dbf8dc9471
* 多人数プレイに対応 * 不具合の修正
4102 lines
154 KiB
C#
4102 lines
154 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Text;
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using System.Runtime.InteropServices;
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using System.IO;
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using System.Diagnostics;
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using FDK;
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using FDK.ExtensionMethods;
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namespace TJAPlayer3
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{
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internal class CConfigIni : INotifyPropertyChanged
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{
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private const int MinimumKeyboardSoundLevelIncrement = 1;
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private const int MaximumKeyboardSoundLevelIncrement = 20;
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private const int DefaultKeyboardSoundLevelIncrement = 5;
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// クラス
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#region [ CKeyAssign ]
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public class CKeyAssign
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{
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public class CKeyAssignPad
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{
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public CConfigIni.CKeyAssign.STKEYASSIGN[] HH
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{
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get
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{
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return this.padHH_R;
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}
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set
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{
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this.padHH_R = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] R
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{
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get
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{
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return this.padHH_R;
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}
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set
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{
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this.padHH_R = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] SD
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{
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get
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{
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return this.padSD_G;
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}
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set
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{
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this.padSD_G = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] G
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{
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get
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{
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return this.padSD_G;
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}
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set
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{
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this.padSD_G = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] BD
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{
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get
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{
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return this.padBD_B;
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}
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set
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{
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this.padBD_B = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] B
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{
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get
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{
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return this.padBD_B;
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}
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set
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{
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this.padBD_B = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] HT
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{
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get
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{
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return this.padHT_Pick;
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}
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set
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{
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this.padHT_Pick = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Pick
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{
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get
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{
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return this.padHT_Pick;
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}
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set
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{
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this.padHT_Pick = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LT
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{
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get
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{
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return this.padLT_Wail;
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}
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set
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{
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this.padLT_Wail = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Wail
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{
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get
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{
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return this.padLT_Wail;
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}
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set
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{
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this.padLT_Wail = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] FT
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{
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get
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{
