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Rework beatmap post-processing into HitRenderer.
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27
osu.Game/Beatmaps/IBeatmapProcessor.cs
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27
osu.Game/Beatmaps/IBeatmapProcessor.cs
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using osu.Game.Modes.Objects;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Processes a post-converted Beatmap.
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/// </summary>
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/// <typeparam name="T">The type of HitObject contained in the Beatmap.</typeparam>
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public interface IBeatmapProcessor<T>
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where T : HitObject
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{
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/// <summary>
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/// Sets default values for a HitObject.
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/// </summary>
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/// <param name="hitObject">The HitObject to set default values for.</param>
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void SetDefaults(T hitObject);
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/// <summary>
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/// Post-processes a Beatmap to add mode-specific components that aren't added during conversion.
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/// <para>
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/// An example of such a usage is for combo colours.
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/// </para>
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/// </summary>
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/// <param name="beatmap">The Beatmap to process.</param>
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void PostProcess(Beatmap<T> beatmap);
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}
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}
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