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using System ;
using System.Collections.Generic ;
using System.ComponentModel ;
using System.Text ;
using System.Runtime.InteropServices ;
using System.IO ;
using System.Diagnostics ;
using FDK ;
using FDK.ExtensionMethods ;
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using System.Linq ;
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namespace TJAPlayer3
{
internal class CConfigIni : INotifyPropertyChanged
{
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private const int MinimumKeyboardSoundLevelIncrement = 1 ;
private const int MaximumKeyboardSoundLevelIncrement = 20 ;
private const int DefaultKeyboardSoundLevelIncrement = 5 ;
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// クラス
#region [ CKeyAssign ]
public class CKeyAssign
{
public class CKeyAssignPad
{
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] HH
{
get
{
return this . padHH_R ;
}
set
{
this . padHH_R = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] R
{
get
{
return this . padHH_R ;
}
set
{
this . padHH_R = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] SD
{
get
{
return this . padSD_G ;
}
set
{
this . padSD_G = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] G
{
get
{
return this . padSD_G ;
}
set
{
this . padSD_G = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] BD
{
get
{
return this . padBD_B ;
}
set
{
this . padBD_B = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] B
{
get
{
return this . padBD_B ;
}
set
{
this . padBD_B = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] HT
{
get
{
return this . padHT_Pick ;
}
set
{
this . padHT_Pick = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Pick
{
get
{
return this . padHT_Pick ;
}
set
{
this . padHT_Pick = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LT
{
get
{
return this . padLT_Wail ;
}
set
{
this . padLT_Wail = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Wail
{
get
{
return this . padLT_Wail ;
}
set
{
this . padLT_Wail = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] FT
{
get
{
return this . padFT_Cancel ;
}
set
{
this . padFT_Cancel = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Cancel
{
get
{
return this . padFT_Cancel ;
}
set
{
this . padFT_Cancel = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] CY
{
get
{
return this . padCY_Decide ;
}
set
{
this . padCY_Decide = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Decide
{
get
{
return this . padCY_Decide ;
}
set
{
this . padCY_Decide = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] HHO
{
get
{
return this . padHHO ;
}
set
{
this . padHHO = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RD
{
get
{
return this . padRD ;
}
set
{
this . padRD = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LC
{
get
{
return this . padLC ;
}
set
{
this . padLC = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LP
{
get
{
return this . padLP ;
}
set
{
this . padLP = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LBD
{
get
{
return this . padLBD ;
}
set
{
this . padLBD = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Capture
{
get
{
return this . padCapture ;
}
set
{
this . padCapture = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftRed
{
get
{
return this . padLRed ;
}
set
{
this . padLRed = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightRed
{
get
{
return this . padRRed ;
}
set
{
this . padRRed = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftBlue
{
get
{
return this . padLBlue ;
}
set
{
this . padLBlue = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightBlue
{
get
{
return this . padRBlue ;
}
set
{
this . padRBlue = value ;
}
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}
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public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftRed2P
{
get
{
return this . padLRed2P ;
}
set
{
this . padLRed2P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightRed2P
{
get
{
return this . padRRed2P ;
}
set
{
this . padRRed2P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftBlue2P
{
get
{
return this . padLBlue2P ;
}
set
{
this . padLBlue2P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightBlue2P
{
get
{
return this . padRBlue2P ;
}
set
{
this . padRBlue2P = value ;
}
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}
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public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftRed3P
{
get
{
return this . padLRed3P ;
}
set
{
this . padLRed3P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightRed3P
{
get
{
return this . padRRed3P ;
}
set
{
this . padRRed3P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftBlue3P
{
get
{
return this . padLBlue3P ;
}
set
{
this . padLBlue3P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightBlue3P
{
get
{
return this . padRBlue3P ;
}
set
{
this . padRBlue3P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftRed4P
{
get
{
return this . padLRed4P ;
}
set
{
this . padLRed4P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightRed4P
{
get
{
return this . padRRed4P ;
}
set
{
this . padRRed4P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftBlue4P
{
get
{
return this . padLBlue4P ;
}
set
{
this . padLBlue4P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightBlue4P
{
get
{
return this . padRBlue4P ;
}
set
{
this . padRBlue4P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftRed5P
{
get
{
return this . padLRed5P ;
}
set
{
this . padLRed5P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightRed5P
{
get
{
return this . padRRed5P ;
}
set
{
this . padRRed5P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftBlue5P
{
get
{
return this . padLBlue5P ;
}
set
{
this . padLBlue5P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightBlue5P
{
get
{
return this . padRBlue5P ;
}
set
{
this . padRBlue5P = value ;
}
}
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public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Clap
{
get
{
return this . padClap ;
}
set
{
this . padClap = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Clap2P
{
get
{
return this . padClap2P ;
}
set
{
this . padClap2P = value ;
}
}
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public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Clap3P
{
get
{
return this . padClap3P ;
}
set
{
this . padClap3P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Clap4P
{
get
{
return this . padClap4P ;
}
set
{
this . padClap4P = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] Clap5P
{
get
{
return this . padClap5P ;
}
set
{
this . padClap5P = value ;
}
}
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public CConfigIni . CKeyAssign . STKEYASSIGN [ ] LeftChange
{
get
{
return this . padLeftChange ;
}
set
{
this . padLeftChange = value ;
}
}
public CConfigIni . CKeyAssign . STKEYASSIGN [ ] RightChange
{
get
{
return this . padRightChange ;
}
set
{
this . padRightChange = value ;
}
}
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public CConfigIni . CKeyAssign . STKEYASSIGN [ ] this [ int index ]
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{
get
{
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switch ( index )
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{
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case ( int ) EKeyConfigPad . HH :
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return this . padHH_R ;
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case ( int ) EKeyConfigPad . SD :
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return this . padSD_G ;
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case ( int ) EKeyConfigPad . BD :
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return this . padBD_B ;
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case ( int ) EKeyConfigPad . HT :
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return this . padHT_Pick ;
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case ( int ) EKeyConfigPad . LT :
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return this . padLT_Wail ;
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case ( int ) EKeyConfigPad . FT :
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return this . padFT_Cancel ;
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case ( int ) EKeyConfigPad . CY :
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return this . padCY_Decide ;
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case ( int ) EKeyConfigPad . HHO :
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return this . padHHO ;
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case ( int ) EKeyConfigPad . RD :
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return this . padRD ;
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case ( int ) EKeyConfigPad . LC :
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return this . padLC ;
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case ( int ) EKeyConfigPad . LP : // #27029 2012.1.4 from
return this . padLP ; //
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case ( int ) EKeyConfigPad . LBD : // #27029 2012.1.4 from
return this . padLBD ; //
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case ( int ) EKeyConfigPad . LRed :
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return this . padLRed ;
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case ( int ) EKeyConfigPad . RRed :
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return this . padRRed ;
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case ( int ) EKeyConfigPad . LBlue :
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return this . padLBlue ;
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case ( int ) EKeyConfigPad . RBlue :
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return this . padRBlue ;
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case ( int ) EKeyConfigPad . LRed2P :
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return this . padLRed2P ;
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case ( int ) EKeyConfigPad . RRed2P :
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return this . padRRed2P ;
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case ( int ) EKeyConfigPad . LBlue2P :
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return this . padLBlue2P ;
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case ( int ) EKeyConfigPad . RBlue2P :
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return this . padRBlue2P ;
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case ( int ) EKeyConfigPad . LRed3P :
return this . padLRed3P ;
case ( int ) EKeyConfigPad . RRed3P :
return this . padRRed3P ;
case ( int ) EKeyConfigPad . LBlue3P :
return this . padLBlue3P ;
case ( int ) EKeyConfigPad . RBlue3P :
return this . padRBlue3P ;
case ( int ) EKeyConfigPad . LRed4P :
return this . padLRed4P ;
case ( int ) EKeyConfigPad . RRed4P :
return this . padRRed4P ;
case ( int ) EKeyConfigPad . LBlue4P :
return this . padLBlue4P ;
case ( int ) EKeyConfigPad . RBlue4P :
return this . padRBlue4P ;
case ( int ) EKeyConfigPad . LRed5P :
return this . padLRed5P ;
case ( int ) EKeyConfigPad . RRed5P :
return this . padRRed5P ;
case ( int ) EKeyConfigPad . LBlue5P :
return this . padLBlue5P ;
case ( int ) EKeyConfigPad . RBlue5P :
return this . padRBlue5P ;
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case ( int ) EKeyConfigPad . Clap :
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return this . padClap ;
case ( int ) EKeyConfigPad . Clap2P :
return this . padClap2P ;
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case ( int ) EKeyConfigPad . Clap3P :
return this . padClap3P ;
case ( int ) EKeyConfigPad . Clap4P :
return this . padClap4P ;
case ( int ) EKeyConfigPad . Clap5P :
return this . padClap5P ;
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case ( int ) EKeyConfigPad . LeftChange :
return this . padLeftChange ;
case ( int ) EKeyConfigPad . RightChange :
return this . padRightChange ;
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case ( int ) EKeyConfigPad . Capture :
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return this . padCapture ;
}
throw new IndexOutOfRangeException ( ) ;
}
set
{
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switch ( index )
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{
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case ( int ) EKeyConfigPad . HH :
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this . padHH_R = value ;
return ;
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case ( int ) EKeyConfigPad . SD :
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this . padSD_G = value ;
return ;
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case ( int ) EKeyConfigPad . BD :
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this . padBD_B = value ;
return ;
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case ( int ) EKeyConfigPad . Pick :
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this . padHT_Pick = value ;
return ;
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case ( int ) EKeyConfigPad . LT :
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this . padLT_Wail = value ;
return ;
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case ( int ) EKeyConfigPad . FT :
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this . padFT_Cancel = value ;
return ;
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case ( int ) EKeyConfigPad . CY :
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this . padCY_Decide = value ;
return ;
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case ( int ) EKeyConfigPad . HHO :
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this . padHHO = value ;
return ;
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case ( int ) EKeyConfigPad . RD :
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this . padRD = value ;
return ;
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case ( int ) EKeyConfigPad . LC :
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this . padLC = value ;
return ;
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case ( int ) EKeyConfigPad . LP :
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this . padLP = value ;
return ;
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case ( int ) EKeyConfigPad . LBD :
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this . padLBD = value ;
return ;
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case ( int ) EKeyConfigPad . LRed :
this . padLRed = value ;
return ;
case ( int ) EKeyConfigPad . RRed :
this . padRRed = value ;
return ;
case ( int ) EKeyConfigPad . LBlue :
this . padLBlue = value ;
return ;
case ( int ) EKeyConfigPad . RBlue :
this . padRBlue = value ;
return ;
case ( int ) EKeyConfigPad . LRed2P :
this . padLRed2P = value ;
return ;
case ( int ) EKeyConfigPad . RRed2P :
this . padRRed2P = value ;
return ;
case ( int ) EKeyConfigPad . LBlue2P :
this . padLBlue2P = value ;
return ;
case ( int ) EKeyConfigPad . RBlue2P :
this . padRBlue2P = value ;
return ;
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case ( int ) EKeyConfigPad . LRed3P :
this . padLRed3P = value ;
return ;
case ( int ) EKeyConfigPad . RRed3P :
this . padRRed3P = value ;
return ;
case ( int ) EKeyConfigPad . LBlue3P :
this . padLBlue3P = value ;
return ;
case ( int ) EKeyConfigPad . RBlue3P :
this . padRBlue3P = value ;
return ;
case ( int ) EKeyConfigPad . LRed4P :
this . padLRed4P = value ;
return ;
case ( int ) EKeyConfigPad . RRed4P :
this . padRRed4P = value ;
return ;
case ( int ) EKeyConfigPad . LBlue4P :
this . padLBlue4P = value ;
return ;
case ( int ) EKeyConfigPad . RBlue4P :
this . padRBlue4P = value ;
return ;
case ( int ) EKeyConfigPad . LRed5P :
this . padLRed5P = value ;
return ;
case ( int ) EKeyConfigPad . RRed5P :
this . padRRed5P = value ;
return ;
case ( int ) EKeyConfigPad . LBlue5P :
this . padLBlue5P = value ;
return ;
case ( int ) EKeyConfigPad . RBlue5P :
this . padRBlue5P = value ;
return ;
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case ( int ) EKeyConfigPad . Clap :
this . padClap = value ;
return ;
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case ( int ) EKeyConfigPad . Clap2P :
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this . padClap2P = value ;
return ;
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case ( int ) EKeyConfigPad . Clap3P :
this . padClap3P = value ;
return ;
case ( int ) EKeyConfigPad . Clap4P :
this . padClap4P = value ;
return ;
case ( int ) EKeyConfigPad . Clap5P :
this . padClap5P = value ;
return ;
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case ( int ) EKeyConfigPad . LeftChange :
this . padLeftChange = value ;
return ;
case ( int ) EKeyConfigPad . RightChange :
this . padRightChange = value ;
return ;
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case ( int ) EKeyConfigPad . Capture :
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this . padCapture = value ;
return ;
}
throw new IndexOutOfRangeException ( ) ;
}
}
#region [ private ]
//-----------------
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padBD_B ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padCY_Decide ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padFT_Cancel ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padHH_R ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padHHO ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padHT_Pick ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLC ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLT_Wail ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRD ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padSD_G ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLP ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLBD ;
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private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLRed ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLBlue ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRRed ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRBlue ;
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private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLRed2P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLBlue2P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRRed2P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRBlue2P ;
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private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLRed3P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLBlue3P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRRed3P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRBlue3P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLRed4P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLBlue4P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRRed4P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRBlue4P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLRed5P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLBlue5P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRRed5P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRBlue5P ;
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private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padClap ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padClap2P ;
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private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padClap3P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padClap4P ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padClap5P ;
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private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padLeftChange ;
private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padRightChange ;
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private CConfigIni . CKeyAssign . STKEYASSIGN [ ] padCapture ;
//-----------------
#endregion
}
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[StructLayout(LayoutKind.Sequential)]
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public struct STKEYASSIGN
{
public E入力デバイス 入 力 デ バ イ ス ;
public int ID ;
public int コ ー ド ;
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public STKEYASSIGN ( E入力デバイス DeviceType , int nID , int nCode )
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{
this . 入 力 デ バ イ ス = DeviceType ;
this . ID = nID ;
this . コ ー ド = nCode ;
}
}
public CKeyAssignPad Bass = new CKeyAssignPad ( ) ;
public CKeyAssignPad Drums = new CKeyAssignPad ( ) ;
public CKeyAssignPad Guitar = new CKeyAssignPad ( ) ;
public CKeyAssignPad Taiko = new CKeyAssignPad ( ) ;
public CKeyAssignPad System = new CKeyAssignPad ( ) ;
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public CKeyAssignPad this [ int index ]
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{
get
{
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switch ( index )
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{
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case ( int ) EKeyConfigPart . DRUMS :
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return this . Drums ;
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case ( int ) EKeyConfigPart . GUITAR :
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return this . Guitar ;
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case ( int ) EKeyConfigPart . BASS :
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return this . Bass ;
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case ( int ) EKeyConfigPart . TAIKO :
return this . Taiko ;
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case ( int ) EKeyConfigPart . SYSTEM :
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return this . System ;
}
throw new IndexOutOfRangeException ( ) ;
}
set
{
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switch ( index )
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{
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case ( int ) EKeyConfigPart . DRUMS :
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this . Drums = value ;
return ;
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case ( int ) EKeyConfigPart . GUITAR :
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this . Guitar = value ;
return ;
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case ( int ) EKeyConfigPart . BASS :
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this . Bass = value ;
return ;
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case ( int ) EKeyConfigPart . TAIKO :
this . Taiko = value ;
return ;
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case ( int ) EKeyConfigPart . SYSTEM :
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this . System = value ;
return ;
}
throw new IndexOutOfRangeException ( ) ;
}
}
}
#endregion
//
public enum ESoundDeviceTypeForConfig
{
ACM = 0 ,
// DirectSound,
ASIO ,
WASAPI_Exclusive ,
WASAPI_Shared ,
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Unknown = 99