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return this.padFT_Cancel;
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}
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set
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{
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this.padFT_Cancel = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Cancel
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{
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get
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{
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return this.padFT_Cancel;
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}
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set
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{
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this.padFT_Cancel = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] CY
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{
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get
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{
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return this.padCY_Decide;
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}
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set
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{
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this.padCY_Decide = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Decide
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{
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get
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{
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return this.padCY_Decide;
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}
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set
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{
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this.padCY_Decide = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] HHO
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{
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get
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{
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return this.padHHO;
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}
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set
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{
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this.padHHO = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RD
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{
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get
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{
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return this.padRD;
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}
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set
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{
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this.padRD = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LC
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{
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get
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{
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return this.padLC;
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}
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set
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{
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this.padLC = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LP
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{
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get
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{
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return this.padLP;
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}
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set
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{
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this.padLP = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LBD
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{
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get
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{
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return this.padLBD;
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}
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set
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{
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this.padLBD = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Capture
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{
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get
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{
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return this.padCapture;
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}
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set
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{
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this.padCapture = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftRed
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{
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get
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{
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return this.padLRed;
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}
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set
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{
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this.padLRed = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightRed
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{
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get
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{
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return this.padRRed;
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}
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set
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{
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this.padRRed = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftBlue
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{
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get
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{
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return this.padLBlue;
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}
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set
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{
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this.padLBlue = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightBlue
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{
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get
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{
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return this.padRBlue;
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}
