mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 13:47:24 +08:00
140 lines
6.7 KiB
C#
140 lines
6.7 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.
|
|
|
|
#nullable disable
|
|
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Threading;
|
|
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
|
|
{
|
|
/// <summary>
|
|
/// 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})"/>.
|
|
/// </summary>
|
|
public interface IWorkingBeatmap
|
|
{
|
|
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; }
|
|
|
|
/// <summary>
|
|
/// Retrieves the <see cref="IBeatmap"/> which this <see cref="IWorkingBeatmap"/> represents.
|
|
/// </summary>
|
|
IBeatmap Beatmap { get; }
|
|
|
|
/// <summary>
|
|
/// Retrieves the background for this <see cref="IWorkingBeatmap"/>.
|
|
/// </summary>
|
|
Texture Background { get; }
|
|
|
|
/// <summary>
|
|
/// Retrieves the <see cref="Waveform"/> for the <see cref="Track"/> of this <see cref="IWorkingBeatmap"/>.
|
|
/// </summary>
|
|
Waveform Waveform { get; }
|
|
|
|
/// <summary>
|
|
/// Retrieves the <see cref="Storyboard"/> which this <see cref="IWorkingBeatmap"/> provides.
|
|
/// </summary>
|
|
Storyboard Storyboard { get; }
|
|
|
|
/// <summary>
|
|
/// Retrieves the <see cref="Skin"/> which this <see cref="IWorkingBeatmap"/> provides.
|
|
/// </summary>
|
|
ISkin Skin { get; }
|
|
|
|
/// <summary>
|
|
/// Retrieves the <see cref="Track"/> which this <see cref="IWorkingBeatmap"/> 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>
|
|
/// <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>
|
|
IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods = null);
|
|
|
|
/// <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="cancellationToken">Cancellation token that cancels the beatmap loading process.</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(IRulesetInfo ruleset, IReadOnlyList<Mod> mods, CancellationToken cancellationToken);
|
|
|
|
/// <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 IWorkingBeatmap.
|
|
/// 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);
|
|
|
|
/// <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>
|
|
void PrepareTrackForPreview(bool looping, double offsetFromPreviewPoint = 0);
|
|
}
|
|
}
|