diff --git a/osu.Game.Rulesets.Mania.Tests/Editor/TestSceneManiaBeatSnapGrid.cs b/osu.Game.Rulesets.Mania.Tests/Editor/TestSceneManiaBeatSnapGrid.cs
index 654b752001..538a51db5f 100644
--- a/osu.Game.Rulesets.Mania.Tests/Editor/TestSceneManiaBeatSnapGrid.cs
+++ b/osu.Game.Rulesets.Mania.Tests/Editor/TestSceneManiaBeatSnapGrid.cs
@@ -96,6 +96,11 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
throw new System.NotImplementedException();
}
+ public override SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition)
+ {
+ throw new System.NotImplementedException();
+ }
+
public override float GetBeatSnapDistanceAt(double referenceTime)
{
throw new System.NotImplementedException();
diff --git a/osu.Game.Rulesets.Osu.Tests/Editor/TestSceneOsuDistanceSnapGrid.cs b/osu.Game.Rulesets.Osu.Tests/Editor/TestSceneOsuDistanceSnapGrid.cs
index 1232369a0b..9af2a99470 100644
--- a/osu.Game.Rulesets.Osu.Tests/Editor/TestSceneOsuDistanceSnapGrid.cs
+++ b/osu.Game.Rulesets.Osu.Tests/Editor/TestSceneOsuDistanceSnapGrid.cs
@@ -174,6 +174,9 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
private class SnapProvider : IPositionSnapProvider
{
+ public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
+ new SnapResult(screenSpacePosition, null);
+
public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, 0);
public float GetBeatSnapDistanceAt(double referenceTime) => (float)beat_length;
diff --git a/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs b/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs
index bfa8ab4431..0490e8b8ce 100644
--- a/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs
+++ b/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs
@@ -105,11 +105,20 @@ namespace osu.Game.Rulesets.Osu.Edit
}
}
- public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
+ public override SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition)
{
if (snapToVisibleBlueprints(screenSpacePosition, out var snapResult))
return snapResult;
+ return new SnapResult(screenSpacePosition, null);
+ }
+
+ public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
+ {
+ var positionSnap = SnapScreenSpacePositionToValidPosition(screenSpacePosition);
+ if (positionSnap.ScreenSpacePosition != screenSpacePosition)
+ return positionSnap;
+
// will be null if distance snap is disabled or not feasible for the current time value.
if (distanceSnapGrid == null)
return base.SnapScreenSpacePositionToValidTime(screenSpacePosition);
diff --git a/osu.Game.Tests/Visual/Editing/TestSceneDistanceSnapGrid.cs b/osu.Game.Tests/Visual/Editing/TestSceneDistanceSnapGrid.cs
index 8190cf5f89..11830ebe35 100644
--- a/osu.Game.Tests/Visual/Editing/TestSceneDistanceSnapGrid.cs
+++ b/osu.Game.Tests/Visual/Editing/TestSceneDistanceSnapGrid.cs
@@ -153,6 +153,9 @@ namespace osu.Game.Tests.Visual.Editing
private class SnapProvider : IPositionSnapProvider
{
+ public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
+ new SnapResult(screenSpacePosition, null);
+
public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, 0);
public float GetBeatSnapDistanceAt(double referenceTime) => 10;
diff --git a/osu.Game/Rulesets/Edit/HitObjectComposer.cs b/osu.Game/Rulesets/Edit/HitObjectComposer.cs
index b90aa6863a..35852f60ea 100644
--- a/osu.Game/Rulesets/Edit/HitObjectComposer.cs
+++ b/osu.Game/Rulesets/Edit/HitObjectComposer.cs
@@ -442,6 +442,9 @@ namespace osu.Game.Rulesets.Edit
public abstract SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
+ public virtual SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
+ new SnapResult(screenSpacePosition, null);
+
public abstract float GetBeatSnapDistanceAt(double referenceTime);
public abstract float DurationToDistance(double referenceTime, double duration);
diff --git a/osu.Game/Rulesets/Edit/IPositionSnapProvider.cs b/osu.Game/Rulesets/Edit/IPositionSnapProvider.cs
index cce631464f..4664f3808c 100644
--- a/osu.Game/Rulesets/Edit/IPositionSnapProvider.cs
+++ b/osu.Game/Rulesets/Edit/IPositionSnapProvider.cs
@@ -8,12 +8,22 @@ namespace osu.Game.Rulesets.Edit
public interface IPositionSnapProvider
{
///
- /// Given a position, find a valid time snap.