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set
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{
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this.padRBlue = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftRed2P
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{
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get
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{
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return this.padLRed2P;
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}
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set
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{
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this.padLRed2P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightRed2P
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{
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get
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{
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return this.padRRed2P;
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}
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set
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{
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this.padRRed2P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftBlue2P
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{
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get
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{
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return this.padLBlue2P;
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}
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set
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{
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this.padLBlue2P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightBlue2P
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{
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get
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{
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return this.padRBlue2P;
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}
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set
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{
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this.padRBlue2P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftRed3P
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{
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get
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{
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return this.padLRed3P;
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}
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set
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{
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this.padLRed3P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightRed3P
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{
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get
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{
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return this.padRRed3P;
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}
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set
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{
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this.padRRed3P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftBlue3P
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{
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get
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{
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return this.padLBlue3P;
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}
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set
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{
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this.padLBlue3P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightBlue3P
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{
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get
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{
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return this.padRBlue3P;
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}
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set
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{
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this.padRBlue3P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftRed4P
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{
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get
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{
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return this.padLRed4P;
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}
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set
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{
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this.padLRed4P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightRed4P
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{
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get
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{
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return this.padRRed4P;
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}
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set
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{
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this.padRRed4P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftBlue4P
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{
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get
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{
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return this.padLBlue4P;
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}
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set
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{
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this.padLBlue4P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightBlue4P
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{
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get
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{
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return this.padRBlue4P;
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}
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set
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{
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this.padRBlue4P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftRed5P
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{
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get
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{
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return this.padLRed5P;
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}
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set
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{
