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Add xmldoc and rename methods in IPositionSnapProvider
for legibility
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@ -486,7 +486,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Vector2 originalPosition = movementBlueprintOriginalPositions[i];
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var testPosition = originalPosition + distanceTravelled;
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var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
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var positionalResult = snapProvider.FindSnappedPosition(testPosition);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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@ -505,7 +505,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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// Retrieve a snapped position.
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(movePosition);
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var result = snapProvider?.FindSnappedPositionAndTime(movePosition);
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if (result == null)
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{
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@ -214,7 +214,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void updatePlacementPosition()
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{
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var snapResult = Composer.SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position);
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var snapResult = Composer.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position);
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// if no time was found from positional snapping, we should still quantize to the beat.
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snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null);
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@ -307,10 +307,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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/// </summary>
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public double VisibleRange => track.Length / Zoom;
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public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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public SnapResult FindSnappedPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) =>
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public SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));
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private double getTimeFromPosition(Vector2 localPosition) =>
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@ -382,7 +382,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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OnDragHandled?.Invoke(e);
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if (timeline.SnapScreenSpacePositionToValidTime(e.ScreenSpaceMousePosition).Time is double time)
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if (timeline.FindSnappedPositionAndTime(e.ScreenSpaceMousePosition).Time is double time)
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{
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switch (hitObject)
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{
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