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// 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.
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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 ;
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
{
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/// <summary>
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/// A more expensive representation of a beatmap which allows access to various associated resources.
/// - Access textures and other resources via <see cref="GetStream"/>.
/// - Access the storyboard via <see cref="Storyboard"/>.
/// - Access a local skin via <see cref="Skin"/>.
/// - Access the track via <see cref="LoadTrack"/> (and then <see cref="Track"/> for subsequent accesses).
/// - 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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IBeatmapInfo BeatmapInfo { get ; }
/// <summary>
/// Whether the Beatmap has finished loading.
///</summary>
public bool BeatmapLoaded { get ; }
/// <summary>
/// Whether the Track has finished loading.
///</summary>
public 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 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="IWorkingBeatmap"/>.
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/// </summary>
Waveform Waveform { get ; }
/// <summary>
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/// Retrieves the <see cref="Storyboard"/> which this <see cref="IWorkingBeatmap"/> provides.
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/// </summary>
Storyboard Storyboard { get ; }
/// <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>
/// 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>
/// <remarks>
/// By default, the beatmap load process will be interrupted after 10 seconds.
/// For finer-grained control over the load process, use the
/// <see cref="GetPlayableBeatmap(osu.Game.Rulesets.IRulesetInfo,System.Collections.Generic.IReadOnlyList{osu.Game.Rulesets.Mods.Mod},System.Threading.CancellationToken)"/>
/// overload instead.
/// </remarks>
/// <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>
/// <returns>The converted <see cref="IBeatmap"/>.</returns>
/// <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>
/// 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>
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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>
/// <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"/>.
/// The caller of this method is responsible for the lifetime of the track.
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/// </summary>
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/// <remarks>
/// 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
/// outside of the game context.
/// </remarks>
/// <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>
/// Returns the stream of the file from the given storage path.
/// </summary>
/// <param name="storagePath">The storage path to the file.</param>
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Stream GetStream ( string storagePath ) ;
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/// <summary>
/// Beings loading the contents of this <see cref="IWorkingBeatmap"/> asynchronously.
/// </summary>
public void BeginAsyncLoad ( ) ;
/// <summary>
/// Cancels the asynchronous loading of the contents of this <see cref="IWorkingBeatmap"/>.
/// </summary>
public void CancelAsyncLoad ( ) ;
/// <summary>
/// Reads the correct track restart point from beatmap metadata and sets looping to enabled.
/// </summary>
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void PrepareTrackForPreview ( bool looping , double offsetFromPreviewPoint = 0 ) ;
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}
}