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https://github.com/ppy/osu
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46 lines
1.8 KiB
C#
46 lines
1.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Provides functionality to alter a <see cref="IBeatmap"/> after it has been converted.
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/// </summary>
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public interface IBeatmapProcessor
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{
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/// <summary>
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/// The <see cref="IBeatmap"/> to process. This should already be converted to the applicable <see cref="Ruleset"/>.
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/// </summary>
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IBeatmap Beatmap { get; }
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/// <summary>
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/// Processes the converted <see cref="Beatmap"/> prior to <see cref="HitObject.ApplyDefaults"/> being invoked.
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/// <para>
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/// Nested <see cref="HitObject"/>s generated during <see cref="HitObject.ApplyDefaults"/> will not be present by this point,
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/// and no mods will have been applied to the <see cref="HitObject"/>s.
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/// </para>
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/// </summary>
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/// <remarks>
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/// This can only be used to add alterations to <see cref="HitObject"/>s generated directly through the conversion process.
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/// </remarks>
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void PreProcess();
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/// <summary>
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/// Processes the converted <see cref="Beatmap"/> after <see cref="HitObject.ApplyDefaults"/> has been invoked.
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/// <para>
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/// Nested <see cref="HitObject"/>s generated during <see cref="HitObject.ApplyDefaults"/> will be present by this point,
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/// and mods will have been applied to all <see cref="HitObject"/>s.
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/// </para>
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/// </summary>
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/// <remarks>
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/// This should be used to add alterations to <see cref="HitObject"/>s while they are in their most playable state.
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/// </remarks>
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void PostProcess();
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}
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}
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