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raw | patch | inline | side by side (parent: 4da631a)
author | Diederik van Lierop <mailat-signdiedenrezidotnl> | |
Sat, 25 Sep 2010 09:04:23 +0000 (11:04 +0200) | ||
committer | Diederik van Lierop <mailat-signdiedenrezidotnl> | |
Sat, 25 Sep 2010 09:04:23 +0000 (11:04 +0200) |
src/ui/tool/node.cpp | patch | blob | history |
diff --git a/src/ui/tool/node.cpp b/src/ui/tool/node.cpp
index 1070e4bc38d6deb0df3700b0520b406a4e972a9e..575a2f59ee93c750b7f110ba27a9397e065c223b 100644 (file)
--- a/src/ui/tool/node.cpp
+++ b/src/ui/tool/node.cpp
{
// For a note on how snapping is implemented in Inkscape, see snap.h.
SnapManager &sm = _desktop->namedview->snap_manager;
+ // even if we won't really snap, we might still call the one of the
+ // constrainedSnap() methods to enforce the constraints, so we need
+ // to setup the snapmanager anyway; this is also required for someSnapperMightSnap()
+ sm.setup(_desktop);
bool snap = sm.someSnapperMightSnap();
+
Inkscape::SnappedPoint sp;
std::vector<Inkscape::SnapCandidatePoint> unselected;
if (snap) {
}
}
sm.setupIgnoreSelection(_desktop, true, &unselected);
- } else {
- // even if we won't really snap, we might still call the one of the
- // constrainedSnap() methods to enforce the constraints, so we need
- // to setup the snapmanager anyway
- sm.setup(_desktop);
}
if (held_control(*event)) {