{\r
public class CKeyAssignPad\r
{\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] B\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] HH\r
+ {\r
+ get\r
+ {\r
+ return this.padHH_R;\r
+ }\r
+ set\r
+ {\r
+ this.padHH_R = value;\r
+ }\r
+ }\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] R\r
+ {\r
+ get\r
+ {\r
+ return this.padHH_R;\r
+ }\r
+ set\r
+ {\r
+ this.padHH_R = value;\r
+ }\r
+ }\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] SD\r
+ {\r
+ get\r
+ {\r
+ return this.padSD_G;\r
+ }\r
+ set\r
+ {\r
+ this.padSD_G = value;\r
+ }\r
+ }\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] G\r
+ {\r
+ get\r
+ {\r
+ return this.padSD_G;\r
+ }\r
+ set\r
+ {\r
+ this.padSD_G = value;\r
+ }\r
+ }\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] BD\r
{\r
get\r
{\r
this.padBD_B = value;\r
}\r
}\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] BD\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] B\r
{\r
get\r
{\r
this.padBD_B = value;\r
}\r
}\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] Cancel\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] HT\r
{\r
get\r
{\r
- return this.padFT_Cancel;\r
+ return this.padHT_Pick;\r
}\r
set\r
{\r
- this.padFT_Cancel = value;\r
+ this.padHT_Pick = value;\r
}\r
}\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] CY\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] Pick\r
{\r
get\r
{\r
- return this.padCY_Decide;\r
+ return this.padHT_Pick;\r
}\r
set\r
{\r
- this.padCY_Decide = value;\r
+ this.padHT_Pick = value;\r
}\r
}\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] Decide\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] LT\r
{\r
get\r
{\r
- return this.padCY_Decide;\r
+ return this.padLT_Wail;\r
}\r
set\r
{\r
- this.padCY_Decide = value;\r
+ this.padLT_Wail = value;\r
+ }\r
+ }\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] Wail\r
+ {\r
+ get\r
+ {\r
+ return this.padLT_Wail;\r
+ }\r
+ set\r
+ {\r
+ this.padLT_Wail = value;\r
}\r
}\r
public CConfigIni.CKeyAssign.STKEYASSIGN[] FT\r
this.padFT_Cancel = value;\r
}\r
}\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] G\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] Cancel\r
{\r
get\r
{\r
- return this.padSD_G;\r
+ return this.padFT_Cancel;\r
}\r
set\r
{\r
- this.padSD_G = value;\r
+ this.padFT_Cancel = value;\r
}\r
}\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] HH\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] CY\r
{\r
get\r
{\r
- return this.padHH_R;\r
+ return this.padCY_Decide;\r
}\r
set\r
{\r
- this.padHH_R = value;\r
+ this.padCY_Decide = value;\r
+ }\r
+ }\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] Decide\r
+ {\r
+ get\r
+ {\r
+ return this.padCY_Decide;\r
+ }\r
+ set\r
+ {\r
+ this.padCY_Decide = value;\r
}\r
}\r
public CConfigIni.CKeyAssign.STKEYASSIGN[] HHO\r
this.padHHO = value;\r
}\r
}\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] HT\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] RD\r
{\r
get\r
{\r
- return this.padHT_Pick;\r
+ return this.padRD;\r
}\r
set\r
{\r
- this.padHT_Pick = value;\r
+ this.padRD = value;\r
+ }\r
+ }\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] LC\r
+ {\r
+ get\r
+ {\r
+ return this.padLC;\r
+ }\r
+ set\r
+ {\r
+ this.padLC = value;\r
+ }\r
+ }\r
+ public CConfigIni.CKeyAssign.STKEYASSIGN[] Capture\r
+ {\r
+ get\r
+ {\r
+ return this.padCapture;\r
+ }\r
+ set\r
+ {\r
+ this.padCapture = value;\r
}\r
}\r
public CConfigIni.CKeyAssign.STKEYASSIGN[] this[ int index ]\r
{\r
get\r
{\r
- switch( index )\r
+ switch ( index )\r
{\r
- case 0:\r
+ case (int) EKeyConfigPad.HH:\r
return this.padHH_R;\r
\r
- case 1:\r
+ case (int) EKeyConfigPad.SD:\r
return this.padSD_G;\r
\r
- case 2:\r
+ case (int) EKeyConfigPad.BD:\r
return this.padBD_B;\r
\r
- case 3:\r
+ case (int) EKeyConfigPad.HT:\r
return this.padHT_Pick;\r
\r
- case 4:\r
+ case (int) EKeyConfigPad.LT:\r
return this.padLT_Wail;\r
\r
- case 5:\r
+ case (int) EKeyConfigPad.FT:\r
return this.padFT_Cancel;\r
\r
- case 6:\r
+ case (int) EKeyConfigPad.CY:\r
return this.padCY_Decide;\r
\r
- case 7:\r
+ case (int) EKeyConfigPad.HHO:\r
return this.padHHO;\r
\r
- case 8:\r
+ case (int) EKeyConfigPad.RD:\r
return this.padRD;\r
\r
- case 9:\r
+ case (int) EKeyConfigPad.LC:\r
return this.padLC;\r
+\r
+ case (int) EKeyConfigPad.Capture:\r
+ return this.padCapture;\r
}\r
throw new IndexOutOfRangeException();\r
}\r
set\r
{\r
- switch( index )\r
+ switch ( index )\r
{\r
- case 0:\r
+ case (int) EKeyConfigPad.HH:\r
this.padHH_R = value;\r
return;\r
\r
- case 1:\r
+ case (int) EKeyConfigPad.SD:\r
this.padSD_G = value;\r
return;\r
\r
- case 2:\r
+ case (int) EKeyConfigPad.BD:\r
this.padBD_B = value;\r
return;\r
\r
- case 3:\r
+ case (int) EKeyConfigPad.Pick:\r
this.padHT_Pick = value;\r
return;\r
\r
- case 4:\r
+ case (int) EKeyConfigPad.LT:\r
this.padLT_Wail = value;\r
return;\r
\r
- case 5:\r
+ case (int) EKeyConfigPad.FT:\r
this.padFT_Cancel = value;\r
return;\r
\r
- case 6:\r
+ case (int) EKeyConfigPad.CY:\r
this.padCY_Decide = value;\r
return;\r
\r
- case 7:\r
+ case (int) EKeyConfigPad.HHO:\r
this.padHHO = value;\r
return;\r
\r
- case 8:\r
+ case (int) EKeyConfigPad.RD:\r
this.padRD = value;\r
return;\r
\r
- case 9:\r
+ case (int) EKeyConfigPad.LC:\r
this.padLC = value;\r
return;\r
+\r
+ case (int) EKeyConfigPad.Capture:\r
+ this.padCapture = value;\r
+ return;\r
}\r
throw new IndexOutOfRangeException();\r
}\r
}\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] LC\r
- {\r
- get\r
- {\r
- return this.padLC;\r
- }\r
- set\r
- {\r
- this.padLC = value;\r
- }\r
- }\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] LT\r
- {\r
- get\r
- {\r
- return this.padLT_Wail;\r
- }\r
- set\r
- {\r
- this.padLT_Wail = value;\r
- }\r
- }\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] Pick\r
- {\r
- get\r
- {\r
- return this.padHT_Pick;\r
- }\r
- set\r
- {\r
- this.padHT_Pick = value;\r
- }\r
- }\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] R\r
- {\r
- get\r
- {\r
- return this.padHH_R;\r
- }\r
- set\r
- {\r
- this.padHH_R = value;\r
- }\r
- }\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] RD\r
- {\r
- get\r
- {\r
- return this.padRD;\r
- }\r
- set\r
- {\r
- this.padRD = value;\r
- }\r
- }\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] SD\r
- {\r
- get\r
- {\r
- return this.padSD_G;\r
- }\r
- set\r
- {\r
- this.padSD_G = value;\r
- }\r
- }\r
- public CConfigIni.CKeyAssign.STKEYASSIGN[] Wail\r
- {\r
- get\r
- {\r
- return this.padLT_Wail;\r
- }\r
- set\r
- {\r
- this.padLT_Wail = value;\r
- }\r
- }\r
\r
#region [ private ]\r
//-----------------\r
private CConfigIni.CKeyAssign.STKEYASSIGN[] padLT_Wail;\r
private CConfigIni.CKeyAssign.STKEYASSIGN[] padRD;\r
private CConfigIni.CKeyAssign.STKEYASSIGN[] padSD_G;\r
+ private CConfigIni.CKeyAssign.STKEYASSIGN[] padCapture;\r
//-----------------\r
#endregion\r
}\r
public CKeyAssignPad Bass = new CKeyAssignPad();\r
public CKeyAssignPad Drums = new CKeyAssignPad();\r
public CKeyAssignPad Guitar = new CKeyAssignPad();\r
+ public CKeyAssignPad System = new CKeyAssignPad();\r
public CKeyAssignPad this[ int index ]\r
{\r
get\r
{\r
switch( index )\r
{\r
- case 0:\r
+ case (int) EKeyConfigPart.DRUMS:\r
return this.Drums;\r
\r
- case 1:\r
+ case (int) EKeyConfigPart.GUITAR:\r
return this.Guitar;\r
\r
- case 2:\r
+ case (int) EKeyConfigPart.BASS:\r
return this.Bass;\r
+\r
+ case (int) EKeyConfigPart.SYSTEM:\r
+ return this.System;\r
}\r
throw new IndexOutOfRangeException();\r
}\r
{\r
switch( index )\r
{\r
- case 0:\r
+ case (int) EKeyConfigPart.DRUMS:\r
this.Drums = value;\r
return;\r
\r
- case 1:\r
+ case (int) EKeyConfigPart.GUITAR:\r
this.Guitar = value;\r
return;\r
\r
- case 2:\r
+ case (int) EKeyConfigPart.BASS:\r
this.Bass = value;\r
return;\r
+\r
+ case (int) EKeyConfigPart.SYSTEM:\r
+ this.System = value;\r
+ return;\r
}\r
throw new IndexOutOfRangeException();\r
}\r
{\r
switch( index )\r
{\r
- case 0:\r
+ case (int) Eドラムレーン.LC:\r
return this.LC;\r
\r
- case 1:\r
+ case (int) Eドラムレーン.HH:\r
return this.HH;\r
\r
- case 2:\r
+ case (int) Eドラムレーン.SD:\r
return this.SD;\r
\r
- case 3:\r
+ case (int) Eドラムレーン.BD:\r
