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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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7faf6bc13e
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 ("-").
68 lines
1.5 KiB
C#
68 lines
1.5 KiB
C#
#region ================== Namespaces
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using CodeImp.DoomBuilder.Map;
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using System.Threading;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ErrorChecker("Check unused textures", true, 60)]
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public class CheckUnusedTextures : ErrorChecker
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{
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#region ================== Constants
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private int PROGRESS_STEP = 1000;
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public CheckUnusedTextures()
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{
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// Total progress is done when all lines are checked
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SetTotalProgress(General.Map.Map.Sidedefs.Count / PROGRESS_STEP);
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}
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#endregion
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#region ================== Methods
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// This runs the check
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public override void Run()
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{
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int progress = 0;
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int stepprogress = 0;
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// Go for all the sidedefs
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foreach(Sidedef sd in General.Map.Map.Sidedefs)
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{
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// Check upper texture
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if(!sd.HighRequired() && sd.LongHighTexture != MapSet.EmptyLongName)
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{
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SubmitResult(new ResultUnusedTexture(sd, SidedefPart.Upper));
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}
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// Check lower texture
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if(!sd.LowRequired() && sd.LongLowTexture != MapSet.EmptyLongName)
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{
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SubmitResult(new ResultUnusedTexture(sd, SidedefPart.Lower));
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}
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// Handle thread interruption
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try { Thread.Sleep(0); }
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catch(ThreadInterruptedException) { return; }
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// We are making progress!
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if((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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}
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}
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#endregion
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}
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}
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