UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckUnusedTextures.cs
MaxED 7faf6bc13e Linedef Edit Form, Sector Edit Form: when several map elements with different textures are selected, the "texture stack" icon is shown in the texture selectors instead of the "missing texture" icon.
Error Checker mode: added "Check missing flats" check.
Error Checker mode: fixed several descriptions. 
Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace.
Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled.
Fixed some incorrect checks for missing texture ("-").
2014-03-05 09:21:28 +00:00

68 lines
1.5 KiB
C#

#region ================== Namespaces
using CodeImp.DoomBuilder.Map;
using System.Threading;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ErrorChecker("Check unused textures", true, 60)]
public class CheckUnusedTextures : ErrorChecker
{
#region ================== Constants
private int PROGRESS_STEP = 1000;
#endregion
#region ================== Constructor / Destructor
// Constructor
public CheckUnusedTextures()
{
// 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
if(!sd.HighRequired() && sd.LongHighTexture != MapSet.EmptyLongName)
{
SubmitResult(new ResultUnusedTexture(sd, SidedefPart.Upper));
}
// Check lower texture
if(!sd.LowRequired() && sd.LongLowTexture != MapSet.EmptyLongName)
{
SubmitResult(new ResultUnusedTexture(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
}
}