return this.BD;\r
\r
- case 4:\r
+ case (int) Eドラムレーン.HT:\r
return this.HT;\r
\r
- case 5:\r
+ case (int) Eドラムレーン.LT:\r
return this.LT;\r
\r
- case 6:\r
+ case (int) Eドラムレーン.FT:\r
return this.FT;\r
\r
- case 7:\r
+ case (int) Eドラムレーン.CY:\r
return this.CY;\r
\r
- case 8:\r
+ case (int) Eドラムレーン.CY + 1:\r
return this.Guitar;\r
\r
- case 9:\r
+ case (int) Eドラムレーン.CY + 2:\r
return this.Bass;\r
}\r
throw new IndexOutOfRangeException();\r
{\r
switch( index )\r
{\r
- case 0:\r
+ case (int) Eドラムレーン.LC:\r
this.LC = value;\r
return;\r
\r
- case 1:\r
+ case (int) Eドラムレーン.HH:\r
this.HH = value;\r
return;\r
\r
- case 2:\r
+ case (int) Eドラムレーン.SD:\r
this.SD = value;\r
return;\r
\r
- case 3:\r
+ case (int) Eドラムレーン.BD:\r
this.BD = value;\r
return;\r
\r
- case 4:\r
+ case (int) Eドラムレーン.HT:\r
this.HT = value;\r
return;\r
\r
- case 5:\r
+ case (int) Eドラムレーン.LT:\r
this.LT = value;\r
return;\r
\r
- case 6:\r
+ case (int) Eドラムレーン.FT:\r
this.FT = value;\r
return;\r
\r
- case 7:\r
+ case (int) Eドラムレーン.CY:\r
this.CY = value;\r
return;\r
\r
- case 8:\r
+ case (int) Eドラムレーン.CY + 1:\r
this.Guitar = value;\r
return;\r
\r
- case 9:\r
+ case (int) Eドラムレーン.CY + 2:\r
this.Bass = value;\r
return;\r
}\r
public CConfigIni( string iniファイル名 )\r
: this()\r
{\r
- this.t読み込み( iniファイル名 );\r
+ this.tファイルから読み込み( iniファイル名 );\r
}\r
\r
\r
\r
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 )\r
{\r
- for( int i = 0; i < 3; i++ )\r
+ for( int i = 0; i <= (int)EKeyConfigPart.SYSTEM; i++ )\r
{\r
- for( int j = 0; j < 10; j++ )\r
+ for( int j = 0; j <= (int)EKeyConfigPad.Capture; j++ )\r
{\r
for( int k = 0; k < 0x10; k++ )\r
{\r
this.tキーの書き出し( sw, this.KeyAssign.Bass.Cancel );\r
sw.WriteLine();\r
sw.WriteLine();\r
+ sw.WriteLine( "[SystemKeyAssign]" );\r
+ sw.WriteLine();\r
+ sw.Write( "Capture=" );\r
+ this.tキーの書き出し( sw, this.KeyAssign.System.Capture );\r
+ sw.WriteLine();\r
+ sw.WriteLine();\r
sw.Close();\r
}\r
- public void t読み込み( string iniファイル名 )\r
+ public void tファイルから読み込み( string iniファイル名 )\r
{\r
this.ConfigIniファイル名 = iniファイル名;\r
this.bConfigIniが存在している = File.Exists( this.ConfigIniファイル名 );\r
{\r
string str;\r
this.tキーアサインを全部クリアする();\r
- Eセクション種別 unknown = Eセクション種別.Unknown;\r
StreamReader reader = new StreamReader( this.ConfigIniファイル名, Encoding.GetEncoding( "shift-jis" ) );\r
- while( ( str = reader.ReadLine() ) != null )\r
+ str = reader.ReadToEnd();\r
+ t文字列から読み込み( str );\r
+ CDTXVersion version = new CDTXVersion( this.strDTXManiaのバージョン );\r
+ if( version.n整数部 <= 69 )\r
+ {\r
+ this.tデフォルトのキーアサインに設定する();\r
+ }\r
+ }\r
+ }\r
+\r
+ private void t文字列から読み込み( string strAllSettings ) // 2011.4.13 yyagi; refactored to make initial KeyConfig easier.\r
+ {\r
+ Eセクション種別 unknown = Eセクション種別.Unknown;\r
+ string[] delimiter = { "\n" };\r
+ string[] strSingleLine = strAllSettings.Split( delimiter, StringSplitOptions.RemoveEmptyEntries );\r
+ foreach ( string s in strSingleLine )\r
+ {\r
+ string str = s.Replace( '\t', ' ' ).TrimStart( new char[] { '\t', ' ' } );\r
+ if ( ( str.Length != 0 ) && ( str[ 0 ] != ';' ) )\r
{\r
- str = str.Replace( '\t', ' ' ).TrimStart( new char[] { '\t', ' ' } );\r
- if( ( str.Length != 0 ) && ( str[ 0 ] != ';' ) )\r
+ try\r
{\r
- try\r
+ string str3;\r
+ string str4;\r
+ if ( str[ 0 ] == '[' )\r
{\r
- string str3;\r
- string str4;\r
- if( str[ 0 ] == '[' )\r
+ #region [ セクションの変更 ]\r
+ //-----------------------------\r
+ StringBuilder builder = new StringBuilder( 0x20 );\r
+ int num = 1;\r
+ while ( ( num < str.Length ) && ( str[ num ] != ']' ) )\r
{\r
- #region [ セクションの変更 ]\r
- //-----------------------------\r
- StringBuilder builder = new StringBuilder( 0x20 );\r
- int num = 1;\r
- while( ( num < str.Length ) && ( str[ num ] != ']' ) )\r
- {\r
- builder.Append( str[ num++ ] );\r
- }\r
- string str2 = builder.ToString();\r
- if( str2.Equals( "System" ) )\r
- {\r
- unknown = Eセクション種別.System;\r
- }\r
- else if( str2.Equals( "Log" ) )\r
- {\r
- unknown = Eセクション種別.Log;\r
- }\r
- else if( str2.Equals( "PlayOption" ) )\r
- {\r
- unknown = Eセクション種別.PlayOption;\r
- }\r
- else if( str2.Equals( "AutoPlay" ) )\r
- {\r
- unknown = Eセクション種別.AutoPlay;\r
- }\r
- else if( str2.Equals( "HitRange" ) )\r
- {\r
- unknown = Eセクション種別.HitRange;\r
- }\r
- else if( str2.Equals( "GUID" ) )\r
- {\r
- unknown = Eセクション種別.GUID;\r
- }\r
- else if( str2.Equals( "DrumsKeyAssign" ) )\r
- {\r
- unknown = Eセクション種別.DrumsKeyAssign;\r
- }\r
- else if( str2.Equals( "GuitarKeyAssign" ) )\r
- {\r
- unknown = Eセクション種別.GuitarKeyAssign;\r
- }\r
- else if( str2.Equals( "BassKeyAssign" ) )\r
- {\r
- unknown = Eセクション種別.BassKeyAssign;\r
- }\r
- else\r
- {\r
- unknown = Eセクション種別.Unknown;\r
- }\r
- //-----------------------------\r
- #endregion\r
+ builder.Append( str[ num++ ] );\r
+ }\r
+ string str2 = builder.ToString();\r
+ if ( str2.Equals( "System" ) )\r
+ {\r
+ unknown = Eセクション種別.System;\r
+ }\r
+ else if ( str2.Equals( "Log" ) )\r
+ {\r
+ unknown = Eセクション種別.Log;\r
+ }\r
+ else if ( str2.Equals( "PlayOption" ) )\r
+ {\r
+ unknown = Eセクション種別.PlayOption;\r
+ }\r
+ else if ( str2.Equals( "AutoPlay" ) )\r
+ {\r
+ unknown = Eセクション種別.AutoPlay;\r
+ }\r
+ else if ( str2.Equals( "HitRange" ) )\r
+ {\r
+ unknown = Eセクション種別.HitRange;\r
+ }\r
+ else if ( str2.Equals( "GUID" ) )\r
+ {\r
+ unknown = Eセクション種別.GUID;\r
+ }\r
+ else if ( str2.Equals( "DrumsKeyAssign" ) )\r
+ {\r
+ unknown = Eセクション種別.DrumsKeyAssign;\r
+ }\r
+ else if ( str2.Equals( "GuitarKeyAssign" ) )\r
+ {\r
+ unknown = Eセクション種別.GuitarKeyAssign;\r
+ }\r
+ else if ( str2.Equals( "BassKeyAssign" ) )\r
+ {\r
+ unknown = Eセクション種別.BassKeyAssign;\r
+ }\r
+ else if ( str2.Equals( "SystemKeyAssign" ) )\r
+ {\r
+ unknown = Eセクション種別.SystemKeyAssign;\r
}\r
else\r
{\r
- string[] strArray = str.Split( new char[] { '=' } );\r
- if( strArray.Length == 2 )\r
+ unknown = Eセクション種別.Unknown;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+ }\r
+ else\r
+ {\r
+ string[] strArray = str.Split( new char[] { '=' } );\r
+ if ( strArray.Length == 2 )\r
+ {\r
+ str3 = strArray[ 0 ].Trim();\r
+ str4 = strArray[ 1 ].Trim();\r
+ switch ( unknown )\r
{\r
- str3 = strArray[ 0 ].Trim();\r
- str4 = strArray[ 1 ].Trim();\r
- switch( unknown )\r
- {\r
- #region [ [System] ]\r
- //-----------------------------\r
- case Eセクション種別.System:\r
- {\r
+ #region [ [System] ]\r
+ //-----------------------------\r
+ case Eセクション種別.System:\r
+ {\r
#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\r
//----------------------------------------\r
if (str3.Equals("GaugeFactorD"))\r
else\r
//----------------------------------------\r
#endif\r
- if( str3.Equals( "Version" ) )\r
- {\r
- this.strDTXManiaのバージョン = str4;\r
- }\r
- else if( str3.Equals( "DTXPath" ) )\r
- {\r
- this.str曲データ検索パス = str4;\r
- }\r
- else if( str3.Equals( "FullScreen" ) )\r
- {\r
- this.b全画面モード = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if (str3.Equals("WindowWidth")) // #23510 2010.10.31 yyagi add\r
- {\r
- 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);\r
- if (this.nウインドウwidth <= 0)\r
- {\r
- this.nウインドウwidth = 640;\r
- }\r
- }\r
- else if (str3.Equals("WindowHeight")) // #23510 2010.10.31 yyagi add\r
- {\r
- 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);\r
- if (this.nウインドウheight <= 0)\r
- {\r
- this.nウインドウheight = 480;\r
- }\r
- }\r
- else if (str3.Equals("VSyncWait"))\r
- {\r
- this.b垂直帰線待ちを行う = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if (str3.Equals("BackSleep")) // #23568 2010.11.04 ikanick add\r
- {\r
- 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);\r
- }\r
- else if( str3.Equals( "Guitar" ) )\r
- {\r
- this.bGuitar有効 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "Drums" ) )\r
- {\r
- this.bDrums有効 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "BGAlpha" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "DamageLevel" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "HHGroup" ) )\r
- {\r
- this.eHHGroup = (EHHGroup) 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.eHHGroup );\r
- }\r
- else if( str3.Equals( "FTGroup" ) )\r
- {\r
- this.eFTGroup = (EFTGroup) 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.eFTGroup );\r
- }\r
- else if( str3.Equals( "CYGroup" ) )\r
- {\r
