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filter currentEndPointPositions

This commit is contained in:
Wleter 2023-01-17 20:41:49 +01:00
parent 98ffcd33c7
commit b8e6a2d87b

View File

@ -440,7 +440,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
#region Selection Movement
private Vector2[] movementBlueprintOriginalPositions;
private Vector2[] movementBlueprintEndPositions;
private Vector2[] movementBlueprintOriginalEndPositions;
private SelectionBlueprint<T>[] movementBlueprints;
private bool isDraggingBlueprint;
@ -462,7 +462,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint)
.ToArray();
movementBlueprintEndPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint)
movementBlueprintOriginalEndPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint)
.Select(m => m.ScreenSpaceEndPoint)
.ToArray();
@ -476,33 +476,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <returns>Sorted blueprints.</returns>
protected virtual IEnumerable<SelectionBlueprint<T>> SortForMovement(IReadOnlyList<SelectionBlueprint<T>> blueprints) => blueprints;
/// <summary>
/// Check for positional snap for every given positions.
/// </summary>
/// <param name="distanceTraveled">Distance traveled since start of dragging action. </param>
/// <param name="originalPositions">The positions to check for snapping before start of dragging action. </param>
/// <param name="currentPositions">The positions to check for snapping at the current time.</param>
/// <returns>Whether found object to snap to.</returns>
private bool checkSnappingForNearbyObjects(Vector2 distanceTraveled, Vector2[] originalPositions, Vector2[] currentPositions)
{
for (int i = 0; i < originalPositions.Length; i++)
{
Vector2 originalPosition = originalPositions[i];
var testPosition = originalPosition + distanceTraveled;
var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);
if (positionalResult.ScreenSpacePosition == testPosition) continue;
var delta = positionalResult.ScreenSpacePosition - currentPositions[i];
// attempt to move the objects, and abort any time based snapping if we can.
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], delta)))
return true;
}
return false;
}
/// <summary>
/// Moves the current selected blueprints.
/// </summary>
@ -523,8 +496,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (checkSnappingForNearbyObjects(distanceTraveled, movementBlueprintOriginalPositions, currentSelectionPointPositions))
return true;
var currentEndPointPositions = movementBlueprints.Select(m => m.ScreenSpaceEndPoint).ToArray();
if (checkSnappingForNearbyObjects(distanceTraveled, movementBlueprintEndPositions, currentEndPointPositions))
var currentEndPointPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint)
.Select(m => m.ScreenSpaceEndPoint)
.ToArray();
if (checkSnappingForNearbyObjects(distanceTraveled, movementBlueprintOriginalEndPositions, currentEndPointPositions))
return true;
}
@ -545,6 +520,33 @@ namespace osu.Game.Screens.Edit.Compose.Components
return ApplySnapResult(movementBlueprints, result);
}
/// <summary>
/// Check for positional snap for every given positions.
/// </summary>
/// <param name="distanceTraveled">Distance traveled since start of dragging action. </param>
/// <param name="originalPositions">The position of objects before start of dragging action. </param>
/// <param name="currentPositions">The positions of object at the current time.</param>
/// <returns>Whether found object to snap to.</returns>
private bool checkSnappingForNearbyObjects(Vector2 distanceTraveled, Vector2[] originalPositions, Vector2[] currentPositions)
{
for (int i = 0; i < originalPositions.Length; i++)
{
Vector2 originalPosition = originalPositions[i];
var testPosition = originalPosition + distanceTraveled;
var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);
if (positionalResult.ScreenSpacePosition == testPosition) continue;
var delta = positionalResult.ScreenSpacePosition - currentPositions[i];
// attempt to move the objects, and abort any time based snapping if we can.
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], delta)))
return true;
}
return false;
}
protected virtual bool ApplySnapResult(SelectionBlueprint<T>[] blueprints, SnapResult result) =>
SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition - blueprints.First().ScreenSpaceSelectionPoint));