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Update IPositionalSnapProvider
to take a HitObject
as reference, rather than raw time
This allows fetching the correct `DifficultyControlPoint` from the hitobject. Nothing more.
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@ -7,6 +7,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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@ -81,7 +82,7 @@ namespace osu.Game.Tests.Visual.Editing
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public new float DistanceSpacing => base.DistanceSpacing;
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public TestDistanceSnapGrid(double? endTime = null)
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: base(grid_position, 0, endTime)
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: base(new HitObject(), grid_position, 0, endTime)
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{
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}
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@ -158,15 +159,15 @@ namespace osu.Game.Tests.Visual.Editing
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, 0);
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public float GetBeatSnapDistanceAt(double referenceTime) => 10;
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public float GetBeatSnapDistanceAt(HitObject referenceObject) => 10;
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public float DurationToDistance(double referenceTime, double duration) => (float)duration;
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public float DurationToDistance(HitObject referenceObject, double duration) => (float)duration;
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public double DistanceToDuration(double referenceTime, float distance) => distance;
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public double DistanceToDuration(HitObject referenceObject, float distance) => distance;
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public double GetSnappedDurationFromDistance(double referenceTime, float distance) => 0;
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public double GetSnappedDurationFromDistance(HitObject referenceObject, float distance) => 0;
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public float GetSnappedDistanceFromDistance(double referenceTime, float distance) => 0;
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public float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance) => 0;
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}
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}
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}
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