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#34198 DirectShow による動画の再生を行うクラス CAviDS を追加し、これを利用するように変更した。
[dtxmania/dtxmania.git] / DTXManiaプロジェクト / コード / ステージ / 07.演奏 / CStage演奏画面共通.cs
1 using System;\r
2 using System.Collections.Generic;\r
3 using System.Text;\r
4 using System.Runtime;\r
5 using System.Runtime.InteropServices;\r
6 using System.Drawing;\r
7 using System.Drawing.Imaging;\r
8 using System.IO;\r
9 using System.Diagnostics;\r
10 using System.Threading;\r
11 using SlimDX;\r
12 using SlimDX.Direct3D9;\r
13 using FDK;\r
14 \r
15 namespace DTXMania\r
16 {\r
17         /// <summary>\r
18         /// 演奏画面の共通クラス (ドラム演奏画面, ギター演奏画面の継承元)\r
19         /// </summary>\r
20         internal abstract class CStage演奏画面共通 : CStage\r
21         {\r
22                 // プロパティ\r
23 \r
24                 public bool bAUTOでないチップが1つでもバーを通過した // 誰も参照していない??\r
25                 {\r
26                         get;\r
27                         protected set;\r
28                 }\r
29 \r
30                 // メソッド\r
31 \r
32                 #region [ t演奏結果を格納する_ドラム() ]\r
33                 public void t演奏結果を格納する_ドラム( out CScoreIni.C演奏記録 Drums )\r
34                 {\r
35                         Drums = new CScoreIni.C演奏記録();\r
36 \r
37                         if ( CDTXMania.DTX.bチップがある.Drums && !CDTXMania.ConfigIni.bギタレボモード )\r
38                         {\r
39                                 Drums.nスコア = (long) this.actScore.Get( E楽器パート.DRUMS );\r
40                                 Drums.dbゲーム型スキル値 = CScoreIni.tゲーム型スキルを計算して返す( CDTXMania.DTX.LEVEL.Drums, CDTXMania.DTX.n可視チップ数.Drums, this.nヒット数_Auto含まない.Drums.Perfect, this.actCombo.n現在のコンボ数.Drums最高値, E楽器パート.DRUMS, bIsAutoPlay );\r
41                                 Drums.db演奏型スキル値 = CScoreIni.t演奏型スキルを計算して返す( CDTXMania.DTX.n可視チップ数.Drums, this.nヒット数_Auto含まない.Drums.Perfect, this.nヒット数_Auto含まない.Drums.Great, this.nヒット数_Auto含まない.Drums.Good, this.nヒット数_Auto含まない.Drums.Poor, this.nヒット数_Auto含まない.Drums.Miss, E楽器パート.DRUMS, bIsAutoPlay );\r
42                                 Drums.nPerfect数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数_Auto含む.Drums.Perfect : this.nヒット数_Auto含まない.Drums.Perfect;\r
43                                 Drums.nGreat数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数_Auto含む.Drums.Great : this.nヒット数_Auto含まない.Drums.Great;\r
44                                 Drums.nGood数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数_Auto含む.Drums.Good : this.nヒット数_Auto含まない.Drums.Good;\r
45                                 Drums.nPoor数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数_Auto含む.Drums.Poor : this.nヒット数_Auto含まない.Drums.Poor;\r
46                                 Drums.nMiss数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数_Auto含む.Drums.Miss : this.nヒット数_Auto含まない.Drums.Miss;\r
47                                 Drums.nPerfect数_Auto含まない = this.nヒット数_Auto含まない.Drums.Perfect;\r
48                                 Drums.nGreat数_Auto含まない = this.nヒット数_Auto含まない.Drums.Great;\r
49                                 Drums.nGood数_Auto含まない = this.nヒット数_Auto含まない.Drums.Good;\r
50                                 Drums.nPoor数_Auto含まない = this.nヒット数_Auto含まない.Drums.Poor;\r
51                                 Drums.nMiss数_Auto含まない = this.nヒット数_Auto含まない.Drums.Miss;\r
52                                 Drums.n最大コンボ数 = this.actCombo.n現在のコンボ数.Drums最高値;\r
53                                 Drums.n全チップ数 = CDTXMania.DTX.n可視チップ数.Drums;\r
54                                 for ( int i = 0; i < (int) Eレーン.MAX;  i++ )\r
55                                 {\r
56                                         Drums.bAutoPlay[ i ] = bIsAutoPlay[ i ];\r
57                                 }\r
58                                 Drums.bTight = CDTXMania.ConfigIni.bTight;\r
59                                 for ( int i = 0; i < 3; i++ )\r
60                                 {\r
61                                         Drums.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
62                                         Drums.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
63                                         Drums.eInvisible[ i ] = CDTXMania.ConfigIni.eInvisible[ i ];\r
64                                         Drums.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
65                                         Drums.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
66                                         Drums.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
67                                         Drums.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
68                                         Drums.f譜面スクロール速度[ i ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ i ] + 1 ) ) * 0.5f;\r
69                                 }\r
70                                 Drums.eDark = CDTXMania.ConfigIni.eDark;\r
71                                 Drums.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
72                                 Drums.n演奏速度分母 = 20;\r
73                                 Drums.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
74                                 Drums.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
75                                 Drums.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
76                                 Drums.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
77                                 Drums.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
78                                 Drums.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
79                                 Drums.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
80                                 Drums.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
81                                 Drums.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
82                                 Drums.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
83                                 Drums.b演奏にキーボードを使用した = this.b演奏にキーボードを使った.Drums;\r
84                                 Drums.b演奏にMIDI入力を使用した = this.b演奏にMIDI入力を使った.Drums;\r
85                                 Drums.b演奏にジョイパッドを使用した = this.b演奏にジョイパッドを使った.Drums;\r
86                                 Drums.b演奏にマウスを使用した = this.b演奏にマウスを使った.Drums;\r
87                                 Drums.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
88                                 Drums.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
89                                 Drums.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
90                                 Drums.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
91                                 Drums.strDTXManiaのバージョン = CDTXMania.VERSION;\r
92                                 Drums.最終更新日時 = DateTime.Now.ToString();\r
93                                 Drums.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Drums );\r
94                                 Drums.nRisky = CDTXMania.ConfigIni.nRisky; // #35461 chnmr0 add\r
95                                 Drums.bギターとベースを入れ替えた = CDTXMania.ConfigIni.bIsSwappedGuitarBass; // #35417 chnmr0 add\r
96                         }\r
97                 }\r
98                 #endregion\r
99                 #region [ t演奏結果を格納する_ギター() ]\r
100                 public void t演奏結果を格納する_ギター( out CScoreIni.C演奏記録 Guitar )\r
101                 {\r
102                         Guitar = new CScoreIni.C演奏記録();\r
103 \r
104                         if ( CDTXMania.DTX.bチップがある.Guitar )\r
105                         {\r
106                                 Guitar.nスコア = (long) this.actScore.Get( E楽器パート.GUITAR );\r
107                                 Guitar.dbゲーム型スキル値 = CScoreIni.tゲーム型スキルを計算して返す( CDTXMania.DTX.LEVEL.Guitar, CDTXMania.DTX.n可視チップ数.Guitar, this.nヒット数_Auto含まない.Guitar.Perfect, this.actCombo.n現在のコンボ数.Guitar最高値, E楽器パート.GUITAR, bIsAutoPlay );\r
108                                 Guitar.db演奏型スキル値 = CScoreIni.t演奏型スキルを計算して返す( CDTXMania.DTX.n可視チップ数.Guitar, this.nヒット数_Auto含まない.Guitar.Perfect, this.nヒット数_Auto含まない.Guitar.Great, this.nヒット数_Auto含まない.Guitar.Good, this.nヒット数_Auto含まない.Guitar.Poor, this.nヒット数_Auto含まない.Guitar.Miss, E楽器パート.GUITAR, bIsAutoPlay );\r
109                                 Guitar.nPerfect数 = CDTXMania.ConfigIni.bギターが全部オートプレイである ? this.nヒット数_Auto含む.Guitar.Perfect : this.nヒット数_Auto含まない.Guitar.Perfect;\r
110                                 Guitar.nGreat数 = CDTXMania.ConfigIni.bギターが全部オートプレイである ? this.nヒット数_Auto含む.Guitar.Great : this.nヒット数_Auto含まない.Guitar.Great;\r
111                                 Guitar.nGood数 = CDTXMania.ConfigIni.bギターが全部オートプレイである ? this.nヒット数_Auto含む.Guitar.Good : this.nヒット数_Auto含まない.Guitar.Good;\r
112                                 Guitar.nPoor数 = CDTXMania.ConfigIni.bギターが全部オートプレイである ? this.nヒット数_Auto含む.Guitar.Poor : this.nヒット数_Auto含まない.Guitar.Poor;\r
113                                 Guitar.nMiss数 = CDTXMania.ConfigIni.bギターが全部オートプレイである ? this.nヒット数_Auto含む.Guitar.Miss : this.nヒット数_Auto含まない.Guitar.Miss;\r
114                                 Guitar.nPerfect数_Auto含まない = this.nヒット数_Auto含まない.Guitar.Perfect;\r
115                                 Guitar.nGreat数_Auto含まない = this.nヒット数_Auto含まない.Guitar.Great;\r
116                                 Guitar.nGood数_Auto含まない = this.nヒット数_Auto含まない.Guitar.Good;\r
117                                 Guitar.nPoor数_Auto含まない = this.nヒット数_Auto含まない.Guitar.Poor;\r
118                                 Guitar.nMiss数_Auto含まない = this.nヒット数_Auto含まない.Guitar.Miss;\r
119                                 Guitar.n最大コンボ数 = this.actCombo.n現在のコンボ数.Guitar最高値;\r
120                                 Guitar.n全チップ数 = CDTXMania.DTX.n可視チップ数.Guitar;\r
121                                 for ( int i = 0; i < (int) Eレーン.MAX; i++ )\r
122                                 {\r
123                                         Guitar.bAutoPlay[ i ] = bIsAutoPlay[ i ];\r
124                                 }\r
125                                 Guitar.bTight = CDTXMania.ConfigIni.bTight;\r
126                                 for ( int i = 0; i < 3; i++ )\r
127                                 {\r
128                                         Guitar.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
129                                         Guitar.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
130                                         Guitar.eInvisible[ i ] = CDTXMania.ConfigIni.eInvisible[ i ];\r
131                                         Guitar.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
132                                         Guitar.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
133                                         Guitar.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
134                                         Guitar.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
135                                         Guitar.f譜面スクロール速度[ i ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ i ] + 1 ) ) * 0.5f;\r
136                                 }\r
137                                 Guitar.eDark = CDTXMania.ConfigIni.eDark;\r
138                                 Guitar.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
139                                 Guitar.n演奏速度分母 = 20;\r
140                                 Guitar.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
141                                 Guitar.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
142                                 Guitar.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
143                                 Guitar.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
144                                 Guitar.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
145                                 Guitar.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
146                                 Guitar.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
147                                 Guitar.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
148                                 Guitar.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
149                                 Guitar.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
150                                 Guitar.b演奏にキーボードを使用した = this.b演奏にキーボードを使った.Guitar;\r
151                                 Guitar.b演奏にMIDI入力を使用した = this.b演奏にMIDI入力を使った.Guitar;\r
152                                 Guitar.b演奏にジョイパッドを使用した = this.b演奏にジョイパッドを使った.Guitar;\r
153                                 Guitar.b演奏にマウスを使用した = this.b演奏にマウスを使った.Guitar;\r
154                                 Guitar.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
155                                 Guitar.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
156                                 Guitar.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
157                                 Guitar.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
158                                 Guitar.strDTXManiaのバージョン = CDTXMania.VERSION;\r
159                                 Guitar.最終更新日時 = DateTime.Now.ToString();\r
160                                 Guitar.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Guitar );\r
161                                 Guitar.bギターとベースを入れ替えた = CDTXMania.ConfigIni.bIsSwappedGuitarBass; // #35417 chnmr0 add\r