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this.padLRed5P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightRed5P
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{
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get
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{
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return this.padRRed5P;
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}
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set
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{
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this.padRRed5P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftBlue5P
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{
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get
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{
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return this.padLBlue5P;
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}
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set
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{
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this.padLBlue5P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightBlue5P
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{
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get
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{
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return this.padRBlue5P;
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}
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set
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{
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this.padRBlue5P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Clap
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{
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get
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{
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return this.padClap;
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}
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set
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{
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this.padClap = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Clap2P
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{
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get
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{
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return this.padClap2P;
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}
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set
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{
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this.padClap2P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Clap3P
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{
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get
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{
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return this.padClap3P;
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}
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set
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{
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this.padClap3P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Clap4P
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{
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get
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{
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return this.padClap4P;
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}
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set
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{
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this.padClap4P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] Clap5P
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{
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get
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{
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return this.padClap5P;
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}
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set
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{
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this.padClap5P = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] LeftChange
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{
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get
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{
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return this.padLeftChange;
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}
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set
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{
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this.padLeftChange = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] RightChange
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{
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get
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{
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return this.padRightChange;
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}
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set
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{
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this.padRightChange = value;
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}
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}
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public CConfigIni.CKeyAssign.STKEYASSIGN[] this[ int index ]
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{
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get
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{
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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
|
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return this.padLP; //
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case (int) EKeyConfigPad.LBD: // #27029 2012.1.4 from
|
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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:
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return this.padLRed3P;
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case (int)EKeyConfigPad.RRed3P:
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return this.padRRed3P;
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case (int)EKeyConfigPad.LBlue3P:
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return this.padLBlue3P;
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case (int)EKeyConfigPad.RBlue3P:
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return this.padRBlue3P;
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case (int)EKeyConfigPad.LRed4P:
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return this.padLRed4P;
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case (int)EKeyConfigPad.RRed4P:
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return this.padRRed4P;
|