- this.eCYGroup = (ECYGroup) 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.eCYGroup );\r
- }\r
- else if( str3.Equals( "HitSoundPriorityHH" ) )\r
- {\r
- this.eHitSoundPriorityHH = (E打ち分け時の再生の優先順位) 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.eHitSoundPriorityHH );\r
- }\r
- else if( str3.Equals( "HitSoundPriorityFT" ) )\r
- {\r
- this.eHitSoundPriorityFT = (E打ち分け時の再生の優先順位) 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.eHitSoundPriorityFT );\r
- }\r
- else if( str3.Equals( "HitSoundPriorityCY" ) )\r
- {\r
- this.eHitSoundPriorityCY = (E打ち分け時の再生の優先順位) 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.eHitSoundPriorityCY );\r
- }\r
- else if( str3.Equals( "StageFailed" ) )\r
- {\r
- this.bSTAGEFAILED有効 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "AVI" ) )\r
- {\r
- this.bAVI有効 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "BGA" ) )\r
- {\r
- this.bBGA有効 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "FillInEffect" ) )\r
- {\r
- this.bフィルイン有効 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "PreviewSoundWait" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "PreviewImageWait" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "AdjustWaves" ) )\r
- {\r
- this.bWave再生位置自動調整機能有効 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "BGMSound" ) )\r
- {\r
- this.bBGM音を発声する = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "HitSound" ) )\r
- {\r
- this.bドラム打音を発声する = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "AudienceSound" ) )\r
- {\r
- this.b歓声を発声する = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "SaveScoreIni" ) )\r
- {\r
- this.bScoreIniを出力する = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "RandomFromSubBox" ) )\r
- {\r
- 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 ] );\r
- }\r
- else if( str3.Equals( "SoundMonitorDrums" ) )\r
- {\r
- this.b演奏音を強調する.Drums = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "SoundMonitorGuitar" ) )\r
- {\r
- this.b演奏音を強調する.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "SoundMonitorBass" ) )\r
- {\r
- this.b演奏音を強調する.Bass = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "MinComboDrums" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "MinComboGuitar" ) )\r
- {\r
- this.n表示可能な最小コンボ数.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, 1, 0x1869f, this.n表示可能な最小コンボ数.Guitar );\r
- }\r
- else if( str3.Equals( "MinComboBass" ) )\r
- {\r
- this.n表示可能な最小コンボ数.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, 1, 0x1869f, this.n表示可能な最小コンボ数.Bass );\r
- }\r
- else if( str3.Equals( "ShowDebugStatus" ) )\r
- {\r
- this.b演奏情報を表示する = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "SelectListFontName" ) )\r
- {\r
- this.str選曲リストフォント = str4;\r
- }\r
- else if( str3.Equals( "SelectListFontSize" ) )\r
- {\r
- this.n選曲リストフォントのサイズdot = 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, 0x3e7, this.n選曲リストフォントのサイズdot );\r
- }\r
- else if( str3.Equals( "SelectListFontItalic" ) )\r
- {\r
- this.b選曲リストフォントを斜体にする = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "SelectListFontBold" ) )\r
- {\r
- this.b選曲リストフォントを太字にする = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "ChipVolume" ) )\r
- {\r
- this.n手動再生音量 = 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.n手動再生音量 );\r
- }\r
- else if( str3.Equals( "AutoChipVolume" ) )\r
- {\r
- this.n自動再生音量 = 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.n自動再生音量 );\r
- }\r
- else if( str3.Equals( "StoicMode" ) )\r
- {\r
- this.bストイックモード = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "CymbalFree" ) )\r
- {\r
- this.bシンバルフリー = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if ( str3.Equals("InputAdjustTimeDrums") ) // #23580 2011.1.3 yyagi\r
- {\r
- this.nInputAdjustTimeMs.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, 0, this.nInputAdjustTimeMs.Drums);\r
- }\r
- else if ( str3.Equals("InputAdjustTimeGuitar") ) // #23580 2011.1.3 yyagi\r
- {\r
- this.nInputAdjustTimeMs.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, 0, this.nInputAdjustTimeMs.Guitar);\r
- }\r
- else if ( str3.Equals("InputAdjustTimeBass") ) // #23580 2011.1.3 yyagi\r
- {\r
- this.nInputAdjustTimeMs.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, 0, this.nInputAdjustTimeMs.Bass);\r
- }\r
- else if ( str3.Equals("BufferedInput") ) {\r
- this.bバッファ入力を行う = C変換.bONorOFF(str4[0]);\r
- }\r
- else if ( str3.Equals( "LCVelocityMin" ) ) // #23857 2010.12.12 yyagi\r
- {\r
- 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 );\r
- }\r
- else if ( str3.Equals( "HHVelocityMin" ) )\r
- {\r
- 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);\r
- }\r
- else if ( str3.Equals( "SDVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
- {\r
- 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 );\r
- }\r
- else if ( str3.Equals( "BDVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
- {\r
- 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 );\r
- }\r
- else if ( str3.Equals( "HTVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
- {\r
- 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 );\r
- }\r
- else if ( str3.Equals( "LTVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
- {\r
- 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 );\r
- }\r
- else if ( str3.Equals( "FTVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
- {\r
- 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 );\r
- }\r
- else if ( str3.Equals( "CYVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
+ if ( str3.Equals( "Version" ) )\r
+ {\r
+ this.strDTXManiaのバージョン = str4;\r
+ }\r
+ else if ( str3.Equals( "DTXPath" ) )\r
+ {\r
+ this.str曲データ検索パス = str4;\r
+ }\r
+ else if ( str3.Equals( "FullScreen" ) )\r
+ {\r
+ this.b全画面モード = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "WindowWidth" ) ) // #23510 2010.10.31 yyagi add\r
+ {\r
+ 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 );\r
+ if ( this.nウインドウwidth <= 0 )\r
{\r
- 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 );\r
+ this.nウインドウwidth = 640;\r
}\r
- else if ( str3.Equals( "RDVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
+ }\r
+ else if ( str3.Equals( "WindowHeight" ) ) // #23510 2010.10.31 yyagi add\r
+ {\r
+ 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 );\r
+ if ( this.nウインドウheight <= 0 )\r
{\r
- 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 );\r
+ this.nウインドウheight = 480;\r
}\r
- continue;\r
}\r
- //-----------------------------\r
- #endregion\r
-\r
- #region [ [Log] ]\r
- //-----------------------------\r
- case Eセクション種別.Log:\r
+ else if ( str3.Equals( "VSyncWait" ) )\r
+ {\r
+ this.b垂直帰線待ちを行う = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "BackSleep" ) ) // #23568 2010.11.04 ikanick add\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "Guitar" ) )\r
+ {\r
+ this.bGuitar有効 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "Drums" ) )\r
+ {\r
+ this.bDrums有効 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "BGAlpha" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "DamageLevel" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "HHGroup" ) )\r
+ {\r
+ this.eHHGroup = (EHHGroup) 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.eHHGroup );\r
+ }\r
+ else if ( str3.Equals( "FTGroup" ) )\r
+ {\r
+ this.eFTGroup = (EFTGroup) 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.eFTGroup );\r
+ }\r
+ else if ( str3.Equals( "CYGroup" ) )\r
+ {\r
+ this.eCYGroup = (ECYGroup) 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.eCYGroup );\r
+ }\r
+ else if ( str3.Equals( "HitSoundPriorityHH" ) )\r
+ {\r
+ this.eHitSoundPriorityHH = (E打ち分け時の再生の優先順位) 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.eHitSoundPriorityHH );\r
+ }\r
+ else if ( str3.Equals( "HitSoundPriorityFT" ) )\r
+ {\r
+ this.eHitSoundPriorityFT = (E打ち分け時の再生の優先順位) 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.eHitSoundPriorityFT );\r
+ }\r
+ else if ( str3.Equals( "HitSoundPriorityCY" ) )\r
+ {\r
+ this.eHitSoundPriorityCY = (E打ち分け時の再生の優先順位) 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.eHitSoundPriorityCY );\r
+ }\r
+ else if ( str3.Equals( "StageFailed" ) )\r
+ {\r