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}
// プロパティ
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public class CAIPerformances
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{
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public int nGoodOdds ;
public int nPerfectOdds ;
public int nBadOdds ;
public int nRollSpeed ;
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public int nMineHitOdds ;
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public CAIPerformances ( int po , int go , int bo , int rp , int mho = 0 )
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{
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nGoodOdds = go ;
nPerfectOdds = po ;
nBadOdds = bo ;
nRollSpeed = rp ;
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nMineHitOdds = mho ;
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}
}
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public class CTimingZones
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{
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public int nGoodZone ;
public int nOkZone ;
public int nBadZone ;
public CTimingZones ( int gz , int oz , int bz )
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{
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nGoodZone = gz ;
nOkZone = oz ;
nBadZone = bz ;
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}
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}
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#if false // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化
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//----------------------------------------
public float [ , ] fGaugeFactor = new float [ 5 , 2 ] ;
public float [ ] fDamageLevelFactor = new float [ 3 ] ;
//----------------------------------------
#endif
public int nBGAlpha ;
public bool bAVI有効 ;
public bool bBGA有効 ;
public bool bBGM音を発声する ;
public STDGBVALUE < bool > bHidden ;
public STDGBVALUE < bool > bLeft ;
public STDGBVALUE < bool > bLight ;
public bool bLogDTX詳細ログ出力 ;
public bool bLog曲検索ログ出力 ;
public bool bLog作成解放ログ出力 ;
public STDGBVALUE < bool > bReverse ;
public E判定表示優先度 e判定表示優先度 ;
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public STDGBVALUE < E判定位置 > e判定位置 ; // #33891 2014.6.26 yyagi
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public bool bScoreIniを出力する ;
public bool bDanTowerHide ;
public bool bSTAGEFAILED有効 ;
public STDGBVALUE < bool > bSudden ;
public bool bTight ;
public STDGBVALUE < bool > bGraph ; // #24074 2011.01.23 add ikanick
public bool bWave再生位置自動調整機能有効 ;
public bool bストイックモード ;
public bool bランダムセレクトで子BOXを検索対象とする ;
public bool bログ出力 ;
public bool b演奏情報を表示する ;
public bool b垂直帰線待ちを行う ;
public bool b全画面モード ;
public int n初期ウィンドウ開始位置X ; // #30675 2013.02.04 ikanick add
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public int n初期ウィンドウ開始位置Y ;
public int nウインドウwidth ; // #23510 2010.10.31 yyagi add
public int nウインドウheight ; // #23510 2010.10.31 yyagi add
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public Dictionary < int , string > dicJoystick ;
public Eダークモード eDark ;
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public Eランダムモード [ ] eRandom ;
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public Eダメージレベル eダメージレベル ;
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public CKeyAssign KeyAssign ;
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public int n非フォーカス時スリープms ; // #23568 2010.11.04 ikanick add
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public int nフレーム毎スリープms ; // #xxxxx 2011.11.27 yyagi add
public int n演奏速度 ;
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public bool b演奏速度が一倍速であるとき以外音声を再生しない ;
public int n曲が選択されてからプレビュー音が鳴るまでのウェイトms ;
public int n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms ;
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private bool _applyLoudnessMetadata ;
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public bool ApplyLoudnessMetadata
{
get = > _applyLoudnessMetadata ;
set = > SetProperty ( ref _applyLoudnessMetadata , value , nameof ( ApplyLoudnessMetadata ) ) ;
}
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private double _targetLoudness ;
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public double TargetLoudness
{
get = > _targetLoudness ;
set = > SetProperty ( ref _targetLoudness , value , nameof ( TargetLoudness ) ) ;
}
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private bool _applySongVol ;
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public bool ApplySongVol
{
get = > _applySongVol ;
set = > SetProperty ( ref _applySongVol , value , nameof ( ApplySongVol ) ) ;
}
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private int _soundEffectLevel ;
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public int SoundEffectLevel
{
get = > _soundEffectLevel ;
set = > SetProperty ( ref _soundEffectLevel , value , nameof ( SoundEffectLevel ) ) ;
}
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private int _voiceLevel ;
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public int VoiceLevel
{
get = > _voiceLevel ;
set = > SetProperty ( ref _voiceLevel , value , nameof ( VoiceLevel ) ) ;
}
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private int _songPreviewLevel ;
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public int SongPreviewLevel
{
get = > _songPreviewLevel ;
set = > SetProperty ( ref _songPreviewLevel , value , nameof ( SongPreviewLevel ) ) ;
}
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private int _songPlaybackLevel ;
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public int SongPlaybackLevel
{
get = > _songPlaybackLevel ;
set = > SetProperty ( ref _songPlaybackLevel , value , nameof ( SongPlaybackLevel ) ) ;
}
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private int _keyboardSoundLevelIncrement ;
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public int KeyboardSoundLevelIncrement
{
get = > _keyboardSoundLevelIncrement ;
set = > SetProperty (
ref _keyboardSoundLevelIncrement ,
value . Clamp ( MinimumKeyboardSoundLevelIncrement , MaximumKeyboardSoundLevelIncrement ) ,
nameof ( KeyboardSoundLevelIncrement ) ) ;
}
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public STDGBVALUE < int > n表示可能な最小コンボ数 ;
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public int [ ] nScrollSpeed ;
public int [ ] nTimingZones ;
public EGameType [ ] nGameType ;
public EFunMods [ ] nFunMods ;
public string strDTXManiaのバージョン ;
public string str曲データ検索パス ;
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public string FontName ;
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public string BoxFontName ;
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public bool bBranchGuide ;
public int nScoreMode ;
public int nDefaultCourse ; //2017.01.30 DD デフォルトでカーソルをあわせる難易度
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private int _nPlayerCount ;
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public int nPreviousPlayerCount = 1 ; // Specific usages
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public int nPlayerCount
{
get
{
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if ( bAIBattleMode )
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{
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return 2 ;
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}
else
{
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return _nPlayerCount ;
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}
}
set
{
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_nPlayerCount = value ;
}
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}
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public bool [ ] b太鼓パートAutoPlay = new bool [ 5 ] ;
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public bool bAuto先生の連打 ;
public int nRollsPerSec ;
public int nAILevel ;
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public bool bAIBattleMode = false ;
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public CAIPerformances [ ] apAIPerformances =
{
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new CAIPerformances ( 500 , 400 , 100 , 7 , 200 ) ,
new CAIPerformances ( 650 , 310 , 40 , 8 , 150 ) ,
new CAIPerformances ( 750 , 225 , 25 , 9 , 100 ) ,
new CAIPerformances ( 800 , 180 , 20 , 10 , 70 ) ,
new CAIPerformances ( 850 , 135 , 15 , 12 , 50 ) ,
new CAIPerformances ( 900 , 90 , 10 , 14 , 30 ) ,
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new CAIPerformances ( 920 , 75 , 5 , 16 , 20 ) ,
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new CAIPerformances ( 950 , 49 , 1 , 22 , 10 ) ,
new CAIPerformances ( 975 , 25 , 0 , 26 , 5 ) ,
new CAIPerformances ( 1000 , 0 , 0 , 30 , 0 )
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} ;
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public CTimingZones [ ] tzLevels =
{
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new CTimingZones ( 75 , 108 , 125 ) , // Lv0 (Easy-Normal + "Loose" mod)
new CTimingZones ( 58 , 108 , 125 ) , // Lv1 (Easy-Normal + "Lenient" mod)
new CTimingZones ( 42 , 108 , 125 ) , // Lv2 (Easy-Normal / Tower Ama-kuchi or Hard-Extreme + "Loose" mod)
new CTimingZones ( 42 , 75 , 108 ) , // Lv3 (Hard-Extreme + "Lenient" timing mod or Easy-Normal + "Strict" mod)
new CTimingZones ( 25 , 75 , 108 ) , // Lv4 (Hard-Extreme / Tower Ex Kara-kuchi / Dan or Easy-Normal + "Rigorous" mod)
new CTimingZones ( 25 , 58 , 108 ) , // Lv5 (Hard-Extreme + "Strict" mod (Tatsu))
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new CTimingZones ( 17 , 42 , 108 ) // Lv6 (Hard-Extreme + "Rigorous" mod)
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} ;
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public bool b大音符判定 ;
public int n両手判定の待ち時間 ;
public int nBranchAnime ;
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// I18N choosen language
public string sLang ;
// Song select screen layout type
public int nLayoutType ;
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public bool bJudgeCountDisplay ;
public bool bEnableCountdownTimer ;
// 各画像の表示・非表示設定
public bool ShowChara ;
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public bool ShowDancer ;
public bool ShowRunner ;
public bool ShowFooter ;
public bool ShowMob ;
public bool ShowPuchiChara ; // リザーブ
//
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public EScrollMode eScrollMode = EScrollMode . Normal ;
public bool bスクロールモードを上書き = false ;
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public bool bHispeedRandom ;
public Eステルスモード [ ] eSTEALTH ;
public bool bNoInfo ;
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public int nDefaultSongSort ;
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public int nRecentlyPlayedMax ;
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public EGame eGameMode ;
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public int TokkunSkipMeasures ;
public int TokkunMashInterval ;
public bool bSuperHard = false ;
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public bool bTokkunMode = false ;
public int [ ] bJust = new int [ 5 ] { 0 , 0 , 0 , 0 , 0 } ;
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public int [ ] nHitSounds = new int [ 5 ] { 0 , 0 , 0 , 0 , 0 } ;
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public int [ ] [ ] nPanning = new int [ 5 ] [ ]
{
new int [ 1 ] { 0 } ,
new int [ 2 ] { - 100 , 100 } ,
new int [ 3 ] { - 100 , 0 , 100 } ,
new int [ 4 ] { - 75 , - 25 , 25 , 75 } ,
new int [ 5 ] { - 100 , - 50 , 0 , 50 , 100 } ,
} ;
public string [ ] sSaveFile = new string [ 5 ] { "1P" , "2P" , "3P" , "4P" , "5P" } ;
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public bool bEndingAnime = false ; // 2017.01.27 DD 「また遊んでね」画面の有効/無効オプション追加
public STDGBVALUE < E判定文字表示位置 > 判 定 文 字 表 示 位 置 ;
// public int nハイハット切り捨て下限Velocity;
// public int n切り捨て下限Velocity; // #23857 2010.12.12 yyagi VelocityMin
public int nInputAdjustTimeMs ;
public int nGlobalOffsetMs ;
public STDGBVALUE < int > nJudgeLinePosOffset ; // #31602 2013.6.23 yyagi 判定ライン表示位置のオフセット
public bool bIsAutoResultCapture ; // #25399 2011.6.9 yyagi リザルト画像自動保存機能のON/OFF制御
public int nPoliphonicSounds ; // #28228 2012.5.1 yyagi レーン毎の最大同時発音数
public bool bバッファ入力を行う ;
public bool bIsEnabledSystemMenu ; // #28200 2012.5.1 yyagi System Menuの使用可否切替
public string strSystemSkinSubfolderFullName ; // #28195 2012.5.2 yyagi Skin切替用 System/以下のサブフォルダ名
public bool bConfigIniがないかDTXManiaのバージョンが異なる
{
get
{
return ( ! this . bConfigIniが存在している | | ! TJAPlayer3 . VERSION . Equals ( this . strDTXManiaのバージョン ) ) ;
}
}
public bool bEnterがキー割り当てのどこにも使用されていない
{
get
{
for ( int i = 0 ; i < = ( int ) EKeyConfigPart . SYSTEM ; i + + )
{
for ( int j = 0 ; j < = ( int ) EKeyConfigPad . Capture ; j + + )
{
for ( int k = 0 ; k < 0x10 ; k + + )
{
if ( ( this . KeyAssign [ i ] [ j ] [ k ] . 入 力 デ バ イ ス = = E入力デバイス . キ ー ボ ー ド ) & & ( this . KeyAssign [ i ] [ j ] [ k ] . コ ー ド = = ( int ) SlimDXKeys . Key . Return ) )
{
return false ;
}
}
}
}
return true ;
}
}
public bool bウィンドウモード
{
get
{
return ! this . b全画面モード ;
}
set
{
this . b全画面モード = ! value ;
}
}
public bool b演奏情報を表示しない
{
get
{
return ! this . b演奏情報を表示する ;
}
set
{
this . b演奏情報を表示する = ! value ;
}
}
public int n背景の透過度
{
get
{
return this . nBGAlpha ;
}
set
{
if ( value < 0 )
{
this . nBGAlpha = 0 ;
}
else if ( value > 0xff )
{
this . nBGAlpha = 0xff ;
}
else
{
this . nBGAlpha = value ;
}
}
}
public int nRisky ; // #23559 2011.6.20 yyagi Riskyでの残ミス数。0で閉店
public bool bIsAllowedDoubleClickFullscreen ; // #26752 2011.11.27 yyagi ダブルクリックしてもフルスクリーンに移行しない
public STAUTOPLAY bAutoPlay ;
public int nSoundDeviceType ; // #24820 2012.12.23 yyagi 出力サウンドデバイス(0=ACM(にしたいが設計がきつそうならDirectShow), 1=ASIO, 2=WASAPI)
public int nWASAPIBufferSizeMs ; // #24820 2013.1.15 yyagi WASAPIのバッファサイズ
// public int nASIOBufferSizeMs; // #24820 2012.12.28 yyagi ASIOのバッファサイズ
public int nASIODevice ; // #24820 2013.1.17 yyagi ASIOデバイス
public bool bUseOSTimer ; // #33689 2014.6.6 yyagi 演奏タイマーの種類
public bool bDynamicBassMixerManagement ; // #24820
public bool bTimeStretch ; // #23664 2013.2.24 yyagi ピッチ変更無しで再生速度を変更するかどうか
public STDGBVALUE < EInvisible > eInvisible ; // #32072 2013.9.20 yyagi チップを非表示にする
public int nDisplayTimesMs , nFadeoutTimeMs ;
public STDGBVALUE < int > nViewerScrollSpeed ;
public bool bViewerVSyncWait ;
public bool bViewerShowDebugStatus ;
public bool bViewerTimeStretch ;
public bool bViewerDrums有効 , bViewerGuitar有効 ;
//public bool bNoMP3Streaming; // 2014.4.14 yyagi; mp3のシーク位置がおかしくなる場合は、これをtrueにすることで、wavにデコードしてからオンメモリ再生する
public int nMasterVolume ;
public bool ShinuchiMode ; // 真打モード
public bool FastRender ; // 事前画像描画モード
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public int MusicPreTimeMs ; // 音源再生前の待機時間ms
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public bool TJAP3FolderMode { get ; private set ; }
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/// <summary>
/// DiscordのRitch Presenceに再生中の.tjaファイルの情報を送信するかどうか。
/// </summary>
public bool SendDiscordPlayingInformation ;
#if false
[StructLayout( LayoutKind.Sequential )]
public struct STAUTOPLAY // C定数のEレーンとindexを一致させること
{
public bool LC ; // 0
public bool HH ; // 1
public bool SD ; // 2
public bool BD ; // 3
public bool HT ; // 4
public bool LT ; // 5
public bool FT ; // 6
public bool CY ; // 7
public bool RD ; // 8
public bool Guitar ; // 9 (not used)
public bool Bass ; // 10 (not used)
public bool GtR ; // 11
public bool GtG ; // 12
public bool GtB ; // 13
public bool GtPick ; // 14
public bool GtW ; // 15
public bool BsR ; // 16
public bool BsG ; // 17
public bool BsB ; // 18
public bool BsPick ; // 19
public bool BsW ; // 20
public bool this [ int index ]
{
get
{
switch ( index )
{
case ( int ) Eレーン . LC :
return this . LC ;
case ( int ) Eレーン . HH :
return this . HH ;
case ( int ) Eレーン . SD :
return this . SD ;
case ( int ) Eレーン . BD :
return this . BD ;
case ( int ) Eレーン . HT :
return this . HT ;
case ( int ) Eレーン . LT :
return this . LT ;
case ( int ) Eレーン . FT :
return this . FT ;
case ( int ) Eレーン . CY :
return this . CY ;
case ( int ) Eレーン . RD :
return this . RD ;
case ( int ) Eレーン . Guitar :
return this . Guitar ;
case ( int ) Eレーン . Bass :
return this . Bass ;
case ( int ) Eレーン . GtR :
return this . GtR ;
case ( int ) Eレーン . GtG :
return this . GtG ;
case ( int ) Eレーン . GtB :
return this . GtB ;
case ( int ) Eレーン . GtPick :
return this . GtPick ;
case ( int ) Eレーン . GtW :
return this . GtW ;
case ( int ) Eレーン . BsR :
return this . BsR ;
case ( int ) Eレーン . BsG :
return this . BsG ;
case ( int ) Eレーン . BsB :
return this . BsB ;
case ( int ) Eレーン . BsPick :
return this . BsPick ;
case ( int ) Eレーン . BsW :
return this . BsW ;
}
throw new IndexOutOfRangeException ( ) ;
}
set
{
switch ( index )
{
case ( int ) Eレーン . LC :
this . LC = value ;
return ;
case ( int ) Eレーン . HH :
this . HH = value ;
return ;
case ( int ) Eレーン . SD :
this . SD = value ;
return ;
case ( int ) Eレーン . BD :
this . BD = value ;
return ;
case ( int ) Eレーン . HT :
this . HT = value ;
return ;
case ( int ) Eレーン . LT :
this . LT = value ;
return ;
case ( int ) Eレーン . FT :
this . FT = value ;
return ;
case ( int ) Eレーン . CY :
this . CY = value ;
return ;
case ( int ) Eレーン . RD :
this . RD = value ;
return ;
case ( int ) Eレーン . Guitar :
this . Guitar = value ;
return ;
case ( int ) Eレーン . Bass :
this . Bass = value ;
return ;
case ( int ) Eレーン . GtR :
this . GtR = value ;
return ;
case ( int ) Eレーン . GtG :
this . GtG = value ;
return ;
case ( int ) Eレーン . GtB :
this . GtB = value ;
return ;
case ( int ) Eレーン . GtPick :
this . GtPick = value ;
return ;
case ( int ) Eレーン . GtW :
this . GtW = value ;
return ;
case ( int ) Eレーン . BsR :
this . BsR = value ;
return ;
case ( int ) Eレーン . BsG :
this . BsG = value ;
return ;
case ( int ) Eレーン . BsB :
this . BsB = value ;
return ;
case ( int ) Eレーン . BsPick :
this . BsPick = value ;
return ;
case ( int ) Eレーン . BsW :
this . BsW = value ;
return ;
}
throw new IndexOutOfRangeException ( ) ;
}
}
}
#endif
#region [ STRANGE ]
public STRANGE nヒット範囲ms ;
[StructLayout( LayoutKind.Sequential )]
public struct STRANGE
{
public int Perfect ;
public int Great ;
public int Good ;
public int Poor ;
public int this [ int index ]
{
get
{
switch ( index )
{
case 0 :
return this . Perfect ;
case 1 :
return this . Great ;
case 2 :
return this . Good ;
case 3 :
return this . Poor ;
}
throw new IndexOutOfRangeException ( ) ;
}
set
{
switch ( index )
{
case 0 :
this . Perfect = value ;
return ;
case 1 :
this . Great = value ;
return ;
case 2 :
this . Good = value ;
return ;
case 3 :
this . Poor = value ;
return ;
}
throw new IndexOutOfRangeException ( ) ;
}
}
}
#endregion
#region [ STLANEVALUE ]
public STLANEVALUE nVelocityMin ;
[StructLayout( LayoutKind.Sequential )]
public struct STLANEVALUE
{
public int LC ;
public int HH ;
public int SD ;
public int BD ;
public int HT ;
public int LT ;
public int FT ;
public int CY ;
public int RD ;
public int LP ;
public int LBD ;
public int Guitar ;
public int Bass ;
public int this [ int index ]
{
get
{
switch ( index )
{
case 0 :
return this . LC ;
case 1 :
return this . HH ;
case 2 :
return this . SD ;
case 3 :
return this . BD ;
case 4 :
return this . HT ;
case 5 :
return this . LT ;
case 6 :
return this . FT ;
case 7 :
return this . CY ;
case 8 :
return this . RD ;
case 9 :
return this . LP ;
case 10 :
return this . LBD ;
case 11 :
return this . Guitar ;
case 12 :
return this . Bass ;
}
throw new IndexOutOfRangeException ( ) ;
}
set
{
switch ( index )
{
case 0 :
this . LC = value ;
return ;
case 1 :
this . HH = value ;
return ;
case 2 :
this . SD = value ;
return ;
case 3 :
this . BD = value ;
return ;
case 4 :
this . HT = value ;
return ;
case 5 :
this . LT = value ;
return ;
case 6 :
this . FT = value ;
return ;
case 7 :
this . CY = value ;
return ;
case 8 :
this . RD = value ;
return ;
case 9 :
this . LP = value ;
return ;
case 10 :
this . LBD = value ;
return ;
case 11 :
this . Guitar = value ;
return ;
case 12 :
this . Bass = value ;
return ;
}
throw new IndexOutOfRangeException ( ) ;
}
}
}
#endregion
#region [ Ver . K追加オプション ]
//--------------------------
//ゲーム内のオプションに加えて、
//システム周りのオプションもこのブロックで記述している。
#region [ Display ]
//--------------------------
public EClipDispType eClipDispType ;
#endregion
#region [ Position ]
public Eレーンタイプ eLaneType ;
public Eミラー eMirror ;
#endregion
#region [ System ]
public bool bDirectShowMode ;
#endregion
//--------------------------
#endregion
// コンストラクタ
public CConfigIni ( )
{
#if false // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化
//----------------------------------------
this . fGaugeFactor [ 0 , 0 ] = 0.004f ;
this . fGaugeFactor [ 0 , 1 ] = 0.006f ;
this . fGaugeFactor [ 1 , 0 ] = 0.002f ;
this . fGaugeFactor [ 1 , 1 ] = 0.003f ;
this . fGaugeFactor [ 2 , 0 ] = 0.000f ;
this . fGaugeFactor [ 2 , 1 ] = 0.000f ;
this . fGaugeFactor [ 3 , 0 ] = - 0.020f ;
this . fGaugeFactor [ 3 , 1 ] = - 0.030f ;
this . fGaugeFactor [ 4 , 0 ] = - 0.050f ;
this . fGaugeFactor [ 4 , 1 ] = - 0.050f ;
this . fDamageLevelFactor [ 0 ] = 0.5f ;
this . fDamageLevelFactor [ 1 ] = 1.0f ;
this . fDamageLevelFactor [ 2 ] = 1.5f ;
//----------------------------------------
#endif
this . strDTXManiaのバージョン = "Unknown" ;
this . str曲データ検索パス = @".\" ;
this . b全画面モード = false ;
this . b垂直帰線待ちを行う = true ;
this . n初期ウィンドウ開始位置X = 0 ; // #30675 2013.02.04 ikanick add
this . n初期ウィンドウ開始位置Y = 0 ;
this . nウインドウwidth = SampleFramework . GameWindowSize . Width ; // #23510 2010.10.31 yyagi add
this . nウインドウheight = SampleFramework . GameWindowSize . Height ; //
this . nフレーム毎スリープms = - 1 ; // #xxxxx 2011.11.27 yyagi add
this . n非フォーカス時スリープms = 1 ; // #23568 2010.11.04 ikanick add
this . _bGuitar有効 = true ;
this . _bDrums有効 = true ;
this . nBGAlpha = 100 ;
this . eダメージレベル = Eダメージレベル . 普 通 ;
this . bSTAGEFAILED有効 = true ;
this . bAVI有効 = false ;
this . bBGA有効 = true ;
this . n曲が選択されてからプレビュー音が鳴るまでのウェイトms = 1000 ;
this . n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms = 100 ;
//this.bWave再生位置自動調整機能有効 = true;
this . bWave再生位置自動調整機能有効 = false ;
this . bBGM音を発声する = true ;
this . bScoreIniを出力する = true ;
this . bDanTowerHide = false ;
this . bランダムセレクトで子BOXを検索対象とする = true ;
this . n表示可能な最小コンボ数 = new STDGBVALUE < int > ( ) ;
this . n表示可能な最小コンボ数 . Drums = 10 ;
this . n表示可能な最小コンボ数 . Guitar = 10 ;
this . n表示可能な最小コンボ数 . Bass = 10 ;
this . n表示可能な最小コンボ数 . Taiko = 10 ;
this . nRollsPerSec = 15 ;
2023-01-24 09:30:22 +01:00
this . nAILevel = 1 ;
this . bAIBattleMode = false ;
this . FontName = "MS UI Gothic" ;
2022-05-26 09:05:18 +02:00
this . BoxFontName = "MS UI Gothic" ;
this . ApplyLoudnessMetadata = true ;
this . bEnableCountdownTimer = true ;
2022-11-07 07:37:57 +01:00
this . sLang = "ja" ;
2022-05-26 09:05:18 +02:00
this . nLayoutType = 1 ;
// 2018-08-28 twopointzero:
// There exists a particular large, well-known, well-curated, and
// regularly-updated collection of content for use with Taiko no
// Tatsujin simulators. A statistical analysis was performed on the
// the integrated loudness and true peak loudness of the thousands
// of songs within this collection as of late August 2018.