162                         }\r
163                 }\r
164                 #endregion\r
165                 #region [ t演奏結果を格納する_ベース() ]\r
166                 public void t演奏結果を格納する_ベース( out CScoreIni.C演奏記録 Bass )\r
167                 {\r
168                         Bass = new CScoreIni.C演奏記録();\r
169 \r
170                         if ( CDTXMania.DTX.bチップがある.Bass )\r
171                         {\r
172                                 Bass.nスコア = (long) this.actScore.Get( E楽器パート.BASS );\r
173                                 Bass.dbゲーム型スキル値 = CScoreIni.tゲーム型スキルを計算して返す( CDTXMania.DTX.LEVEL.Bass, CDTXMania.DTX.n可視チップ数.Bass, this.nヒット数_Auto含まない.Bass.Perfect, this.actCombo.n現在のコンボ数.Bass最高値, E楽器パート.BASS, bIsAutoPlay );\r
174                                 Bass.db演奏型スキル値 = CScoreIni.t演奏型スキルを計算して返す( CDTXMania.DTX.n可視チップ数.Bass, this.nヒット数_Auto含まない.Bass.Perfect, this.nヒット数_Auto含まない.Bass.Great, this.nヒット数_Auto含まない.Bass.Good, this.nヒット数_Auto含まない.Bass.Poor, this.nヒット数_Auto含まない.Bass.Miss, E楽器パート.BASS, bIsAutoPlay );\r
175                                 Bass.nPerfect数 = CDTXMania.ConfigIni.bベースが全部オートプレイである ? this.nヒット数_Auto含む.Bass.Perfect : this.nヒット数_Auto含まない.Bass.Perfect;\r
176                                 Bass.nGreat数 = CDTXMania.ConfigIni.bベースが全部オートプレイである ? this.nヒット数_Auto含む.Bass.Great : this.nヒット数_Auto含まない.Bass.Great;\r
177                                 Bass.nGood数 = CDTXMania.ConfigIni.bベースが全部オートプレイである ? this.nヒット数_Auto含む.Bass.Good : this.nヒット数_Auto含まない.Bass.Good;\r
178                                 Bass.nPoor数 = CDTXMania.ConfigIni.bベースが全部オートプレイである ? this.nヒット数_Auto含む.Bass.Poor : this.nヒット数_Auto含まない.Bass.Poor;\r
179                                 Bass.nMiss数 = CDTXMania.ConfigIni.bベースが全部オートプレイである ? this.nヒット数_Auto含む.Bass.Miss : this.nヒット数_Auto含まない.Bass.Miss;\r
180                                 Bass.nPerfect数_Auto含まない = this.nヒット数_Auto含まない.Bass.Perfect;\r
181                                 Bass.nGreat数_Auto含まない = this.nヒット数_Auto含まない.Bass.Great;\r
182                                 Bass.nGood数_Auto含まない = this.nヒット数_Auto含まない.Bass.Good;\r
183                                 Bass.nPoor数_Auto含まない = this.nヒット数_Auto含まない.Bass.Poor;\r
184                                 Bass.nMiss数_Auto含まない = this.nヒット数_Auto含まない.Bass.Miss;\r
185                                 Bass.n最大コンボ数 = this.actCombo.n現在のコンボ数.Bass最高値;\r
186                                 Bass.n全チップ数 = CDTXMania.DTX.n可視チップ数.Bass;\r
187                                 for ( int i = 0; i < (int) Eレーン.MAX; i++ )\r
188                                 {\r
189                                         Bass.bAutoPlay[ i ] = bIsAutoPlay[ i ];\r
190                                 }\r
191                                 Bass.bTight = CDTXMania.ConfigIni.bTight;\r
192                                 for ( int i = 0; i < 3; i++ )\r
193                                 {\r
194                                         Bass.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
195                                         Bass.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
196                                         Bass.eInvisible[ i ] = CDTXMania.ConfigIni.eInvisible[ i ];\r
197                                         Bass.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
198                                         Bass.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
199                                         Bass.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
200                                         Bass.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
201                                         Bass.f譜面スクロール速度[ i ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ i ] + 1 ) ) * 0.5f;\r
202                                 }\r
203                                 Bass.eDark = CDTXMania.ConfigIni.eDark;\r
204                                 Bass.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
205                                 Bass.n演奏速度分母 = 20;\r
206                                 Bass.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
207                                 Bass.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
208                                 Bass.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
209                                 Bass.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
210                                 Bass.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
211                                 Bass.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
212                                 Bass.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
213                                 Bass.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
214                                 Bass.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
215                                 Bass.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
216                                 Bass.b演奏にキーボードを使用した = this.b演奏にキーボードを使った.Bass;                        // #24280 2011.1.29 yyagi\r
217                                 Bass.b演奏にMIDI入力を使用した = this.b演奏にMIDI入力を使った.Bass;                          //\r
218                                 Bass.b演奏にジョイパッドを使用した = this.b演奏にジョイパッドを使った.Bass;          //\r
219                                 Bass.b演奏にマウスを使用した = this.b演奏にマウスを使った.Bass;                                    //\r
220                                 Bass.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
221                                 Bass.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
222                                 Bass.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
223                                 Bass.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
224                                 Bass.strDTXManiaのバージョン = CDTXMania.VERSION;\r
225                                 Bass.最終更新日時 = DateTime.Now.ToString();\r
226                                 Bass.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Bass );\r
227                                 Bass.bギターとベースを入れ替えた = CDTXMania.ConfigIni.bIsSwappedGuitarBass; // #35417 chnmr0 add\r
228                         }\r
229                 }\r
230                 #endregion\r
231 \r
232                 // CStage 実装\r
233 \r
234                 public override void On活性化()\r
235                 {\r
236                         listChip = CDTXMania.DTX.listChip;\r
237                         listWAV = CDTXMania.DTX.listWAV;\r
238 \r
239                         this.eフェードアウト完了時の戻り値 = E演奏画面の戻り値.継続;\r
240                         this.n現在のトップChip = ( listChip.Count > 0 ) ? 0 : -1;\r
241                         this.L最後に再生したHHの実WAV番号 = new List<int>( 16 );\r
242                         this.n最後に再生したHHのチャンネル番号 = 0;\r
243                         this.n最後に再生した実WAV番号.Guitar = -1;\r
244                         this.n最後に再生した実WAV番号.Bass = -1;\r
245                         for ( int i = 0; i < 50; i++ )\r
246                         {\r
247                                 this.n最後に再生したBGMの実WAV番号[ i ] = -1;\r
248                         }\r
249                         this.r次にくるギターChip = null;\r
250                         this.r次にくるベースChip = null;\r
251                         for ( int j = 0; j < 10; j++ )\r
252                         {\r
253                                 this.r現在の空うちドラムChip[ j ] = null;\r
254                         }\r
255                         this.r現在の空うちギターChip = null;\r
256                         this.r現在の空うちベースChip = null;\r
257                         cInvisibleChip = new CInvisibleChip( CDTXMania.ConfigIni.nDisplayTimesMs, CDTXMania.ConfigIni.nFadeoutTimeMs );\r
258                         this.演奏判定ライン座標 = new C演奏判定ライン座標共通();\r
259             this.n最大コンボ数_TargetGhost = new STDGBVALUE<int>(); // #35411 2015.08.21 chnmr0 add\r
260                         for ( int k = 0; k < 3; k++ )\r
261                         {\r
262                                 //for ( int n = 0; n < 5; n++ )\r
263                                 //{\r
264                                         this.nヒット数_Auto含まない[ k ] = new CHITCOUNTOFRANK();\r
265                                         this.nヒット数_Auto含む[ k ] = new CHITCOUNTOFRANK();\r
266                     this.nヒット数_TargetGhost[k] = new CHITCOUNTOFRANK(); // #35411 2015.08.21 chnmr0 add\r
267                                 //}\r
268                                 this.queWailing[ k ] = new Queue<CDTX.CChip>();\r
269                                 this.r現在の歓声Chip[ k ] = null;\r
270                                 cInvisibleChip.eInvisibleMode[ k ] = CDTXMania.ConfigIni.eInvisible[ k ];\r
271                                 if ( CDTXMania.DTXVmode.Enabled )\r
272                                 {\r
273                                         CDTXMania.ConfigIni.n譜面スクロール速度[ k ] = CDTXMania.ConfigIni.nViewerScrollSpeed[ k ];\r
274                                 }\r
275 \r
276                                 this.nInputAdjustTimeMs[ k ] = CDTXMania.ConfigIni.nInputAdjustTimeMs[ k ];                     // #23580 2011.1.3 yyagi\r
277                                                                                                                                                                                                         //        2011.1.7 ikanick 修正\r
278                                 //this.nJudgeLinePosY_delta[ k ] = CDTXMania.ConfigIni.nJudgeLinePosOffset[ k ];                // #31602 2013.6.23 yyagi\r
279 \r
280                                 this.演奏判定ライン座標.n判定位置[ k ] = CDTXMania.ConfigIni.e判定位置[ k ];\r
281                                 this.演奏判定ライン座標.nJudgeLinePosY_delta[ k ] = CDTXMania.ConfigIni.nJudgeLinePosOffset[ k ];\r
282                                 this.bReverse[ k ]             = CDTXMania.ConfigIni.bReverse[ k ];                                     //\r
283 \r
284                         }\r
285                         actCombo.演奏判定ライン座標 = 演奏判定ライン座標;\r
286                         for ( int i = 0; i < 3; i++ )\r
287                         {\r
288                                 this.b演奏にキーボードを使った[ i ] = false;\r
289                                 this.b演奏にジョイパッドを使った[ i ] = false;\r
290                                 this.b演奏にMIDI入力を使った[ i ] = false;\r
291                                 this.b演奏にマウスを使った[ i ] = false;\r
292                         }\r
293                         this.bAUTOでないチップが1つでもバーを通過した = false;\r
294                         cInvisibleChip.Reset();\r
295                         base.On活性化();\r
296                         this.tステータスパネルの選択();\r
297                         this.tパネル文字列の設定();\r
298                         //this.演奏判定ライン座標();\r
299 \r
300                         this.bIsAutoPlay = CDTXMania.ConfigIni.bAutoPlay;                                                                       // #24239 2011.1.23 yyagi\r
301 \r
302                         \r
303                         //this.bIsAutoPlay.Guitar = CDTXMania.ConfigIni.bギターが全部オートプレイである;\r
304                         //this.bIsAutoPlay.Bass = CDTXMania.ConfigIni.bベースが全部オートプレイである;\r
305 //                      this.nRisky = CDTXMania.ConfigIni.nRisky;                                                                                       // #23559 2011.7.28 yyagi\r
306                         actGauge.Init( CDTXMania.ConfigIni.nRisky );                                                                    // #23559 2011.7.28 yyagi\r
307                         this.nPolyphonicSounds = CDTXMania.ConfigIni.nPoliphonicSounds;\r
308                         e判定表示優先度 = CDTXMania.ConfigIni.e判定表示優先度;\r
309 \r
310                         CDTXMania.Skin.tRemoveMixerAll();       // 効果音のストリームをミキサーから解除しておく\r
311 \r
312                         queueMixerSound = new Queue<stmixer>( 64 );\r
313                         bIsDirectSound = ( CDTXMania.Sound管理.GetCurrentSoundDeviceType() == "DirectSound" );\r
314                         bUseOSTimer = CDTXMania.ConfigIni.bUseOSTimer;\r
315                         this.bPAUSE = false;\r
316                         if ( CDTXMania.DTXVmode.Enabled )\r
317                         {\r
318                                 db再生速度 = CDTXMania.DTX.dbDTXVPlaySpeed;\r
319                                 CDTXMania.ConfigIni.n演奏速度 = (int) (CDTXMania.DTX.dbDTXVPlaySpeed * 20 + 0.5 );\r
320                         }\r
321                         else\r
322                         {\r
323                                 db再生速度 = ( (double) CDTXMania.ConfigIni.n演奏速度 ) / 20.0;\r
324                         }\r
325                         bValidScore = ( CDTXMania.DTXVmode.Enabled ) ? false : true;\r
326 \r
327                         cWailingChip = new CWailingChip共通[ 3 ];     // 0:未使用, 1:Gutiar, 2:Bass\r
328                         if ( CDTXMania.ConfigIni.bDrums有効 )\r
329                         {\r
330                                 cWailingChip[ 1 ] = new CWailngChip_Guitar_Drum画面( ref 演奏判定ライン座標 );\r
331                                 cWailingChip[ 2 ] = new CWailngChip_Bass_Drum画面( ref 演奏判定ライン座標 );\r
332                         }\r
333                         else\r
334                         {\r
335                                 cWailingChip[ 1 ] = new CWailngChip_Guitar_GR画面( ref 演奏判定ライン座標 );\r
336                                 cWailingChip[ 2 ] = new CWailngChip_Bass_GR画面( ref 演奏判定ライン座標 );\r
