// 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 osu.Game.Rulesets; using osu.Game.Rulesets.Objects; namespace osu.Game.Beatmaps { /// <summary> /// Provides functionality to alter a <see cref="IBeatmap"/> after it has been converted. /// </summary> public interface IBeatmapProcessor { /// <summary> /// The <see cref="IBeatmap"/> to process. This should already be converted to the applicable <see cref="Ruleset"/>. /// </summary> IBeatmap Beatmap { get; } /// <summary> /// Processes the converted <see cref="Beatmap"/> prior to <see cref="HitObject.ApplyDefaults"/> being invoked. /// <para> /// Nested <see cref="HitObject"/>s generated during <see cref="HitObject.ApplyDefaults"/> will not be present by this point, /// and no mods will have been applied to the <see cref="HitObject"/>s. /// </para> /// </summary> /// <remarks> /// This can only be used to add alterations to <see cref="HitObject"/>s generated directly through the conversion process. /// </remarks> void PreProcess(); /// <summary> /// Processes the converted <see cref="Beatmap"/> after <see cref="HitObject.ApplyDefaults"/> has been invoked. /// <para> /// Nested <see cref="HitObject"/>s generated during <see cref="HitObject.ApplyDefaults"/> will be present by this point, /// and mods will have been applied to all <see cref="HitObject"/>s. /// </para> /// </summary> /// <remarks> /// This should be used to add alterations to <see cref="HitObject"/>s while they are in their most playable state. /// </remarks> void PostProcess(); } }