//
// The analysis allows us to select a target loudness which
// results in the smallest total amount of loudness adjustment
// applied to the songs of that collection. The selected target
// loudness should result in the least-noticeable average
// adjustment for the most users, assuming their collection is
// similar to the exemplar.
//
// The target loudness which achieves this is -7.4 LUFS.
this . TargetLoudness = - 7.4 ;
this . ApplySongVol = false ;
this . SoundEffectLevel = CSound . DefaultSoundEffectLevel ;
this . VoiceLevel = CSound . DefaultVoiceLevel ;
this . SongPreviewLevel = CSound . DefaultSongPreviewLevel ;
this . SongPlaybackLevel = CSound . DefaultSongPlaybackLevel ;
this . KeyboardSoundLevelIncrement = DefaultKeyboardSoundLevelIncrement ;
this . bログ出力 = true ;
this . bSudden = new STDGBVALUE < bool > ( ) ;
this . bHidden = new STDGBVALUE < bool > ( ) ;
this . bReverse = new STDGBVALUE < bool > ( ) ;
2023-02-15 01:27:05 +01:00
this . eRandom = new Eランダムモード [ 5 ] ;
2022-05-26 09:05:18 +02:00
this . bLight = new STDGBVALUE < bool > ( ) ;
this . bLeft = new STDGBVALUE < bool > ( ) ;
this . e判定位置 = new STDGBVALUE < E判定位置 > ( ) ; // #33891 2014.6.26 yyagi
this . 判 定 文 字 表 示 位 置 = new STDGBVALUE < E判定文字表示位置 > ( ) ;
2023-02-15 01:27:05 +01:00
this . nScrollSpeed = new int [ 5 ] { 9 , 9 , 9 , 9 , 9 } ;
this . nTimingZones = new int [ 5 ] { 2 , 2 , 2 , 2 , 2 } ;
this . nGameType = new EGameType [ 5 ] { EGameType . TAIKO , EGameType . TAIKO , EGameType . TAIKO , EGameType . TAIKO , EGameType . TAIKO } ;
this . nFunMods = new EFunMods [ 5 ] { EFunMods . NONE , EFunMods . NONE , EFunMods . NONE , EFunMods . NONE , EFunMods . NONE } ;
2022-05-26 09:05:18 +02:00
this . nInputAdjustTimeMs = 0 ;
this . nGlobalOffsetMs = 0 ;
this . nJudgeLinePosOffset = new STDGBVALUE < int > ( ) ; // #31602 2013.6.23 yyagi
this . e判定表示優先度 = E判定表示優先度 . Chipより下 ;
for ( int i = 0 ; i < 3 ; i + + )
{
this . bSudden [ i ] = false ;
this . bHidden [ i ] = false ;
this . bReverse [ i ] = false ;
this . bLight [ i ] = false ;
this . bLeft [ i ] = false ;
this . 判 定 文 字 表 示 位 置 [ i ] = E判定文字表示位置 . レ ー ン 上 ;
this . nJudgeLinePosOffset [ i ] = 0 ;
this . eInvisible [ i ] = EInvisible . OFF ;
//this.nViewerScrollSpeed[ i ] = 1;
this . e判定位置 [ i ] = E判定位置 . 標 準 ;
//this.e判定表示優先度[ i ] = E判定表示優先度.Chipより下;
}
2023-02-15 01:27:05 +01:00
for ( int i = 0 ; i < 5 ; i + + )
2022-04-30 13:54:04 +02:00
{
2022-05-22 01:45:53 +02:00
this . eRandom [ i ] = Eランダムモード . OFF ;
2022-04-30 13:54:04 +02:00
this . nScrollSpeed [ i ] = 9 ;
2022-05-01 04:39:37 +02:00
this . nTimingZones [ i ] = 2 ;
2022-05-26 09:05:18 +02:00
}
this . n演奏速度 = 20 ;
this . b演奏速度が一倍速であるとき以外音声を再生しない = false ;
#region [ AutoPlay ]
this . bAutoPlay = new STAUTOPLAY ( ) ;
2023-02-15 01:27:05 +01:00
for ( int i = 0 ; i < 5 ; i + + )
{
this . b太鼓パートAutoPlay [ i ] = false ;
}
2022-05-26 09:05:18 +02:00
this . bAuto先生の連打 = true ;
#endregion
this . nヒット範囲ms = new STRANGE ( ) ;
this . nヒット範囲ms . Perfect = 25 ;
this . nヒット範囲ms . Great = - 1 ; //使用しません。
this . nヒット範囲ms . Good = 75 ;
this . nヒット範囲ms . Poor = 108 ;
this . ConfigIniファイル名 = "" ;
this . dicJoystick = new Dictionary < int , string > ( 10 ) ;
this . tデフォルトのキーアサインに設定する ( ) ;
#region [ velocityMin ]
this . nVelocityMin . LC = 0 ; // #23857 2011.1.31 yyagi VelocityMin
this . nVelocityMin . HH = 20 ;
this . nVelocityMin . SD = 0 ;
this . nVelocityMin . BD = 0 ;
this . nVelocityMin . HT = 0 ;
this . nVelocityMin . LT = 0 ;
this . nVelocityMin . FT = 0 ;
this . nVelocityMin . CY = 0 ;
this . nVelocityMin . RD = 0 ;
this . nVelocityMin . LP = 0 ;
this . nVelocityMin . LBD = 0 ;
#endregion
this . nRisky = 0 ; // #23539 2011.7.26 yyagi RISKYモード
this . bIsAutoResultCapture = false ; // #25399 2011.6.9 yyagi リザルト画像自動保存機能ON/OFF
this . bバッファ入力を行う = true ;
this . bIsAllowedDoubleClickFullscreen = true ; // #26752 2011.11.26 ダブルクリックでのフルスクリーンモード移行を許可
this . nPoliphonicSounds = 4 ; // #28228 2012.5.1 yyagi レーン毎の最大同時発音数
// #24820 2013.1.15 yyagi 初期値を4から2に変更。BASS.net使用時の負荷軽減のため。
// #24820 2013.1.17 yyagi 初期値を4に戻した。動的なミキサー制御がうまく動作しているため。
this . bIsEnabledSystemMenu = true ; // #28200 2012.5.1 yyagi System Menuの利用可否切替(使用可)
this . strSystemSkinSubfolderFullName = "" ; // #28195 2012.5.2 yyagi 使用中のSkinサブフォルダ名
this . bTight = false ; // #29500 2012.9.11 kairera0467 TIGHTモード
#region [ WASAPI / ASIO ]
this . nSoundDeviceType = FDK . COS . bIsVistaOrLater ?
( int ) ESoundDeviceTypeForConfig . WASAPI_Shared : ( int ) ESoundDeviceTypeForConfig . ACM ; // #24820 2012.12.23 yyagi 初期値はACM | #31927 2013.8.25 yyagi OSにより初期値変更
this . nWASAPIBufferSizeMs = 50 ; // #24820 2013.1.15 yyagi 初期値は50(0で自動設定)
this . nASIODevice = 0 ; // #24820 2013.1.17 yyagi
// this.nASIOBufferSizeMs = 0; // #24820 2012.12.25 yyagi 初期値は0(自動設定)
#endregion
this . bUseOSTimer = false ; ; // #33689 2014.6.6 yyagi 初期値はfalse (FDKのタイマー。F R O M 氏考案の独自タイマー)
this . bDynamicBassMixerManagement = true ; //
this . bTimeStretch = false ; // #23664 2013.2.24 yyagi 初期値はfalse (再生速度変更を、ピッチ変更にて行う)
this . nDisplayTimesMs = 3000 ; // #32072 2013.10.24 yyagi Semi-Invisibleでの、チップ再表示期間
this . nFadeoutTimeMs = 2000 ; // #32072 2013.10.24 yyagi Semi-Invisibleでの、チップフェードアウト時間
bViewerVSyncWait = true ;
bViewerShowDebugStatus = true ;
bViewerTimeStretch = false ;
bViewerDrums有効 = true ;
bViewerGuitar有効 = true ;
this . bBranchGuide = false ;
this . nScoreMode = 2 ;
this . nDefaultCourse = ( int ) Difficulty . Edit + 1 ;
this . nBranchAnime = 1 ;
this . b大音符判定 = false ;
this . n両手判定の待ち時間 = 50 ;
this . bJudgeCountDisplay = false ;
ShowChara = true ;
ShowDancer = true ;
ShowRunner = true ;
ShowFooter = true ;
ShowMob = true ;
ShowPuchiChara = true ;
2023-02-15 01:27:05 +01:00
this . eSTEALTH = new Eステルスモード [ 5 ] ;
2022-05-22 01:45:53 +02:00
2023-02-15 01:27:05 +01:00
for ( int i = 0 ; i < 5 ; i + + )
2022-05-26 09:05:18 +02:00
this . eSTEALTH [ i ] = Eステルスモード . OFF ;
this . bNoInfo = false ;
//this.bNoMP3Streaming = false;
this . nMasterVolume = 100 ; // #33700 2014.4.26 yyagi マスターボリュームの設定(WASAPI/ASIO用)
this . bHispeedRandom = false ;
this . nDefaultSongSort = 2 ;
2022-09-27 16:38:10 +02:00
this . nRecentlyPlayedMax = 5 ;
2022-05-26 09:05:18 +02:00
this . eGameMode = EGame . OFF ;
this . TokkunMashInterval = 750 ;
this . bEndingAnime = false ;
this . nPlayerCount = 1 ; //2017.08.18 kairera0467 マルチプレイ対応
ShinuchiMode = true ; // Enable gen-4 score by default
2022-06-11 11:14:09 +02:00
TJAP3FolderMode = false ;
FastRender = true ;
2022-05-26 09:05:18 +02:00
MusicPreTimeMs = 1000 ; // 一秒
SendDiscordPlayingInformation = true ;
#region [ Ver . K追加 ]
this . eLaneType = Eレーンタイプ . TypeA ;
this . bDirectShowMode = false ;
#endregion
}
public CConfigIni ( string iniファイル名 )
: this ( )
{
this . tファイルから読み込み ( iniファイル名 ) ;
}
// メソッド
2022-06-02 09:18:26 +02:00
public void t指定した入力が既にアサイン済みである場合はそれを全削除する ( E入力デバイス DeviceType , int nID , int nCode , EKeyConfigPad pad )
2022-05-26 09:05:18 +02:00
{
2022-06-02 09:18:26 +02:00
var isMenu = pad = = EKeyConfigPad . Decide | | pad = = EKeyConfigPad . RightChange | | pad = = EKeyConfigPad . LeftChange ;
2022-05-26 09:05:18 +02:00
for ( int i = 0 ; i < = ( int ) EKeyConfigPart . SYSTEM ; i + + )
{
for ( int j = 0 ; j < = ( int ) EKeyConfigPad . Capture ; j + + )
{
2022-06-02 09:18:26 +02:00
if ( isMenu ?
