UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckUnknownTextures.cs
codeimp f8aea7cbc4 Added error check for unknown flat names.
@ Some fixes in default texture/flat determination and added nicer functions to check if texture/flat exists.
2010-08-12 09:01:22 +00:00

110 lines
2.9 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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Config;
using System.Threading;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ErrorChecker("Check unknown textures", true, 60)]
public class CheckUnknownTextures : ErrorChecker
{
#region ================== Constants
private int PROGRESS_STEP = 1000;
#endregion
#region ================== Constructor / Destructor
// Constructor
public CheckUnknownTextures()
{
// 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.HighTexture.Length < 1) || (sd.HighTexture[0] != '-')))
{
if(!General.Map.Data.GetTextureExists(sd.LongHighTexture))
SubmitResult(new ResultUnknownTexture(sd, SidedefPart.Upper));
}
// Check middle texture
if(sd.MiddleRequired() && ((sd.MiddleTexture.Length < 1) || (sd.MiddleTexture[0] != '-')))
{
if(!General.Map.Data.GetTextureExists(sd.LongMiddleTexture))
SubmitResult(new ResultUnknownTexture(sd, SidedefPart.Middle));
}
// Check lower texture
if(sd.LowRequired() && ((sd.LowTexture.Length < 1) || (sd.LowTexture[0] != '-')))
{
if(!General.Map.Data.GetTextureExists(sd.LongLowTexture))
SubmitResult(new ResultUnknownTexture(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
}
}