osu/osu.Game/Beatmaps/IWorkingBeatmap.cs
2020-03-21 20:03:46 +09:00

64 lines
2.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osu.Game.Storyboards;
namespace osu.Game.Beatmaps
{
public interface IWorkingBeatmap
{
/// <summary>
/// Retrieves the <see cref="IBeatmap"/> which this <see cref="WorkingBeatmap"/> represents.
/// </summary>
IBeatmap Beatmap { get; }
/// <summary>
/// Retrieves the background for this <see cref="WorkingBeatmap"/>.
/// </summary>
Texture Background { get; }
/// <summary>
/// Retrieves the audio track for this <see cref="WorkingBeatmap"/>.
/// </summary>
Track Track { get; }
/// <summary>
/// Retrieves the <see cref="Waveform"/> for the <see cref="Track"/> of this <see cref="WorkingBeatmap"/>.
/// </summary>
Waveform Waveform { get; }
/// <summary>
/// Retrieves the <see cref="Storyboard"/> which this <see cref="WorkingBeatmap"/> provides.
/// </summary>
Storyboard Storyboard { get; }
/// <summary>
/// Retrieves the <see cref="Skin"/> which this <see cref="WorkingBeatmap"/> provides.
/// </summary>
ISkin Skin { get; }
/// <summary>
/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
/// <para>
/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
/// </para>
/// </summary>
/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
/// <param name="mods">The <see cref="Mod"/>s to apply to the <see cref="IBeatmap"/>.</param>
/// <param name="timeout">The maximum length in milliseconds to wait for load to complete. Defaults to 10,000ms.</param>
/// <returns>The converted <see cref="IBeatmap"/>.</returns>
/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null, TimeSpan? timeout = null);
}
}