+ this.bSTAGEFAILED有効 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "AVI" ) )\r
+ {\r
+ this.bAVI有効 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "BGA" ) )\r
+ {\r
+ this.bBGA有効 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "FillInEffect" ) )\r
+ {\r
+ this.bフィルイン有効 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "PreviewSoundWait" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "PreviewImageWait" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "AdjustWaves" ) )\r
+ {\r
+ this.bWave再生位置自動調整機能有効 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "BGMSound" ) )\r
+ {\r
+ this.bBGM音を発声する = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "HitSound" ) )\r
+ {\r
+ this.bドラム打音を発声する = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "AudienceSound" ) )\r
+ {\r
+ this.b歓声を発声する = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "SaveScoreIni" ) )\r
+ {\r
+ this.bScoreIniを出力する = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "RandomFromSubBox" ) )\r
+ {\r
+ 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 ] );\r
+ }\r
+ else if ( str3.Equals( "SoundMonitorDrums" ) )\r
+ {\r
+ this.b演奏音を強調する.Drums = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "SoundMonitorGuitar" ) )\r
+ {\r
+ this.b演奏音を強調する.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "SoundMonitorBass" ) )\r
+ {\r
+ this.b演奏音を強調する.Bass = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "MinComboDrums" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "MinComboGuitar" ) )\r
+ {\r
+ this.n表示可能な最小コンボ数.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, 1, 0x1869f, this.n表示可能な最小コンボ数.Guitar );\r
+ }\r
+ else if ( str3.Equals( "MinComboBass" ) )\r
+ {\r
+ this.n表示可能な最小コンボ数.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, 1, 0x1869f, this.n表示可能な最小コンボ数.Bass );\r
+ }\r
+ else if ( str3.Equals( "ShowDebugStatus" ) )\r
+ {\r
+ this.b演奏情報を表示する = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "SelectListFontName" ) )\r
+ {\r
+ this.str選曲リストフォント = str4;\r
+ }\r
+ else if ( str3.Equals( "SelectListFontSize" ) )\r
+ {\r
+ this.n選曲リストフォントのサイズdot = 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, 0x3e7, this.n選曲リストフォントのサイズdot );\r
+ }\r
+ else if ( str3.Equals( "SelectListFontItalic" ) )\r
+ {\r
+ this.b選曲リストフォントを斜体にする = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "SelectListFontBold" ) )\r
+ {\r
+ this.b選曲リストフォントを太字にする = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "ChipVolume" ) )\r
+ {\r
+ this.n手動再生音量 = 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.n手動再生音量 );\r
+ }\r
+ else if ( str3.Equals( "AutoChipVolume" ) )\r
+ {\r
+ this.n自動再生音量 = 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.n自動再生音量 );\r
+ }\r
+ else if ( str3.Equals( "StoicMode" ) )\r
+ {\r
+ this.bストイックモード = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "CymbalFree" ) )\r
+ {\r
+ this.bシンバルフリー = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "InputAdjustTimeDrums" ) ) // #23580 2011.1.3 yyagi\r
+ {\r
+ this.nInputAdjustTimeMs.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, 0, this.nInputAdjustTimeMs.Drums );\r
+ }\r
+ else if ( str3.Equals( "InputAdjustTimeGuitar" ) ) // #23580 2011.1.3 yyagi\r
+ {\r
+ this.nInputAdjustTimeMs.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, 0, this.nInputAdjustTimeMs.Guitar );\r
+ }\r
+ else if ( str3.Equals( "InputAdjustTimeBass" ) ) // #23580 2011.1.3 yyagi\r
+ {\r
+ this.nInputAdjustTimeMs.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, 0, this.nInputAdjustTimeMs.Bass );\r
+ }\r
+ else if ( str3.Equals( "BufferedInput" ) )\r
+ {\r
+ this.bバッファ入力を行う = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "LCVelocityMin" ) ) // #23857 2010.12.12 yyagi\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "HHVelocityMin" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "SDVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "BDVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "HTVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "LTVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "FTVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "CYVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "RDVelocityMin" ) ) // #23857 2011.1.31 yyagi\r
+ {\r
+ 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 );\r
+ }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+\r
+ #region [ [Log] ]\r
+ //-----------------------------\r
+ case Eセクション種別.Log:\r
+ {\r
+ if ( str3.Equals( "OutputLog" ) )\r
+ {\r
+ this.bログ出力 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "TraceCreatedDisposed" ) )\r
+ {\r
+ this.bLog作成解放ログ出力 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "TraceDTXDetails" ) )\r
+ {\r
+ this.bLogDTX詳細ログ出力 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "TraceSongSearch" ) )\r
+ {\r
+ this.bLog曲検索ログ出力 = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+\r
+ #region [ [PlayOption] ]\r
+ //-----------------------------\r
+ case Eセクション種別.PlayOption:\r
+ {\r
+ if ( str3.Equals( "Dark" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "DrumsTight" ) )\r
+ {\r
+ this.bTight = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "DrumsGraph" ) ) // #24074 2011.01.23 addikanick\r
+ {\r
+ this.bGraph.Drums = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "DrumsSudden" ) )\r
+ {\r
+ this.bSudden.Drums = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "GuitarSudden" ) )\r
+ {\r
+ this.bSudden.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "BassSudden" ) )\r
+ {\r
+ this.bSudden.Bass = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "DrumsHidden" ) )\r
+ {\r
+ this.bHidden.Drums = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "GuitarHidden" ) )\r
+ {\r
+ this.bHidden.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "BassHidden" ) )\r
+ {\r
+ this.bHidden.Bass = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "DrumsReverse" ) )\r
{\r
- if( str3.Equals( "OutputLog" ) )\r
- {\r
- this.bログ出力 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "TraceCreatedDisposed" ) )\r
- {\r
- this.bLog作成解放ログ出力 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "TraceDTXDetails" ) )\r
- {\r
- this.bLogDTX詳細ログ出力 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "TraceSongSearch" ) )\r
- {\r
- this.bLog曲検索ログ出力 = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- continue;\r
+ this.bReverse.Drums = C変換.bONorOFF( str4[ 0 ] );\r
}\r
- //-----------------------------\r
- #endregion\r
-\r
- #region [ [PlayOption] ]\r
- //-----------------------------\r
- case Eセクション種別.PlayOption:\r
+ else if ( str3.Equals( "GuitarReverse" ) )\r
{\r
- if( str3.Equals( "Dark" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "DrumsTight" ) )\r
- {\r
- this.bTight = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "DrumsGraph" ) ) // #24074 2011.01.23 addikanick\r
- {\r
- this.bGraph.Drums = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "DrumsSudden" ) )\r
- {\r
- this.bSudden.Drums = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "GuitarSudden" ) )\r
- {\r
- this.bSudden.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "BassSudden" ) )\r
- {\r
- this.bSudden.Bass = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "DrumsHidden" ) )\r
- {\r
- this.bHidden.Drums = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "GuitarHidden" ) )\r
- {\r
- this.bHidden.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "BassHidden" ) )\r
- {\r
- this.bHidden.Bass = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "DrumsReverse" ) )\r
- {\r
- this.bReverse.Drums = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "GuitarReverse" ) )\r
- {\r
- this.bReverse.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "BassReverse" ) )\r
- {\r
- this.bReverse.Bass = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "GuitarRandom" ) )\r
- {\r
- this.eRandom.Guitar = (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, 3, (int) this.eRandom.Guitar );\r
- }\r
- else if( str3.Equals( "BassRandom" ) )\r
- {\r
- this.eRandom.Bass = (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, 3, (int) this.eRandom.Bass );\r
- }\r
- else if( str3.Equals( "GuitarLight" ) )\r
- {\r
- this.bLight.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "BassLight" ) )\r
