s);
hidden = s.IgnoredErrorChecks.Contains(this.GetType()); //mxd
foreach(Vertex vv in v) this.viewobjects.Add(vv);
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.";
index = s.Index;
}
#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) sector.IgnoredErrorChecks.Add(t);
else if(sector.IgnoredErrorChecks.Contains(t)) sector.IgnoredErrorChecks.Remove(t);
}
// This must return the string that is displayed in the listbox
public override string ToString()
{
return "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
}
}