( j ! = ( int ) EKeyConfigPad . LeftChange & & j ! = ( int ) EKeyConfigPad . RightChange & &
j ! = ( int ) EKeyConfigPad . Decide ) :
( j = = ( int ) EKeyConfigPad . LeftChange | | j = = ( int ) EKeyConfigPad . RightChange | |
j = = ( int ) EKeyConfigPad . Decide ) ) continue ;
2022-05-26 09:05:18 +02:00
for ( int k = 0 ; k < 0x10 ; k + + )
{
if ( ( ( this . KeyAssign [ i ] [ j ] [ k ] . 入 力 デ バ イ ス = = DeviceType ) & & ( this . KeyAssign [ i ] [ j ] [ k ] . ID = = nID ) ) & & ( this . KeyAssign [ i ] [ j ] [ k ] . コ ー ド = = nCode ) )
{
for ( int m = k ; m < 15 ; m + + )
{
this . KeyAssign [ i ] [ j ] [ m ] = this . KeyAssign [ i ] [ j ] [ m + 1 ] ;
}
this . KeyAssign [ i ] [ j ] [ 15 ] . 入 力 デ バ イ ス = E入力デバイス . 不 明 ;
this . KeyAssign [ i ] [ j ] [ 15 ] . ID = 0 ;
this . KeyAssign [ i ] [ j ] [ 15 ] . コ ー ド = 0 ;
k - - ;
}
}
}
}
}
public void t書き出し ( string iniファイル名 )
{
StreamWriter sw = new StreamWriter ( iniファイル名 , false , Encoding . GetEncoding ( TJAPlayer3 . sEncType ) ) ;
sw . WriteLine ( ";-------------------" ) ;
#region [ System ]
sw . WriteLine ( "[System]" ) ;
sw . WriteLine ( ) ;
#if false // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化
//------------------------------
sw . WriteLine ( "; ライフゲージのパラメータ調整(調整完了後削除予定)" ) ;
sw . WriteLine ( "; GaugeFactorD: ドラムのPerfect, Great,... の回復量(ライフMAXを1.0としたときの値を指定)" ) ;
sw . WriteLine ( "; GaugeFactorG: Gt/BsのPerfect, Great,... の回復量(ライフMAXを1.0としたときの値を指定)" ) ;
sw . WriteLine ( "; DamageFactorD: DamageLevelがSmall, Normal, Largeの時に対するダメージ係数" ) ;
sw . WriteLine ( "GaugeFactorD={0}, {1}, {2}, {3}, {4}" , this . fGaugeFactor [ 0 , 0 ] , this . fGaugeFactor [ 1 , 0 ] , this . fGaugeFactor [ 2 , 0 ] , this . fGaugeFactor [ 3 , 0 ] , this . fGaugeFactor [ 4 , 0 ] ) ;
sw . WriteLine ( "GaugeFactorG={0}, {1}, {2}, {3}, {4}" , this . fGaugeFactor [ 0 , 1 ] , this . fGaugeFactor [ 1 , 1 ] , this . fGaugeFactor [ 2 , 1 ] , this . fGaugeFactor [ 3 , 1 ] , this . fGaugeFactor [ 4 , 1 ] ) ;
sw . WriteLine ( "DamageFactor={0}, {1}, {2}" , this . fDamageLevelFactor [ 0 ] , this . fDamageLevelFactor [ 1 ] , fDamageLevelFactor [ 2 ] ) ;
sw . WriteLine ( ) ;
//------------------------------
#endif
#region [ Version ]
sw . WriteLine ( "; リリースバージョン" ) ;
sw . WriteLine ( "; Release Version." ) ;
sw . WriteLine ( "Version={0}" , TJAPlayer3 . VERSION ) ;
sw . WriteLine ( ) ;
#endregion
#region [ TJAPath ]
sw . WriteLine ( "; 譜面ファイルが格納されているフォルダへのパス。" ) ;
sw . WriteLine ( @"; セミコロン(;)で区切ることにより複数のパスを指定できます。(例: d:\tja\;e:\tja2\) " ) ;
sw . WriteLine ( "; Pathes for TJA data." ) ;
sw . WriteLine ( @"; You can specify many pathes separated with semicolon(;). (e.g. d:\tja\;e:\tja2\)" ) ;
sw . WriteLine ( "TJAPath={0}" , this . str曲データ検索パス ) ;
sw . WriteLine ( ) ;
#endregion
#region [ ス キ ン 関 連 ]
#region [ Skinパスの絶対パス → 相 対 パ ス 変 換 ]
Uri uriRoot = new Uri ( System . IO . Path . Combine ( TJAPlayer3 . strEXEのあるフォルダ , "System" + System . IO . Path . DirectorySeparatorChar ) ) ;
if ( strSystemSkinSubfolderFullName ! = null & & strSystemSkinSubfolderFullName . Length = = 0 )
{
// Config.iniが空の状態でDTXManiaをViewerとして起動_終了すると、strSystemSkinSubfolderFullName が空の状態でここに来る。
// → 初期値として Default/ を設定する。
strSystemSkinSubfolderFullName = System . IO . Path . Combine ( TJAPlayer3 . strEXEのあるフォルダ , "System" + System . IO . Path . DirectorySeparatorChar + "Default" + System . IO . Path . DirectorySeparatorChar ) ;
}
Uri uriPath = new Uri ( System . IO . Path . Combine ( this . strSystemSkinSubfolderFullName , "." + System . IO . Path . DirectorySeparatorChar ) ) ;
string relPath = uriRoot . MakeRelativeUri ( uriPath ) . ToString ( ) ; // 相対パスを取得
relPath = System . Web . HttpUtility . UrlDecode ( relPath ) ; // デコードする
relPath = relPath . Replace ( '/' , System . IO . Path . DirectorySeparatorChar ) ; // 区切り文字が\ではなく/なので置換する
#endregion
sw . WriteLine ( "; 使用するSkinのフォルダ名。" ) ;
sw . WriteLine ( "; 例えば System\\Default\\Graphics\\... などの場合は、SkinPath=.\\Default\\ を指定します。" ) ;
sw . WriteLine ( "; Skin folder path." ) ;
sw . WriteLine ( "; e.g. System\\Default\\Graphics\\... -> Set SkinPath=.\\Default\\" ) ;
sw . WriteLine ( "SkinPath={0}" , relPath ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 事前画像描画機能を使うかどうか。(0: OFF, 1: ON)" ) ;
sw . WriteLine ( "; Use pre-textures render." ) ;
sw . WriteLine ( "{0}={1}" , nameof ( FastRender ) , FastRender ? 1 : 0 ) ;
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sw . WriteLine ( ) ;
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#endregion
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#region [ Language ]
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sw . WriteLine ( "; プレイ中やメニューの表示される言語を変更。" ) ;
sw . WriteLine ( "; Change the displayed language ingame and within the menus." ) ;
sw . WriteLine ( "Lang={0}" , this . sLang ) ;
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sw . WriteLine ( ) ;
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#endregion
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#region [ Layout Type ]
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//this.nLayoutType
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sw . WriteLine ( "; Change the song select screen layout type." ) ;
sw . WriteLine ( "LayoutType={0}" , this . nLayoutType ) ;
sw . WriteLine ( ) ;
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#endregion
#region [ Save Files ]
sw . WriteLine ( "; File paths on the Saves folder." ) ;
sw . WriteLine ( "SaveFileName={0}" , String . Join ( "," , this . sSaveFile ) ) ;
sw . WriteLine ( ) ;
#endregion
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#region [ Window関連 ]
sw . WriteLine ( "; 画面モード(0:ウィンドウ, 1:全画面)" ) ;
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sw . WriteLine ( "; Screen mode. (0:Window, 1:Fullscreen)" ) ;
sw . WriteLine ( "FullScreen={0}" , this . b全画面モード ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; ウインドウモード時の画面幅" ) ; // #23510 2010.10.31 yyagi add
sw . WriteLine ( "; A width size in the window mode." ) ; //
sw . WriteLine ( "WindowWidth={0}" , this . nウインドウwidth ) ; //
sw . WriteLine ( ) ; //
sw . WriteLine ( "; ウインドウモード時の画面高さ" ) ; //
sw . WriteLine ( "; A height size in the window mode." ) ; //
sw . WriteLine ( "WindowHeight={0}" , this . nウインドウheight ) ; //
sw . WriteLine ( ) ; //
sw . WriteLine ( "; ウィンドウモード時の位置X" ) ; // #30675 2013.02.04 ikanick add
sw . WriteLine ( "; X position in the window mode." ) ; //
sw . WriteLine ( "WindowX={0}" , this . n初期ウィンドウ開始位置X ) ; //
sw . WriteLine ( ) ; //
sw . WriteLine ( "; ウィンドウモード時の位置Y" ) ; //
sw . WriteLine ( "; Y position in the window mode." ) ; //
sw . WriteLine ( "WindowY={0}" , this . n初期ウィンドウ開始位置Y ) ; //
sw . WriteLine ( ) ; //
sw . WriteLine ( "; ウインドウをダブルクリックした時にフルスクリーンに移行するか(0:移行しない,1:移行する)" ) ; // #26752 2011.11.27 yyagi
sw . WriteLine ( "; Whether double click to go full screen mode or not.(0:No, 1:Yes)" ) ; //
sw . WriteLine ( "DoubleClickFullScreen={0}" , this . bIsAllowedDoubleClickFullscreen ? 1 : 0 ) ; //
sw . WriteLine ( ) ; //
sw . WriteLine ( "; ALT+SPACEのメニュー表示を抑制するかどうか(0:抑制する 1:抑制しない)" ) ; // #28200 2012.5.1 yyagi
sw . WriteLine ( "; Whether ALT+SPACE menu would be masked or not.(0=masked 1=not masked)" ) ; //
sw . WriteLine ( "EnableSystemMenu={0}" , this . bIsEnabledSystemMenu ? 1 : 0 ) ; //
sw . WriteLine ( ) ; //
sw . WriteLine ( "; 非フォーカス時のsleep値[ms]" ) ; // #23568 2011.11.04 ikanick add
sw . WriteLine ( "; A sleep time[ms] while the window is inactive." ) ; //
sw . WriteLine ( "BackSleep={0}" , this . n非フォーカス時スリープms ) ; // そのまま引用(苦笑)
sw . WriteLine ( ) ; //
#endregion
#region [ フ ォ ン ト ]
sw . WriteLine ( "; フォントレンダリングに使用するフォント名" ) ;
sw . WriteLine ( "; Font name used for font rendering." ) ;
sw . WriteLine ( "FontName={0}" , this . FontName ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; Boxの説明文のフォントレンダリングに使用するフォント名" ) ;
sw . WriteLine ( "; Font name used for font rendering." ) ;
sw . WriteLine ( "BoxFontName={0}" , this . BoxFontName ) ;
sw . WriteLine ( ) ;
#endregion
#region [ フ レ ー ム 処 理 関 連 ( VSync , フ レ ー ム 毎 の sleep ) ]
sw . WriteLine ( "; 垂直帰線同期(0:OFF,1:ON)" ) ;
sw . WriteLine ( "VSyncWait={0}" , this . b垂直帰線待ちを行う ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; フレーム毎のsleep値[ms] (-1でスリープ無し, 0以上で毎フレームスリープ。動画キャプチャ等で活用下さい)" ) ; // #xxxxx 2011.11.27 yyagi add
sw . WriteLine ( "; A sleep time[ms] per frame." ) ; //
sw . WriteLine ( "SleepTimePerFrame={0}" , this . nフレーム毎スリープms ) ; //
sw . WriteLine ( ) ; //
#endregion
#region [ WASAPI / ASIO関連 ]
sw . WriteLine ( "; サウンド出力方式(0=ACM(って今はまだDirectSoundですが), 1=ASIO, 2=WASAPI)" ) ;
sw . WriteLine ( "; WASAPIはVista以降のOSで使用可能。推奨方式はWASAPI。" ) ;
sw . WriteLine ( "; なお、WASAPIが使用不可ならASIOを、ASIOが使用不可ならACMを使用します。" ) ;
sw . WriteLine ( "; Sound device type(0=ACM, 1=ASIO, 2=WASAPI Exclusive, 3=WASAPI Shared)" ) ;
sw . WriteLine ( "; WASAPI can use on Vista or later OSs." ) ;
sw . WriteLine ( "; If WASAPI is not available, DTXMania try to use ASIO. If ASIO can't be used, ACM is used." ) ;
sw . WriteLine ( "SoundDeviceType={0}" , ( int ) this . nSoundDeviceType ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; WASAPI使用時のサウンドバッファサイズ" ) ;
sw . WriteLine ( "; (0=デバイスに設定されている値を使用, 1~ 9999=バッファサイズ(単位:ms)の手動指定" ) ;
sw . WriteLine ( "; WASAPI Sound Buffer Size." ) ;
sw . WriteLine ( "; (0=Use system default buffer size, 1-9999=specify the buffer size(ms) by yourself)" ) ;
sw . WriteLine ( "WASAPIBufferSizeMs={0}" , ( int ) this . nWASAPIBufferSizeMs ) ;
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sw . WriteLine ( ) ;
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sw . WriteLine ( "; ASIO使用時のサウンドデバイス" ) ;
sw . WriteLine ( "; 存在しないデバイスを指定すると、DTXManiaが起動しないことがあります。" ) ;
sw . WriteLine ( "; Sound device used by ASIO." ) ;
sw . WriteLine ( "; Don't specify unconnected device, as the DTXMania may not bootup." ) ;
string [ ] asiodev = CEnumerateAllAsioDevices . GetAllASIODevices ( ) ;
for ( int i = 0 ; i < asiodev . Length ; i + + )
{
sw . WriteLine ( "; {0}: {1}" , i , asiodev [ i ] ) ;
}
sw . WriteLine ( "ASIODevice={0}" , ( int ) this . nASIODevice ) ;
sw . WriteLine ( ) ;
//sw.WriteLine( "; ASIO使用時のサウンドバッファサイズ" );
//sw.WriteLine( "; (0=デバイスに設定されている値を使用, 1~ 9999=バッファサイズ(単位:ms)の手動指定" );
//sw.WriteLine( "; ASIO Sound Buffer Size." );
//sw.WriteLine( "; (0=Use the value specified to the device, 1-9999=specify the buffer size(ms) by yourself)" );
//sw.WriteLine( "ASIOBufferSizeMs={0}", (int) this.nASIOBufferSizeMs );
//sw.WriteLine();
//sw.WriteLine( "; Bass.Mixの制御を動的に行うか否か。" );
//sw.WriteLine( "; ONにすると、ギター曲などチップ音の多い曲も再生できますが、画面が少しがたつきます。" );
//sw.WriteLine( "; (0=行わない, 1=行う)" );
//sw.WriteLine( "DynamicBassMixerManagement={0}", this.bDynamicBassMixerManagement ? 1 : 0 );
//sw.WriteLine();
sw . WriteLine ( "; WASAPI/ASIO時に使用する演奏タイマーの種類" ) ;
sw . WriteLine ( "; Playback timer used for WASAPI/ASIO" ) ;
sw . WriteLine ( "; (0=FDK Timer, 1=System Timer)" ) ;
sw . WriteLine ( "SoundTimerType={0}" , this . bUseOSTimer ? 1 : 0 ) ;
sw . WriteLine ( ) ;
//sw.WriteLine( "; 全体ボリュームの設定" );
//sw.WriteLine( "; (0=無音 ~ 100=最大。WASAPI/ASIO時のみ有効)" );
//sw.WriteLine( "; Master volume settings" );
//sw.WriteLine( "; (0=Silent - 100=Max)" );
//sw.WriteLine( "MasterVolume={0}", this.nMasterVolume );
//sw.WriteLine();
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#endregion
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sw . WriteLine ( "; 背景画像の半透明割合(0:透明~ 255:不透明)" ) ;
sw . WriteLine ( "; Transparency for background image in playing screen.(0:tranaparent - 255:no transparent)" ) ;
sw . WriteLine ( "BGAlpha={0}" , this . nBGAlpha ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; ゲージゼロでSTAGE FAILED (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "StageFailed={0}" , this . bSTAGEFAILED有効 ? 1 : 0 ) ;
sw . WriteLine ( ) ;
#region [ AVI / BGA ]
sw . WriteLine ( "; AVIの表示(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "AVI={0}" , this . bAVI有効 ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; BGAの表示(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "BGA={0}" , this . bBGA有効 ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 動画表示モード( 0:表示しない, 1:背景のみ, 2:窓表示のみ, 3:両方)" ) ;
sw . WriteLine ( "ClipDispType={0}" , ( int ) this . eClipDispType ) ;
sw . WriteLine ( ) ;
#endregion
#region [ プ レ ビ ュ ー 音 ]
sw . WriteLine ( "; 曲選択からプレビュー音の再生までのウェイト[ms]" ) ;
sw . WriteLine ( "PreviewSoundWait={0}" , this . n曲が選択されてからプレビュー音が鳴るまでのウェイトms ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 曲選択からプレビュー画像表示までのウェイト[ms]" ) ;
sw . WriteLine ( "PreviewImageWait={0}" , this . n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms ) ;
sw . WriteLine ( ) ;
#endregion
//sw.WriteLine( "; Waveの再生位置自動補正(0:OFF, 1:ON)" );
//sw.WriteLine( "AdjustWaves={0}", this.bWave再生位置自動調整機能有効 ? 1 : 0 );
#region [ BGM / ド ラ ム ヒ ッ ト 音 の 再 生 ]
sw . WriteLine ( "; BGM の再生(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "BGMSound={0}" , this . bBGM音を発声する ? 1 : 0 ) ;
sw . WriteLine ( ) ;
#endregion
sw . WriteLine ( "; 演奏記録(~.score.ini) の出力 (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "SaveScoreIni={0}" , this . bScoreIniを出力する ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; Hide Dan and Tower charts from the ensou song select screen (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "DanTowerHide={0}" , this . bDanTowerHide ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 最小表示コンボ数" ) ;
sw . WriteLine ( "MinComboDrums={0}" , this . n表示可能な最小コンボ数 . Drums ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; RANDOM SELECT で子BOXを検索対象に含める (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "RandomFromSubBox={0}" , this . bランダムセレクトで子BOXを検索対象とする ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 演奏情報を表示する (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "; Showing playing info on the playing screen. (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "ShowDebugStatus={0}" , this . b演奏情報を表示する ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; BS1770GAIN によるラウドネスメータの測量を適用する (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "; Apply BS1770GAIN loudness metadata (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( ApplyLoudnessMetadata ) , this . ApplyLoudnessMetadata ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( $"; BS1770GAIN によるラウドネスメータの目標値 (0). ({CSound.MinimumLufs}-{CSound.MaximumLufs})" ) ;
sw . WriteLine ( $"; Loudness Target in dB (decibels) relative to full scale (0). ({CSound.MinimumLufs}-{CSound.MaximumLufs})" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( TargetLoudness ) , TargetLoudness ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; .tjaファイルのSONGVOLヘッダを音源の音量に適用する (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "; Apply SONGVOL (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( ApplySongVol ) , this . ApplySongVol ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( $"; 効果音の音量 ({CSound.MinimumGroupLevel}-{CSound.MaximumGroupLevel}%)" ) ;
sw . WriteLine ( $"; Sound effect level ({CSound.MinimumGroupLevel}-{CSound.MaximumGroupLevel}%)" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( SoundEffectLevel ) , SoundEffectLevel ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( $"; 各ボイス、コンボボイスの音量 ({CSound.MinimumGroupLevel}-{CSound.MaximumGroupLevel}%)" ) ;
sw . WriteLine ( $"; Voice level ({CSound.MinimumGroupLevel}-{CSound.MaximumGroupLevel}%)" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( VoiceLevel ) , VoiceLevel ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( $"; 選曲画面のプレビュー時の音量 ({CSound.MinimumGroupLevel}-{CSound.MaximumGroupLevel}%)" ) ;
sw . WriteLine ( $"; Song preview level ({CSound.MinimumGroupLevel}-{CSound.MaximumGroupLevel}%)" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( SongPreviewLevel ) , SongPreviewLevel ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( $"; ゲーム中の音源の音量 ({CSound.MinimumGroupLevel}-{CSound.MaximumGroupLevel}%)" ) ;
sw . WriteLine ( $"; Song playback level ({CSound.MinimumGroupLevel}-{CSound.MaximumGroupLevel}%)" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( SongPlaybackLevel ) , SongPlaybackLevel ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( $"; キーボードによる音量変更の増加量、減少量 ({MinimumKeyboardSoundLevelIncrement}-{MaximumKeyboardSoundLevelIncrement})" ) ;
sw . WriteLine ( $"; Keyboard sound level increment ({MinimumKeyboardSoundLevelIncrement}-{MaximumKeyboardSoundLevelIncrement})" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( KeyboardSoundLevelIncrement ) , KeyboardSoundLevelIncrement ) ;
sw . WriteLine ( $"; 音源再生前の空白時間 (ms)" ) ;
sw . WriteLine ( $"; Blank time before music source to play. (ms)" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( MusicPreTimeMs ) , MusicPreTimeMs ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; ストイックモード(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "; Stoic mode. (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "StoicMode={0}" , this . bストイックモード ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; バッファ入力モード(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "; Using Buffered input (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "BufferedInput={0}" , this . bバッファ入力を行う ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; リザルト画像自動保存機能(0:OFF, 1:ON)" ) ; // #25399 2011.6.9 yyagi
sw . WriteLine ( "; Set \"1\" if you'd like to save result screen image automatically" ) ; //
sw . WriteLine ( "; when you get hiscore/hiskill." ) ; //
