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Add basic osu! object to object snapping
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@ -15,6 +15,7 @@ using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit.Compose.Components;
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@ -94,6 +95,10 @@ namespace osu.Game.Rulesets.Osu.Edit
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public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
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{
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if (snapToVisibleBlueprints(screenSpacePosition, out var snapResult))
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return snapResult;
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// will be null if distance snap is disabled or not feasible for the current time value.
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if (distanceSnapGrid == null)
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return base.SnapScreenSpacePositionToValidTime(screenSpacePosition);
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@ -102,6 +107,42 @@ namespace osu.Game.Rulesets.Osu.Edit
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return new SnapResult(distanceSnapGrid.ToScreenSpace(pos), time, PlayfieldAtScreenSpacePosition(screenSpacePosition));
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}
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private bool snapToVisibleBlueprints(Vector2 screenSpacePosition, out SnapResult snapResult)
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{
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// check other on-screen objects for snapping/stacking
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var blueprints = BlueprintContainer.SelectionBlueprints.AliveChildren;
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var playfield = PlayfieldAtScreenSpacePosition(screenSpacePosition);
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float snapRadius =
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playfield.GamefieldToScreenSpace(new Vector2(OsuHitObject.OBJECT_RADIUS / 5)).X -
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playfield.GamefieldToScreenSpace(Vector2.Zero).X;
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foreach (var b in blueprints)
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{
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if (b.IsSelected)
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continue;
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var hitObject = b.HitObject;
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Vector2 startPos = ((IHasPosition)hitObject).Position;
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Vector2 objectScreenPos = playfield.GamefieldToScreenSpace(startPos);
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if (Vector2.Distance(objectScreenPos, screenSpacePosition) < snapRadius)
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{
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// bypasses time snapping
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{
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snapResult = new SnapResult(objectScreenPos, null, playfield);
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return true;
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}
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}
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}
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snapResult = null;
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return false;
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}
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private void updateDistanceSnapGrid()
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{
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distanceSnapGridContainer.Clear();
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@ -30,7 +30,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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protected DragBox DragBox { get; private set; }
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protected Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
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public Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
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private SelectionHandler selectionHandler;
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