- {\r
- this.bLight.Bass = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "GuitarLeft" ) )\r
- {\r
- this.bLeft.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "BassLeft" ) )\r
- {\r
- this.bLeft.Bass = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "DrumsPosition" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "GuitarPosition" ) )\r
- {\r
- this.判定文字表示位置.Guitar = (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.Guitar );\r
- }\r
- else if( str3.Equals( "BassPosition" ) )\r
- {\r
- this.判定文字表示位置.Bass = (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.Bass );\r
- }\r
- else if( str3.Equals( "DrumsScrollSpeed" ) )\r
- {\r
- this.n譜面スクロール速度.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, 0x7cf, this.n譜面スクロール速度.Drums );\r
- }\r
- else if( str3.Equals( "GuitarScrollSpeed" ) )\r
- {\r
- this.n譜面スクロール速度.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, 0x7cf, this.n譜面スクロール速度.Guitar );\r
- }\r
- else if( str3.Equals( "BassScrollSpeed" ) )\r
- {\r
- this.n譜面スクロール速度.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, 0x7cf, this.n譜面スクロール速度.Bass );\r
- }\r
- else if( str3.Equals( "PlaySpeed" ) )\r
- {\r
- 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, 40, this.n演奏速度 );\r
- }\r
- else if( str3.Equals( "ComboPosition" ) )\r
- {\r
- this.ドラムコンボ文字の表示位置 = (Eドラムコンボ文字の表示位置) 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, 3, (int) this.ドラムコンボ文字の表示位置 );\r
- }\r
- continue;\r
+ this.bReverse.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
}\r
- //-----------------------------\r
- #endregion\r
-\r
- #region [ [AutoPlay] ]\r
- //-----------------------------\r
- case Eセクション種別.AutoPlay:\r
+ else if ( str3.Equals( "BassReverse" ) )\r
{\r
- if( str3.Equals( "LC" ) )\r
- {\r
- this.bAutoPlay.LC = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- if( str3.Equals( "HH" ) )\r
- {\r
- this.bAutoPlay.HH = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "SD" ) )\r
- {\r
- this.bAutoPlay.SD = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "BD" ) )\r
- {\r
- this.bAutoPlay.BD = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "HT" ) )\r
- {\r
- this.bAutoPlay.HT = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "LT" ) )\r
- {\r
- this.bAutoPlay.LT = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "FT" ) )\r
- {\r
- this.bAutoPlay.FT = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "CY" ) )\r
- {\r
- this.bAutoPlay.CY = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "Guitar" ) )\r
- {\r
- this.bAutoPlay.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- else if( str3.Equals( "Bass" ) )\r
- {\r
- this.bAutoPlay.Bass = C変換.bONorOFF( str4[ 0 ] );\r
- }\r
- continue;\r
+ this.bReverse.Bass = C変換.bONorOFF( str4[ 0 ] );\r
}\r
- //-----------------------------\r
- #endregion\r
-\r
- #region [ [HitRange] ]\r
- //-----------------------------\r
- case Eセクション種別.HitRange:\r
+ else if ( str3.Equals( "GuitarRandom" ) )\r
{\r
- if( str3.Equals( "Perfect" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "Great" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "Good" ) )\r
- {\r
- 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 );\r
- }\r
- else if( str3.Equals( "Poor" ) )\r
- {\r
- 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 );\r
- }\r
- continue;\r
+ this.eRandom.Guitar = (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, 3, (int) this.eRandom.Guitar );\r
}\r
- //-----------------------------\r
- #endregion\r
-\r
- #region [ [GUID] ]\r
- //-----------------------------\r
- case Eセクション種別.GUID:\r
+ else if ( str3.Equals( "BassRandom" ) )\r
{\r
- if( str3.Equals( "JoystickID" ) )\r
- {\r
- this.tJoystickIDの取得( str4 );\r
- }\r
- continue;\r
+ this.eRandom.Bass = (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, 3, (int) this.eRandom.Bass );\r
}\r
- //-----------------------------\r
- #endregion\r
-\r
- #region [ [DrumsKeyAssign] ]\r
- //-----------------------------\r
- case Eセクション種別.DrumsKeyAssign:\r
+ else if ( str3.Equals( "GuitarLight" ) )\r
{\r
- if( str3.Equals( "HH" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HH );\r
- }\r
- else if( str3.Equals( "SD" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.SD );\r
- }\r
- else if( str3.Equals( "BD" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.BD );\r
- }\r
- else if( str3.Equals( "HT" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HT );\r
- }\r
- else if( str3.Equals( "LT" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.LT );\r
- }\r
- else if( str3.Equals( "FT" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.FT );\r
- }\r
- else if( str3.Equals( "CY" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.CY );\r
- }\r
- else if( str3.Equals( "HO" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HHO );\r
- }\r
- else if( str3.Equals( "RD" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.RD );\r
- }\r
- else if( str3.Equals( "LC" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.LC );\r
- }\r
- continue;\r
+ this.bLight.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
}\r
- //-----------------------------\r
- #endregion\r
-\r
- #region [ GuitarKeyAssign ]\r
- //-----------------------------\r
- case Eセクション種別.GuitarKeyAssign:\r
+ else if ( str3.Equals( "BassLight" ) )\r
{\r
- if( str3.Equals( "R" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.R );\r
- }\r
- else if( str3.Equals( "G" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.G );\r
- }\r
- else if( str3.Equals( "B" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.B );\r
- }\r
- else if( str3.Equals( "Pick" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Pick );\r
- }\r
- else if( str3.Equals( "Wail" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Wail );\r
- }\r
- else if( str3.Equals( "Decide" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Decide );\r
- }\r
- else if( str3.Equals( "Cancel" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Cancel );\r
- }\r
- continue;\r
+ this.bLight.Bass = C変換.bONorOFF( str4[ 0 ] );\r
}\r
- //-----------------------------\r
- #endregion\r
-\r
- #region [ [BassKeyAssign ]\r
- //-----------------------------\r
- case Eセクション種別.BassKeyAssign:\r
+ else if ( str3.Equals( "GuitarLeft" ) )\r
{\r
- if( str3.Equals( "R" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.R );\r
- }\r
- else if( str3.Equals( "G" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.G );\r
- }\r
- else if( str3.Equals( "B" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.B );\r
- }\r
- else if( str3.Equals( "Pick" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Pick );\r
- }\r
- else if( str3.Equals( "Wail" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Wail );\r
- }\r
- else if( str3.Equals( "Decide" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Decide );\r
- }\r
- else if( str3.Equals( "Cancel" ) )\r
- {\r
- this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Cancel );\r
- }\r
- continue;\r
+ this.bLeft.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "BassLeft" ) )\r
+ {\r
+ this.bLeft.Bass = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "DrumsPosition" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "GuitarPosition" ) )\r
+ {\r
+ this.判定文字表示位置.Guitar = (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.Guitar );\r
+ }\r
+ else if ( str3.Equals( "BassPosition" ) )\r
+ {\r
+ this.判定文字表示位置.Bass = (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.Bass );\r
+ }\r
+ else if ( str3.Equals( "DrumsScrollSpeed" ) )\r
+ {\r
+ this.n譜面スクロール速度.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, 0x7cf, this.n譜面スクロール速度.Drums );\r
+ }\r
+ else if ( str3.Equals( "GuitarScrollSpeed" ) )\r
+ {\r
+ this.n譜面スクロール速度.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, 0x7cf, this.n譜面スクロール速度.Guitar );\r
+ }\r
+ else if ( str3.Equals( "BassScrollSpeed" ) )\r
+ {\r
+ this.n譜面スクロール速度.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, 0x7cf, this.n譜面スクロール速度.Bass );\r
+ }\r
+ else if ( str3.Equals( "PlaySpeed" ) )\r
+ {\r
+ 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, 40, this.n演奏速度 );\r
+ }\r
+ else if ( str3.Equals( "ComboPosition" ) )\r
