
#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 flats", true, 40)]
	public class CheckUnknownFlats : ErrorChecker
	{
		#region ================== Constants
		
		private int PROGRESS_STEP = 1000;
		
		#endregion
		
		#region ================== Constructor / Destructor
		
		// Constructor
		public CheckUnknownFlats()
		{
			// Total progress is done when all sectors are checked
			SetTotalProgress(General.Map.Map.Sectors.Count / PROGRESS_STEP);
		}
		
		#endregion
		
		#region ================== Methods
		
		// This runs the check
		public override void Run()
		{
			int progress = 0;
			int stepprogress = 0;
			
			// Go for all the sectors
			foreach(Sector s in General.Map.Map.Sectors)
			{
				// Check floor texture
				if(!General.Map.Data.GetFlatExists(s.FloorTexture))
					SubmitResult(new ResultUnknownFlat(s, false));

				// Check ceiling texture
				if(!General.Map.Data.GetFlatExists(s.CeilTexture))
					SubmitResult(new ResultUnknownFlat(s, true));
				
				// 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
	}
}
