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Created January 7, 2014 20:39
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A snap to grid constraint implementation for the good old Object Handles v2.0 open-source framework.
/**
* Latest information on this project can be found at http://www.rogue-development.com/objectHandles.html
*
* Copyright (c) 2009 Marc Hughes
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the Software
* is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* See README for more information.
*
**/
package com.roguedevelopment.objecthandles.constraints
{
import com.roguedevelopment.objecthandles.DragGeometry;
import com.roguedevelopment.objecthandles.IConstraint;
/**
* This is a constraint that makes an object snap to a certain grid space.
* This can be turned on and off.
*
**/
public class SnapToGridConstraint implements IConstraint
{
public var gridSpaceX:int = 50;
public var gridSpaceY:int = 50;
public var enabled : Boolean = true;
public function applyConstraint( original:DragGeometry, translation:DragGeometry, resizeHandleRole:uint ) : void
{
// Both are required for the logic to work
if(!original || !translation || !enabled) return;
//Reset back onto grid if the original object has been moved with the snapping disabled.
if(Math.round(original.x)%gridSpaceX != 0)
original.x = Math.round( original.x ) - Math.round( original.x )%gridSpaceX;
if(Math.round(original.y)%gridSpaceY != 0)
original.y = Math.round( original.y ) - Math.round( original.y )%gridSpaceY;
translation.x = Math.round( translation.x - (translation.x%gridSpaceX) );
translation.y = Math.round( translation.y - (translation.y%gridSpaceY) );
}
}
}
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