+ {\r
+ this.ドラムコンボ文字の表示位置 = (Eドラムコンボ文字の表示位置) 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, 3, (int) this.ドラムコンボ文字の表示位置 );\r
+ }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+\r
+ #region [ [AutoPlay] ]\r
+ //-----------------------------\r
+ case Eセクション種別.AutoPlay:\r
+ {\r
+ if ( str3.Equals( "LC" ) )\r
+ {\r
+ this.bAutoPlay.LC = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ if ( str3.Equals( "HH" ) )\r
+ {\r
+ this.bAutoPlay.HH = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "SD" ) )\r
+ {\r
+ this.bAutoPlay.SD = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "BD" ) )\r
+ {\r
+ this.bAutoPlay.BD = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "HT" ) )\r
+ {\r
+ this.bAutoPlay.HT = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "LT" ) )\r
+ {\r
+ this.bAutoPlay.LT = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "FT" ) )\r
+ {\r
+ this.bAutoPlay.FT = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "CY" ) )\r
+ {\r
+ this.bAutoPlay.CY = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "Guitar" ) )\r
+ {\r
+ this.bAutoPlay.Guitar = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ else if ( str3.Equals( "Bass" ) )\r
+ {\r
+ this.bAutoPlay.Bass = C変換.bONorOFF( str4[ 0 ] );\r
+ }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+\r
+ #region [ [HitRange] ]\r
+ //-----------------------------\r
+ case Eセクション種別.HitRange:\r
+ {\r
+ if ( str3.Equals( "Perfect" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "Great" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "Good" ) )\r
+ {\r
+ 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 );\r
+ }\r
+ else if ( str3.Equals( "Poor" ) )\r
+ {\r
+ 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 );\r
}\r
- //-----------------------------\r
- #endregion\r
- }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+\r
+ #region [ [GUID] ]\r
+ //-----------------------------\r
+ case Eセクション種別.GUID:\r
+ {\r
+ if ( str3.Equals( "JoystickID" ) )\r
+ {\r
+ this.tJoystickIDの取得( str4 );\r
+ }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+\r
+ #region [ [DrumsKeyAssign] ]\r
+ //-----------------------------\r
+ case Eセクション種別.DrumsKeyAssign:\r
+ {\r
+ if ( str3.Equals( "HH" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HH );\r
+ }\r
+ else if ( str3.Equals( "SD" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.SD );\r
+ }\r
+ else if ( str3.Equals( "BD" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.BD );\r
+ }\r
+ else if ( str3.Equals( "HT" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HT );\r
+ }\r
+ else if ( str3.Equals( "LT" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.LT );\r
+ }\r
+ else if ( str3.Equals( "FT" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.FT );\r
+ }\r
+ else if ( str3.Equals( "CY" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.CY );\r
+ }\r
+ else if ( str3.Equals( "HO" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HHO );\r
+ }\r
+ else if ( str3.Equals( "RD" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.RD );\r
+ }\r
+ else if ( str3.Equals( "LC" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.LC );\r
+ }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+\r
+ #region [ [GuitarKeyAssign] ]\r
+ //-----------------------------\r
+ case Eセクション種別.GuitarKeyAssign:\r
+ {\r
+ if ( str3.Equals( "R" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.R );\r
+ }\r
+ else if ( str3.Equals( "G" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.G );\r
+ }\r
+ else if ( str3.Equals( "B" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.B );\r
+ }\r
+ else if ( str3.Equals( "Pick" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Pick );\r
+ }\r
+ else if ( str3.Equals( "Wail" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Wail );\r
+ }\r
+ else if ( str3.Equals( "Decide" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Decide );\r
+ }\r
+ else if ( str3.Equals( "Cancel" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Cancel );\r
+ }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+\r
+ #region [ [BassKeyAssign] ]\r
+ //-----------------------------\r
+ case Eセクション種別.BassKeyAssign:\r
+ {\r
+ if ( str3.Equals( "R" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.R );\r
+ }\r
+ else if ( str3.Equals( "G" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.G );\r
+ }\r
+ else if ( str3.Equals( "B" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.B );\r
+ }\r
+ else if ( str3.Equals( "Pick" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Pick );\r
+ }\r
+ else if ( str3.Equals( "Wail" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Wail );\r
+ }\r
+ else if ( str3.Equals( "Decide" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Decide );\r
+ }\r
+ else if ( str3.Equals( "Cancel" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Cancel );\r
+ }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
+\r
+ #region [ [SystemKeyAssign] ]\r
+ //-----------------------------\r
+ case Eセクション種別.SystemKeyAssign:\r
+ {\r
+ if ( str3.Equals( "Capture" ) )\r
+ {\r
+ this.tキーの読み出しと設定( str4, this.KeyAssign.System.Capture );\r
+ }\r
+ continue;\r
+ }\r
+ //-----------------------------\r
+ #endregion\r
}\r
}\r
- continue;\r
- }\r
- catch( Exception exception )\r
- {\r
- Trace.TraceError( exception.Message );\r
- continue;\r
}\r
+ continue;\r
+ }\r
+ catch ( Exception exception )\r
+ {\r
+ Trace.TraceError( exception.Message );\r
+ continue;\r
}\r
- }\r
- CDTXVersion version = new CDTXVersion( this.strDTXManiaのバージョン );\r
- if( version.n整数部 <= 69 )\r
- {\r
- this.tデフォルトのキーアサインに設定する();\r
}\r
}\r
}\r
/// </summary>\r
public void SwapGuitarBassKeyAssign() // #24063 2011.1.16 yyagi\r
{\r
- for ( int j = 0; j < 10; j++ )\r
+ for ( int j = 0; j <= (int)EKeyConfigPad.Capture; j++ )\r
{\r
CKeyAssign.STKEYASSIGN t; //= new CConfigIni.CKeyAssign.STKEYASSIGN();\r
for ( int k = 0; k < 16; k++ )\r
{\r
- t = this.KeyAssign[ 1 ][ j ][ k ];\r
- this.KeyAssign[ 1 ][ j ][ k ] = this.KeyAssign[ 2 ][ j ][ k ];\r
- this.KeyAssign[ 2 ][ j ][ k ] = t;\r
+ t = this.KeyAssign[ (int)EKeyConfigPart.GUITAR ][ j ][ k ];\r
+ this.KeyAssign[ (int)EKeyConfigPart.GUITAR ][ j ][ k ] = this.KeyAssign[ (int)EKeyConfigPart.BASS ][ j ][ k ];\r
+ this.KeyAssign[ (int)EKeyConfigPart.BASS ][ j ][ k ] = t;\r
}\r
}\r
this.bIsSwappedGuitarBass = !bIsSwappedGuitarBass;\r
GUID,\r
DrumsKeyAssign,\r
GuitarKeyAssign,\r
- BassKeyAssign\r
+ BassKeyAssign,\r
+ SystemKeyAssign\r
}\r
\r
private bool _bDrums有効;\r
private void tキーアサインを全部クリアする()\r
{\r
this.KeyAssign = new CKeyAssign();\r
- for( int i = 0; i < 3; i++ )\r
+ for( int i = 0; i <= (int)EKeyConfigPart.SYSTEM; i++ )\r
{\r
- for( int j = 0; j < 10; j++ )\r
+ for( int j = 0; j <= (int)EKeyConfigPad.Capture; j++ )\r
{\r
this.KeyAssign[ i ][ j ] = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
for( int k = 0; k < 0x10; k++ )\r
private void tデフォルトのキーアサインに設定する()\r
{\r
this.tキーアサインを全部クリアする();\r
- CKeyAssign.STKEYASSIGN[] stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- CKeyAssign.STKEYASSIGN stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign = stkeyassign63;\r
- stkeyassign.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign.ID = 0;\r
- stkeyassign.コード = 0x23;\r
- stkeyassignArray[ 0 ] = stkeyassign;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign2 = stkeyassign63;\r
- stkeyassign2.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign2.ID = 0;\r
- stkeyassign2.コード = 0x2a;\r
- stkeyassignArray[ 1 ] = stkeyassign2;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign3 = stkeyassign63;\r
- stkeyassign3.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign3.ID = 0;\r
- stkeyassign3.コード = 0x5d;\r
- stkeyassignArray[ 2 ] = stkeyassign3;\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.HH = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign4 = stkeyassign63;\r
- stkeyassign4.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign4.ID = 0;\r
- stkeyassign4.コード = 0x21;\r
- stkeyassignArray[ 0 ] = stkeyassign4;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign5 = stkeyassign63;\r