sw . WriteLine ( "AutoResultCapture={0}" , this . bIsAutoResultCapture ? 1 : 0 ) ; //
sw . WriteLine ( ) ;
sw . WriteLine ( "; Discordに再生中の譜面情報を送信する(0:OFF, 1:ON)" ) ; // #25399 2011.6.9 yyagi
sw . WriteLine ( "; Share Playing .tja file infomation on Discord." ) ; //
sw . WriteLine ( "{0}={1}" , nameof ( SendDiscordPlayingInformation ) , SendDiscordPlayingInformation ? 1 : 0 ) ; //
sw . WriteLine ( ) ;
sw . WriteLine ( "; 再生速度変更を、ピッチ変更で行うかどうか(0:ピッチ変更, 1:タイムストレッチ" ) ; // #23664 2013.2.24 yyagi
sw . WriteLine ( "; (WASAPI/ASIO使用時のみ有効) " ) ;
sw . WriteLine ( "; Set \"0\" if you'd like to use pitch shift with PlaySpeed." ) ; //
sw . WriteLine ( "; Set \"1\" for time stretch." ) ; //
sw . WriteLine ( "; (Only available when you're using using WASAPI or ASIO)" ) ; //
sw . WriteLine ( "TimeStretch={0}" , this . bTimeStretch ? 1 : 0 ) ; //
sw . WriteLine ( ) ;
//sw.WriteLine( "; WASAPI/ASIO使用時に、MP3をストリーム再生するかどうか(0:ストリーム再生する, 1:しない)" ); //
//sw.WriteLine( "; (mp3のシークがおかしくなる場合は、これを1にしてください) " ); //
//sw.WriteLine( "; Set \"0\" if you'd like to use mp3 streaming playback on WASAPI/ASIO." ); //
//sw.WriteLine( "; Set \"1\" not to use streaming playback for mp3." ); //
//sw.WriteLine( "; (If you feel illegal seek with mp3, please set it to 1.)" ); //
//sw.WriteLine( "NoMP3Streaming={0}", this.bNoMP3Streaming ? 1 : 0 ); //
//sw.WriteLine();
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sw . WriteLine ( "; 動画再生にDirectShowを使用する(0:OFF, 1:ON)" ) ;
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sw . WriteLine ( "; 動画再生にDirectShowを使うことによって、再生時の負担を軽減できます。" ) ;
sw . WriteLine ( "; ただし使用時にはセットアップが必要になるのでご注意ください。" ) ;
sw . WriteLine ( "DirectShowMode={0}" , this . bDirectShowMode ? 1 : 0 ) ;
sw . WriteLine ( ) ;
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#region [ Adjust ]
//sw.WriteLine( "; 判定タイミング調整(-9999~ 9999)[ms]" );
//sw.WriteLine("; Revision value to adjust judgment timing."); //
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//sw.WriteLine("InputAdjustTime={0}", this.nInputAdjustTimeMs); //
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sw . WriteLine ( "GlobalOffset={0}" , this . nGlobalOffsetMs ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 判定ラインの表示位置調整(ドラム, ギター, ベース)(-99~ 99)[px]" ) ; // #31602 2013.6.23 yyagi 判定ラインの表示位置オフセット
sw . WriteLine ( "; Offset value to adjust displaying judgement line for the drums, guitar and bass." ) ; //
sw . WriteLine ( "JudgeLinePosOffsetDrums={0}" , this . nJudgeLinePosOffset . Drums ) ; //
sw . WriteLine ( ) ;
#endregion
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sw . WriteLine ( "; TJAPlayer3のboxの表示をするかどうか (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( TJAP3FolderMode ) , TJAP3FolderMode ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 「また遊んでね」画面(0:OFF, 1:ON)" ) ;
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sw . WriteLine ( "EndingAnime={0}" , this . bEndingAnime ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( ";-------------------" ) ;
#endregion
#region [ AutoPlay ]
sw . WriteLine ( "[AutoPlay]" ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 自動演奏(0:OFF, 1:ON)" ) ;
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sw . WriteLine ( "Taiko={0}" , this . b太鼓パートAutoPlay [ 0 ] ? 1 : 0 ) ;
sw . WriteLine ( "Taiko2P={0}" , this . b太鼓パートAutoPlay [ 1 ] ? 1 : 0 ) ;
sw . WriteLine ( "Taiko3P={0}" , this . b太鼓パートAutoPlay [ 2 ] ? 1 : 0 ) ;
sw . WriteLine ( "Taiko4P={0}" , this . b太鼓パートAutoPlay [ 3 ] ? 1 : 0 ) ;
sw . WriteLine ( "Taiko5P={0}" , this . b太鼓パートAutoPlay [ 4 ] ? 1 : 0 ) ;
sw . WriteLine ( "TaikoAutoRoll={0}" , this . bAuto先生の連打 ? 1 : 0 ) ;
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sw . WriteLine ( "RollsPerSec={0}" , this . nRollsPerSec ) ;
sw . WriteLine ( "AILevel={0}" , this . nAILevel ) ;
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//sw.WriteLine("AIBattleMode={0}", bAIBattleMode ? 1 : 0);
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sw . WriteLine ( ) ;
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sw . WriteLine ( ";-------------------" ) ;
#endregion
/ *
#region [ HitRange ]
sw . WriteLine ( "[HitRange]" ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; Perfect~ Poor とみなされる範囲[ms]" ) ;
sw . WriteLine ( "Perfect={0}" , this . nヒット範囲ms . Perfect ) ;
sw . WriteLine ( "Good={0}" , this . nヒット範囲ms . Good ) ;
sw . WriteLine ( "Poor={0}" , this . nヒット範囲ms . Poor ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( ";-------------------" ) ;
#endregion
* /
#region [ Log ]
sw . WriteLine ( "[Log]" ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; Log出力(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "OutputLog={0}" , this . bログ出力 ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 曲データ検索に関するLog出力(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "TraceSongSearch={0}" , this . bLog曲検索ログ出力 ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 画像やサウンドの作成_解放に関するLog出力(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "TraceCreatedDisposed={0}" , this . bLog作成解放ログ出力 ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; DTX読み込み詳細に関するLog出力(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "TraceDTXDetails={0}" , this . bLogDTX詳細ログ出力 ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( ";-------------------" ) ;
#endregion
#region [ PlayOption ]
sw . WriteLine ( "[PlayOption]" ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 各画像の表示設定" ) ;
sw . WriteLine ( "; キャラクター画像を表示する (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "ShowChara={0}" , ShowChara ? 1 : 0 ) ;
sw . WriteLine ( "; ダンサー画像を表示する (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "ShowDancer={0}" , ShowDancer ? 1 : 0 ) ;
sw . WriteLine ( "; ランナー画像を表示する (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "ShowRunner={0}" , ShowRunner ? 1 : 0 ) ;
sw . WriteLine ( "; モブ画像を表示する (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "ShowMob={0}" , ShowMob ? 1 : 0 ) ;
sw . WriteLine ( "; フッター画像 (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "ShowFooter={0}" , ShowFooter ? 1 : 0 ) ;
sw . WriteLine ( "; ぷちキャラ画像 (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "ShowPuchiChara={0}" , ShowPuchiChara ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; DARKモード(0:OFF, 1:HALF, 2:FULL)" ) ;
sw . WriteLine ( "Dark={0}" , ( int ) this . eDark ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 選曲画面でのタイマーを有効にするかどうか(0:無効,1:有効)" ) ;
sw . WriteLine ( "; Enable countdown in songselect.(0:No, 1:Yes)" ) ;
sw . WriteLine ( "EnableCountDownTimer={0}" , this . bEnableCountdownTimer ? 1 : 0 ) ;
sw . WriteLine ( ) ;
#region [ SUDDEN ]
sw . WriteLine ( "; ドラムSUDDENモード(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "DrumsSudden={0}" , this . bSudden . Drums ? 1 : 0 ) ;
sw . WriteLine ( ) ;
#endregion
#region [ HIDDEN ]
sw . WriteLine ( "; ドラムHIDDENモード(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "DrumsHidden={0}" , this . bHidden . Drums ? 1 : 0 ) ;
sw . WriteLine ( ) ;
#endregion
#region [ Invisible ]
sw . WriteLine ( "; ドラムチップ非表示モード (0:OFF, 1=SEMI, 2:FULL)" ) ;
sw . WriteLine ( "; Drums chip invisible mode" ) ;
sw . WriteLine ( "DrumsInvisible={0}" , ( int ) this . eInvisible . Drums ) ;
sw . WriteLine ( ) ;
//sw.WriteLine( "; Semi-InvisibleでMissった時のチップ再表示時間(ms)" );
//sw.WriteLine( "InvisibleDisplayTimeMs={0}", (int) this.nDisplayTimesMs );
//sw.WriteLine();
//sw.WriteLine( "; Semi-InvisibleでMissってチップ再表示時間終了後のフェードアウト時間(ms)" );
//sw.WriteLine( "InvisibleFadeoutTimeMs={0}", (int) this.nFadeoutTimeMs );
//sw.WriteLine();
#endregion
sw . WriteLine ( "; ドラムREVERSEモード(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "DrumsReverse={0}" , this . bReverse . Drums ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; RISKYモード(0:OFF, 1-10)" ) ; // #23559 2011.6.23 yyagi
sw . WriteLine ( "; RISKY mode. 0=OFF, 1-10 is the times of misses to be Failed." ) ; //
sw . WriteLine ( "Risky={0}" , this . nRisky ) ; //
sw . WriteLine ( ) ;
sw . WriteLine ( "; TIGHTモード(0:OFF, 1:ON)" ) ; // #29500 2012.9.11 kairera0467
sw . WriteLine ( "; TIGHT mode. 0=OFF, 1=ON " ) ;
sw . WriteLine ( "DrumsTight={0}" , this . bTight ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; ドラム譜面スクロール速度(0:x0.1, 9:x1.0, 14:x1.5,…,1999:x200.0)" ) ;
sw . WriteLine ( "DrumsScrollSpeed1P={0}" , this . nScrollSpeed [ 0 ] ) ;
sw . WriteLine ( "DrumsScrollSpeed2P={0}" , this . nScrollSpeed [ 1 ] ) ;
sw . WriteLine ( "DrumsScrollSpeed3P={0}" , this . nScrollSpeed [ 2 ] ) ;
sw . WriteLine ( "DrumsScrollSpeed4P={0}" , this . nScrollSpeed [ 3 ] ) ;
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sw . WriteLine ( "DrumsScrollSpeed5P={0}" , this . nScrollSpeed [ 4 ] ) ;
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sw . WriteLine ( ) ;
sw . WriteLine ( "; Timing Zones (0-1 : Lenient, 2 : Regular, 3-4 : Strict)" ) ;
sw . WriteLine ( "TimingZones1P={0}" , this . nTimingZones [ 0 ] ) ;
sw . WriteLine ( "TimingZones2P={0}" , this . nTimingZones [ 1 ] ) ;
sw . WriteLine ( "TimingZones3P={0}" , this . nTimingZones [ 2 ] ) ;
sw . WriteLine ( "TimingZones4P={0}" , this . nTimingZones [ 3 ] ) ;
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sw . WriteLine ( "TimingZones5P={0}" , this . nTimingZones [ 4 ] ) ;
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sw . WriteLine ( ) ;
sw . WriteLine ( "; Gametype (0 : Taiko, 1 : Konga)" ) ;
sw . WriteLine ( "Gametype1P={0}" , ( int ) this . nGameType [ 0 ] ) ;
sw . WriteLine ( "Gametype2P={0}" , ( int ) this . nGameType [ 1 ] ) ;
sw . WriteLine ( "Gametype3P={0}" , ( int ) this . nGameType [ 2 ] ) ;
sw . WriteLine ( "Gametype4P={0}" , ( int ) this . nGameType [ 3 ] ) ;
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sw . WriteLine ( "Gametype5P={0}" , ( int ) this . nGameType [ 4 ] ) ;
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sw . WriteLine ( ) ;
sw . WriteLine ( "; Fun Mods (0 : None, 1 : Avalanche (random scroll speed per note/chip), 2 : Minesweeper (replace randomly notes by bombs))" ) ;
sw . WriteLine ( "FunMods1P={0}" , ( int ) this . nFunMods [ 0 ] ) ;
sw . WriteLine ( "FunMods2P={0}" , ( int ) this . nFunMods [ 1 ] ) ;
sw . WriteLine ( "FunMods3P={0}" , ( int ) this . nFunMods [ 2 ] ) ;
sw . WriteLine ( "FunMods4P={0}" , ( int ) this . nFunMods [ 3 ] ) ;
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sw . WriteLine ( "FunMods5P={0}" , ( int ) this . nFunMods [ 4 ] ) ;
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sw . WriteLine ( ) ;
sw . WriteLine ( "; 演奏速度(5~ 40)(→x5/20~ x40/20)" ) ;
sw . WriteLine ( "PlaySpeed={0}" , this . n演奏速度 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 演奏速度が一倍速であるときのみBGMを再生する(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "PlaySpeedNotEqualOneNoSound={0}" , this . b演奏速度が一倍速であるとき以外音声を再生しない ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; デフォルトで選択される難易度" ) ;
sw . WriteLine ( "DefaultCourse={0}" , this . nDefaultCourse ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 譜面分岐のガイド表示(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "BranchGuide={0}" , this . bGraph . Drums ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; スコア計算方法(0:旧配点, 1:旧筐体配点, 2:新配点)" ) ;
sw . WriteLine ( "ScoreMode={0}" , this . nScoreMode ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 真打モード (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "; Fixed score mode (0:OFF, 1:ON)" ) ;
sw . WriteLine ( "{0}={1}" , nameof ( ShinuchiMode ) , ShinuchiMode ? 1 : 0 ) ;
//sw.WriteLine( "; 1ノ ーツごとのスクロール速度をランダムで変更します。(0:OFF, 1:ON)" );
//sw.WriteLine( "HispeedRandom={0}", this.bHispeedRandom ? 1 : 0 );
//sw.WriteLine();
sw . WriteLine ( "; 大音符の両手入力待機時間(ms)" ) ;
sw . WriteLine ( "BigNotesWaitTime={0}" , this . n両手判定の待ち時間 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 大音符の両手判定(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "BigNotesJudge={0}" , this . b大音符判定 ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; NoInfo(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "NoInfo={0}" , this . bNoInfo ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 譜面分岐のアニメーション(0:7~ 14, 1:15)" ) ;
sw . WriteLine ( "BranchAnime={0}" , this . nBranchAnime ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; デフォルトの曲ソート(0:絶対パス順, 1:ジャンル名ソートOLD, 2:ジャンル名ソートNEW )" ) ;
sw . WriteLine ( "0:Path, 1:GenreName(AC8~ AC14), 2GenreName(AC15~ )" ) ;
sw . WriteLine ( "DefaultSongSort={0}" , this . nDefaultSongSort ) ;
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sw . WriteLine ( "RecentlyPlayedMax={0}" , this . nRecentlyPlayedMax ) ;
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sw . WriteLine ( ) ;
sw . WriteLine ( "; RANDOMモード(0:OFF, 1:Random (Kimagure), 2:Mirror (Abekobe) 3:SuperRandom (Detarame), 4:HyperRandom (Abekobe + Kimagure))" ) ;
sw . WriteLine ( "TaikoRandom1P={0}" , ( int ) this . eRandom [ 0 ] ) ;
sw . WriteLine ( "TaikoRandom2P={0}" , ( int ) this . eRandom [ 1 ] ) ;
sw . WriteLine ( "TaikoRandom3P={0}" , ( int ) this . eRandom [ 2 ] ) ;
sw . WriteLine ( "TaikoRandom4P={0}" , ( int ) this . eRandom [ 3 ] ) ;
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sw . WriteLine ( "TaikoRandom5P={0}" , ( int ) this . eRandom [ 4 ] ) ;
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sw . WriteLine ( ) ;
sw . WriteLine ( "; STEALTHモード(0:OFF, 1:ドロン, 2:ステルス)" ) ;
sw . WriteLine ( "TaikoStealth1P={0}" , ( int ) this . eSTEALTH [ 0 ] ) ;
sw . WriteLine ( "TaikoStealth2P={0}" , ( int ) this . eSTEALTH [ 1 ] ) ;
sw . WriteLine ( "TaikoStealth3P={0}" , ( int ) this . eSTEALTH [ 2 ] ) ;
sw . WriteLine ( "TaikoStealth4P={0}" , ( int ) this . eSTEALTH [ 3 ] ) ;
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sw . WriteLine ( "TaikoStealth5P={0}" , ( int ) this . eSTEALTH [ 4 ] ) ;
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sw . WriteLine ( ) ;
sw . WriteLine ( "; ゲーム(0:OFF, 1:完走!叩ききりまショー!, 2:完走!叩ききりまショー!(激辛) )" ) ;
sw . WriteLine ( "GameMode={0}" , ( int ) this . eGameMode ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 特訓モード時にPgUp/PgDnで何小節飛ばすか" ) ;
sw . WriteLine ( "TokkunSkipMeasures={0}" , this . TokkunSkipMeasures ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 特訓モード時にジャンプポイントに飛ばすための時間(ms)" ) ;
sw . WriteLine ( "; 指定ms以内に5回縁を叩きましょう" ) ;
sw . WriteLine ( "{1}={0}" , this . TokkunMashInterval , nameof ( this . TokkunMashInterval ) ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; JUST(0:OFF, 1:JUST, 2:SAFE)" ) ;
sw . WriteLine ( "Just1P={0}" , this . bJust [ 0 ] ) ;
sw . WriteLine ( "Just2P={0}" , this . bJust [ 1 ] ) ;
sw . WriteLine ( "Just3P={0}" , this . bJust [ 2 ] ) ;
sw . WriteLine ( "Just4P={0}" , this . bJust [ 3 ] ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; Hitsounds index (音色)" ) ;
sw . WriteLine ( "HitSounds1P={0}" , this . nHitSounds [ 0 ] ) ;
sw . WriteLine ( "HitSounds2P={0}" , this . nHitSounds [ 1 ] ) ;
sw . WriteLine ( "HitSounds3P={0}" , this . nHitSounds [ 2 ] ) ;
sw . WriteLine ( "HitSounds4P={0}" , this . nHitSounds [ 3 ] ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; 判定数の表示(0:OFF, 1:ON)" ) ;
sw . WriteLine ( "JudgeCountDisplay={0}" , this . bJudgeCountDisplay ? 1 : 0 ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "; プレイ人数" ) ;
sw . WriteLine ( "PlayerCount={0}" , this . nPlayerCount ) ;
sw . WriteLine ( ) ;
//sw.WriteLine( "; 選曲画面の初期選択難易度(ベータ版)" );
//sw.WriteLine( "DifficultPriority={0}", this.bJudgeCountDisplay ? 1 : 0 );
//sw.WriteLine();
sw . WriteLine ( ";-------------------" ) ;
#endregion
#region [ GUID ]
sw . WriteLine ( "[GUID]" ) ;
sw . WriteLine ( ) ;
foreach ( KeyValuePair < int , string > pair in this . dicJoystick )
{
sw . WriteLine ( "JoystickID={0},{1}" , pair . Key , pair . Value ) ;
}
#endregion
#region [ DrumsKeyAssign ]
sw . WriteLine ( ) ;
sw . WriteLine ( ";-------------------" ) ;
sw . WriteLine ( "; キーアサイン" ) ;
sw . WriteLine ( "; 項 目: Keyboard → 'K'+ '0'+キーコード(10進数)" ) ;
sw . WriteLine ( "; Mouse → 'N'+ '0'+ボタン番号(0~ 7)" ) ;
sw . WriteLine ( "; MIDI In → 'M'+ デバイス番号1桁(0~ 9,A~ Z)+ノート番号(10進数)" ) ;
sw . WriteLine ( "; Joystick → 'J'+ デバイス番号1桁(0~ 9,A~ Z)+ 0 ...... X減少(左)ボタン" ) ;
sw . WriteLine ( "; 1 ...... X増加(右)ボタン" ) ;
sw . WriteLine ( "; 2 ...... Y減少(上)ボタン" ) ;
sw . WriteLine ( "; 3 ...... Y増加(下)ボタン" ) ;
sw . WriteLine ( "; 4 ...... Z減少(前)ボタン" ) ;
sw . WriteLine ( "; 5 ...... Z増加(後)ボタン" ) ;
sw . WriteLine ( "; 6~ 133.. ボタン1~ 128" ) ;
sw . WriteLine ( "; これらの項目を 16 個まで指定可能(',' で区切って記述)。" ) ;
sw . WriteLine ( ";" ) ;
sw . WriteLine ( "; 表記例: HH=K044,M042,J16" ) ;
sw . WriteLine ( "; → HiHat を Keyboard の 44 ('Z'), MidiIn#0 の 42, JoyPad#1 の 6(ボタン1) に割当て" ) ;
sw . WriteLine ( ";" ) ;
sw . WriteLine ( "; ※Joystick のデバイス番号とデバイスとの関係は [GUID] セクションに記してあるものが有効。" ) ;
sw . WriteLine ( ";" ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( "[DrumsKeyAssign]" ) ;
sw . WriteLine ( ) ;
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sw . Write ( "LeftRed=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftRed ) ;
sw . WriteLine ( ) ;
sw . Write ( "RightRed=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightRed ) ;
sw . WriteLine ( ) ;
sw . Write ( "LeftBlue=" ) ; // #27029 2012.1.4 from
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftBlue ) ; //
sw . WriteLine ( ) ; //
sw . Write ( "RightBlue=" ) ; // #27029 2012.1.4 from
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightBlue ) ; //
sw . WriteLine ( ) ;