337                         }\r
338 \r
339                         #region [ 演奏開始前にmixer登録しておくべきサウンド(開幕してすぐに鳴らすことになるチップ音)を登録しておく ]\r
340                         foreach ( CDTX.CChip pChip in listChip )\r
341                         {\r
342 //                              Debug.WriteLine( "CH=" + pChip.nチャンネル番号.ToString( "x2" ) + ", 整数値=" + pChip.n整数値 +  ", time=" + pChip.n発声時刻ms );\r
343                                 if ( pChip.n発声時刻ms <= 0 )\r
344                                 {\r
345                                         if ( pChip.nチャンネル番号 == 0xDA )\r
346                                         {\r
347                                                 pChip.bHit = true;\r
348 //                                              Trace.TraceInformation( "first [DA] BAR=" + pChip.n発声位置 / 384 + " ch=" + pChip.nチャンネル番号.ToString( "x2" ) + ", wav=" + pChip.n整数値 + ", time=" + pChip.n発声時刻ms );\r
349                                                 if ( listWAV.ContainsKey( pChip.n整数値_内部番号 ) )\r
350                                                 {\r
351                                                         CDTX.CWAV wc = listWAV[ pChip.n整数値_内部番号 ];\r
352                                                         for ( int i = 0; i < nPolyphonicSounds; i++ )\r
353                                                         {\r
354                                                                 if ( wc.rSound[ i ] != null )\r
355                                                                 {\r
356                                                                         CDTXMania.Sound管理.AddMixer( wc.rSound[ i ], db再生速度, pChip.b演奏終了後も再生が続くチップである );\r
357                                                                         //AddMixer( wc.rSound[ i ] );           // 最初はqueueを介さず直接ミキサー登録する\r
358                                                                 }\r
359                                                         }\r
360                                                 }\r
361                                         }\r
362                                 }\r
363                                 else\r
364                                 {\r
365                                         break;\r
366                                 }\r
367                         }\r
368                         #endregion\r
369 \r
370                         if ( CDTXMania.ConfigIni.bIsSwappedGuitarBass ) // #24063 2011.1.24 yyagi Gt/Bsの譜面情報入れ替え\r
371                         {\r
372                                 CDTXMania.DTX.SwapGuitarBassInfos();\r
373                         }\r
374                         this.sw = new Stopwatch();\r
375                         this.sw2 = new Stopwatch();\r
376 //                      this.gclatencymode = GCSettings.LatencyMode;\r
377 //                      GCSettings.LatencyMode = GCLatencyMode.Batch;   // 演奏画面中はGCを抑止する\r
378                 }\r
379                 public override void On非活性化()\r
380                 {\r
381                         this.L最後に再生したHHの実WAV番号.Clear();   // #23921 2011.1.4 yyagi\r
382                         this.L最後に再生したHHの実WAV番号 = null;    //\r
383                         for ( int i = 0; i < 3; i++ )\r
384                         {\r
385                                 this.queWailing[ i ].Clear();\r
386                                 this.queWailing[ i ] = null;\r
387                         }\r
388                         this.ctWailingチップ模様アニメ = null;\r
389                         this.ctチップ模様アニメ.Drums = null;\r
390                         this.ctチップ模様アニメ.Guitar = null;\r
391                         this.ctチップ模様アニメ.Bass = null;\r
392                         //listWAV.Clear();\r
393                         listWAV = null;\r
394                         listChip = null;\r
395                         queueMixerSound.Clear();\r
396                         queueMixerSound = null;\r
397                         cInvisibleChip.Dispose();\r
398                         cInvisibleChip = null;\r
399 //                      GCSettings.LatencyMode = this.gclatencymode;\r
400                         base.On非活性化();\r
401                 }\r
402                 public override void OnManagedリソースの作成()\r
403                 {\r
404                         if ( !base.b活性化してない )\r
405                         {\r
406                                 this.t背景テクスチャの生成();\r
407 \r
408                                 this.txWailing枠 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlay wailing cursor.png" ) );\r
409 \r
410                                 base.OnManagedリソースの作成();\r
411                         }\r
412                 }\r
413                 public override void OnManagedリソースの解放()\r
414                 {\r
415                         if ( !base.b活性化してない )\r
416                         {\r
417                                 CDTXMania.tテクスチャの解放( ref this.tx背景 );\r
418 \r
419                                 CDTXMania.tテクスチャの解放( ref this.txWailing枠 );\r
420                                 base.OnManagedリソースの解放();\r
421                         }\r
422                 }\r
423 \r
424                 // その他\r
425 \r
426                 #region [ protected ]\r
427                 //-----------------\r
428                 protected class CHITCOUNTOFRANK\r
429                 {\r
430                         // Fields\r
431                         public int Good;\r
432                         public int Great;\r
433                         public int Miss;\r
434                         public int Perfect;\r
435                         public int Poor;\r
436 \r
437                         // Properties\r
438                         public int this[ int index ]\r
439                         {\r
440                                 get\r
441                                 {\r
442                                         switch ( index )\r
443                                         {\r
444                                                 case 0:\r
445                                                         return this.Perfect;\r
446 \r
447                                                 case 1:\r
448                                                         return this.Great;\r
449 \r
450                                                 case 2:\r
451                                                         return this.Good;\r
452 \r
453                                                 case 3:\r
454                                                         return this.Poor;\r
455 \r
456                                                 case 4:\r
457                                                         return this.Miss;\r
458                                         }\r
459                                         throw new IndexOutOfRangeException();\r
460                                 }\r
461                                 set\r
462                                 {\r
463                                         switch ( index )\r
464                                         {\r
465                                                 case 0:\r
466                                                         this.Perfect = value;\r
467                                                         return;\r
468 \r
469                                                 case 1:\r
470                                                         this.Great = value;\r
471                                                         return;\r
472 \r
473                                                 case 2:\r
474                                                         this.Good = value;\r
475                                                         return;\r
476 \r
477                                                 case 3:\r
478                                                         this.Poor = value;\r
479                                                         return;\r
480 \r
481                                                 case 4:\r
482                                                         this.Miss = value;\r
483                                                         return;\r
484                                         }\r
485                                         throw new IndexOutOfRangeException();\r
486                                 }\r
487                         }\r
488                 }\r
489 \r
490                 [StructLayout( LayoutKind.Sequential )]\r
491                 protected struct STKARAUCHI\r
492                 {\r
493                         public CDTX.CChip HH;\r
494                         public CDTX.CChip SD;\r
495                         public CDTX.CChip BD;\r
496                         public CDTX.CChip HT;\r
497                         public CDTX.CChip LT;\r
498                         public CDTX.CChip FT;\r
499                         public CDTX.CChip CY;\r
500                         public CDTX.CChip HHO;\r
501                         public CDTX.CChip RD;\r
502                         public CDTX.CChip LC;\r
503                         public CDTX.CChip this[ int index ]\r
504                         {\r
505                                 get\r
506                                 {\r
507                                         switch ( index )\r
508                                         {\r
509                                                 case 0:\r
510                                                         return this.HH;\r
511 \r
512                                                 case 1:\r
513                                                         return this.SD;\r
514 \r
515                                                 case 2:\r
516                                                         return this.BD;\r
517 \r
518                                                 case 3:\r
519                                                         return this.HT;\r
520 \r
521                                                 case 4:\r
522                                                         return this.LT;\r
523 \r
524                                                 case 5:\r
525                                                         return this.FT;\r
526 \r
527                                                 case 6:\r
528                                                         return this.CY;\r
529 \r
530                                                 case 7:\r
531                                                         return this.HHO;\r
532 \r
533                                                 case 8:\r
534                                                         return this.RD;\r
535 \r
536                                                 case 9:\r
537                                                         return this.LC;\r
538                                         }\r
539                                         throw new IndexOutOfRangeException();\r
540                                 }\r
541                                 set\r
542                                 {\r
543                                         switch ( index )\r
544                                         {\r
545                                                 case 0:\r
546                                                         this.HH = value;\r
547                                                         return;\r
548 \r
549                                                 case 1:\r
550                                                         this.SD = value;\r
551                                                         return;\r
552 \r
553                                                 case 2:\r
554                                                         this.BD = value;\r
555                                                         return;\r
556 \r
557                                                 case 3:\r
558                                                         this.HT = value;\r
559                                                         return;\r
560 \r
561                                                 case 4:\r
562                                                         this.LT = value;\r
563                                                         return;\r
564 \r
565                                                 case 5:\r
566                                                         this.FT = value;\r
567                                                         return;\r
568 \r
569                                                 case 6:\r
570                                                         this.CY = value;\r
571                                                         return;\r
572 \r
573                                                 case 7:\r
574                                                         this.HHO = value;\r
575                                                         return;\r
576 \r
577                                                 case 8:\r
578                                                         this.RD = value;\r
579                                                         return;\r
580 \r
581                                                 case 9:\r
582                                                         this.LC = value;\r
583                                                         return;\r
