Define snapping behaviour on a class basis
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- Dominant language
- C++
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Description
I currently have snapping disabled permanently as it's often more a hindrance with my use cases. I use non-aligned to grid tiles mostly for visual stuff.
But for gameplay stuff (like trigger zones, doors, etc...) I use rectangles where I sometimes limit behaviour on a cell size basis (i.e grid) so snapping would be really useful to show on tiled what the zones will actually be in-game.
Combined with the already existing request of being able to snap to the fine grid, this would increase by a significant amount the user-friendliness and versatility of Tiled (for my use cases anyways).
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No files or tests are named. Start by reviewing the existing snapping behavior and the related request for fine-grid snapping, then define how snapping should vary by object class and how gameplay zones differ from visual objects. Done means the behavior and configuration are agreed for both use cases and covered by appropriate tests.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- tooling
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 30/100