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Allow BlueprintContainer to perform movement without an ISnapProvider

This commit is contained in:
Dean Herbert 2021-04-27 17:41:46 +09:00
parent f2e56bd306
commit eac139ca0e

View File

@ -420,25 +420,25 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (movementBlueprints == null)
return false;
if (snapProvider == null)
return true;
Debug.Assert(movementBlueprintOriginalPositions != null);
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++)
if (snapProvider != null)
{
var testPosition = movementBlueprintOriginalPositions[i] + distanceTravelled;
// 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);
var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
if (positionalResult.ScreenSpacePosition == testPosition) continue;
if (positionalResult.ScreenSpacePosition == testPosition) continue;
// attempt to move the objects, and abort any time based snapping if we can.
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
return true;
// attempt to move the objects, and abort any time based snapping if we can.
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
return true;
}
}
// if no positional snapping could be performed, try unrestricted snapping from the earliest
@ -448,15 +448,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
// Retrieve a snapped position.
var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
var result = snapProvider?.SnapScreenSpacePositionToValidTime(movePosition);
if (result == null)
{
return SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints.First(), movePosition));
}
return ApplySnapResult(movementBlueprints, result);
}
protected virtual bool ApplySnapResult(SelectionBlueprint<T>[] blueprints, SnapResult result)
{
return !SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition));
}
protected virtual bool ApplySnapResult(SelectionBlueprint<T>[] blueprints, SnapResult result) =>
SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition));
/// <summary>
/// Finishes the current movement of selected blueprints.