584                                         }\r
585                                         throw new IndexOutOfRangeException();\r
586                                 }\r
587                         }\r
588                 }\r
589 \r
590                 protected struct stmixer\r
591                 {\r
592                         internal bool bIsAdd;\r
593                         internal CSound csound;\r
594                         internal bool b演奏終了後も再生が続くチップである;\r
595                 };\r
596 \r
597                 protected CAct演奏AVI actAVI;\r
598                 protected CAct演奏BGA actBGA;\r
599 \r
600                 protected CAct演奏チップファイアGB actChipFireGB;\r
601                 protected CAct演奏Combo共通 actCombo;\r
602                 protected CAct演奏Danger共通 actDANGER;\r
603                 protected CActFIFOBlack actFI;\r
604                 protected CActFIFOBlack actFO;\r
605                 protected CActFIFOWhite actFOClear;\r
606                 protected CAct演奏ゲージ共通 actGauge;\r
607 \r
608                 protected CAct演奏判定文字列共通 actJudgeString;\r
609                 protected CAct演奏DrumsレーンフラッシュD actLaneFlushD;\r
610                 protected CAct演奏レーンフラッシュGB共通 actLaneFlushGB;\r
611                 protected CAct演奏パネル文字列 actPanel;\r
612                 protected CAct演奏演奏情報 actPlayInfo;\r
613                 protected CAct演奏RGB共通 actRGB;\r
614                 protected CAct演奏スコア共通 actScore;\r
615                 protected CAct演奏ステージ失敗 actStageFailed;\r
616                 protected CAct演奏ステータスパネル共通 actStatusPanels;\r
617                 protected CAct演奏WailingBonus共通 actWailingBonus;\r
618                 protected CAct演奏スクロール速度 act譜面スクロール速度;\r
619                 public    C演奏判定ライン座標共通 演奏判定ライン座標;\r
620                 protected bool bPAUSE;\r
621                 protected STDGBVALUE<bool> b演奏にMIDI入力を使った;\r
622                 protected STDGBVALUE<bool> b演奏にキーボードを使った;\r
623                 protected STDGBVALUE<bool> b演奏にジョイパッドを使った;\r
624                 protected STDGBVALUE<bool> b演奏にマウスを使った;\r
625                 protected CCounter ctWailingチップ模様アニメ;\r
626                 protected STDGBVALUE<CCounter> ctチップ模様アニメ;\r
627 \r
628                 protected E演奏画面の戻り値 eフェードアウト完了時の戻り値;\r
629                 protected readonly int[,] nBGAスコープチャンネルマップ = new int[ , ] { { 0xc4, 0xc7, 0xd5, 0xd6, 0xd7, 0xd8, 0xd9, 0xe0 }, { 4, 7, 0x55, 0x56, 0x57, 0x58, 0x59, 0x60 } };\r
630                 protected readonly int[] nチャンネル0Atoパッド08 = new int[] { 1, 2, 3, 4, 5, 7, 6, 1, 8, 0 };\r
631                 protected readonly int[] nチャンネル0Atoレーン07 = new int[] { 1, 2, 3, 4, 5, 7, 6, 1, 7, 0 };\r
632                 protected readonly int[] nパッド0Atoチャンネル0A = new int[] { 0x11, 0x12, 0x13, 20, 0x15, 0x17, 0x16, 0x18, 0x19, 0x1a };\r
633                 protected readonly int[] nパッド0Atoパッド08 = new int[] { 1, 2, 3, 4, 5, 6, 7, 1, 8, 0 };        // パッド画像のヒット処理用\r
634                 protected readonly int[] nパッド0Atoレーン07 = new int[] { 1, 2, 3, 4, 5, 6, 7, 1, 7, 0 };        \r
635                 protected STDGBVALUE<CHITCOUNTOFRANK> nヒット数_Auto含まない;\r
636                 protected STDGBVALUE<CHITCOUNTOFRANK> nヒット数_Auto含む;\r
637         protected STDGBVALUE<CHITCOUNTOFRANK> nヒット数_TargetGhost; // #35411 2015.08.21 chnmr0 add\r
638         protected STDGBVALUE<int> nコンボ数_TargetGhost;\r
639         protected STDGBVALUE<int> n最大コンボ数_TargetGhost;\r
640                 protected int n現在のトップChip = -1;\r
641                 protected int[] n最後に再生したBGMの実WAV番号 = new int[ 50 ];\r
642                 protected int n最後に再生したHHのチャンネル番号;\r
643                 protected List<int> L最後に再生したHHの実WAV番号;            // #23921 2011.1.4 yyagi: change "int" to "List<int>", for recording multiple wav No.\r
644                 protected STLANEVALUE<int> n最後に再生した実WAV番号;  // #26388 2011.11.8 yyagi: change "n最後に再生した実WAV番号.GUITAR" and "n最後に再生した実WAV番号.BASS"\r
645                                                                                                                                 //                                                      into "n最後に再生した実WAV番号";\r
646 //              protected int n最後に再生した実WAV番号.GUITAR;\r
647 //              protected int n最後に再生した実WAV番号.BASS;\r
648 \r
649                 protected volatile Queue<stmixer> queueMixerSound;              // #24820 2013.1.21 yyagi まずは単純にAdd/Removeを1個のキューでまとめて管理するやり方で設計する\r
650                 protected DateTime dtLastQueueOperation;                                //\r
651                 protected bool bIsDirectSound;                                                  //\r
652                 protected double db再生速度;\r
653                 protected bool bValidScore;\r
654 //              protected bool bDTXVmode;\r
655 //              protected STDGBVALUE<int> nJudgeLinePosY_delta;                 // #31602 2013.6.23 yyagi 表示遅延対策として、判定ラインの表示位置をずらす機能を追加する\r
656                 protected STDGBVALUE<bool> bReverse;\r
657 \r
658                 protected STDGBVALUE<Queue<CDTX.CChip>> queWailing;\r
659                 protected STDGBVALUE<CDTX.CChip> r現在の歓声Chip;\r
660                 protected CDTX.CChip r現在の空うちギターChip;\r
661                 protected STKARAUCHI r現在の空うちドラムChip;\r
662                 protected CDTX.CChip r現在の空うちベースChip;\r
663                 protected CDTX.CChip r次にくるギターChip;\r
664                 protected CDTX.CChip r次にくるベースChip;\r
665                 protected CTexture txWailing枠;\r
666                 protected CTexture txチップ;\r
667                 protected CTexture txヒットバー;\r
668 \r
669                 protected CTexture tx背景;\r
670 \r
671                 protected STDGBVALUE<int> nInputAdjustTimeMs;           // #23580 2011.1.3 yyagi\r
672                 protected STAUTOPLAY bIsAutoPlay;               // #24239 2011.1.23 yyagi\r
673 //              protected int nRisky_InitialVar, nRiskyTime;            // #23559 2011.7.28 yyagi → CAct演奏ゲージ共通クラスに隠蔽\r
674                 protected int nPolyphonicSounds;\r
675                 protected List<CDTX.CChip> listChip;\r
676                 protected Dictionary<int, CDTX.CWAV> listWAV;\r
677                 protected CInvisibleChip cInvisibleChip;\r
678                 protected bool bUseOSTimer;\r
679                 protected E判定表示優先度 e判定表示優先度;\r
680                 protected CWailingChip共通[] cWailingChip;\r
681 \r
682                 protected Stopwatch sw;         // 2011.6.13 最適化検討用のストップウォッチ\r
683                 protected Stopwatch sw2;\r
684 //              protected GCLatencyMode gclatencymode;\r
685 \r
686                 public void AddMixer( CSound cs, bool _b演奏終了後も再生が続くチップである )\r
687                 {\r
688                         stmixer stm = new stmixer()\r
689                         {\r
690                                 bIsAdd = true,\r
691                                 csound = cs,\r
692                                 b演奏終了後も再生が続くチップである = _b演奏終了後も再生が続くチップである\r
693                         };\r
694                         queueMixerSound.Enqueue( stm );\r
695 //              Debug.WriteLine( "★Queue: add " + Path.GetFileName( stm.csound.strファイル名 ));\r
696                 }\r
697                 public void RemoveMixer( CSound cs )\r
698                 {\r
699                         stmixer stm = new stmixer()\r
700                         {\r
701                                 bIsAdd = false,\r
702                                 csound = cs,\r
703                                 b演奏終了後も再生が続くチップである = false\r
704                         };\r
705                         queueMixerSound.Enqueue( stm );\r
706 //              Debug.WriteLine( "★Queue: remove " + Path.GetFileName( stm.csound.strファイル名 ));\r
707                 }\r
708                 public void ManageMixerQueue()\r
709                 {\r
710                         // もしサウンドの登録/削除が必要なら、実行する\r
711                         if ( queueMixerSound.Count > 0 )\r
712                         {\r
713                                 //Debug.WriteLine( "☆queueLength=" + queueMixerSound.Count );\r
714                                 DateTime dtnow = DateTime.Now;\r
715                                 TimeSpan ts = dtnow - dtLastQueueOperation;\r
716                                 if ( ts.Milliseconds > 7 )\r
717                                 {\r
718                                         for ( int i = 0; i < 2 && queueMixerSound.Count > 0; i++ )\r
719                                         {\r
720                                                 dtLastQueueOperation = dtnow;\r
721                                                 stmixer stm = queueMixerSound.Dequeue();\r
722                                                 if ( stm.bIsAdd )\r
723                                                 {\r
724                                                         CDTXMania.Sound管理.AddMixer( stm.csound, db再生速度, stm.b演奏終了後も再生が続くチップである );\r
725                                                 }\r
726                                                 else\r
727                                                 {\r
728                                                         CDTXMania.Sound管理.RemoveMixer( stm.csound );\r
729                                                 }\r
730                                         }\r
731                                 }\r
732                         }\r
733                 }\r
734 \r
735                 protected E判定 e指定時刻からChipのJUDGEを返す( long nTime, CDTX.CChip pChip, int nInputAdjustTime, bool saveLag = true )\r
736                 {\r
737                         if ( pChip != null )\r
738                         {\r
739                 // #35411 2015.08.22 chnmr0 modified add check save lag flag for ghost\r
740                 int lag = (int)(nTime + nInputAdjustTime - pChip.n発声時刻ms);\r
741                 if (saveLag)\r
742                 {\r
743                     pChip.nLag = lag;           // #23580 2011.1.3 yyagi: add "nInputAdjustTime" to add input timing adjust feature\r
744                                         pChip.nCurrentComboForGhost = this.actCombo.n現在のコンボ数[(int)pChip.e楽器パート];\r
745                 }\r
746                 // #35411 modify end\r
747 \r
748                                 int nDeltaTime = Math.Abs( lag );\r
749                                 //Debug.WriteLine("nAbsTime=" + (nTime - pChip.n発声時刻ms) + ", nDeltaTime=" + (nTime + nInputAdjustTime - pChip.n発声時刻ms));\r
750                                 if ( nDeltaTime <= CDTXMania.nPerfect範囲ms )\r
751                                 {\r
752                                         return E判定.Perfect;\r
753                                 }\r
754                                 if ( nDeltaTime <= CDTXMania.nGreat範囲ms )\r
755                                 {\r
756                                         return E判定.Great;\r
757                                 }\r
758                                 if ( nDeltaTime <= CDTXMania.nGood範囲ms )\r
759                                 {\r
760                                         return E判定.Good;\r
761                                 }\r
762                                 if ( nDeltaTime <= CDTXMania.nPoor範囲ms )\r
763                                 {\r
764                                         return E判定.Poor;\r
765                                 }\r
766                         }\r
767                         return E判定.Miss;\r
768                 }\r
769                 protected CDTX.CChip r空うちChip( E楽器パート part, Eパッド pad )\r
770                 {\r
771                         switch ( part )\r
772                         {\r
773                                 case E楽器パート.DRUMS:\r
774                                         switch ( pad )\r
775                                         {\r
776                                                 case Eパッド.HH:\r
777                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
778                                                         {\r
779                                                                 return this.r現在の空うちドラムChip.HH;\r
780                                                         }\r
781                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
782                                                         {\r
783                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
784                                                                 {\r
785                                                                         return this.r現在の空うちドラムChip.HHO;\r
786                                                                 }\r
787                                                                 if ( this.r現在の空うちドラムChip.HHO != null )\r
788                                                                 {\r
789                                                                         return this.r現在の空うちドラムChip.HHO;\r
790                                                                 }\r
791                                                         }\r
792                                                         return this.r現在の空うちドラムChip.LC;\r
793 \r
794                                                 case Eパッド.SD:\r
795                                                         return this.r現在の空うちドラムChip.SD;\r
796 \r
797                                                 case Eパッド.BD:\r
798                                                         return this.r現在の空うちドラムChip.BD;\r
