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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@ -1618,6 +1618,21 @@ internal class CConfigIni : INotifyPropertyChanged {
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this.ConfigIniFileName = "";
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this.dicJoystick = new Dictionary<int, string>(10);
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this.dicGamepad = new Dictionary<int, string>(10);
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this.sectionProcess = new Dictionary<ESectionType, Action<string, string>>() {
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{ ESectionType.System, this.ProcessSystemSection },
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{ ESectionType.AutoPlay, this.ProcessAutoPlaySection },
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{ ESectionType.HitRange, this.ProcessHitRangeSection },
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{ ESectionType.Log, this.ProcessLogSection },
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{ ESectionType.PlayOption, this.ProcessPlayOptionSection },
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{ ESectionType.ViewerOption, this.ProcessViewerOptionSection },
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{ ESectionType.GUID, this.ProcessGuidSection },
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{ ESectionType.DrumsKeyAssign, this.ProcessDrumKeyAssignmentSection },
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{ ESectionType.SystemKeyAssign, this.ProcessSystemKeyAssignmentSection },
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{ ESectionType.TrainingKeyAssign, this.ProcessTrainingKeyAssignmentSection },
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{ ESectionType.DEBUG, this.ProcessDebugSection },
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};
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this.SetDefaultKeyAssignments();
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#region [ velocityMin ]
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@ -1669,20 +1684,6 @@ internal class CConfigIni : INotifyPropertyChanged {
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this.nDisplayTimesMs = 3000; // #32072 2013.10.24 yyagi Semi-Invisibleでの、チップ再表示期間
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this.nFadeoutTimeMs = 2000; // #32072 2013.10.24 yyagi Semi-Invisibleでの、チップフェードアウト時間
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this.sectionProcess = new Dictionary<ESectionType, Action<string, string>>() {
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{ ESectionType.System, this.ProcessSystemSection },
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{ ESectionType.AutoPlay, this.ProcessAutoPlaySection },
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{ ESectionType.HitRange, this.ProcessHitRangeSection },
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{ ESectionType.Log, this.ProcessLogSection },
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{ ESectionType.PlayOption, this.ProcessPlayOptionSection },
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{ ESectionType.ViewerOption, this.ProcessViewerOptionSection },
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{ ESectionType.GUID, this.ProcessGuidSection },
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{ ESectionType.DrumsKeyAssign, this.ProcessDrumKeyAssignmentSection },
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{ ESectionType.SystemKeyAssign, this.ProcessSystemKeyAssignmentSection },
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{ ESectionType.TrainingKeyAssign, this.ProcessTrainingKeyAssignmentSection },
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{ ESectionType.DEBUG, this.ProcessDebugSection },
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};
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bViewerVSyncWait = true;
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bViewerShowDebugStatus = true;
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bViewerTimeStretch = false;
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@ -411,11 +411,11 @@ public static class ImGuiDebugWindow {
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"Dan Red Full Combo", "TEXTURE_LUA_DANFC");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PerfectScript,
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"Dan Red Perfect", "TEXTURE_LUA_DANPFC");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PassScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_PassScript,
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"Dan Gold Clear", "TEXTURE_LUA_DANGOLDCLEAR");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_FullComboScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_FullComboScript,
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"Dan Gold Full Combo", "TEXTURE_LUA_DANGOLDFC");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PerfectScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_PerfectScript,
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"Dan Gold Perfect", "TEXTURE_LUA_DANGOLDPFC");
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break;
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default:
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