Make all objects in selection candidates for spatial snapping

Closes #10898.
This commit is contained in:
Dean Herbert
2020-11-24 17:14:39 +09:00
parent 5d65665b42
commit c9a41f9dae
8 changed files with 64 additions and 10 deletions

View File

@ -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();
}
/// <summary>
@ -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;