799 \r
800                                                 case Eパッド.HT:\r
801                                                         return this.r現在の空うちドラムChip.HT;\r
802 \r
803                                                 case Eパッド.LT:\r
804                                                         if ( this.r現在の空うちドラムChip.LT != null )\r
805                                                         {\r
806                                                                 return this.r現在の空うちドラムChip.LT;\r
807                                                         }\r
808                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
809                                                         {\r
810                                                                 return this.r現在の空うちドラムChip.FT;\r
811                                                         }\r
812                                                         return null;\r
813 \r
814                                                 case Eパッド.FT:\r
815                                                         if ( this.r現在の空うちドラムChip.FT != null )\r
816                                                         {\r
817                                                                 return this.r現在の空うちドラムChip.FT;\r
818                                                         }\r
819                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
820                                                         {\r
821                                                                 return this.r現在の空うちドラムChip.LT;\r
822                                                         }\r
823                                                         return null;\r
824 \r
825                                                 case Eパッド.CY:\r
826                                                         if ( this.r現在の空うちドラムChip.CY != null )\r
827                                                         {\r
828                                                                 return this.r現在の空うちドラムChip.CY;\r
829                                                         }\r
830                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
831                                                         {\r
832                                                                 return this.r現在の空うちドラムChip.RD;\r
833                                                         }\r
834                                                         return null;\r
835 \r
836                                                 case Eパッド.HHO:\r
837                                                         if ( this.r現在の空うちドラムChip.HHO != null )\r
838                                                         {\r
839                                                                 return this.r現在の空うちドラムChip.HHO;\r
840                                                         }\r
841                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
842                                                         {\r
843                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
844                                                                 {\r
845                                                                         return this.r現在の空うちドラムChip.HH;\r
846                                                                 }\r
847                                                                 if ( this.r現在の空うちドラムChip.HH != null )\r
848                                                                 {\r
849                                                                         return this.r現在の空うちドラムChip.HH;\r
850                                                                 }\r
851                                                         }\r
852                                                         return this.r現在の空うちドラムChip.LC;\r
853 \r
854                                                 case Eパッド.RD:\r
855                                                         if ( this.r現在の空うちドラムChip.RD != null )\r
856                                                         {\r
857                                                                 return this.r現在の空うちドラムChip.RD;\r
858                                                         }\r
859                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
860                                                         {\r
861                                                                 return this.r現在の空うちドラムChip.CY;\r
862                                                         }\r
863                                                         return null;\r
864 \r
865                                                 case Eパッド.LC:\r
866                                                         if ( this.r現在の空うちドラムChip.LC != null )\r
867                                                         {\r
868                                                                 return this.r現在の空うちドラムChip.LC;\r
869                                                         }\r
870                                                         if ( ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける ) && ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.全部共通 ) )\r
871                                                         {\r
872                                                                 return null;\r
873                                                         }\r
874                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
875                                                         {\r
876                                                                 return this.r現在の空うちドラムChip.HH;\r
877                                                         }\r
878                                                         return this.r現在の空うちドラムChip.HHO;\r
879                                         }\r
880                                         break;\r
881 \r
882                                 case E楽器パート.GUITAR:\r
883                                         return this.r現在の空うちギターChip;\r
884 \r
885                                 case E楽器パート.BASS:\r
886                                         return this.r現在の空うちベースChip;\r
887                         }\r
888                         return null;\r
889                 }\r
890                 protected CDTX.CChip r指定時刻に一番近いChip_ヒット未済問わず不可視考慮( long nTime, int nChannel, int nInputAdjustTime )\r
891                 {\r
892                         sw2.Start();\r
893 //Trace.TraceInformation( "NTime={0}, nChannel={1:x2}", nTime, nChannel );\r
894                         nTime += nInputAdjustTime;                                              // #24239 2011.1.23 yyagi InputAdjust\r
895 \r
896                         int nIndex_InitialPositionSearchingToPast;\r
897                         if ( this.n現在のトップChip == -1 )                               // 演奏データとして1個もチップがない場合は\r
898                         {\r
899                                 sw2.Stop();\r
900                                 return null;\r
901                         }\r
902                         int count = listChip.Count;\r
903                         int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToPast = this.n現在のトップChip;\r
904                         if ( this.n現在のトップChip >= count )                    // その時点で演奏すべきチップが既に全部無くなっていたら\r
905                         {\r
906                                 nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToPast = count - 1;\r
907                         }\r
908                         //int nIndex_NearestChip_Future;        // = nIndex_InitialPositionSearchingToFuture;\r
909                         //while ( nIndex_NearestChip_Future < count )           // 未来方向への検索\r
910                         for ( ; nIndex_NearestChip_Future < count; nIndex_NearestChip_Future++)\r
911                         {\r
912                                 CDTX.CChip chip = listChip[ nIndex_NearestChip_Future ];\r
913                                 if ( chip.b空打ちチップである )\r
914                                 {\r
915                                         continue;\r
916                                 }\r
917                                 if ( ( ( 0x11 <= nChannel ) && ( nChannel <= 0x1a ) ) )\r
918                                 {\r
919                                         if ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
920                                         {\r
921                                                 if ( chip.n発声時刻ms > nTime )\r
922                                                 {\r
923                                                         break;\r
924                                                 }\r
925                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
926                                         }\r
927                                         continue;       // ほんの僅かながら高速化\r
928                                 }\r
929                                 else if ( ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( 0x20 <= nChannel ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
930                                 {\r
931                                         if ( chip.n発声時刻ms > nTime )\r
932                                         {\r
933                                                 break;\r
934                                         }\r
935                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
936                                 }\r
937                                 else if ( ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( 0xa0 <= nChannel ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
938                                 {\r
939                                         if ( chip.n発声時刻ms > nTime )\r
940                                         {\r
941                                                 break;\r
942                                         }\r
943                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
944                                 }\r
945                                 // nIndex_NearestChip_Future++;\r
946                         }\r
947                         int nIndex_NearestChip_Past = nIndex_InitialPositionSearchingToPast;\r
948                         //while ( nIndex_NearestChip_Past >= 0 )                        // 過去方向への検索\r
949                         for ( ; nIndex_NearestChip_Past >= 0; nIndex_NearestChip_Past-- )\r
950                         {\r
951                                 CDTX.CChip chip = listChip[ nIndex_NearestChip_Past ];\r
952                                 if ( chip.b空打ちチップである )\r
953                                 {\r
954                                         continue;\r
955                                 }\r
956                                 if ( ( 0x11 <= nChannel ) && ( nChannel <= 0x1a ) )\r
957                                 {\r
958                                         if ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
959                                         {\r
960                                                 break;\r
961                                         }\r
962                                 }\r
963                                 else if ( ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( 0x20 <= nChannel ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
964                                 {\r
965                                         if ( ( 0x20 <= chip.nチャンネル番号 ) && ( chip.nチャンネル番号 <= 0x28 ) )\r
966                                         {\r
967                                                 break;\r
968                                         }\r
969                                 }\r
970                                 else if ( ( ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( 0xa0 <= nChannel ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
971                                         && ( ( 0xa0 <= chip.nチャンネル番号 ) && ( chip.nチャンネル番号 <= 0xa8 ) ) )\r
972                                 {\r
973                                         break;\r
974                                 }\r
975                                 // nIndex_NearestChip_Past--;\r
976                         }\r
977 \r
978                         if ( nIndex_NearestChip_Future >= count )\r
979                         {\r
980                                 if ( nIndex_NearestChip_Past < 0 )      // 検索対象が過去未来どちらにも見つからなかった場合\r
981                                 {\r
982                                         return null;\r
983                                 }\r
984                                 else                                                            // 検索対象が未来方向には見つからなかった(しかし過去方向には見つかった)場合\r
985                                 {\r
986                                         sw2.Stop();\r
987                                         return listChip[ nIndex_NearestChip_Past ];\r
988                                 }\r
989                         }\r
990                         else if ( nIndex_NearestChip_Past < 0 ) // 検索対象が過去方向には見つからなかった(しかし未来方向には見つかった)場合\r
991                         {\r
992                                 sw2.Stop();\r
993                                 return listChip[ nIndex_NearestChip_Future ];\r
994                         }\r