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|
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case (int)EKeyConfigPad.LBlue4P:
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return this.padLBlue4P;
|
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case (int)EKeyConfigPad.RBlue4P:
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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;
|
||
|
||
case (int)EKeyConfigPad.Clap:
|
||
return this.padClap;
|
||
|
||
case (int)EKeyConfigPad.Clap2P:
|
||
return this.padClap2P;
|
||
|
||
case (int)EKeyConfigPad.Clap3P:
|
||
return this.padClap3P;
|
||
|
||
case (int)EKeyConfigPad.Clap4P:
|
||
return this.padClap4P;
|
||
|
||
case (int)EKeyConfigPad.Clap5P:
|
||
return this.padClap5P;
|
||
|
||
case (int)EKeyConfigPad.LeftChange:
|
||
return this.padLeftChange;
|
||
|
||
case (int)EKeyConfigPad.RightChange:
|
||
return this.padRightChange;
|
||
|
||
case (int) EKeyConfigPad.Capture:
|
||
return this.padCapture;
|
||
}
|
||
throw new IndexOutOfRangeException();
|
||
}
|
||
set
|
||
{
|
||
switch ( index )
|
||
{
|
||
case (int) EKeyConfigPad.HH:
|
||
this.padHH_R = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.SD:
|
||
this.padSD_G = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.BD:
|
||
this.padBD_B = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.Pick:
|
||
this.padHT_Pick = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.LT:
|
||
this.padLT_Wail = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.FT:
|
||
this.padFT_Cancel = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.CY:
|
||
this.padCY_Decide = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.HHO:
|
||
this.padHHO = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.RD:
|
||
this.padRD = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.LC:
|
||
this.padLC = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.LP:
|
||
this.padLP = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.LBD:
|
||
this.padLBD = value;
|
||
return;
|
||
|
||
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;
|
||
|
||
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;
|
||
|
||
case (int)EKeyConfigPad.Clap:
|
||
this.padClap = value;
|
||
return;
|
||
|
||
case (int)EKeyConfigPad.Clap2P:
|
||
this.padClap2P = value;
|
||
return;
|
||
|
||
case (int)EKeyConfigPad.Clap3P:
|
||
this.padClap3P = value;
|
||
return;
|
||
|
||
case (int)EKeyConfigPad.Clap4P:
|
||
this.padClap4P = value;
|
||
return;
|
||
|
||
case (int)EKeyConfigPad.Clap5P:
|
||
this.padClap5P = value;
|
||
return;
|
||
|
||
case (int)EKeyConfigPad.LeftChange:
|
||
this.padLeftChange = value;
|
||
return;
|
||
|
||
case (int)EKeyConfigPad.RightChange:
|
||
this.padRightChange = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPad.Capture:
|
||
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;
|
||
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padLRed;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padLBlue;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padRRed;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padRBlue;
|
||
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padLRed2P;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padLBlue2P;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padRRed2P;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padRBlue2P;
|
||
|
||
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;
|
||
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padClap;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padClap2P;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padClap3P;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padClap4P;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padClap5P;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padLeftChange;
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padRightChange;
|
||
|
||
private CConfigIni.CKeyAssign.STKEYASSIGN[] padCapture;
|
||
//-----------------
|
||
#endregion
|
||
}
|
||
|
||
[StructLayout( LayoutKind.Sequential )]
|
||
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;
|
||
public STKEYASSIGN( E入力デバイス DeviceType, int nID, int nCode )
|
||
{
|
||
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();
|
||
public CKeyAssignPad this[ int index ]
|
||
{
|
||
get
|
||
{
|
||
switch( index )
|
||
{
|
||
case (int) EKeyConfigPart.DRUMS:
|
||
return this.Drums;
|
||
|
||
case (int) EKeyConfigPart.GUITAR:
|
||
return this.Guitar;
|
||
|
||
case (int) EKeyConfigPart.BASS:
|
||
return this.Bass;
|
||
|
||
case (int) EKeyConfigPart.TAIKO:
|
||
return this.Taiko;
|
||
|
||
case (int) EKeyConfigPart.SYSTEM:
|
||
return this.System;
|
||
}
|
||
throw new IndexOutOfRangeException();
|
||
}
|
||
set
|
||
{
|
||
switch( index )
|
||
{
|
||
case (int) EKeyConfigPart.DRUMS:
|
||
this.Drums = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPart.GUITAR:
|
||
this.Guitar = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPart.BASS:
|
||
this.Bass = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPart.TAIKO:
|
||
this.Taiko = value;
|
||
return;
|
||
|
||
case (int) EKeyConfigPart.SYSTEM:
|
||
this.System = value;
|
||
return;
|
||
}
|
||
throw new IndexOutOfRangeException();
|
||
}
|
||
}
|
||
}
|
||
#endregion
|
||
|
||
//
|
||
public enum ESoundDeviceTypeForConfig
|
||
{
|
||
ACM = 0,
|
||
// DirectSound,
|
||
ASIO,
|
||
WASAPI_Exclusive,
|
||
WASAPI_Shared,
|
||
Unknown =99
|
||
}
|
||
// プロパティ
|
||
|
||
public class CAIPerformances
|
||
{
|
||
public int nGoodOdds;
|
||
public int nPerfectOdds;
|
||
public int nBadOdds;
|
||
public int nRollSpeed;
|
||
public int nMineHitOdds;
|
||
|
||
public CAIPerformances(int po, int go, int bo, int rp, int mho = 0)
|
||
{
|
||
nGoodOdds = go;
|
||
nPerfectOdds = po;
|
||
nBadOdds = bo;
|
||
nRollSpeed = rp;
|
||
nMineHitOdds = mho;
|
||
}
|
||
}
|
||
|
||
public class CTimingZones
|
||
{
|
||
public int nGoodZone;
|
||
public int nOkZone;
|
||
public int nBadZone;
|
||
|
||
public CTimingZones(int gz, int oz, int bz)
|
||
{
|
||
nGoodZone = gz;
|
||
nOkZone = oz;
|
||
nBadZone = bz;
|
||
}
|
||
|
||
}
|
||
|
||
|
||
#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
|
||
//----------------------------------------
|
||
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;
|
||
public STDGBVALUE<E判定位置> e判定位置; // #33891 2014.6.26 yyagi
|
||
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
|
||
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
|
||
public Dictionary<int, string> dicJoystick;
|
||
public Eダークモード eDark;
|
||
public Eランダムモード[] eRandom;
|
||
public Eダメージレベル eダメージレベル;
|
||
public CKeyAssign KeyAssign;
|
||
public int n非フォーカス時スリープms; // #23568 2010.11.04 ikanick add
|
||
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;
|
||
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;
|
||
|
||
private bool _applyLoudnessMetadata;
|
||
|
||
public bool ApplyLoudnessMetadata
|
||
{
|
||
get => _applyLoudnessMetadata;
|
||
set => SetProperty(ref _applyLoudnessMetadata, value, nameof(ApplyLoudnessMetadata));
|
||
}
|
||
|
||
private double _targetLoudness;
|
||
|
||
public double TargetLoudness
