[L2Ork-dev] snap-to-grid

Jonathan Wilkes jon.w.wilkes at gmail.com
Fri Oct 23 14:58:31 EDT 2020


On Fri, Oct 23, 2020 at 8:35 AM Mario Sottile - Marionetas Mey <
mariomey at gmail.com> wrote:

>
> It wouldn't be a problem *if* there were clear visual evidence that the
> objects are indeed connected. Without the GUI offering that clear
> evidence, I don't think it's a good idea. For example, if the user runs
> into a really difficult bug, it requires *moving* those objects around or
> clicking "Tidy up" to confirm the connections.
>
> And I have seen stacked objects where it turned out one of the objects
> wasn't connected. It is similar to perfectly horizontal wires connecting
> objects-- I've seen a Pd Vanilla patch where the connection crosses
> over the inlet of an object that wasn't actually connected. The curved
> wires in Pd-l2ork/Purr Data help somewhat with that, but it should still
> be avoided IMO.
>
> Curved wires gives us a solution! (joke)
>

Honestly, it's not out of the question to make a special case for when the
out coordinates match the in coordinates. :)

Attached is a prototype of the "snap to grid" feature. (The default output
format was mkv-- let me know if you can't read it.)

You can see when I try to position the object at (0, 0) why inkscape allows
free displacement between the gridelines. Otherwise, the user loses
responsiveness when trying to "park" the object at a given snap position.

However, it still seems quite usable without that feature. So if there
aren't any objects I'll go ahead and turn the prototype into a merge
request.

Also note: the editmode grid is offset by five pixels. Now that we have
snapping, I *think* users will want to align the snap points to the
gridlines. So I'll need to change the grid line placement.

-Jonathan


> You are right. Snap to objects is, for the moment, a bad idea.
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