995                                                                                                         // 検索対象が過去未来の双方に見つかったなら、より近い方を採用する\r
996                         CDTX.CChip nearestChip_Future = listChip[ nIndex_NearestChip_Future ];\r
997                         CDTX.CChip nearestChip_Past   = listChip[ nIndex_NearestChip_Past ];\r
998                         int nDiffTime_Future = Math.Abs( (int) ( nTime - nearestChip_Future.n発声時刻ms ) );\r
999                         int nDiffTime_Past   = Math.Abs( (int) ( nTime - nearestChip_Past.n発声時刻ms ) );\r
1000                         if ( nDiffTime_Future >= nDiffTime_Past )\r
1001                         {\r
1002                                 sw2.Stop();\r
1003                                 return nearestChip_Past;\r
1004                         }\r
1005                         sw2.Stop();\r
1006                         return nearestChip_Future;\r
1007                 }\r
1008                 protected void tサウンド再生( CDTX.CChip rChip, long n再生開始システム時刻ms, E楽器パート part )\r
1009                 {\r
1010                         this.tサウンド再生( rChip, n再生開始システム時刻ms, part, CDTXMania.ConfigIni.n手動再生音量, false, false );\r
1011                 }\r
1012                 protected void tサウンド再生( CDTX.CChip rChip, long n再生開始システム時刻ms, E楽器パート part, int n音量 )\r
1013                 {\r
1014                         this.tサウンド再生( rChip, n再生開始システム時刻ms, part, n音量, false, false );\r
1015                 }\r
1016                 protected void tサウンド再生( CDTX.CChip rChip, long n再生開始システム時刻ms, E楽器パート part, int n音量, bool bモニタ )\r
1017                 {\r
1018                         this.tサウンド再生( rChip, n再生開始システム時刻ms, part, n音量, bモニタ, false );\r
1019                 }\r
1020                 protected void tサウンド再生( CDTX.CChip pChip, long n再生開始システム時刻ms, E楽器パート part, int n音量, bool bモニタ, bool b音程をずらして再生 )\r
1021                 {\r
1022                         // mute sound (auto)\r
1023                         // 4A: HH\r
1024                         // 4B: CY\r
1025                         // 4C: RD\r
1026                         // 4D: LC\r
1027                         // 2A: Gt\r
1028                         // AA: Bs\r
1029                         //\r
1030 \r
1031                         if ( pChip != null )\r
1032                         {\r
1033                                 bool overwrite = false;\r
1034                                 switch ( part )\r
1035                                 {\r
1036                                         case E楽器パート.DRUMS:\r
1037                                         #region [ DRUMS ]\r
1038                                                 {\r
1039                                                         int index = pChip.nチャンネル番号;\r
1040                                                         if ( ( 0x11 <= index ) && ( index <= 0x1a ) )\r
1041                                                         {\r
1042                                                                 index -= 0x11;\r
1043                                                         }\r
1044                                                         else if ( ( 0x31 <= index ) && ( index <= 0x3a ) )\r
1045                                                         {\r
1046                                                                 index -= 0x31;\r
1047                                                         }\r
1048                                                         // mute sound (auto)\r
1049                                                         // 4A: 84: HH (HO/HC)\r
1050                                                         // 4B: 85: CY\r
1051                                                         // 4C: 86: RD\r
1052                                                         // 4D: 87: LC\r
1053                                                         // 2A: 88: Gt\r
1054                                                         // AA: 89: Bs\r
1055                                                         else if ( 0x84 == index )       // 仮に今だけ追加 HHは消音処理があるので overwriteフラグ系の処理は改めて不要\r
1056                                                         {\r
1057                                                                 index = 0;\r
1058                                                         }\r
1059                                                         else if ( ( 0x85 <= index ) && ( index <= 0x87 ) )      // 仮に今だけ追加\r
1060                                                         {\r
1061                                                                 //            CY    RD    LC\r
1062                                                                 int[] ch = { 0x16, 0x19, 0x1A };\r
1063                                                                 pChip.nチャンネル番号 = ch[ pChip.nチャンネル番号 - 0x85 ];\r
1064                                                                 index = pChip.nチャンネル番号 - 0x11;\r
1065                                                                 overwrite = true;\r
1066                                                         }\r
1067                                                         else\r
1068                                                         {\r
1069                                                                 return;\r
1070                                                         }\r
1071                                                         int nLane = this.nチャンネル0Atoレーン07[ index ];\r
1072                                                         if ( ( nLane == 1 ) &&  // 今回演奏するのがHC or HO\r
1073                                                                 ( index == 0 || ( index == 7 && this.n最後に再生したHHのチャンネル番号 != 0x18 && this.n最後に再生したHHのチャンネル番号 != 0x38 ) )\r
1074                                                                 // HCを演奏するか、またはHO演奏&以前HO演奏でない&以前不可視HO演奏でない\r
1075                                                         )\r
1076                                                         // #24772 2011.4.4 yyagi\r
1077                                                         // == HH mute condition == \r
1078                                                         //                      current HH              So, the mute logics are:\r
1079                                                         //                              HC      HO              1) All played HC/HOs should be queueing\r
1080                                                         // last HH      HC  Yes Yes             2) If you aren't in "both current/last HH are HO", queued HH should be muted.\r
1081                                                         //                      HO      Yes     No\r
1082                                                         {\r
1083                                                                 // #23921 2011.1.4 yyagi: 2種類以上のオープンハイハットが発音済みだと、最後のHHOしか消せない問題に対応。\r
1084 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
1085                                                                 if (CDTXMania.DTX.b演奏で直前の音を消音する.HH)\r
1086                                                                 {\r
1087 #endif\r
1088                                                                 for ( int i = 0; i < this.L最後に再生したHHの実WAV番号.Count; i++ )          // #23921 2011.1.4 yyagi\r
1089                                                                 {\r
1090                                                                         // CDTXMania.DTX.tWavの再生停止(this.L最後に再生したHHの実WAV番号);\r
1091                                                                         CDTXMania.DTX.tWavの再生停止( this.L最後に再生したHHの実WAV番号[ i ] ); // #23921 yyagi ストック分全て消音する\r
1092                                                                 }\r
1093                                                                 this.L最後に再生したHHの実WAV番号.Clear();\r
1094 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
1095                                                                 }\r
1096 #endif\r
1097                                                                 //this.n最後に再生したHHの実WAV番号 = pChip.n整数値_内部番号;\r
1098                                                                 this.n最後に再生したHHのチャンネル番号 = pChip.nチャンネル番号;\r
1099                                                         }\r
1100 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
1101                                                         if (CDTXMania.DTX.b演奏で直前の音を消音する.HH)\r
1102                                                         {\r
1103 #endif\r
1104                                                         if ( index == 0 || index == 7 || index == 0x20 || index == 0x27 )                       // #23921 HOまたは不可視HO演奏時はそのチップ番号をストックしておく\r
1105                                                         {                                                                                                                                                       // #24772 HC, 不可視HCも消音キューに追加\r
1106                                                                 if ( this.L最後に再生したHHの実WAV番号.Count >= 16 ) // #23921 ただしストック数が16以上になるようなら、頭の1個を削って常に16未満に抑える\r
1107                                                                 {                                                                                                       // (ストックが増えてList<>のrealloc()が発生するのを予防する)\r
1108                                                                         this.L最後に再生したHHの実WAV番号.RemoveAt( 0 );\r
1109                                                                 }\r
1110                                                                 if ( !this.L最後に再生したHHの実WAV番号.Contains( pChip.n整数値_内部番号 ) )  // チップ音がまだストックされてなければ\r
1111                                                                 {\r
1112                                                                         this.L最後に再生したHHの実WAV番号.Add( pChip.n整数値_内部番号 );                      // ストックする\r
1113                                                                 }\r
1114                                                         }\r
1115 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
1116                                                         }\r
1117 #endif\r
1118                                                         if ( overwrite )\r
1119                                                         {\r
1120                                                                 CDTXMania.DTX.tWavの再生停止( this.n最後に再生した実WAV番号[index] );\r
1121                                                         }\r
1122                                                         CDTXMania.DTX.tチップの再生( pChip, n再生開始システム時刻ms, nLane, n音量, bモニタ );\r
1123                                                         this.n最後に再生した実WAV番号[ nLane ] = pChip.n整数値_内部番号;               // nLaneでなくindexにすると、LC(1A-11=09)とギター(enumで09)がかぶってLC音が消されるので注意\r
1124                                                         return;\r
1125                                                 }\r
1126                                         #endregion\r
1127                                         case E楽器パート.GUITAR:\r
1128                                         #region [ GUITAR ]\r
1129 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
1130                                                 if (CDTXMania.DTX.b演奏で直前の音を消音する.Guitar) {\r
1131 #endif\r
1132                                                 CDTXMania.DTX.tWavの再生停止( this.n最後に再生した実WAV番号.Guitar );\r
1133 #if TEST_NOTEOFFMODE\r
1134                                                 }\r
1135 #endif\r
1136                                                 CDTXMania.DTX.tチップの再生( pChip, n再生開始システム時刻ms, (int) Eレーン.Guitar, n音量, bモニタ, b音程をずらして再生 );\r
1137                                                 this.n最後に再生した実WAV番号.Guitar = pChip.n整数値_内部番号;\r
1138                                                 return;\r
1139                                         #endregion\r
1140                                         case E楽器パート.BASS:\r
1141                                         #region [ BASS ]\r
1142 #if TEST_NOTEOFFMODE\r
1143                                                 if (CDTXMania.DTX.b演奏で直前の音を消音する.Bass) {\r
1144 #endif\r
1145                                                 CDTXMania.DTX.tWavの再生停止( this.n最後に再生した実WAV番号.Bass );\r
1146 #if TEST_NOTEOFFMODE\r
1147                                                 }\r
1148 #endif\r
1149                                                 CDTXMania.DTX.tチップの再生( pChip, n再生開始システム時刻ms, (int) Eレーン.Bass, n音量, bモニタ, b音程をずらして再生 );\r
1150                                                 this.n最後に再生した実WAV番号.Bass = pChip.n整数値_内部番号;\r
1151                                                 return;\r
1152                                         #endregion\r
1153 \r
1154                                         default:\r
1155                                                 break;\r
1156                                 }\r
1157                         }\r
1158                 }\r
1159                 protected void tステータスパネルの選択()\r
1160                 {\r
1161                         if ( CDTXMania.bコンパクトモード )\r
1162                         {\r
1163                                 this.actStatusPanels.tラベル名からステータスパネルを決定する( null );\r
1164                         }\r
1165                         else if ( CDTXMania.stage選曲.r確定された曲 != null )\r
1166                         {\r