- stkeyassign5.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign5.ID = 0;\r
- stkeyassign5.コード = 0x19;\r
- stkeyassignArray[ 1 ] = stkeyassign5;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign6 = stkeyassign63;\r
- stkeyassign6.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign6.ID = 0;\r
- stkeyassign6.コード = 0x1a;\r
- stkeyassignArray[ 2 ] = stkeyassign6;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign7 = stkeyassign63;\r
- stkeyassign7.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign7.ID = 0;\r
- stkeyassign7.コード = 0x1b;\r
- stkeyassignArray[ 3 ] = stkeyassign7;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign8 = stkeyassign63;\r
- stkeyassign8.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign8.ID = 0;\r
- stkeyassign8.コード = 0x1c;\r
- stkeyassignArray[ 4 ] = stkeyassign8;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign9 = stkeyassign63;\r
- stkeyassign9.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign9.ID = 0;\r
- stkeyassign9.コード = 0x1d;\r
- stkeyassignArray[ 5 ] = stkeyassign9;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign10 = stkeyassign63;\r
- stkeyassign10.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign10.ID = 0;\r
- stkeyassign10.コード = 0x1f;\r
- stkeyassignArray[ 6 ] = stkeyassign10;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign11 = stkeyassign63;\r
- stkeyassign11.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign11.ID = 0;\r
- stkeyassign11.コード = 0x20;\r
- stkeyassignArray[ 7 ] = stkeyassign11;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign12 = stkeyassign63;\r
- stkeyassign12.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign12.ID = 0;\r
- stkeyassign12.コード = 0x22;\r
- stkeyassignArray[ 8 ] = stkeyassign12;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign13 = stkeyassign63;\r
- stkeyassign13.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign13.ID = 0;\r
- stkeyassign13.コード = 0x25;\r
- stkeyassignArray[ 9 ] = stkeyassign13;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign14 = stkeyassign63;\r
- stkeyassign14.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign14.ID = 0;\r
- stkeyassign14.コード = 0x26;\r
- stkeyassignArray[ 10 ] = stkeyassign14;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign15 = stkeyassign63;\r
- stkeyassign15.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign15.ID = 0;\r
- stkeyassign15.コード = 40;\r
- stkeyassignArray[ 11 ] = stkeyassign15;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign16 = stkeyassign63;\r
- stkeyassign16.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign16.ID = 0;\r
- stkeyassign16.コード = 0x71;\r
- stkeyassignArray[ 12 ] = stkeyassign16;\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.SD = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign17 = stkeyassign63;\r
- stkeyassign17.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign17.ID = 0;\r
- stkeyassign17.コード = 12;\r
- stkeyassignArray[ 0 ] = stkeyassign17;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign18 = stkeyassign63;\r
- stkeyassign18.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign18.ID = 0;\r
- stkeyassign18.コード = 0x7e;\r
- stkeyassignArray[ 1 ] = stkeyassign18;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign19 = stkeyassign63;\r
- stkeyassign19.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign19.ID = 0;\r
- stkeyassign19.コード = 0x21;\r
- stkeyassignArray[ 2 ] = stkeyassign19;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign20 = stkeyassign63;\r
- stkeyassign20.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign20.ID = 0;\r
- stkeyassign20.コード = 0x23;\r
- stkeyassignArray[ 3 ] = stkeyassign20;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign21 = stkeyassign63;\r
- stkeyassign21.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign21.ID = 0;\r
- stkeyassign21.コード = 0x24;\r
- stkeyassignArray[ 4 ] = stkeyassign21;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign22 = stkeyassign63;\r
- stkeyassign22.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign22.ID = 0;\r
- stkeyassign22.コード = 0x70;\r
- stkeyassignArray[ 5 ] = stkeyassign22;\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.BD = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign23 = stkeyassign63;\r
- stkeyassign23.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign23.ID = 0;\r
- stkeyassign23.コード = 0x1f;\r
- stkeyassignArray[ 0 ] = stkeyassign23;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign24 = stkeyassign63;\r
- stkeyassign24.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign24.ID = 0;\r
- stkeyassign24.コード = 0x30;\r
- stkeyassignArray[ 1 ] = stkeyassign24;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign25 = stkeyassign63;\r
- stkeyassign25.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign25.ID = 0;\r
- stkeyassign25.コード = 50;\r
- stkeyassignArray[ 2 ] = stkeyassign25;\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.HT = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign26 = stkeyassign63;\r
- stkeyassign26.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign26.ID = 0;\r
- stkeyassign26.コード = 11;\r
- stkeyassignArray[ 0 ] = stkeyassign26;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign27 = stkeyassign63;\r
- stkeyassign27.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign27.ID = 0;\r
- stkeyassign27.コード = 0x2f;\r
- stkeyassignArray[ 1 ] = stkeyassign27;\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.LT = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign28 = stkeyassign63;\r
- stkeyassign28.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign28.ID = 0;\r
- stkeyassign28.コード = 0x17;\r
- stkeyassignArray[ 0 ] = stkeyassign28;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign29 = stkeyassign63;\r
- stkeyassign29.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign29.ID = 0;\r
- stkeyassign29.コード = 0x29;\r
- stkeyassignArray[ 1 ] = stkeyassign29;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign30 = stkeyassign63;\r
- stkeyassign30.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign30.ID = 0;\r
- stkeyassign30.コード = 0x2b;\r
- stkeyassignArray[ 2 ] = stkeyassign30;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign31 = stkeyassign63;\r
- stkeyassign31.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign31.ID = 0;\r
- stkeyassign31.コード = 0x2d;\r
- stkeyassignArray[ 3 ] = stkeyassign31;\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.FT = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign32 = stkeyassign63;\r
- stkeyassign32.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign32.ID = 0;\r
- stkeyassign32.コード = 0x16;\r
- stkeyassignArray[ 0 ] = stkeyassign32;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign33 = stkeyassign63;\r
- stkeyassign33.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign33.ID = 0;\r
- stkeyassign33.コード = 0x31;\r
- stkeyassignArray[ 1 ] = stkeyassign33;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign34 = stkeyassign63;\r
- stkeyassign34.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign34.ID = 0;\r
- stkeyassign34.コード = 0x34;\r
- stkeyassignArray[ 2 ] = stkeyassign34;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign35 = stkeyassign63;\r
- stkeyassign35.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign35.ID = 0;\r
- stkeyassign35.コード = 0x37;\r
- stkeyassignArray[ 3 ] = stkeyassign35;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign36 = stkeyassign63;\r
- stkeyassign36.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign36.ID = 0;\r
- stkeyassign36.コード = 0x39;\r
- stkeyassignArray[ 4 ] = stkeyassign36;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign37 = stkeyassign63;\r
- stkeyassign37.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign37.ID = 0;\r
- stkeyassign37.コード = 0x5b;\r
- stkeyassignArray[ 5 ] = stkeyassign37;\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.CY = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign38 = stkeyassign63;\r
- stkeyassign38.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign38.ID = 0;\r
- stkeyassign38.コード = 10;\r
