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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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86 lines
2.3 KiB
C#
Executable file
86 lines
2.3 KiB
C#
Executable file
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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public class ResultSectorUnclosed : ErrorResult
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{
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#region ================== Variables
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private readonly Sector sector;
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private readonly List<Vertex> vertices;
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private readonly int index;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public ResultSectorUnclosed(Sector s, List<Vertex> v)
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{
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// Initialize
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sector = s;
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vertices = new List<Vertex>(v);
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viewobjects.Add(s);
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hidden = s.IgnoredErrorChecks.Contains(this.GetType()); //mxd
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foreach(Vertex vv in v) this.viewobjects.Add(vv);
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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.";
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index = s.Index;
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}
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#endregion
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#region ================== Methods
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// This sets if this result is displayed in ErrorCheckForm (mxd)
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internal override void Hide(bool hide)
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{
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hidden = hide;
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Type t = this.GetType();
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if(hide) sector.IgnoredErrorChecks.Add(t);
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else if(sector.IgnoredErrorChecks.Contains(t)) sector.IgnoredErrorChecks.Remove(t);
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}
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// This must return the string that is displayed in the listbox
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public override string ToString()
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{
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return "Sector " + index + " is not closed";
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}
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// Rendering
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public override void PlotSelection(IRenderer2D renderer)
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{
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renderer.PlotSector(sector, General.Colors.Selection);
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foreach(Vertex v in vertices)
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renderer.PlotVertex(v, ColorCollection.SELECTION);
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}
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#endregion
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}
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}
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