Snap tiny tokens (0.5x0.5 or smaller) to the corners of the grid squares like it is done in vanilla foundry (fixes #49)

This commit is contained in:
Manuel Vögele
2021-04-01 22:17:25 +02:00
parent 94fe223529
commit 57ed545e30
2 changed files with 17 additions and 0 deletions
+1
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@@ -1,5 +1,6 @@
## In development ## In development
### Bugfixes ### Bugfixes
- Tiny tokens (0.5x0.5 or smaller) now snap to the coners of a square like they do in vanilla foundry ([#49](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/49))
- Fixed a bug that could cause a meausred distance to be wrong when disabling token snapping using the shift key - Fixed a bug that could cause a meausred distance to be wrong when disabling token snapping using the shift key
- Fixed a bug where the highlighted path could have gaps when disabbling token snapping using the shift key - Fixed a bug where the highlighted path could have gaps when disabbling token snapping using the shift key
+16
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@@ -7,6 +7,9 @@ export function* zip(it1, it2) {
} }
export function getSnapPointForToken(x, y, token) { export function getSnapPointForToken(x, y, token) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) { if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
if (token.getFlag("hex-size-support", "borderSize") % 2 === 0) { if (token.getFlag("hex-size-support", "borderSize") % 2 === 0) {
const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid) const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
@@ -16,9 +19,22 @@ export function getSnapPointForToken(x, y, token) {
return new PIXI.Point(...canvas.grid.getCenter(x, y)) return new PIXI.Point(...canvas.grid.getCenter(x, y))
} }
} }
// Tiny tokens can snap to the cells corners
if (!canvas.grid.isHex && token.data.width <= 0.5) {
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
const offsetX = x - topLeftX;
const offsetY = y - topLeftY;
const subGridWidth = Math.floor(canvas.grid.w / 2);
const subGridHeight = Math.floor(canvas.grid.h / 2);
const subGridPosX = Math.floor(offsetX / subGridWidth);
const subGridPosY = Math.floor(offsetY / subGridHeight);
return new PIXI.Point(topLeftX + (subGridPosX + 0.5) * subGridWidth, topLeftY + (subGridPosY + 0.5) * subGridHeight);
}
// 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
if (canvas.grid.isHex || Math.round(token.data.width) % 2 === 1 || token.data.width < 1) { if (canvas.grid.isHex || Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
return new PIXI.Point(...canvas.grid.getCenter(x, y)) return new PIXI.Point(...canvas.grid.getCenter(x, y))
} }
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
const [snappedX, snappedY] = canvas.grid.getCenter(x - canvas.grid.w / 2, y - canvas.grid.h / 2) const [snappedX, snappedY] = canvas.grid.getCenter(x - canvas.grid.w / 2, y - canvas.grid.h / 2)
return new PIXI.Point(snappedX + canvas.grid.w / 2, snappedY + canvas.grid.h / 2) return new PIXI.Point(snappedX + canvas.grid.w / 2, snappedY + canvas.grid.h / 2)
} }