mirror of https://github.com/ppy/osu
145 lines
6.8 KiB
C#
145 lines
6.8 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 System.Collections.Generic;
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using System.IO;
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using System.Threading;
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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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/// <summary>
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/// A more expensive representation of a beatmap which allows access to various associated resources.
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/// - Access textures and other resources via <see cref="GetStream"/>.
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/// - Access the storyboard via <see cref="Storyboard"/>.
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/// - Access a local skin via <see cref="Skin"/>.
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/// - Access the track via <see cref="LoadTrack"/> (and then <see cref="Track"/> for subsequent accesses).
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/// - Create a playable <see cref="Beatmap"/> via <see cref="GetPlayableBeatmap(osu.Game.Rulesets.IRulesetInfo,System.Collections.Generic.IReadOnlyList{osu.Game.Rulesets.Mods.Mod})"/>.
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/// </summary>
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public interface IWorkingBeatmap
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{
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IBeatmapInfo BeatmapInfo { get; }
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/// <summary>
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/// Whether the Beatmap has finished loading.
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///</summary>
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bool BeatmapLoaded { get; }
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/// <summary>
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/// Whether the Track has finished loading.
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///</summary>
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bool TrackLoaded { get; }
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/// <summary>
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/// Retrieves the <see cref="IBeatmap"/> which this <see cref="IWorkingBeatmap"/> 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="IWorkingBeatmap"/>.
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/// </summary>
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Texture GetBackground();
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/// <summary>
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/// Retrieves a cropped background for this <see cref="IWorkingBeatmap"/> used for display on panels.
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/// </summary>
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Texture GetPanelBackground();
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/// <summary>
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/// Retrieves the <see cref="Waveform"/> for the <see cref="Track"/> of this <see cref="IWorkingBeatmap"/>.
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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="IWorkingBeatmap"/> 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="IWorkingBeatmap"/> 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="IWorkingBeatmap"/> 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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/// <remarks>
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/// By default, the beatmap load process will be interrupted after 10 seconds.
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/// For finer-grained control over the load process, use the
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/// <see cref="GetPlayableBeatmap(osu.Game.Rulesets.IRulesetInfo,System.Collections.Generic.IReadOnlyList{osu.Game.Rulesets.Mods.Mod},System.Threading.CancellationToken)"/>
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/// overload instead.
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/// </remarks>
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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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/// <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(IRulesetInfo ruleset, IReadOnlyList<Mod> mods = null);
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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="cancellationToken">Cancellation token that cancels the beatmap loading process.</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(IRulesetInfo ruleset, IReadOnlyList<Mod> mods, CancellationToken cancellationToken);
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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 IWorkingBeatmap.
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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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/// <summary>
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/// Beings loading the contents of this <see cref="IWorkingBeatmap"/> asynchronously.
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/// </summary>
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void BeginAsyncLoad();
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/// <summary>
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/// Cancels the asynchronous loading of the contents of this <see cref="IWorkingBeatmap"/>.
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/// </summary>
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void CancelAsyncLoad();
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/// <summary>
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/// Reads the correct track restart point from beatmap metadata and sets looping to enabled.
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/// </summary>
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void PrepareTrackForPreview(bool looping, double offsetFromPreviewPoint = 0);
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}
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}
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