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https://git.do.srb2.org/STJr/ZoneBuilder.git
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90 lines
2.2 KiB
C#
90 lines
2.2 KiB
C#
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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 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 unknown textures", false, 60)]
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public class CheckUnknownTextures : ErrorChecker
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{
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#region ================== Constants
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private const 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 CheckUnknownTextures()
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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 && !General.Map.Data.GetTextureExists(sd.LongHighTexture))
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{
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SubmitResult(new ResultUnknownTexture(sd, SidedefPart.Upper));
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}
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// Check middle texture
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if(sd.LongMiddleTexture != MapSet.EmptyLongName && !General.Map.Data.GetTextureExists(sd.LongMiddleTexture))
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{
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SubmitResult(new ResultUnknownTexture(sd, SidedefPart.Middle));
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}
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// Check lower texture
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if(sd.LowRequired() && sd.LongLowTexture != MapSet.EmptyLongName && !General.Map.Data.GetTextureExists(sd.LongLowTexture))
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{
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SubmitResult(new ResultUnknownTexture(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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