Snap tiny tokens (0.5x0.5 or smaller) to the corners of the grid squares like it is done in vanilla foundry (fixes #49)
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+16
@@ -7,6 +7,9 @@ export function* zip(it1, it2) {
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}
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export function getSnapPointForToken(x, y, token) {
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
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return new PIXI.Point(x, y);
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}
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if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
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if (token.getFlag("hex-size-support", "borderSize") % 2 === 0) {
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const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
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@@ -16,9 +19,22 @@ export function getSnapPointForToken(x, y, token) {
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return new PIXI.Point(...canvas.grid.getCenter(x, y))
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}
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}
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// Tiny tokens can snap to the cells corners
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if (!canvas.grid.isHex && token.data.width <= 0.5) {
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const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
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const offsetX = x - topLeftX;
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const offsetY = y - topLeftY;
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const subGridWidth = Math.floor(canvas.grid.w / 2);
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const subGridHeight = Math.floor(canvas.grid.h / 2);
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const subGridPosX = Math.floor(offsetX / subGridWidth);
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const subGridPosY = Math.floor(offsetY / subGridHeight);
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return new PIXI.Point(topLeftX + (subGridPosX + 0.5) * subGridWidth, topLeftY + (subGridPosY + 0.5) * subGridHeight);
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}
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// Hex tokens, tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell
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if (canvas.grid.isHex || Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
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return new PIXI.Point(...canvas.grid.getCenter(x, y))
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}
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// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
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const [snappedX, snappedY] = canvas.grid.getCenter(x - canvas.grid.w / 2, y - canvas.grid.h / 2)
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return new PIXI.Point(snappedX + canvas.grid.w / 2, snappedY + canvas.grid.h / 2)
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}
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