1167                                 this.actStatusPanels.tラベル名からステータスパネルを決定する( CDTXMania.stage選曲.r確定された曲.ar難易度ラベル[ CDTXMania.stage選曲.n確定された曲の難易度 ] );\r
1168                         }\r
1169                 }\r
1170                 protected E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip )\r
1171                 {\r
1172                         return tチップのヒット処理( nHitTime, pChip, true );\r
1173                 }\r
1174                 protected abstract E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip, bool bCorrectLane );\r
1175                 protected E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip, E楽器パート screenmode )          // E楽器パート screenmode\r
1176                 {\r
1177                         return tチップのヒット処理( nHitTime, pChip, screenmode, true );\r
1178                 }\r
1179                 protected E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip, E楽器パート screenmode, bool bCorrectLane )\r
1180                 {\r
1181                         pChip.bHit = true;\r
1182 #region [メソッド化する前の記述(注釈化)]\r
1183 //            bool bPChipIsAutoPlay = false;\r
1184 //            bool bGtBsR = ( ( pChip.nチャンネル番号 & 4 ) > 0 );\r
1185 //            bool bGtBsG = ( ( pChip.nチャンネル番号 & 2 ) > 0 );\r
1186 //            bool bGtBsB = ( ( pChip.nチャンネル番号 & 1 ) > 0 );\r
1187 //            bool bGtBsW = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x08 );\r
1188 //            bool bGtBsO = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x00 );\r
1189 //            if ( pChip.e楽器パート == E楽器パート.DRUMS )\r
1190 //            {\r
1191 //                if ( bIsAutoPlay[ this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ] ] )\r
1192 //                {\r
1193 //                    bPChipIsAutoPlay = true;\r
1194 //                }\r
1195 //            }\r
1196 //            else if ( pChip.e楽器パート == E楽器パート.GUITAR )\r
1197 //            {\r
1198 ////Trace.TraceInformation( "chip:{0}{1}{2} ", bGtBsR, bGtBsG, bGtBsB );\r
1199 ////Trace.TraceInformation( "auto:{0}{1}{2} ", bIsAutoPlay[ (int) Eレーン.GtR ], bIsAutoPlay[ (int) Eレーン.GtG ], bIsAutoPlay[ (int) Eレーン.GtB ]);\r
1200 //                bPChipIsAutoPlay = true;\r
1201 //                if ( !bIsAutoPlay[ (int) Eレーン.GtPick ] ) bPChipIsAutoPlay = false;\r
1202 //                else\r
1203 //                {\r
1204 //                    if ( bGtBsR  && !bIsAutoPlay[ (int) Eレーン.GtR ] ) bPChipIsAutoPlay = false;\r
1205 //                    else if ( bGtBsG && !bIsAutoPlay[ (int) Eレーン.GtG ] ) bPChipIsAutoPlay = false;\r
1206 //                    else if ( bGtBsB && !bIsAutoPlay[ (int) Eレーン.GtB ] ) bPChipIsAutoPlay = false;\r
1207 //                    else if ( bGtBsW && !bIsAutoPlay[ (int) Eレーン.GtW ] ) bPChipIsAutoPlay = false;\r
1208 //                    else if ( bGtBsO &&\r
1209 //                        ( !bIsAutoPlay[ (int) Eレーン.GtR] || !bIsAutoPlay[ (int) Eレーン.GtG] || !bIsAutoPlay[ (int) Eレーン.GtB] ) )\r
1210 //                        bPChipIsAutoPlay = false;\r
1211 //                }\r
1212 //            }\r
1213 //            else if ( pChip.e楽器パート == E楽器パート.BASS )\r
1214 //            {\r
1215 //                bPChipIsAutoPlay = true;\r
1216 //                if ( !bIsAutoPlay[ (int) Eレーン.BsPick ] ) bPChipIsAutoPlay = false;\r
1217 //                else\r
1218 //                {\r
1219 //                    if ( bGtBsR && !bIsAutoPlay[ (int) Eレーン.BsR ] ) bPChipIsAutoPlay = false;\r
1220 //                    else if ( bGtBsG && bIsAutoPlay[ (int) Eレーン.BsG ] ) bPChipIsAutoPlay = false;\r
1221 //                    else if ( bGtBsB && bIsAutoPlay[ (int) Eレーン.BsB ] ) bPChipIsAutoPlay = false;\r
1222 //                    else if ( bGtBsW && bIsAutoPlay[ (int) Eレーン.BsW ] ) bPChipIsAutoPlay = false;\r
1223 //                    else if ( bGtBsO &&\r
1224 //                        ( !bIsAutoPlay[ (int) Eレーン.BsR ] || !bIsAutoPlay[ (int) Eレーン.BsG ] || !bIsAutoPlay[ (int) Eレーン.BsB ] ) )\r
1225 //                        bPChipIsAutoPlay = false;\r
1226 //                }\r
1227 //            }\r
1228 //            else\r
1229 //            {\r
1230 //                this.bAUTOでないチップが1つでもバーを通過した = true;\r
1231 //            }\r
1232 ////Trace.TraceInformation( "ch={0:x2}, flag={1}",  pChip.nチャンネル番号, bPChipIsAutoPlay.ToString() );\r
1233 #endregion\r
1234                         if ( pChip.e楽器パート == E楽器パート.UNKNOWN )\r
1235                         {\r
1236                                 this.bAUTOでないチップが1つでもバーを通過した = true;\r
1237                         }\r
1238                         else\r
1239                         {\r
1240                                 cInvisibleChip.StartSemiInvisible( pChip.e楽器パート );\r
1241                         }\r
1242                         bool bPChipIsAutoPlay = bCheckAutoPlay( pChip );\r
1243 \r
1244                         pChip.bIsAutoPlayed = bPChipIsAutoPlay;                 // 2011.6.10 yyagi\r
1245                         E判定 eJudgeResult = E判定.Auto;\r
1246 \r
1247             // #35411 2015.08.20 chnmr0 modified (begin)\r
1248             bool bIsPerfectGhost = CDTXMania.ConfigIni.eAutoGhost[(int)pChip.e楽器パート] == EAutoGhostData.PERFECT ||\r
1249                 CDTXMania.listAutoGhostLag[(int)pChip.e楽器パート] == null;\r
1250             int nInputAdjustTime = bPChipIsAutoPlay && bIsPerfectGhost ? 0 : this.nInputAdjustTimeMs[(int)pChip.e楽器パート];\r
1251             eJudgeResult = (bCorrectLane) ? this.e指定時刻からChipのJUDGEを返す(nHitTime, pChip, nInputAdjustTime) : E判定.Miss;\r
1252 \r
1253             if( pChip.e楽器パート != E楽器パート.UNKNOWN )\r
1254             {\r
1255                 int nChannel = -1;\r
1256                 switch( pChip.e楽器パート )\r
1257                 {\r
1258                     case E楽器パート.DRUMS:\r
1259                         nChannel = this.nチャンネル0Atoレーン07[pChip.nチャンネル番号 - 0x11];\r
1260                         break;\r
1261                     case E楽器パート.GUITAR:\r
1262                         nChannel = 10;\r
1263                         break;\r
1264                     case E楽器パート.BASS:\r
1265                         nChannel = 11;\r
1266                         break;\r
1267                 }\r
1268                 this.actJudgeString.Start(nChannel, bPChipIsAutoPlay && bIsPerfectGhost ? E判定.Auto : eJudgeResult, pChip.nLag);\r
1269             }\r
1270             // #35411 end\r
1271 \r
1272                         if ( !bPChipIsAutoPlay && ( pChip.e楽器パート != E楽器パート.UNKNOWN ) )\r
1273                         {\r
1274                                 // this.t判定にあわせてゲージを増減する( screenmode, pChip.e楽器パート, eJudgeResult );\r
1275                                 actGauge.Damage( screenmode, pChip.e楽器パート, eJudgeResult );\r
1276                         }\r
1277                         if ( eJudgeResult == E判定.Poor || eJudgeResult == E判定.Miss || eJudgeResult == E判定.Bad )\r
1278                         {\r
1279                                 cInvisibleChip.ShowChipTemporally( pChip.e楽器パート );\r
1280                         }\r
1281                         switch ( pChip.e楽器パート )\r
1282                         {\r
1283                                 case E楽器パート.DRUMS:\r
1284                                         switch ( eJudgeResult )\r
1285                                         {\r
1286                                                 case E判定.Miss:\r
1287                                                 case E判定.Bad:\r
1288                                                         this.nヒット数_Auto含む.Drums.Miss++;\r
1289                                                         if ( !bPChipIsAutoPlay )\r
1290                                                         {\r
1291                                                                 this.nヒット数_Auto含まない.Drums.Miss++;\r
1292                                                         }\r
1293                                                         break;\r
1294                                                 default:\r
1295                                                         this.nヒット数_Auto含む.Drums[ (int) eJudgeResult ]++;\r
1296                                                         if ( !bPChipIsAutoPlay )\r
1297                                                         {\r
1298                                                                 this.nヒット数_Auto含まない.Drums[ (int) eJudgeResult ]++;\r
1299                                                         }\r
1300                                                         break;\r
1301                                         }\r
1302 \r
1303                                         if ( CDTXMania.ConfigIni.bドラムが全部オートプレイである || !bPChipIsAutoPlay )\r
1304                                         {\r
1305                                                 switch ( eJudgeResult )\r
1306                                                 {\r
1307                                                         case E判定.Perfect:\r
1308                                                         case E判定.Great:\r
1309                                                         case E判定.Good:\r
1310                                                                 this.actCombo.n現在のコンボ数.Drums++;\r
1311                                                                 break;\r
1312 \r
1313                                                         default:\r
1314                                                                 this.actCombo.n現在のコンボ数.Drums = 0;\r
1315                                                                 break;\r
1316                                                 }\r
1317                                         }\r
1318                                         break;\r
1319 \r
1320                                 case E楽器パート.GUITAR:\r
1321                                 case E楽器パート.BASS:\r
1322                                         int indexInst = (int) pChip.e楽器パート;\r
1323                                         switch ( eJudgeResult )\r
1324                                         {\r
1325                                                 case E判定.Miss:\r
1326                                                 case E判定.Bad:\r
1327                                                         this.nヒット数_Auto含む[ indexInst ].Miss++;\r
1328                                                         if ( !bPChipIsAutoPlay )\r
1329                                                         {\r
1330                                                                 this.nヒット数_Auto含まない[ indexInst ].Miss++;\r
1331                                                         }\r
1332                                                         break;\r
1333                                                 default:        // #24068 2011.1.10 ikanick changed\r
1334                                                         // #24167 2011.1.16 yyagi changed\r
1335                                                         this.nヒット数_Auto含む[ indexInst ][ (int) eJudgeResult ]++;\r
1336                                                         if ( !bPChipIsAutoPlay )\r
1337                                                         {\r
1338                                                                 this.nヒット数_Auto含まない[ indexInst ][ (int) eJudgeResult ]++;\r
1339                                                         }\r
1340                                                         break;\r
1341                                         }\r
1342                                         switch ( eJudgeResult )\r
1343                                         {\r
1344                                                 case E判定.Perfect:\r
1345                                                 case E判定.Great:\r
1346                                                 case E判定.Good:\r
1347                                                         this.actCombo.n現在のコンボ数[ indexInst ]++;\r
1348                                                         break;\r
1349 \r
1350                                                 default:\r
1351                                                         this.actCombo.n現在のコンボ数[ indexInst ] = 0;\r
1352                                                         break;\r
1353                                         }\r
1354                                         break;\r
1355 \r
1356                                 default:\r
1357                                         break;\r
1358                         }\r
1359                         if ( ( !bPChipIsAutoPlay && ( pChip.e楽器パート != E楽器パート.UNKNOWN ) ) && ( eJudgeResult != E判定.Miss ) && ( eJudgeResult != E判定.Bad ) )\r
1360                         {\r
1361                                 int nCombos = this.actCombo.n現在のコンボ数[ (int) pChip.e楽器パート ];\r
1362                                 long nScoreDelta = 0;\r
1363                                 long[] nComboScoreDelta = new long[] { 350L, 200L, 50L, 0L };\r
1364                                 if ( ( nCombos <= 500 ) || ( eJudgeResult == E判定.Good ) )\r
1365                                 {\r
1366                                         nScoreDelta = nComboScoreDelta[ (int) eJudgeResult ] * nCombos;\r
1367                                 }\r
1368                                 else if ( ( eJudgeResult == E判定.Perfect ) || ( eJudgeResult == E判定.Great ) )\r
1369                                 {\r