- stkeyassignArray[ 0 ] = stkeyassign38;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign39 = stkeyassign63;\r
- stkeyassign39.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign39.ID = 0;\r
- stkeyassign39.コード = 0x2e;\r
- stkeyassignArray[ 1 ] = stkeyassign39;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign40 = stkeyassign63;\r
- stkeyassign40.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign40.ID = 0;\r
- stkeyassign40.コード = 0x5c;\r
- stkeyassignArray[ 2 ] = stkeyassign40;\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.HHO = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign41 = stkeyassign63;\r
- stkeyassign41.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign41.ID = 0;\r
- stkeyassign41.コード = 20;\r
- stkeyassignArray[ 0 ] = stkeyassign41;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign42 = stkeyassign63;\r
- stkeyassign42.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign42.ID = 0;\r
- stkeyassign42.コード = 0x33;\r
- stkeyassignArray[ 1 ] = stkeyassign42;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign43 = stkeyassign63;\r
- stkeyassign43.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign43.ID = 0;\r
- stkeyassign43.コード = 0x35;\r
- stkeyassignArray[ 2 ] = stkeyassign43;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign44 = stkeyassign63;\r
- stkeyassign44.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign44.ID = 0;\r
- stkeyassign44.コード = 0x3b;\r
- stkeyassignArray[ 3 ] = stkeyassign44;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign45 = stkeyassign63;\r
- stkeyassign45.入力デバイス = E入力デバイス.MIDI入力;\r
- stkeyassign45.ID = 0;\r
- stkeyassign45.コード = 0x59;\r
- stkeyassignArray[ 4 ] = stkeyassign45;\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.RD = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign46 = stkeyassign63;\r
- stkeyassign46.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign46.ID = 0;\r
- stkeyassign46.コード = 0x1a;\r
- stkeyassignArray[ 0 ] = stkeyassign46;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Drums.LC = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign47 = stkeyassign63;\r
- stkeyassign47.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign47.ID = 0;\r
- stkeyassign47.コード = 0x37;\r
- stkeyassignArray[ 0 ] = stkeyassign47;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Guitar.R = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign48 = stkeyassign63;\r
- stkeyassign48.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign48.ID = 0;\r
- stkeyassign48.コード = 0x38;\r
- stkeyassignArray[ 0 ] = stkeyassign48;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Guitar.G = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign49 = stkeyassign63;\r
- stkeyassign49.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign49.ID = 0;\r
- stkeyassign49.コード = 0x39;\r
- stkeyassignArray[ 0 ] = stkeyassign49;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Guitar.B = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign50 = stkeyassign63;\r
- stkeyassign50.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign50.ID = 0;\r
- stkeyassign50.コード = 0x73;\r
- stkeyassignArray[ 0 ] = stkeyassign50;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign51 = stkeyassign63;\r
- stkeyassign51.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign51.ID = 0;\r
- stkeyassign51.コード = 0x2e;\r
- stkeyassignArray[ 1 ] = stkeyassign51;\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Guitar.Pick = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign52 = stkeyassign63;\r
- stkeyassign52.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign52.ID = 0;\r
- stkeyassign52.コード = 0x74;\r
- stkeyassignArray[ 0 ] = stkeyassign52;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Guitar.Wail = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign53 = stkeyassign63;\r
- stkeyassign53.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign53.ID = 0;\r
- stkeyassign53.コード = 0x3d;\r
- stkeyassignArray[ 0 ] = stkeyassign53;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Guitar.Cancel = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign54 = stkeyassign63;\r
- stkeyassign54.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign54.ID = 0;\r
- stkeyassign54.コード = 60;\r
- stkeyassignArray[ 0 ] = stkeyassign54;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Guitar.Decide = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };\r
- this.KeyAssign.Guitar[ 7 ] = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };\r
- this.KeyAssign.Guitar[ 8 ] = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };\r
- this.KeyAssign.Guitar[ 9 ] = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign55 = stkeyassign63;\r
- stkeyassign55.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign55.ID = 0;\r
- stkeyassign55.コード = 90;\r
- stkeyassignArray[ 0 ] = stkeyassign55;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Bass.R = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign56 = stkeyassign63;\r
- stkeyassign56.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign56.ID = 0;\r
- stkeyassign56.コード = 0x5b;\r
- stkeyassignArray[ 0 ] = stkeyassign56;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Bass.G = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign57 = stkeyassign63;\r
- stkeyassign57.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign57.ID = 0;\r
- stkeyassign57.コード = 0x5c;\r
- stkeyassignArray[ 0 ] = stkeyassign57;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Bass.B = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign58 = stkeyassign63;\r
- stkeyassign58.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign58.ID = 0;\r
- stkeyassign58.コード = 0x67;\r
- stkeyassignArray[ 0 ] = stkeyassign58;\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign59 = stkeyassign63;\r
- stkeyassign59.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign59.ID = 0;\r
- stkeyassign59.コード = 100;\r
- stkeyassignArray[ 1 ] = stkeyassign59;\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Bass.Pick = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign60 = stkeyassign63;\r
- stkeyassign60.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign60.ID = 0;\r
- stkeyassign60.コード = 0x59;\r
- stkeyassignArray[ 0 ] = stkeyassign60;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Bass.Wail = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- stkeyassign63 = new CKeyAssign.STKEYASSIGN();\r
- CKeyAssign.STKEYASSIGN stkeyassign61 = stkeyassign63;\r
- stkeyassign61.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign61.ID = 0;\r
- stkeyassign61.コード = 0x61;\r
- stkeyassignArray[ 0 ] = stkeyassign61;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Bass.Cancel = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];\r
- CKeyAssign.STKEYASSIGN stkeyassign62 = new CKeyAssign.STKEYASSIGN();\r
- stkeyassign62.入力デバイス = E入力デバイス.キーボード;\r
- stkeyassign62.ID = 0;\r
- stkeyassign62.コード = 0x60;\r
- stkeyassignArray[ 0 ] = stkeyassign62;\r
- stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );\r
- this.KeyAssign.Bass.Decide = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };\r
- this.KeyAssign.Bass[ 7 ] = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };\r
- this.KeyAssign.Bass[ 8 ] = stkeyassignArray;\r
- stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };\r
- this.KeyAssign.Bass[ 9 ] = stkeyassignArray;\r
+\r
+ string strDefaultKeyAssign = @"\r
+[DrumsKeyAssign]\r
+\r
+HH=K035,M042,M093\r
+SD=K033,M025,M026,M027,M028,M029,M031,M032,M034,M037,M038,M040,M0113\r
+BD=K012,K0126,M033,M035,M036,M0112\r
+HT=K031,M048,M050\r
+LT=K011,M047\r
+FT=K023,M041,M043,M045\r
+CY=K022,M049,M052,M055,M057,M091\r
+HO=K010,M046,M092\r
+RD=K020,M051,M053,M059,M089\r
+LC=K026\r
+\r
+[GuitarKeyAssign]\r
+\r
+R=K055\r
+G=K056,J012\r
+B=K057\r
+Pick=K0115,K046,J06\r
+Wail=K0116\r
+Decide=K060\r
+Cancel=K061\r
+\r
+[BassKeyAssign]\r
+\r
+R=K090\r
+G=K091,J013\r
+B=K092\r
+Pick=K0103,K0100,J08\r
+Wail=K089\r
+Decide=K096\r
+Cancel=K097\r
+\r
+[SystemKeyAssign]\r
+Capture=K065\r
+";\r
+ t文字列から読み込み( strDefaultKeyAssign );\r
}\r
//-----------------\r
#endregion\r