mirror of
https://github.com/ppy/osu.git
synced 2024-12-22 13:32:55 +08:00
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.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
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 <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>
|
|
/// Retrieves the <see cref="Track"/> which this <see cref="WorkingBeatmap"/> has loaded.
|
|
/// </summary>
|
|
Track Track { 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);
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// In a standard game context, the loading of the track is managed solely by MusicController, which will
|
|
/// automatically load the track of the current global IBindable WorkingBeatmap.
|
|
/// 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>
|
|
Track LoadTrack();
|
|
|
|
/// <summary>
|
|
/// Returns the stream of the file from the given storage path.
|
|
/// </summary>
|
|
/// <param name="storagePath">The storage path to the file.</param>
|
|
Stream GetStream(string storagePath);
|
|
}
|
|
}
|