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mirror of synced 2024-11-27 17:00:50 +01:00

Fix default keybinds being wiped if new Config file is created (#722)

* Update ImGuiDebugWindow.cs

* Fix default keybinds being wiped when creating new Config
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DragonRatTiger / リュウコ 2024-10-24 10:06:20 -05:00 committed by GitHub
parent ad2d5f4cb9
commit 60d47e3471
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2 changed files with 18 additions and 17 deletions

View File

@ -1618,6 +1618,21 @@ internal class CConfigIni : INotifyPropertyChanged {
this.ConfigIniFileName = "";
this.dicJoystick = new Dictionary<int, string>(10);
this.dicGamepad = new Dictionary<int, string>(10);
this.sectionProcess = new Dictionary<ESectionType, Action<string, string>>() {
{ ESectionType.System, this.ProcessSystemSection },
{ ESectionType.AutoPlay, this.ProcessAutoPlaySection },
{ ESectionType.HitRange, this.ProcessHitRangeSection },
{ ESectionType.Log, this.ProcessLogSection },
{ ESectionType.PlayOption, this.ProcessPlayOptionSection },
{ ESectionType.ViewerOption, this.ProcessViewerOptionSection },
{ ESectionType.GUID, this.ProcessGuidSection },
{ ESectionType.DrumsKeyAssign, this.ProcessDrumKeyAssignmentSection },
{ ESectionType.SystemKeyAssign, this.ProcessSystemKeyAssignmentSection },
{ ESectionType.TrainingKeyAssign, this.ProcessTrainingKeyAssignmentSection },
{ ESectionType.DEBUG, this.ProcessDebugSection },
};
this.SetDefaultKeyAssignments();
#region [ velocityMin ]
@ -1669,20 +1684,6 @@ internal class CConfigIni : INotifyPropertyChanged {
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
this.sectionProcess = new Dictionary<ESectionType, Action<string, string>>() {
{ ESectionType.System, this.ProcessSystemSection },
{ ESectionType.AutoPlay, this.ProcessAutoPlaySection },
{ ESectionType.HitRange, this.ProcessHitRangeSection },
{ ESectionType.Log, this.ProcessLogSection },
{ ESectionType.PlayOption, this.ProcessPlayOptionSection },
{ ESectionType.ViewerOption, this.ProcessViewerOptionSection },
{ ESectionType.GUID, this.ProcessGuidSection },
{ ESectionType.DrumsKeyAssign, this.ProcessDrumKeyAssignmentSection },
{ ESectionType.SystemKeyAssign, this.ProcessSystemKeyAssignmentSection },
{ ESectionType.TrainingKeyAssign, this.ProcessTrainingKeyAssignmentSection },
{ ESectionType.DEBUG, this.ProcessDebugSection },
};
bViewerVSyncWait = true;
bViewerShowDebugStatus = true;
bViewerTimeStretch = false;

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@ -411,11 +411,11 @@ public static class ImGuiDebugWindow {
"Dan Red Full Combo", "TEXTURE_LUA_DANFC");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PerfectScript,
"Dan Red Perfect", "TEXTURE_LUA_DANPFC");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PassScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_PassScript,
"Dan Gold Clear", "TEXTURE_LUA_DANGOLDCLEAR");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_FullComboScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_FullComboScript,
"Dan Gold Full Combo", "TEXTURE_LUA_DANGOLDFC");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PerfectScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_PerfectScript,
"Dan Gold Perfect", "TEXTURE_LUA_DANGOLDPFC");
break;
default: