mirror of
https://github.com/ppy/osu
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84 lines
3.7 KiB
C#
84 lines
3.7 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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using System;
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using System.Collections.Generic;
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using System.IO;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osu.Game.Storyboards;
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namespace osu.Game.Beatmaps
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{
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public interface IWorkingBeatmap
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{
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/// <summary>
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/// Retrieves the <see cref="IBeatmap"/> which this <see cref="WorkingBeatmap"/> represents.
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/// </summary>
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IBeatmap Beatmap { get; }
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/// <summary>
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/// Retrieves the background for this <see cref="WorkingBeatmap"/>.
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/// </summary>
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Texture Background { get; }
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/// <summary>
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/// Retrieves the <see cref="Waveform"/> for the <see cref="Track"/> of this <see cref="WorkingBeatmap"/>.
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/// </summary>
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Waveform Waveform { get; }
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/// <summary>
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/// Retrieves the <see cref="Storyboard"/> which this <see cref="WorkingBeatmap"/> provides.
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/// </summary>
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Storyboard Storyboard { get; }
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/// <summary>
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/// Retrieves the <see cref="Skin"/> which this <see cref="WorkingBeatmap"/> provides.
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/// </summary>
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ISkin Skin { get; }
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/// <summary>
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/// Retrieves the <see cref="Track"/> which this <see cref="WorkingBeatmap"/> has loaded.
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/// </summary>
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Track Track { get; }
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/// <summary>
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/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
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/// <para>
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/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
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/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
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/// </para>
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/// </summary>
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/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
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/// <param name="mods">The <see cref="Mod"/>s to apply to the <see cref="IBeatmap"/>.</param>
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/// <param name="timeout">The maximum length in milliseconds to wait for load to complete. Defaults to 10,000ms.</param>
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/// <returns>The converted <see cref="IBeatmap"/>.</returns>
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/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
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IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null, TimeSpan? timeout = null);
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/// <summary>
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/// Load a new audio track instance for this beatmap. This should be called once before accessing <see cref="Track"/>.
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/// The caller of this method is responsible for the lifetime of the track.
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/// </summary>
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/// <remarks>
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/// In a standard game context, the loading of the track is managed solely by MusicController, which will
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/// automatically load the track of the current global IBindable WorkingBeatmap.
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/// As such, this method should only be called in very special scenarios, such as external tests or apps which are
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/// outside of the game context.
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/// </remarks>
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/// <returns>A fresh track instance, which will also be available via <see cref="Track"/>.</returns>
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Track LoadTrack();
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/// <summary>
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/// Returns the stream of the file from the given storage path.
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/// </summary>
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/// <param name="storagePath">The storage path to the file.</param>
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Stream GetStream(string storagePath);
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}
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}
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