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sw . Write ( "LeftRed2P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftRed2P ) ;
sw . WriteLine ( ) ;
sw . Write ( "RightRed2P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightRed2P ) ;
sw . WriteLine ( ) ;
sw . Write ( "LeftBlue2P=" ) ; // #27029 2012.1.4 from
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftBlue2P ) ; //
sw . WriteLine ( ) ; //
sw . Write ( "RightBlue2P=" ) ; // #27029 2012.1.4 from
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this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightBlue2P ) ; //
sw . WriteLine ( ) ;
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sw . Write ( "LeftRed3P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftRed3P ) ;
sw . WriteLine ( ) ;
sw . Write ( "RightRed3P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightRed3P ) ;
sw . WriteLine ( ) ;
sw . Write ( "LeftBlue3P=" ) ; // #27029 2012.1.4 from
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftBlue3P ) ; //
sw . WriteLine ( ) ; //
sw . Write ( "RightBlue3P=" ) ; // #27029 2012.1.4 from
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightBlue3P ) ; //
sw . WriteLine ( ) ;
sw . Write ( "LeftRed4P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftRed4P ) ;
sw . WriteLine ( ) ;
sw . Write ( "RightRed4P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightRed4P ) ;
sw . WriteLine ( ) ;
sw . Write ( "LeftBlue4P=" ) ; // #27029 2012.1.4 from
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftBlue4P ) ; //
sw . WriteLine ( ) ; //
sw . Write ( "RightBlue4P=" ) ; // #27029 2012.1.4 from
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightBlue4P ) ; //
sw . WriteLine ( ) ;
sw . Write ( "LeftRed5P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftRed5P ) ;
sw . WriteLine ( ) ;
sw . Write ( "RightRed5P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightRed5P ) ;
sw . WriteLine ( ) ;
sw . Write ( "LeftBlue5P=" ) ; // #27029 2012.1.4 from
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftBlue5P ) ; //
sw . WriteLine ( ) ; //
sw . Write ( "RightBlue5P=" ) ; // #27029 2012.1.4 from
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightBlue5P ) ; //
sw . WriteLine ( ) ;
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sw . Write ( "Clap=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . Clap ) ;
sw . WriteLine ( ) ;
sw . Write ( "Clap2P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . Clap2P ) ;
sw . WriteLine ( ) ;
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sw . Write ( "Clap3P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . Clap3P ) ;
sw . WriteLine ( ) ;
sw . Write ( "Clap4P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . Clap4P ) ;
sw . WriteLine ( ) ;
sw . Write ( "Clap5P=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . Clap5P ) ;
sw . WriteLine ( ) ;
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sw . Write ( "Decide=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . Decide ) ;
sw . WriteLine ( ) ;
sw . Write ( "Cancel=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . Cancel ) ;
sw . WriteLine ( ) ;
sw . Write ( "LeftChange=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . LeftChange ) ;
sw . WriteLine ( ) ;
sw . Write ( "RightChange=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . Drums . RightChange ) ;
sw . WriteLine ( ) ;
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sw . WriteLine ( ) ;
#endregion
#region [ SystemkeyAssign ]
sw . WriteLine ( "[SystemKeyAssign]" ) ;
sw . WriteLine ( ) ;
sw . Write ( "Capture=" ) ;
this . tキーの書き出し ( sw , this . KeyAssign . System . Capture ) ;
sw . WriteLine ( ) ;
sw . WriteLine ( ) ;
#endregion
sw . Close ( ) ;
}
public void tファイルから読み込み ( string iniファイル名 )
{
this . ConfigIniファイル名 = iniファイル名 ;
this . bConfigIniが存在している = File . Exists ( this . ConfigIniファイル名 ) ;
if ( this . bConfigIniが存在している )
{
string str ;
this . tキーアサインを全部クリアする ( ) ;
using ( StreamReader reader = new StreamReader ( this . ConfigIniファイル名 , Encoding . GetEncoding ( TJAPlayer3 . sEncType ) ) )
{
str = reader . ReadToEnd ( ) ;
}
t文字列から読み込み ( str ) ;
CDTXVersion version = new CDTXVersion ( this . strDTXManiaのバージョン ) ;
//if( version.n整数部 <= 69 )
//{
// this.tデフォルトのキーアサインに設定する();
//}
}
}
private void t文字列から読み込み ( string strAllSettings ) // 2011.4.13 yyagi; refactored to make initial KeyConfig easier.
{
Eセクション種別 unknown = Eセクション種別 . Unknown ;
string [ ] delimiter = { "\n" } ;
string [ ] strSingleLine = strAllSettings . Split ( delimiter , StringSplitOptions . RemoveEmptyEntries ) ;
foreach ( string s in strSingleLine )
{
string str = s . Replace ( '\t' , ' ' ) . TrimStart ( new char [ ] { '\t' , ' ' } ) ;
if ( ( str . Length ! = 0 ) & & ( str [ 0 ] ! = ';' ) )
{
try
{
string str3 ;
string str4 ;
if ( str [ 0 ] = = '[' )
{
#region [ セ ク シ ョ ン の 変 更 ]
//-----------------------------
StringBuilder builder = new StringBuilder ( 0x20 ) ;
int num = 1 ;
while ( ( num < str . Length ) & & ( str [ num ] ! = ']' ) )
{
builder . Append ( str [ num + + ] ) ;
}
string str2 = builder . ToString ( ) ;
if ( str2 . Equals ( "System" ) )
{
unknown = Eセクション種別 . System ;
}
else if ( str2 . Equals ( "AutoPlay" ) )
{
unknown = Eセクション種別 . AutoPlay ;
}
else if ( str2 . Equals ( "HitRange" ) )
{
unknown = Eセクション種別 . HitRange ;
}
else if ( str2 . Equals ( "Log" ) )
{
unknown = Eセクション種別 . Log ;
}
else if ( str2 . Equals ( "PlayOption" ) )
{
unknown = Eセクション種別 . PlayOption ;
}
else if ( str2 . Equals ( "ViewerOption" ) )
{
unknown = Eセクション種別 . ViewerOption ;
}
else if ( str2 . Equals ( "GUID" ) )
{
unknown = Eセクション種別 . GUID ;
}
else if ( str2 . Equals ( "DrumsKeyAssign" ) )
{
unknown = Eセクション種別 . DrumsKeyAssign ;
}
else if ( str2 . Equals ( "SystemKeyAssign" ) )
{
unknown = Eセクション種別 . SystemKeyAssign ;
}
else if ( str2 . Equals ( "Temp" ) )
{
unknown = Eセクション種別 . Temp ;
}
else
{
unknown = Eセクション種別 . Unknown ;
}
//-----------------------------
#endregion
}
else
{
string [ ] strArray = str . Split ( new char [ ] { '=' } ) ;
if ( strArray . Length = = 2 )
{
str3 = strArray [ 0 ] . Trim ( ) ;
str4 = strArray [ 1 ] . Trim ( ) ;
switch ( unknown )
{
#region [ [ System ] ]
//-----------------------------
case Eセクション種別 . System :
{
#if false // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化
//----------------------------------------
if ( str3 . Equals ( "GaugeFactorD" ) )
{
int p = 0 ;
string [ ] splittedFactor = str4 . Split ( ',' ) ;
foreach ( string s in splittedFactor ) {
this . fGaugeFactor [ p + + , 0 ] = Convert . ToSingle ( s ) ;
}
} else
if ( str3 . Equals ( "GaugeFactorG" ) )
{
int p = 0 ;
string [ ] splittedFactor = str4 . Split ( ',' ) ;
foreach ( string s in splittedFactor )
{
this . fGaugeFactor [ p + + , 1 ] = Convert . ToSingle ( s ) ;
}
}
else
if ( str3 . Equals ( "DamageFactor" ) )
{
int p = 0 ;
string [ ] splittedFactor = str4 . Split ( ',' ) ;
foreach ( string s in splittedFactor )
{
this . fDamageLevelFactor [ p + + ] = Convert . ToSingle ( s ) ;
}
}
else
//----------------------------------------
#endif
#region [ Version ]
if ( str3 . Equals ( "Version" ) )
{
this . strDTXManiaのバージョン = str4 ;
}
#endregion
#region [ TJAPath ]
else if ( str3 . Equals ( "TJAPath" ) )
{
this . str曲データ検索パス = str4 ;
}
#endregion
2021-10-24 09:20:14 +02:00
else if ( str3 . Equals ( "Lang" ) )
{
2021-10-26 03:28:46 +02:00
this . sLang = str4 ;
2021-10-24 09:20:14 +02:00
CLangManager . langAttach ( str4 ) ;
2022-05-26 09:05:18 +02:00
}
2021-10-25 23:58:47 +02:00
else if ( str3 . Equals ( "LayoutType" ) )
{
this . nLayoutType = int . Parse ( str4 ) ;
2022-05-26 09:05:18 +02:00
}
2023-02-16 18:59:12 +01:00
else if ( str3 . Equals ( "SaveFileName" ) )
{
var _s = str4 . Split ( new char [ ] { ',' } ) ;
// Ignore custom save file names if duplicates
if ( ! _s . GroupBy ( x = > x ) . Any ( g = > g . Count ( ) > 1 ) )
{
for ( int i = 0 ; i < Math . Min ( 5 , _s . Length ) ; i + + )
{
this . sSaveFile [ i ] = _s [ i ] ;
}
}
}
2022-05-26 09:05:18 +02:00
#region [ skin関係 ]
else if ( str3 . Equals ( "SkinPath" ) )
{
string absSkinPath = str4 ;
if ( ! System . IO . Path . IsPathRooted ( str4 ) )
{
absSkinPath = System . IO . Path . Combine ( TJAPlayer3 . strEXEのあるフォルダ , "System" ) ;
absSkinPath = System . IO . Path . Combine ( absSkinPath , str4 ) ;
Uri u = new Uri ( absSkinPath ) ;
absSkinPath = u . AbsolutePath . ToString ( ) ; // str4内に相対パスがある場合に備える
absSkinPath = System . Web . HttpUtility . UrlDecode ( absSkinPath ) ; // デコードする
absSkinPath = absSkinPath . Replace ( '/' , System . IO . Path . DirectorySeparatorChar ) ; // 区切り文字が\ではなく/なので置換する
}
if ( absSkinPath [ absSkinPath . Length - 1 ] ! = System . IO . Path . DirectorySeparatorChar ) // フォルダ名末尾に\を必ずつけて、CSkin側と表記を統一する
{
absSkinPath + = System . IO . Path . DirectorySeparatorChar ;
}
this . strSystemSkinSubfolderFullName = absSkinPath ;
}
else if ( str3 . Equals ( nameof ( FastRender ) ) )
{
FastRender = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
#endregion
#region [ Window関係 ]
else if ( str3 . Equals ( "FullScreen" ) )
{
this . b全画面モード = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "WindowX" ) ) // #30675 2013.02.04 ikanick add
{
this . n初期ウィンドウ開始位置X = C変換 . n値を文字列から取得して範囲内に丸めて返す (
str4 , 0 , System . Windows . Forms . Screen . PrimaryScreen . Bounds . Width - 1 , this . n初期ウィンドウ開始位置X ) ;
}
else if ( str3 . Equals ( "WindowY" ) ) // #30675 2013.02.04 ikanick add
{
this . n初期ウィンドウ開始位置Y = C変換 . n値を文字列から取得して範囲内に丸めて返す (
str4 , 0 , System . Windows . Forms . Screen . PrimaryScreen . Bounds . Height - 1 , this . n初期ウィンドウ開始位置Y ) ;
}
else if ( str3 . Equals ( "WindowWidth" ) ) // #23510 2010.10.31 yyagi add
{
this . nウインドウwidth = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 1 , 65535 , this . nウインドウwidth ) ;
if ( this . nウインドウwidth < = 0 )
{
this . nウインドウwidth = SampleFramework . GameWindowSize . Width ;
}
}
else if ( str3 . Equals ( "WindowHeight" ) ) // #23510 2010.10.31 yyagi add
{
this . nウインドウheight = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 1 , 65535 , this . nウインドウheight ) ;
if ( this . nウインドウheight < = 0 )
{
this . nウインドウheight = SampleFramework . GameWindowSize . Height ;
}
}
else if ( str3 . Equals ( "DoubleClickFullScreen" ) ) // #26752 2011.11.27 yyagi
{
this . bIsAllowedDoubleClickFullscreen = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "EnableSystemMenu" ) ) // #28200 2012.5.1 yyagi
{
this . bIsEnabledSystemMenu = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "BackSleep" ) ) // #23568 2010.11.04 ikanick add
{
this . n非フォーカス時スリープms = C変換 . n値を文字列から取得して範囲内にちゃんと丸めて返す ( str4 , 0 , 50 , this . n非フォーカス時スリープms ) ;
}
#endregion
#region [ WASAPI / ASIO関係 ]
else if ( str3 . Equals ( "SoundDeviceType" ) )
{
2022-08-15 13:54:04 +02:00
this . nSoundDeviceType = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , Environment . Is64BitProcess ? 1 : 0 , 3 , this . nSoundDeviceType ) ;
2022-05-26 09:05:18 +02:00
}
else if ( str3 . Equals ( "WASAPIBufferSizeMs" ) )
{
this . nWASAPIBufferSizeMs = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 9999 , this . nWASAPIBufferSizeMs ) ;
}
else if ( str3 . Equals ( "ASIODevice" ) )
{
string [ ] asiodev = CEnumerateAllAsioDevices . GetAllASIODevices ( ) ;
this . nASIODevice = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , asiodev . Length - 1 , this . nASIODevice ) ;
}
//else if ( str3.Equals( "ASIOBufferSizeMs" ) )
//{
// this.nASIOBufferSizeMs = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 9999, this.nASIOBufferSizeMs );
//}
//else if ( str3.Equals( "DynamicBassMixerManagement" ) )
//{
// this.bDynamicBassMixerManagement = C変換.bONorOFF( str4[ 0 ] );
//}
else if ( str3 . Equals ( "SoundTimerType" ) ) // #33689 2014.6.6 yyagi
{
this . bUseOSTimer = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
//else if ( str3.Equals( "MasterVolume" ) )
//{
// this.nMasterVolume = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 100, this.nMasterVolume );
//}
#endregion
#region [ フ ォ ン ト ]
else if ( str3 . Equals ( "FontName" ) )
{
this . FontName = str4 ;
}
else if ( str3 . Equals ( "BoxFontName" ) )
{
this . BoxFontName = str4 ;
}
#endregion
else if ( str3 . Equals ( "VSyncWait" ) )
{
this . b垂直帰線待ちを行う = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "SleepTimePerFrame" ) ) // #23568 2011.11.27 yyagi
{
this . nフレーム毎スリープms = C変換 . n値を文字列から取得して範囲内にちゃんと丸めて返す ( str4 , - 1 , 50 , this . nフレーム毎スリープms ) ;
}
else if ( str3 . Equals ( "BGAlpha" ) )
{
this . n背景の透過度 = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0xff , this . n背景の透過度 ) ;
}
else if ( str3 . Equals ( "DamageLevel" ) )
{
this . eダメージレベル = ( Eダメージレベル ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , ( int ) this . eダメージレベル ) ;
}
else if ( str3 . Equals ( "StageFailed" ) )
{
this . bSTAGEFAILED有効 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
#region [ AVI / BGA ]
else if ( str3 . Equals ( "AVI" ) )
{
this . bAVI有効 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "BGA" ) )
{
this . bBGA有効 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "ClipDispType" ) )
{
this . eClipDispType = ( EClipDispType ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 3 , ( int ) this . eClipDispType ) ;
}
#endregion
#region [ プ レ ビ ュ ー 音 ]
else if ( str3 . Equals ( "PreviewSoundWait" ) )
{
this . n曲が選択されてからプレビュー音が鳴るまでのウェイトms = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x5f5e0ff , this . n曲が選択されてからプレビュー音が鳴るまでのウェイトms ) ;
}
else if ( str3 . Equals ( "PreviewImageWait" ) )
{
this . n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x5f5e0ff , this . n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms ) ;
}
#endregion
//else if( str3.Equals( "AdjustWaves" ) )
//{
// this.bWave再生位置自動調整機能有効 = C変換.bONorOFF( str4[ 0 ] );
//}
#region [ BGM / ド ラ ム の ヒ ッ ト 音 ]
else if ( str3 . Equals ( "BGMSound" ) )
{
this . bBGM音を発声する = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
#endregion
else if ( str3 . Equals ( "SaveScoreIni" ) )
{
this . bScoreIniを出力する = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "DanTowerHide" ) )
{
this . bDanTowerHide = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "RandomFromSubBox" ) )
{
this . bランダムセレクトで子BOXを検索対象とする = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
#region [ コ ン ボ 数 ]
else if ( str3 . Equals ( "MinComboDrums" ) )
{
this . n表示可能な最小コンボ数 . Drums = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 1 , 0x1869f , this . n表示可能な最小コンボ数 . Drums ) ;
}
#endregion
else if ( str3 . Equals ( "ShowDebugStatus" ) )
{
this . b演奏情報を表示する = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( nameof ( ApplyLoudnessMetadata ) ) )
{
this . ApplyLoudnessMetadata = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( nameof ( TargetLoudness ) ) )
{
this . TargetLoudness = C変換 . db値を文字列から取得して範囲内に丸めて返す ( str4 , CSound . MinimumLufs . ToDouble ( ) , CSound . MaximumLufs . ToDouble ( ) , this . TargetLoudness ) ;
}
else if ( str3 . Equals ( nameof ( ApplySongVol ) ) )
{
this . ApplySongVol = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( nameof ( SoundEffectLevel ) ) )
{
this . SoundEffectLevel = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , CSound . MinimumGroupLevel , CSound . MaximumGroupLevel , this . SoundEffectLevel ) ;
}
else if ( str3 . Equals ( nameof ( VoiceLevel ) ) )
{
this . VoiceLevel = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , CSound . MinimumGroupLevel , CSound . MaximumGroupLevel , this . VoiceLevel ) ;
}
else if ( str3 . Equals ( nameof ( SongPreviewLevel ) ) )
{
this . SongPreviewLevel = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , CSound . MinimumGroupLevel , CSound . MaximumGroupLevel , this . SongPreviewLevel ) ;
2022-01-15 13:31:03 +01:00
}
else if ( str3 . Equals ( nameof ( SongPlaybackLevel ) ) )
{
this . SongPlaybackLevel = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , CSound . MinimumGroupLevel , CSound . MaximumGroupLevel , this . SongPlaybackLevel ) ;
2022-05-26 09:05:18 +02:00
}
else if ( str3 . Equals ( nameof ( KeyboardSoundLevelIncrement ) ) )
{
this . KeyboardSoundLevelIncrement = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , MinimumKeyboardSoundLevelIncrement , MaximumKeyboardSoundLevelIncrement , this . KeyboardSoundLevelIncrement ) ;
}
else if ( str3 . Equals ( nameof ( MusicPreTimeMs ) ) )
{
MusicPreTimeMs = int . Parse ( str4 ) ;
}
else if ( str3 . Equals ( "StoicMode" ) )
{
this . bストイックモード = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "JudgeDispPriority" ) )
{
this . e判定表示優先度 = ( E判定表示優先度 ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1 , ( int ) this . e判定表示優先度 ) ;
}
else if ( str3 . Equals ( "AutoResultCapture" ) ) // #25399 2011.6.9 yyagi
{
this . bIsAutoResultCapture = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( nameof ( SendDiscordPlayingInformation ) ) )
{
SendDiscordPlayingInformation = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "TimeStretch" ) ) // #23664 2013.2.24 yyagi
{
this . bTimeStretch = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
#region [ AdjustTime ]
/ *
else if ( str3 . Equals ( "InputAdjustTime" ) )
{
this . nInputAdjustTimeMs = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , - 9999 , 9999 , this . nInputAdjustTimeMs ) ;
}
* /
2021-12-03 12:05:54 +01:00
else if ( str3 . Equals ( "GlobalOffset" ) )
{
2022-04-03 22:04:26 +02:00
this . nGlobalOffsetMs = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , - 9999 , 9999 , this . nGlobalOffsetMs ) ;
2022-05-26 09:05:18 +02:00
