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Change snapping to be screen space coordinate based
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@ -49,7 +49,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
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[Resolved(canBeNull: true)]
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private IDistanceSnapProvider snapProvider { get; set; }
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private IPositionSnapProvider snapProvider { get; set; }
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protected BlueprintContainer()
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{
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@ -326,7 +326,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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foreach (var blueprint in SelectionBlueprints)
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{
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if (blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.SelectionPoint))
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if (blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.ScreenSpaceSelectionPoint))
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blueprint.Select();
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else
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blueprint.Deselect();
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@ -384,7 +384,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
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movementBlueprint = selectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
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movementBlueprintOriginalPosition = movementBlueprint.SelectionPoint; // todo: unsure if correct
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movementBlueprintOriginalPosition = movementBlueprint.ScreenSpaceSelectionPoint; // todo: unsure if correct
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}
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/// <summary>
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@ -405,7 +405,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Vector2 movePosition = movementBlueprintOriginalPosition.Value + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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// Retrieve a snapped position.
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(Vector2 snappedPosition, double snappedTime) = snapProvider.GetSnappedPosition(ToLocalSpace(movePosition), draggedObject.StartTime);
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(Vector2 snappedPosition, double snappedTime) = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
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// Move the hitobjects.
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if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, ToScreenSpace(snappedPosition))))
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