+ /// Given a position, find a valid time and position snap.
///
+ ///
+ /// This call should be equivalent to running with any additional logic that can be performed without the time immutability restriction.
+ ///
/// The screen-space position to be snapped.
/// The time and position post-snapping.
SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
+ ///
+ /// Given a position, find a value position snap, restricting time to its input value.
+ ///
+ /// The screen-space position to be snapped.
+ /// The position post-snapping. Time will always be null.
+ SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition);
+
///
/// Retrieves the distance between two points within a timing point that are one beat length apart.
///
diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
index df9cadebfc..e9f5238980 100644
--- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
+++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
@@ -424,7 +424,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
#region Selection Movement
- private Vector2? movementBlueprintOriginalPosition;
+ private Vector2[] movementBlueprintOriginalPositions;
private SelectionBlueprint movementBlueprint;
private bool isDraggingBlueprint;
@@ -442,8 +442,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
return;
// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
- movementBlueprint = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
- movementBlueprintOriginalPosition = movementBlueprint.ScreenSpaceSelectionPoint; // todo: unsure if correct
+ var orderedSelection = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime);
+ movementBlueprint = orderedSelection.First();
+ movementBlueprintOriginalPositions = orderedSelection.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
}
///
@@ -459,12 +460,29 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (snapProvider == null)
return true;
- Debug.Assert(movementBlueprintOriginalPosition != null);
+ Debug.Assert(movementBlueprintOriginalPositions != null);
- HitObject draggedObject = movementBlueprint.HitObject;
+ Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
+
+ // check for positional snap for every object in selection (for things like object-object snapping)
+ for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
+ {
+ var testPosition = movementBlueprintOriginalPositions[i] + distanceTravelled;
+
+ var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
+
+ if (positionalResult.ScreenSpacePosition == testPosition) continue;
+
+ // attempt to move the objects, and abort any time based snapping if we can.
+ if (SelectionHandler.HandleMovement(new MoveSelectionEvent(SelectionHandler.SelectedBlueprints.ElementAt(i), positionalResult.ScreenSpacePosition)))
+ return true;
+ }
+
+ // if no positional snapping could be performed, try unrestricted snapping from the earliest
+ // hitobject in the selection.
// The final movement position, relative to movementBlueprintOriginalPosition.
- Vector2 movePosition = movementBlueprintOriginalPosition.Value + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
+ Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
// Retrieve a snapped position.
var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
@@ -476,7 +494,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (result.Time.HasValue)
{
// Apply the start time at the newly snapped-to position
- double offset = result.Time.Value - draggedObject.StartTime;
+ double offset = result.Time.Value - movementBlueprint.HitObject.StartTime;
foreach (HitObject obj in Beatmap.SelectedHitObjects)
{
@@ -497,7 +515,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (movementBlueprint == null)
return false;
- movementBlueprintOriginalPosition = null;
+ movementBlueprintOriginalPositions = null;
movementBlueprint = null;
return true;
diff --git a/osu.Game/Screens/Edit/Compose/Components/Timeline/Timeline.cs b/osu.Game/Screens/Edit/Compose/Components/Timeline/Timeline.cs
index f6675902fc..20836c0e68 100644
--- a/osu.Game/Screens/Edit/Compose/Components/Timeline/Timeline.cs
+++ b/osu.Game/Screens/Edit/Compose/Components/Timeline/Timeline.cs
@@ -224,6 +224,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
///
public double VisibleRange => track.Length / Zoom;
+ public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
+ new SnapResult(screenSpacePosition, null);
+
public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));