}
else if ( str3 . Equals ( "JudgeLinePosOffsetDrums" ) ) // #31602 2013.6.23 yyagi
{
this . nJudgeLinePosOffset . Drums = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , - 99 , 99 , this . nJudgeLinePosOffset . Drums ) ;
}
else if ( str3 . Equals ( "JudgeLinePosOffsetGuitar" ) ) // #31602 2013.6.23 yyagi
{
this . nJudgeLinePosOffset . Guitar = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , - 99 , 99 , this . nJudgeLinePosOffset . Guitar ) ;
}
else if ( str3 . Equals ( "JudgeLinePosOffsetBass" ) ) // #31602 2013.6.23 yyagi
{
this . nJudgeLinePosOffset . Bass = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , - 99 , 99 , this . nJudgeLinePosOffset . Bass ) ;
}
else if ( str3 . Equals ( "JudgeLinePosModeGuitar" ) ) // #33891 2014.6.26 yyagi
{
this . e判定位置 . Guitar = ( E判定位置 ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , ( int ) this . e判定位置 . Guitar ) ;
}
else if ( str3 . Equals ( "JudgeLinePosModeBass" ) ) // #33891 2014.6.26 yyagi
{
this . e判定位置 . Bass = ( E判定位置 ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , ( int ) this . e判定位置 . Bass ) ;
}
#endregion
else if ( str3 . Equals ( "BufferedInput" ) )
{
this . bバッファ入力を行う = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "PolyphonicSounds" ) ) // #28228 2012.5.1 yyagi
{
this . nPoliphonicSounds = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 1 , 8 , this . nPoliphonicSounds ) ;
}
#region [ VelocityMin ]
else if ( str3 . Equals ( "LCVelocityMin" ) ) // #23857 2010.12.12 yyagi
{
this . nVelocityMin . LC = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 127 , this . nVelocityMin . LC ) ;
}
else if ( str3 . Equals ( "HHVelocityMin" ) )
{
this . nVelocityMin . HH = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 127 , this . nVelocityMin . HH ) ;
}
else if ( str3 . Equals ( "SDVelocityMin" ) ) // #23857 2011.1.31 yyagi
{
this . nVelocityMin . SD = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 127 , this . nVelocityMin . SD ) ;
}
else if ( str3 . Equals ( "BDVelocityMin" ) ) // #23857 2011.1.31 yyagi
{
this . nVelocityMin . BD = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 127 , this . nVelocityMin . BD ) ;
}
else if ( str3 . Equals ( "HTVelocityMin" ) ) // #23857 2011.1.31 yyagi
{
this . nVelocityMin . HT = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 127 , this . nVelocityMin . HT ) ;
}
else if ( str3 . Equals ( "LTVelocityMin" ) ) // #23857 2011.1.31 yyagi
{
this . nVelocityMin . LT = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 127 , this . nVelocityMin . LT ) ;
}
else if ( str3 . Equals ( "FTVelocityMin" ) ) // #23857 2011.1.31 yyagi
{
this . nVelocityMin . FT = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 127 , this . nVelocityMin . FT ) ;
}
else if ( str3 . Equals ( "CYVelocityMin" ) ) // #23857 2011.1.31 yyagi
{
this . nVelocityMin . CY = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 127 , this . nVelocityMin . CY ) ;
}
else if ( str3 . Equals ( "RDVelocityMin" ) ) // #23857 2011.1.31 yyagi
{
this . nVelocityMin . RD = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 127 , this . nVelocityMin . RD ) ;
}
#endregion
//else if ( str3.Equals( "NoMP3Streaming" ) )
//{
// this.bNoMP3Streaming = C変換.bONorOFF( str4[ 0 ] );
//}
#region [ Ver . K追加 ]
else if ( str3 . Equals ( "DirectShowMode" ) ) // #28228 2012.5.1 yyagi
{
this . bDirectShowMode = C変換 . bONorOFF ( str4 [ 0 ] ) ; ;
}
2022-06-11 11:14:09 +02:00
#endregion
else if ( str3 . Equals ( nameof ( TJAP3FolderMode ) ) )
{
TJAP3FolderMode = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "EndingAnime" ) )
2022-05-26 09:05:18 +02:00
{
this . bEndingAnime = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
continue ;
}
//-----------------------------
#endregion
#region [ [ AutoPlay ] ]
//-----------------------------
case Eセクション種別 . AutoPlay :
if ( str3 . Equals ( "Taiko" ) )
{
2023-02-15 01:27:05 +01:00
this . b太鼓パートAutoPlay [ 0 ] = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "Taiko2P" ) )
{
this . b太鼓パートAutoPlay [ 1 ] = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "Taiko3P" ) )
{
this . b太鼓パートAutoPlay [ 2 ] = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "Taiko4P" ) )
{
this . b太鼓パートAutoPlay [ 3 ] = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "Taiko5P" ) )
{
this . b太鼓パートAutoPlay [ 4 ] = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "TaikoAutoRoll" ) )
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{
this . bAuto先生の連打 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
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else if ( str3 . Equals ( "RollsPerSec" ) )
{
this . nRollsPerSec = int . Parse ( str4 ) ;
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}
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else if ( str3 . Equals ( "AILevel" ) )
{
this . nAILevel = int . Parse ( str4 ) ;
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}
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/ *
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if ( str3 . Equals ( "AIBattleMode" ) )
{
bAIBattleMode = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
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* /
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continue ;
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//-----------------------------
#endregion
#region [ [ HitRange ] ]
//-----------------------------
case Eセクション種別 . HitRange :
if ( str3 . Equals ( "Perfect" ) )
{
this . nヒット範囲ms . Perfect = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x3e7 , this . nヒット範囲ms . Perfect ) ;
}
else if ( str3 . Equals ( "Great" ) )
{
this . nヒット範囲ms . Great = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x3e7 , this . nヒット範囲ms . Great ) ;
}
else if ( str3 . Equals ( "Good" ) )
{
this . nヒット範囲ms . Good = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x3e7 , this . nヒット範囲ms . Good ) ;
}
else if ( str3 . Equals ( "Poor" ) )
{
this . nヒット範囲ms . Poor = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x3e7 , this . nヒット範囲ms . Poor ) ;
}
continue ;
//-----------------------------
#endregion
#region [ [ Log ] ]
//-----------------------------
case Eセクション種別 . Log :
{
if ( str3 . Equals ( "OutputLog" ) )
{
this . bログ出力 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "TraceCreatedDisposed" ) )
{
this . bLog作成解放ログ出力 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "TraceDTXDetails" ) )
{
this . bLogDTX詳細ログ出力 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "TraceSongSearch" ) )
{
this . bLog曲検索ログ出力 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
continue ;
}
//-----------------------------
#endregion
#region [ [ PlayOption ] ]
//-----------------------------
case Eセクション種別 . PlayOption :
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{
if ( str3 . Equals ( "ShowChara" ) )
{
ShowChara = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "ShowDancer" ) )
{
ShowDancer = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "ShowRunner" ) )
{
ShowRunner = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "ShowMob" ) )
{
ShowMob = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "ShowFooter" ) )
{
ShowFooter = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "ShowPuchiChara" ) )
{
ShowPuchiChara = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
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else if ( str3 . Equals ( "Dark" ) )
{
this . eDark = ( Eダークモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , ( int ) this . eDark ) ;
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}
else if ( str3 . Equals ( "ScrollMode" ) )
{
this . eScrollMode = ( EScrollMode ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , 0 ) ;
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}
else if ( str3 . Equals ( "EnableCountDownTimer" ) )
{
this . bEnableCountdownTimer = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
#region [ Sudden ]
else if ( str3 . Equals ( "DrumsSudden" ) )
{
this . bSudden . Drums = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
#endregion
#region [ Hidden ]
else if ( str3 . Equals ( "DrumsHidden" ) )
{
this . bHidden . Drums = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
#endregion
#region [ Invisible ]
else if ( str3 . Equals ( "DrumsInvisible" ) )
{
this . eInvisible . Drums = ( EInvisible ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , ( int ) this . eInvisible . Drums ) ;
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}
//else if ( str3.Equals( "InvisibleDisplayTimeMs" ) )
//{
// this.nDisplayTimesMs = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 9999999, (int) this.nDisplayTimesMs );
//}
//else if ( str3.Equals( "InvisibleFadeoutTimeMs" ) )
//{
// this.nFadeoutTimeMs = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 9999999, (int) this.nFadeoutTimeMs );
//}
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#endregion
else if ( str3 . Equals ( "DrumsReverse" ) )
{
this . bReverse . Drums = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "DrumsPosition" ) )
{
this . 判 定 文 字 表 示 位 置 . Drums = ( E判定文字表示位置 ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , ( int ) this . 判 定 文 字 表 示 位 置 . Drums ) ;
}
#region [ Mods ]
#region [ Scroll Speed ]
else if ( str3 . Equals ( "DrumsScrollSpeed" ) | | str3 . Equals ( "DrumsScrollSpeed1P" ) )
{
this . nScrollSpeed [ 0 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x7cf , this . nScrollSpeed [ 0 ] ) ;
}
else if ( str3 . Equals ( "DrumsScrollSpeed2P" ) )
{
this . nScrollSpeed [ 1 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x7cf , this . nScrollSpeed [ 1 ] ) ;
}
else if ( str3 . Equals ( "DrumsScrollSpeed3P" ) )
{
this . nScrollSpeed [ 2 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x7cf , this . nScrollSpeed [ 2 ] ) ;
}
else if ( str3 . Equals ( "DrumsScrollSpeed4P" ) )
{
this . nScrollSpeed [ 3 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x7cf , this . nScrollSpeed [ 3 ] ) ;
}
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else if ( str3 . Equals ( "DrumsScrollSpeed5P" ) )
{
this . nScrollSpeed [ 4 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 0x7cf , this . nScrollSpeed [ 4 ] ) ;
}
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#endregion
#region [ Timing Zones ]
else if ( str3 . Equals ( "TimingZones1P" ) )
{
this . nTimingZones [ 0 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , this . nTimingZones [ 0 ] ) ;
}
else if ( str3 . Equals ( "TimingZones2P" ) )
{
this . nTimingZones [ 1 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , this . nTimingZones [ 1 ] ) ;
}
else if ( str3 . Equals ( "TimingZones3P" ) )
{
this . nTimingZones [ 2 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , this . nTimingZones [ 2 ] ) ;
}
else if ( str3 . Equals ( "TimingZones4P" ) )
{
this . nTimingZones [ 3 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , this . nTimingZones [ 3 ] ) ;
}
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else if ( str3 . Equals ( "TimingZones5P" ) )
{
this . nTimingZones [ 4 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , this . nTimingZones [ 4 ] ) ;
}
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#endregion
#region [ Just ]
else if ( str3 . Equals ( "Just" ) | | str3 . Equals ( "Just1P" ) )
{
this . bJust [ 0 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , this . bJust [ 0 ] ) ;
}
else if ( str3 . Equals ( "Just2P" ) )
{
this . bJust [ 1 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , this . bJust [ 1 ] ) ;
}
else if ( str3 . Equals ( "Just3P" ) )
{
this . bJust [ 2 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , this . bJust [ 2 ] ) ;
}
else if ( str3 . Equals ( "Just4P" ) )
{
this . bJust [ 3 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , this . bJust [ 3 ] ) ;
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}
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else if ( str3 . Equals ( "Just5P" ) )
{
this . bJust [ 4 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , this . bJust [ 4 ] ) ;
}
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#endregion
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#region [ Hitsounds ]
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else if ( str3 . Equals ( "HitSounds1P" ) )
{
this . nHitSounds [ 0 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 9999999 , this . nHitSounds [ 0 ] ) ;
}
else if ( str3 . Equals ( "HitSounds2P" ) )
{
this . nHitSounds [ 1 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 9999999 , this . nHitSounds [ 1 ] ) ;
}
else if ( str3 . Equals ( "HitSounds3P" ) )
{
this . nHitSounds [ 2 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 9999999 , this . nHitSounds [ 2 ] ) ;
}
else if ( str3 . Equals ( "HitSounds4P" ) )
{
this . nHitSounds [ 3 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 9999999 , this . nHitSounds [ 3 ] ) ;
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}
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else if ( str3 . Equals ( "HitSounds5P" ) )
{
this . nHitSounds [ 4 ] = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 9999999 , this . nHitSounds [ 4 ] ) ;
}
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#endregion
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#region [ Gametype ]
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else if ( str3 . Equals ( "Gametype1P" ) )
{
this . nGameType [ 0 ] = ( EGameType ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1 , ( int ) this . nGameType [ 0 ] ) ;
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}
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else if ( str3 . Equals ( "Gametype2P" ) )
{
this . nGameType [ 1 ] = ( EGameType ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1 , ( int ) this . nGameType [ 1 ] ) ;
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}
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else if ( str3 . Equals ( "Gametype3P" ) )
{
this . nGameType [ 2 ] = ( EGameType ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1 , ( int ) this . nGameType [ 2 ] ) ;
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}
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else if ( str3 . Equals ( "Gametype4P" ) )
{
this . nGameType [ 3 ] = ( EGameType ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1 , ( int ) this . nGameType [ 3 ] ) ;
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}
2023-02-15 01:27:05 +01:00
else if ( str3 . Equals ( "Gametype5P" ) )
{
this . nGameType [ 4 ] = ( EGameType ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1 , ( int ) this . nGameType [ 4 ] ) ;
}
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#endregion
#region [ Fun mods ]
else if ( str3 . Equals ( "FunMods1P" ) )
{
this . nFunMods [ 0 ] = ( EFunMods ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , ( int ) EFunMods . TOTAL - 1 , ( int ) this . nFunMods [ 0 ] ) ;
}
else if ( str3 . Equals ( "FunMods2P" ) )
{
this . nFunMods [ 1 ] = ( EFunMods ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , ( int ) EFunMods . TOTAL - 1 , ( int ) this . nFunMods [ 1 ] ) ;
}
else if ( str3 . Equals ( "FunMods3P" ) )
{
this . nFunMods [ 2 ] = ( EFunMods ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , ( int ) EFunMods . TOTAL - 1 , ( int ) this . nFunMods [ 2 ] ) ;
}
else if ( str3 . Equals ( "FunMods4P" ) )
{
this . nFunMods [ 3 ] = ( EFunMods ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , ( int ) EFunMods . TOTAL - 1 , ( int ) this . nFunMods [ 3 ] ) ;
}
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else if ( str3 . Equals ( "FunMods5P" ) )
{
this . nFunMods [ 4 ] = ( EFunMods ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , ( int ) EFunMods . TOTAL - 1 , ( int ) this . nFunMods [ 4 ] ) ;
}
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#endregion
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#region [ Stealh ]
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else if ( str3 . Equals ( "TaikoStealth1P" ) | | str3 . Equals ( "TaikoStealth" ) )
{
this . eSTEALTH [ 0 ] = ( Eステルスモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 3 , ( int ) this . eSTEALTH [ 0 ] ) ;
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}
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else if ( str3 . Equals ( "TaikoStealth2P" ) )
{
this . eSTEALTH [ 1 ] = ( Eステルスモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 3 , ( int ) this . eSTEALTH [ 1 ] ) ;
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}
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else if ( str3 . Equals ( "TaikoStealth3P" ) )
{
this . eSTEALTH [ 2 ] = ( Eステルスモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 3 , ( int ) this . eSTEALTH [ 2 ] ) ;
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}
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else if ( str3 . Equals ( "TaikoStealth4P" ) )
{
this . eSTEALTH [ 3 ] = ( Eステルスモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 3 , ( int ) this . eSTEALTH [ 3 ] ) ;
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}
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else if ( str3 . Equals ( "TaikoStealth5P" ) )
{
this . eSTEALTH [ 4 ] = ( Eステルスモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 3 , ( int ) this . eSTEALTH [ 4 ] ) ;
}
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#endregion
