UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/ResultMissingFlat.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

79 lines
2.1 KiB
C#

#region ================== Namespaces
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public class ResultMissingFlat : ErrorResult
{
#region ================== Variables
private Sector sector;
private bool ceiling;
#endregion
#region ================== Properties
public override int Buttons { get { return 1; } }
public override string Button1Text { get { return "Add Default Flat"; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
public ResultMissingFlat(Sector s, bool ceiling)
{
// Initialize
this.sector = s;
this.ceiling = ceiling;
this.viewobjects.Add(s);
string objname = ceiling ? "ceiling" : "floor";
this.description = "This sector's " + objname + " is missing a flat where it is required and could cause a 'Hall Of Mirrors' visual problem in the map. Click the 'Add Default Flat' button to add a flat to the sector.";
}
#endregion
#region ================== Methods
// This must return the string that is displayed in the listbox
public override string ToString()
{
return "Sector " + sector.Index + " has no " + (ceiling ? "ceiling" : "floor") + " flat.";
}
// Rendering
public override void PlotSelection(IRenderer2D renderer)
{
renderer.PlotSector(sector, General.Colors.Selection);
}
//mxd. More rendering
public override void RenderOverlaySelection(IRenderer2D renderer) {
if(!BuilderPlug.Me.UseHighlight) return;
renderer.RenderHighlight(sector.FlatVertices, General.Colors.Selection.WithAlpha(64).ToInt());
}
// Fix by setting default flat
public override bool Button1Click(bool batchMode)
{
if(!batchMode) General.Map.UndoRedo.CreateUndo("Missing flat correction");
General.Settings.FindDefaultDrawSettings();
if(ceiling)
sector.SetCeilTexture(General.Map.Options.DefaultCeilingTexture);
else
sector.SetFloorTexture(General.Map.Options.DefaultFloorTexture);
General.Map.Map.Update();
return true;
}
#endregion
}
}