|
||
{
|
||
get => _targetLoudness;
|
||
set => SetProperty(ref _targetLoudness, value, nameof(TargetLoudness));
|
||
}
|
||
|
||
private bool _applySongVol;
|
||
|
||
public bool ApplySongVol
|
||
{
|
||
get => _applySongVol;
|
||
set => SetProperty(ref _applySongVol, value, nameof(ApplySongVol));
|
||
}
|
||
|
||
private int _soundEffectLevel;
|
||
|
||
public int SoundEffectLevel
|
||
{
|
||
get => _soundEffectLevel;
|
||
set => SetProperty(ref _soundEffectLevel, value, nameof(SoundEffectLevel));
|
||
}
|
||
|
||
private int _voiceLevel;
|
||
|
||
public int VoiceLevel
|
||
{
|
||
get => _voiceLevel;
|
||
set => SetProperty(ref _voiceLevel, value, nameof(VoiceLevel));
|
||
}
|
||
|
||
private int _songPreviewLevel;
|
||
|
||
public int SongPreviewLevel
|
||
{
|
||
get => _songPreviewLevel;
|
||
set => SetProperty(ref _songPreviewLevel, value, nameof(SongPreviewLevel));
|
||
}
|
||
|
||
private int _songPlaybackLevel;
|
||
|
||
public int SongPlaybackLevel
|
||
{
|
||
get => _songPlaybackLevel;
|
||
set => SetProperty(ref _songPlaybackLevel, value, nameof(SongPlaybackLevel));
|
||
}
|
||
|
||
private int _keyboardSoundLevelIncrement;
|
||
|
||
public int KeyboardSoundLevelIncrement
|
||
{
|
||
get => _keyboardSoundLevelIncrement;
|
||
set => SetProperty(
|
||
ref _keyboardSoundLevelIncrement,
|
||
value.Clamp(MinimumKeyboardSoundLevelIncrement, MaximumKeyboardSoundLevelIncrement),
|
||
nameof(KeyboardSoundLevelIncrement));
|
||
}
|
||
|
||
public STDGBVALUE<int> n表示可能な最小コンボ数;
|
||
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;
|
||
public string FontName;
|
||
public string BoxFontName;
|
||
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
|
||
|
||
private int _nPlayerCount;
|
||
public int nPlayerCount
|
||
{
|
||
get
|
||
{
|
||
if (bAIBattleMode)
|
||
{
|
||
return 2;
|
||
}
|
||
else
|
||
{
|
||
return _nPlayerCount;
|
||
}
|
||
}
|
||
set
|
||
{
|
||
_nPlayerCount = value;
|
||
}
|
||
}
|
||
|
||
public bool[] b太鼓パートAutoPlay = new bool[5];
|
||
|
||
public bool bAuto先生の連打;
|
||
public int nRollsPerSec;
|
||
public int nAILevel;
|
||
public bool bAIBattleMode;
|
||
|
||
public CAIPerformances[] apAIPerformances =
|
||
{
|
||
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),
|
||
new CAIPerformances(910, 85, 5, 16, 20),
|
||
new CAIPerformances(950, 49, 1, 22, 10),
|
||
new CAIPerformances(975, 25, 0, 26, 5),
|
||
new CAIPerformances(1000, 0, 0, 30, 0)
|
||
};
|
||
|
||
public CTimingZones[] tzLevels =
|
||
{
|
||
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))
|
||
new CTimingZones(17, 42, 108) // Lv6 (Hard-Extreme + "Rigorous" mod)
|
||
};
|
||
|
||
public bool b大音符判定;
|
||
public int n両手判定の待ち時間;
|
||
public int nBranchAnime;
|
||
|
||
// I18N choosen language
|
||
public string sLang;
|
||
|
||
// Song select screen layout type
|
||
public int nLayoutType;
|
||
|
||
public bool bJudgeCountDisplay;
|
||
|
||
public bool bEnableCountdownTimer;
|
||
|
||
// 各画像の表示・非表示設定
|
||
public bool ShowChara;
|
||
public bool ShowDancer;
|
||
public bool ShowRunner;
|
||
public bool ShowFooter;
|
||
public bool ShowMob;
|
||
public bool ShowPuchiChara; // リザーブ
|
||
//
|
||
|
||
public EScrollMode eScrollMode = EScrollMode.Normal;
|
||
public bool bスクロールモードを上書き = false;
|
||
|
||
public bool bHispeedRandom;
|
||
public Eステルスモード[] eSTEALTH;
|
||
public bool bNoInfo;
|
||
|
||
public int nDefaultSongSort;
|
||
public int nRecentlyPlayedMax;
|
||
public EGame eGameMode;
|
||
public int TokkunSkipMeasures;
|
||
public int TokkunMashInterval;
|
||
public bool bSuperHard = false;
|
||
public bool bTokkunMode = false;
|
||
public int[] bJust = new int[5] { 0, 0, 0, 0, 0 };
|
||
|
||
public int[] nHitSounds = new int[5] { 0, 0, 0, 0, 0 };
|
||
|
||
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
|
||
public int MusicPreTimeMs; // 音源再生前の待機時間ms
|
||
|
||
public bool TJAP3FolderMode { get; private set; }
|
||
|
||
|
||
|
||
/// <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;
|
||
this.nAILevel = 1;
|
||
this.bAIBattleMode = false;
|
||
|
||
this.FontName = "MS UI Gothic";
|
||
this.BoxFontName = "MS UI Gothic";
|
||
this.ApplyLoudnessMetadata = true;
|
||
this.bEnableCountdownTimer = true;
|
||
this.sLang = "ja";
|
||
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>();
|
||
this.eRandom = new Eランダムモード[5];
|
||
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>();
|
||
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 };
|
||
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;
|
||
}
|
||
|
||
|
||
for (int i = 0; i < 5; i++)
|
||
{
|
||
this.eRandom[i] = Eランダムモード.OFF;
|
||
this.nScrollSpeed[i] = 9;
|
||
this.nTimingZones[i] = 2;
|
||
}
|
||
|
||
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();
|
||
|
||
for (int i = 0; i < 5; i++)
|
||
{
|
||
this.b太鼓パートAutoPlay[i] = false;
|
||
}
|
||
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。FROM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;
|
||
|
||
this.eSTEALTH = new Eステルスモード[5];
|
||
|
||
for (int i = 0; i < 5; i++)
|
||
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;
|
||
this.nRecentlyPlayedMax = 5;
|
||
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
|
||
TJAP3FolderMode = false;
|
||
FastRender = true;
|
||
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
|
||
|
||
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 )
|
||
{
|
||
var isMenu = pad == EKeyConfigPad.Decide || pad == EKeyConfigPad.RightChange || pad == EKeyConfigPad.LeftChange;
|
||
for( int i = 0; i <= (int)EKeyConfigPart.SYSTEM; i++ )
|
||
{
|
||
for( int j = 0; j <= (int)EKeyConfigPad.Capture; j++ )
|
||
{
|
||
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;
|
||
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);
|
||
sw.WriteLine();
|
||
#endregion
|
||
|
||
|
||
#region [Language]
|
||
|
||
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);
|
||
sw.WriteLine();
|
||
|
||
#endregion
|
||
|
||
#region [Layout Type]
|
||
|
||
//this.nLayoutType
|
||
|
||
sw.WriteLine("; Change the song select screen layout type.");
|
||
sw.WriteLine("LayoutType={0}", this.nLayoutType);
|
||
sw.WriteLine();
|
||
|
||
#endregion
|
||
|
||
#region [ Window関連 ]
|
||
sw.WriteLine( "; 画面モード(0:ウィンドウ, 1:全画面)" );
|
||
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 );
|
||
sw.WriteLine();
|
||
|
||
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();
|
||
|
||
#endregion
|
||
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();
|
||
sw.WriteLine( "; 動画再生にDirectShowを使用する(0:OFF, 1:ON)" );
|
||
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();
|
||
|
||
#region [ Adjust ]
|
||
//sw.WriteLine( "; 判定タイミング調整(-9999~9999)[ms]" );
|
||
//sw.WriteLine("; Revision value to adjust judgment timing."); //
|
||
//sw.WriteLine("InputAdjustTime={0}", this.nInputAdjustTimeMs); //
|
||
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
|
||
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)" );
|
||
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)");
|
||
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);
|
||
sw.WriteLine("RollsPerSec={0}", this.nRollsPerSec);
|
||
sw.WriteLine("AILevel={0}", this.nAILevel);
