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);
}
}