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