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#region [ Random / Mirror ]
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else if ( str3 . Equals ( "TaikoRandom1P" ) | | str3 . Equals ( "TaikoRandom" ) )
{
this . eRandom [ 0 ] = ( Eランダムモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , ( int ) this . eRandom [ 0 ] ) ;
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}
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else if ( str3 . Equals ( "TaikoRandom2P" ) )
{
this . eRandom [ 1 ] = ( Eランダムモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , ( int ) this . eRandom [ 1 ] ) ;
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}
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else if ( str3 . Equals ( "TaikoRandom3P" ) )
{
this . eRandom [ 2 ] = ( Eランダムモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , ( int ) this . eRandom [ 2 ] ) ;
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}
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else if ( str3 . Equals ( "TaikoRandom4P" ) )
{
this . eRandom [ 3 ] = ( Eランダムモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , ( int ) this . eRandom [ 3 ] ) ;
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}
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else if ( str3 . Equals ( "TaikoRandom5P" ) )
{
this . eRandom [ 4 ] = ( Eランダムモード ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , ( int ) this . eRandom [ 4 ] ) ;
}
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#endregion
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#endregion
else if ( str3 . Equals ( "PlaySpeed" ) )
{
this . n演奏速度 = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 5 , 400 , this . n演奏速度 ) ;
}
else if ( str3 . Equals ( "PlaySpeedNotEqualOneNoSound" ) )
{
this . b演奏速度が一倍速であるとき以外音声を再生しない = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
//else if ( str3.Equals( "JudgeDispPriorityDrums" ) )
//{
// this.e判定表示優先度.Drums = (E判定表示優先度) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, (int) this.e判定表示優先度.Drums );
//}
//else if ( str3.Equals( "JudgeDispPriorityGuitar" ) )
//{
// this.e判定表示優先度.Guitar = (E判定表示優先度) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, (int) this.e判定表示優先度.Guitar );
//}
//else if ( str3.Equals( "JudgeDispPriorityBass" ) )
//{
// this.e判定表示優先度.Bass = (E判定表示優先度) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, (int) this.e判定表示優先度.Bass );
//}
else if ( str3 . Equals ( "Risky" ) ) // #23559 2011.6.23 yyagi
{
this . nRisky = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 10 , this . nRisky ) ;
}
else if ( str3 . Equals ( "DrumsTight" ) )
{
this . bTight = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "BranchGuide" ) )
{
this . bBranchGuide = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "DefaultCourse" ) ) //2017.01.30 DD
{
this . nDefaultCourse = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 4 , this . nDefaultCourse ) ;
}
else if ( str3 . Equals ( "ScoreMode" ) )
{
this . nScoreMode = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 3 , this . nScoreMode ) ;
}
else if ( str3 . Equals ( "HispeedRandom" ) )
{
this . bHispeedRandom = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "BigNotesWaitTime" ) )
{
this . n両手判定の待ち時間 = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 1 , 100 , this . n両手判定の待ち時間 ) ;
}
else if ( str3 . Equals ( "BigNotesJudge" ) )
{
this . b大音符判定 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "BranchAnime" ) )
{
this . nBranchAnime = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1 , this . nBranchAnime ) ;
}
else if ( str3 . Equals ( "NoInfo" ) )
{
this . bNoInfo = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "DefaultSongSort" ) )
{
this . nDefaultSongSort = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , this . nDefaultSongSort ) ;
}
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else if ( str3 . Equals ( "RecentlyPlayedMax" ) )
{
this . nRecentlyPlayedMax = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 9999 , this . nRecentlyPlayedMax ) ;
}
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else if ( str3 . Equals ( "GameMode" ) )
{
this . eGameMode = ( EGame ) C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 2 , ( int ) this . eGameMode ) ;
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}
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else if ( str3 . Equals ( "TokkunSkipMeasures" ) )
{
this . TokkunSkipMeasures = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 9999 , this . TokkunSkipMeasures ) ;
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}
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else if ( str3 . Equals ( nameof ( TokkunMashInterval ) ) )
{
this . TokkunMashInterval = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 9999 , this . TokkunMashInterval ) ;
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}
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else if ( str3 . Equals ( "JudgeCountDisplay" ) )
{
this . bJudgeCountDisplay = C変換 . bONorOFF ( str4 [ 0 ] ) ;
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}
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else if ( str3 . Equals ( "PlayerCount" ) )
{
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this . nPlayerCount = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 1 , 5 , this . nPlayerCount ) ;
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}
else if ( str3 . Equals ( nameof ( ShinuchiMode ) ) )
{
ShinuchiMode = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
continue ;
}
//-----------------------------
#endregion
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#region [ [ ViewerOption ] ]
//-----------------------------
case Eセクション種別 . ViewerOption :
{
/ *
if ( str3 . Equals ( "ViewerDrumsScrollSpeed" ) )
{
this . nViewerScrollSpeed . Drums = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1999 , this . nViewerScrollSpeed . Drums ) ;
}
else if ( str3 . Equals ( "ViewerGuitarScrollSpeed" ) )
{
this . nViewerScrollSpeed . Guitar = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1999 , this . nViewerScrollSpeed . Guitar ) ;
}
else if ( str3 . Equals ( "ViewerBassScrollSpeed" ) )
{
this . nViewerScrollSpeed . Bass = C変換 . n値を文字列から取得して範囲内に丸めて返す ( str4 , 0 , 1999 , this . nViewerScrollSpeed . Bass ) ;
}
* /
if ( str3 . Equals ( "ViewerVSyncWait" ) )
{
this . bViewerVSyncWait = C変換 . bONorOFF ( str4 [ 0 ] ) ;
}
else if ( str3 . Equals ( "ViewerShowDebugStatus" ) )
{
this . bViewerShowDebugStatus = C変換 . bONorOFF ( str4 [ 0 ] ) ;
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}
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else if ( str3 . Equals ( "ViewerTimeStretch" ) )
{
this . bViewerTimeStretch = C変換 . bONorOFF ( str4 [ 0 ] ) ;
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}
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else if ( str3 . Equals ( "ViewerGuitar" ) )
{
this . bViewerGuitar有効 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
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}
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else if ( str3 . Equals ( "ViewerDrums" ) )
{
this . bViewerDrums有効 = C変換 . bONorOFF ( str4 [ 0 ] ) ;
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}
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continue ;
}
//-----------------------------
#endregion
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#region [ [ GUID ] ]
//-----------------------------
case Eセクション種別 . GUID :
if ( str3 . Equals ( "JoystickID" ) )
{
this . tJoystickIDの取得 ( str4 ) ;
}
continue ;
//-----------------------------
#endregion
#region [ [ DrumsKeyAssign ] ]
//-----------------------------
case Eセクション種別 . DrumsKeyAssign :
{
if ( str3 . Equals ( "LeftRed" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftRed ) ;
}
else if ( str3 . Equals ( "RightRed" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightRed ) ;
}
else if ( str3 . Equals ( "LeftBlue" ) ) // #27029 2012.1.4 from
{ //
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftBlue ) ; //
} //
else if ( str3 . Equals ( "RightBlue" ) ) // #27029 2012.1.4 from
{ //
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightBlue ) ; //
}
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else if ( str3 . Equals ( "LeftRed2P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftRed2P ) ;
}
else if ( str3 . Equals ( "RightRed2P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightRed2P ) ;
}
else if ( str3 . Equals ( "LeftBlue2P" ) ) // #27029 2012.1.4 from
{ //
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftBlue2P ) ; //
} //
else if ( str3 . Equals ( "RightBlue2P" ) ) // #27029 2012.1.4 from
{ //
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this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightBlue2P ) ; //
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}
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else if ( str3 . Equals ( "LeftRed3P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftRed3P ) ;
}
else if ( str3 . Equals ( "RightRed3P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightRed3P ) ;
}
else if ( str3 . Equals ( "LeftBlue3P" ) ) // #27029 2012.1.4 from
{ //
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftBlue3P ) ; //
} //
else if ( str3 . Equals ( "RightBlue3P" ) ) // #27029 2012.1.4 from
{ //
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightBlue3P ) ; //
}
else if ( str3 . Equals ( "LeftRed4P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftRed4P ) ;
}
else if ( str3 . Equals ( "RightRed4P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightRed4P ) ;
}
else if ( str3 . Equals ( "LeftBlue4P" ) ) // #27029 2012.1.4 from
{ //
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftBlue4P ) ; //
} //
else if ( str3 . Equals ( "RightBlue4P" ) ) // #27029 2012.1.4 from
{ //
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightBlue4P ) ; //
}
else if ( str3 . Equals ( "LeftRed5P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftRed5P ) ;
}
else if ( str3 . Equals ( "RightRed5P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightRed5P ) ;
}
else if ( str3 . Equals ( "LeftBlue5P" ) ) // #27029 2012.1.4 from
{ //
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftBlue5P ) ; //
} //
else if ( str3 . Equals ( "RightBlue5P" ) ) // #27029 2012.1.4 from
{ //
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightBlue5P ) ; //
}
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else if ( str3 . Equals ( "Clap" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . Clap ) ;
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}
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else if ( str3 . Equals ( "Clap2P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . Clap2P ) ;
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}
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else if ( str3 . Equals ( "Clap3P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . Clap3P ) ;
}
else if ( str3 . Equals ( "Clap4P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . Clap4P ) ;
}
else if ( str3 . Equals ( "Clap5P" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . Clap5P ) ;
}
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else if ( str3 . Equals ( "Decide" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . Decide ) ;
}
else if ( str3 . Equals ( "Cancel" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . Cancel ) ;
}
else if ( str3 . Equals ( "LeftChange" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . LeftChange ) ;
}
else if ( str3 . Equals ( "RightChange" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . Drums . RightChange ) ;
}
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continue ;
}
//-----------------------------
#endregion
#region [ [ SystemKeyAssign ] ]
//-----------------------------
case Eセクション種別 . SystemKeyAssign :
if ( str3 . Equals ( "Capture" ) )
{
this . tキーの読み出しと設定 ( str4 , this . KeyAssign . System . Capture ) ;
}
continue ;
//-----------------------------
#endregion
}
}
}
continue ;
}
catch ( Exception exception )
{
Trace . TraceError ( exception . ToString ( ) ) ;
Trace . TraceError ( "例外が発生しましたが処理を継続します。 (93c4c5cd-4996-4e8c-a82f-a179ff590b44)" ) ;
continue ;
}
}
}
}
/// <summary>
/// ギターとベースのキーアサイン入れ替え
/// </summary>
//public void SwapGuitarBassKeyAssign() // #24063 2011.1.16 yyagi
//{
// for ( int j = 0; j <= (int)EKeyConfigPad.Capture; j++ )
// {
// CKeyAssign.STKEYASSIGN t; //= new CConfigIni.CKeyAssign.STKEYASSIGN();
// for ( int k = 0; k < 16; k++ )
// {
// t = this.KeyAssign[ (int)EKeyConfigPart.GUITAR ][ j ][ k ];
// this.KeyAssign[ (int)EKeyConfigPart.GUITAR ][ j ][ k ] = this.KeyAssign[ (int)EKeyConfigPart.BASS ][ j ][ k ];
// this.KeyAssign[ (int)EKeyConfigPart.BASS ][ j ][ k ] = t;
// }
// }
// this.bIsSwappedGuitarBass = !bIsSwappedGuitarBass;
//}
// その他
#region [ private ]
//-----------------
private enum Eセクション種別
{
Unknown ,
System ,
Log ,
PlayOption ,
ViewerOption ,
AutoPlay ,
HitRange ,
GUID ,
DrumsKeyAssign ,
SystemKeyAssign ,
Temp ,
}
private bool _bDrums有効 ;
private bool _bGuitar有効 ;
private bool bConfigIniが存在している ;
private string ConfigIniファイル名 ;
private void tJoystickIDの取得 ( string strキー記述 )
{
string [ ] strArray = strキー記述 . Split ( new char [ ] { ',' } ) ;
if ( strArray . Length > = 2 )
{
int result = 0 ;
if ( ( int . TryParse ( strArray [ 0 ] , out result ) & & ( result > = 0 ) ) & & ( result < = 9 ) )
{
if ( this . dicJoystick . ContainsKey ( result ) )
{
this . dicJoystick . Remove ( result ) ;
}
this . dicJoystick . Add ( result , strArray [ 1 ] ) ;
}
}
}
private void tキーアサインを全部クリアする ( )
{
this . KeyAssign = new CKeyAssign ( ) ;
for ( int i = 0 ; i < = ( int ) EKeyConfigPart . SYSTEM ; i + + )
{
for ( int j = 0 ; j < = ( int ) EKeyConfigPad . Capture ; j + + )
{
this . KeyAssign [ i ] [ j ] = new CKeyAssign . STKEYASSIGN [ 16 ] ;
for ( int k = 0 ; k < 16 ; k + + )
{
this . KeyAssign [ i ] [ j ] [ k ] = new CKeyAssign . STKEYASSIGN ( E入力デバイス . 不 明 , 0 , 0 ) ;
}
}
}
}
private void tキーの書き出し ( StreamWriter sw , CKeyAssign . STKEYASSIGN [ ] assign )
{
bool flag = true ;
for ( int i = 0 ; i < 0x10 ; i + + )
{
if ( assign [ i ] . 入 力 デ バ イ ス = = E入力デバイス . 不 明 )
{
continue ;
}
if ( ! flag )
{
sw . Write ( ',' ) ;
}
flag = false ;
switch ( assign [ i ] . 入 力 デ バ イ ス )
{
case E入力デバイス . キ ー ボ ー ド :
sw . Write ( 'K' ) ;
break ;
case E入力デバイス . MIDI入力 :
sw . Write ( 'M' ) ;
break ;
case E入力デバイス . ジ ョ イ パ ッ ド :
sw . Write ( 'J' ) ;
break ;
case E入力デバイス . マ ウ ス :
sw . Write ( 'N' ) ;
break ;
}
sw . Write ( "{0}{1}" , "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ" . Substring ( assign [ i ] . ID , 1 ) , assign [ i ] . コ ー ド ) ; // #24166 2011.1.15 yyagi: to support ID > 10, change 2nd character from Decimal to 36-numeral system. (e.g. J1023 -> JA23)
}
}
private void tキーの読み出しと設定 ( string strキー記述 , CKeyAssign . STKEYASSIGN [ ] assign )
{
string [ ] strArray = strキー記述 . Split ( new char [ ] { ',' } ) ;
for ( int i = 0 ; ( i < strArray . Length ) & & ( i < 0x10 ) ; i + + )
{
E入力デバイス e入力デバイス ;
int id ;
int code ;
string str = strArray [ i ] . Trim ( ) . ToUpper ( ) ;
if ( str . Length > = 3 )
{
e入力デバイス = E入力デバイス . 不 明 ;
switch ( str [ 0 ] )
{
case 'J' :
e入力デバイス = E入力デバイス . ジ ョ イ パ ッ ド ;
break ;
case 'K' :
e入力デバイス = E入力デバイス . キ ー ボ ー ド ;
break ;
case 'L' :
continue ;
case 'M' :
e入力デバイス = E入力デバイス . MIDI入力 ;
break ;
case 'N' :
e入力デバイス = E入力デバイス . マ ウ ス ;
break ;
}
}
else
{
continue ;
}
id = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ" . IndexOf ( str [ 1 ] ) ; // #24166 2011.1.15 yyagi: to support ID > 10, change 2nd character from Decimal to 36-numeral system. (e.g. J1023 -> JA23)
if ( ( ( id > = 0 ) & & int . TryParse ( str . Substring ( 2 ) , out code ) ) & & ( ( code > = 0 ) & & ( code < = 0xff ) ) )
{
2022-06-02 09:18:26 +02:00
//this.t指定した入力が既にアサイン済みである場合はそれを全削除する( e入力デバイス, id, code );
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assign [ i ] . 入 力 デ バ イ ス = e入力デバイス ;
assign [ i ] . ID = id ;
assign [ i ] . コ ー ド = code ;
}
}
}
private void tデフォルトのキーアサインに設定する ( )
{
this . tキーアサインを全部クリアする ( ) ;
string strDefaultKeyAssign = @ "
[DrumsKeyAssign]
LeftRed = K015
RightRed = K019
LeftBlue = K013
RightBlue = K020
LeftRed2P = K011
RightRed2P = K023
LeftBlue2P = K012
RightBlue2P = K047
2023-02-15 01:27:05 +01:00
LeftRed3P =
RightRed3P =
LeftBlue3P =
RightBlue3P =
LeftRed4P =
RightRed4P =
LeftBlue4P =
RightBlue4P =
LeftRed5P =
RightRed5P =
LeftBlue5P =
RightBlue5P =
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Clap = K017
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Clap2P =
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Clap3P =
Clap4P =
Clap5P =
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Decide = K015 , K019
Cancel =
LeftChange = K013
RightChange = K020
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[SystemKeyAssign]
Capture = K065
";
t文字列から読み込み ( strDefaultKeyAssign ) ;
}
//-----------------
#endregion
public event PropertyChangedEventHandler PropertyChanged ;
private bool SetProperty < T > ( ref T storage , T value , string propertyName = null )
{
if ( Equals ( storage , value ) )
{
return false ;
}
storage = value ;
OnPropertyChanged ( propertyName ) ;
return true ;
}
private void OnPropertyChanged ( string propertyName )
{
PropertyChanged ? . Invoke ( this , new PropertyChangedEventArgs ( propertyName ) ) ;
}
}
}