|
||
sw.WriteLine("AIBattleMode={0}", bAIBattleMode ? 1 : 0);
|
||
sw.WriteLine();
|
||
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]);
|
||
sw.WriteLine("DrumsScrollSpeed5P={0}", this.nScrollSpeed[4]);
|
||
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]);
|
||
sw.WriteLine("TimingZones5P={0}", this.nTimingZones[4]);
|
||
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]);
|
||
sw.WriteLine("Gametype5P={0}", (int)this.nGameType[4]);
|
||
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]);
|
||
sw.WriteLine("FunMods5P={0}", (int)this.nFunMods[4]);
|
||
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 );
|
||
sw.WriteLine("RecentlyPlayedMax={0}", this.nRecentlyPlayedMax);
|
||
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]);
|
||
sw.WriteLine("TaikoRandom5P={0}", (int)this.eRandom[4]);
|
||
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]);
|
||
sw.WriteLine("TaikoStealth5P={0}", (int)this.eSTEALTH[4]);
|
||
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();
|
||
|
||
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();
|
||
|
||
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
|
||
this.tキーの書き出し( sw, this.KeyAssign.Drums.RightBlue2P ); //
|
||
sw.WriteLine();
|
||
|
||
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();
|
||
|
||
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();
|
||
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();
|
||
|
||
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();
|
||
|
||
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
|
||
|
||
else if( str3.Equals("Lang"))
|
||
{
|
||
this.sLang = str4;
|
||
CLangManager.langAttach(str4);
|
||
}
|
||
|
||
else if (str3.Equals("LayoutType"))
|
||
{
|
||
this.nLayoutType = int.Parse(str4);
|
||
}
|
||
|
||
#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" ) )
|
||
{
|
||
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 );
|
||
}
|
||
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 );
|
||
}
|
||
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 );
|
||
}
|
||
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 );
|
||
}
|
||
*/
|
||
else if (str3.Equals("GlobalOffset"))
|
||
{
|
||
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);
|
||
}
|
||
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 ] ); ;
|
||
}
|
||
#endregion
|
||
else if (str3.Equals(nameof(TJAP3FolderMode)))
|
||
{
|
||
TJAP3FolderMode = C変換.bONorOFF(str4[0]);
|
||
}
|
||
else if( str3.Equals( "EndingAnime" ) )
|
||
{
|
||
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"))
|
||
{
|
||
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"))
|
||
{
|
||
this.bAuto先生の連打 = C変換.bONorOFF(str4[0]);
|
||
}
|
||
else if (str3.Equals("RollsPerSec"))
|
||
{
|
||
this.nRollsPerSec = int.Parse(str4);
|
||
}
|
||
else if (str3.Equals("AILevel"))
|
||
{
|
||
this.nAILevel = int.Parse(str4);
|
||
}
|
||
if (str3.Equals("AIBattleMode"))
|
||
{
|
||
bAIBattleMode = C変換.bONorOFF(str4[0]);
|
||
}
|
||
continue;
|
||
//-----------------------------
|
||
#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:
|
||
{
|
||
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]);
|
||
}
|
||
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);
|
||
}
|
||
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);
|
||
}
|
||
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);
|
||
}
|
||
//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 );
|
||
//}
|
||
#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]);
|
||
}
|
||
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]);
|
||
}
|
||
|
||
#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]);
|
||
}
|
||
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]);
|
||
}
|
||
|
||
|
||
#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]);
|
||
}
|
||
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]);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region [Hitsounds]
|
||
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region [Gametype]
|
||
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
|
||
#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]);
|
||
}
|
||
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]);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region [Stealh]
|
||
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region [Random/Mirror]
|
||
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
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]);
|
||
}
|
||
|
||
#endregion
|
||
|
||
|
||
#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 );
|
||
}
|
||
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);
|
||
}
|
||
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 );
|
||
}
|
||
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);
|
||
}
|
||
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);
|
||
}
|
||
else if( str3.Equals( "JudgeCountDisplay" ) )
|
||
{
|
||
this.bJudgeCountDisplay = C変換.bONorOFF( str4[ 0 ] );
|
||
}
|
||
|
||
|
||
|
||
else if ( str3.Equals( "PlayerCount" ) )
|
||
{
|
||
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 );
|
||
}
|
||
else if(str3.Equals(nameof(ShinuchiMode)))
|
||
{
|
||
ShinuchiMode = C変換.bONorOFF(str4[0]);
|
||
}
|
||
continue;
|
||
}
|
||
//-----------------------------
|
||
#endregion
|
||
|
||
#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 ] );
|
||
}
|
||
else if ( str3.Equals( "ViewerTimeStretch" ) )
|
||
{
|
||
this.bViewerTimeStretch = C変換.bONorOFF( str4[ 0 ] );
|
||
}
|
||
else if ( str3.Equals( "ViewerGuitar" ) )
|
||
{
|
||
this.bViewerGuitar有効 = C変換.bONorOFF( str4[ 0 ] );
|
||
}
|
||
else if ( str3.Equals( "ViewerDrums" ) )
|
||
{
|
||
this.bViewerDrums有効 = C変換.bONorOFF( str4[ 0 ] );
|
||
}
|
||
continue;
|
||
}
|
||
//-----------------------------
|
||
#endregion
|
||
|
||
#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 ); //
|
||
}
|
||
|
||
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
|
||
{ //
|
||
this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.RightBlue2P ); //
|
||
}
|
||
|
||
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); //
|
||
}
|
||
|
||
else if (str3.Equals("Clap"))
|
||
{
|
||
this.tキーの読み出しと設定(str4, this.KeyAssign.Drums.Clap);
|
||
}
|
||
else if (str3.Equals("Clap2P"))
|
||
{
|
||
this.tキーの読み出しと設定(str4, this.KeyAssign.Drums.Clap2P);
|
||
}
|
||
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);
|
||
}
|
||
|
||
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);
|
||
}
|
||
|
||
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 ) ) )
|
||
{
|
||
//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 );
|
||
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
|
||
LeftRed3P=
|
||
RightRed3P=
|
||
LeftBlue3P=
|
||
RightBlue3P=
|
||
LeftRed4P=
|
||
RightRed4P=
|
||
LeftBlue4P=
|
||
RightBlue4P=
|
||
LeftRed5P=
|
||
RightRed5P=
|
||
LeftBlue5P=
|
||
RightBlue5P=
|
||
Clap=K017
|
||
Clap2P=
|
||
Clap3P=
|
||
Clap4P=
|
||
Clap5P=
|
||
Decide=K015,K019
|
||
Cancel=
|
||
LeftChange=K013
|
||
RightChange=K020
|
||
|
||
[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));
|
||
}
|
||
}
|
||
}
|