1370                                         nScoreDelta = nComboScoreDelta[ (int) eJudgeResult ] * 500L;\r
1371                                 }\r
1372                                 this.actScore.Add( pChip.e楽器パート, bIsAutoPlay, nScoreDelta );\r
1373                         }\r
1374                         return eJudgeResult;\r
1375                 }\r
1376                 protected abstract void tチップのヒット処理_BadならびにTight時のMiss( E楽器パート part );\r
1377                 protected abstract void tチップのヒット処理_BadならびにTight時のMiss( E楽器パート part, int nLane );\r
1378                 protected void tチップのヒット処理_BadならびにTight時のMiss( E楽器パート part, E楽器パート screenmode )\r
1379                 {\r
1380                         this.tチップのヒット処理_BadならびにTight時のMiss( part, 0, screenmode );\r
1381                 }\r
1382                 protected void tチップのヒット処理_BadならびにTight時のMiss( E楽器パート part, int nLane, E楽器パート screenmode )\r
1383                 {\r
1384                         this.bAUTOでないチップが1つでもバーを通過した = true;\r
1385                         cInvisibleChip.StartSemiInvisible( part );\r
1386                         cInvisibleChip.ShowChipTemporally( part );\r
1387                         //this.t判定にあわせてゲージを増減する( screenmode, part, E判定.Miss );\r
1388                         actGauge.Damage( screenmode, part, E判定.Miss );\r
1389                         switch ( part )\r
1390                         {\r
1391                                 case E楽器パート.DRUMS:\r
1392                                         if ( ( nLane >= 0 ) && ( nLane <= 7 ) )\r
1393                                         {\r
1394                                                 this.actJudgeString.Start( nLane, bIsAutoPlay[ nLane ] ? E判定.Auto : E判定.Miss, 999 );\r
1395                                         }\r
1396                                         this.actCombo.n現在のコンボ数.Drums = 0;\r
1397                                         return;\r
1398 \r
1399                                 case E楽器パート.GUITAR:\r
1400                                         this.actJudgeString.Start( 10, E判定.Bad, 999 );\r
1401                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1402                                         return;\r
1403 \r
1404                                 case E楽器パート.BASS:\r
1405                                         this.actJudgeString.Start( 11, E判定.Bad, 999 );\r
1406                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1407                                         break;\r
1408 \r
1409                                 default:\r
1410                                         return;\r
1411                         }\r
1412                 }\r
1413         \r
1414                 protected CDTX.CChip r指定時刻に一番近い未ヒットChip( long nTime, int nChannelFlag, int nInputAdjustTime )\r
1415                 {\r
1416                         return this.r指定時刻に一番近い未ヒットChip( nTime, nChannelFlag, nInputAdjustTime, 0 );\r
1417                 }\r
1418                 protected CDTX.CChip r指定時刻に一番近い未ヒットChip( long nTime, int nChannel, int nInputAdjustTime, int n検索範囲時間ms )\r
1419                 {\r
1420                         sw2.Start();\r
1421 //Trace.TraceInformation( "nTime={0}, nChannel={1:x2}, 現在のTop={2}", nTime, nChannel,CDTXMania.DTX.listChip[ this.n現在のトップChip ].n発声時刻ms );\r
1422                         nTime += nInputAdjustTime;\r
1423 \r
1424                         int nIndex_InitialPositionSearchingToPast;\r
1425                         int nTimeDiff;\r
1426                         if ( this.n現在のトップChip == -1 )                       // 演奏データとして1個もチップがない場合は\r
1427                         {\r
1428                                 sw2.Stop();\r
1429                                 return null;\r
1430                         }\r
1431                         int count = listChip.Count;\r
1432                         int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToPast = this.n現在のトップChip;\r
1433                         if ( this.n現在のトップChip >= count )            // その時点で演奏すべきチップが既に全部無くなっていたら\r
1434                         {\r
1435                                 nIndex_NearestChip_Future  = nIndex_InitialPositionSearchingToPast = count - 1;\r
1436                         }\r
1437                         // int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToFuture;\r
1438 //                      while ( nIndex_NearestChip_Future < count )     // 未来方向への検索\r
1439                         for ( ; nIndex_NearestChip_Future < count; nIndex_NearestChip_Future++ )\r
1440                         {\r
1441                                 CDTX.CChip chip = listChip[ nIndex_NearestChip_Future ];\r
1442                                 if ( !chip.bHit )\r
1443                                 {\r
1444                                         if ( chip.b空打ちチップである )\r
1445                                         {\r
1446                                                 continue;\r
1447                                         }\r
1448                                         if ( ( 0x11 <= nChannel ) && ( nChannel <= 0x1a ) )\r
1449                                         {\r
1450                                                 if ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
1451                                                 {\r
1452                                                         if ( chip.n発声時刻ms > nTime )\r
1453                                                         {\r
1454                                                                 break;\r
1455                                                         }\r
1456                                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1457                                                 }\r
1458                                                 continue;\r
1459                                         }\r
1460                                         else if ( ( ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( 0x20 <= nChannel ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) ) ) )\r
1461                                         {\r
1462                                                 if ( chip.n発声時刻ms > nTime )\r
1463                                                 {\r
1464                                                         break;\r
1465                                                 }\r
1466                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1467                                         }\r
1468                                         else if ( ( ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( 0xa0 <= nChannel ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) ) ) )\r
1469                                         {\r
1470                                                 if ( chip.n発声時刻ms > nTime )\r
1471                                                 {\r
1472                                                         break;\r
1473                                                 }\r
1474                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1475                                         }\r
1476                                 }\r
1477 //                              nIndex_NearestChip_Future++;\r
1478                         }\r
1479                         int nIndex_NearestChip_Past = nIndex_InitialPositionSearchingToPast;\r
1480 //                      while ( nIndex_NearestChip_Past >= 0 )          // 過去方向への検索\r
1481                         for ( ; nIndex_NearestChip_Past >= 0; nIndex_NearestChip_Past-- )\r
1482                         {\r
1483                                 CDTX.CChip chip = listChip[ nIndex_NearestChip_Past ];\r
1484                                 if ( chip.b空打ちチップである )\r
1485                                 {\r
1486                                         continue;\r
1487                                 }\r
1488                                 if ( ( !chip.bHit ) &&\r
1489                                                 (\r
1490                                                         ( ( nChannel >= 0x11 ) && ( nChannel <= 0x1a ) &&\r
1491                                                                 ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
1492                                                         )\r
1493                                                         ||\r
1494                                                         (\r
1495                                                                 ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) ||\r
1496                                                                 ( ( ( nChannel >= 0x20 ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) )\r
1497                                                         )\r
1498                                                         ||\r
1499                                                         (\r
1500                                                                 ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) ||\r
1501                                                                 ( ( ( nChannel >= 0xA0 ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) )\r
1502                                                         )\r
1503                                                 )\r
1504                                         )\r
1505                                         {\r
1506                                                 break;\r
1507                                         }\r
1508 //                              nIndex_NearestChip_Past--;\r
1509                         }\r
1510                         if ( ( nIndex_NearestChip_Future >= count ) && ( nIndex_NearestChip_Past < 0 ) )        // 検索対象が過去未来どちらにも見つからなかった場合\r
1511                         {\r
1512                                 sw2.Stop();\r
1513                                 return null;\r
1514                         }\r
1515                         CDTX.CChip nearestChip; // = null;      // 以下のifブロックのいずれかで必ずnearestChipには非nullが代入されるので、null初期化を削除\r
1516                         if ( nIndex_NearestChip_Future >= count )                                                                                       // 検索対象が未来方向には見つからなかった(しかし過去方向には見つかった)場合\r
1517                         {\r
1518                                 nearestChip = listChip[ nIndex_NearestChip_Past ];\r
1519 //                              nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1520                         }\r
1521                         else if ( nIndex_NearestChip_Past < 0 )                                                                                         // 検索対象が過去方向には見つからなかった(しかし未来方向には見つかった)場合\r
1522                         {\r
1523                                 nearestChip = listChip[ nIndex_NearestChip_Future ];\r
1524 //                              nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1525                         }\r
1526                         else\r
1527                         {\r
1528                                 int nTimeDiff_Future = Math.Abs( (int) ( nTime - listChip[ nIndex_NearestChip_Future ].n発声時刻ms ) );\r
1529                                 int nTimeDiff_Past   = Math.Abs( (int) ( nTime - listChip[ nIndex_NearestChip_Past   ].n発声時刻ms ) );\r
1530                                 if ( nTimeDiff_Future < nTimeDiff_Past )\r
1531                                 {\r
1532                                         nearestChip = listChip[ nIndex_NearestChip_Future ];\r
1533 //                                      nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1534                                 }\r
1535                                 else\r
1536                                 {\r
1537                                         nearestChip = listChip[ nIndex_NearestChip_Past ];\r
1538 //                                      nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1539                                 }\r
1540                         }\r
1541                         nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1542                         if ( ( n検索範囲時間ms > 0 ) && ( nTimeDiff > n検索範囲時間ms ) )                                   // チップは見つかったが、検索範囲時間外だった場合\r
1543                         {\r
1544                                 sw2.Stop();\r
1545                                 return null;\r
1546                         }\r
1547                         sw2.Stop();\r
1548                         return nearestChip;\r
1549                 }\r
1550 \r
1551                 protected CDTX.CChip r次に来る指定楽器Chipを更新して返す( E楽器パート inst )\r
1552                 {\r
1553                         switch ( (int) inst )\r
1554                         {\r
1555                                 case (int)E楽器パート.GUITAR:\r
1556                                         return r次にくるギターChipを更新して返す();\r
1557                                 case (int)E楽器パート.BASS:\r
1558                                         return r次にくるベースChipを更新して返す();\r
1559                                 default:\r
1560                                         return null;\r
1561                         }\r
1562                 }\r
1563                 protected CDTX.CChip r次にくるギターChipを更新して返す()\r
1564                 {\r
1565                         int nInputAdjustTime = this.bIsAutoPlay.GtPick ? 0 : this.nInputAdjustTimeMs.Guitar;\r
1566                         this.r次にくるギターChip = this.r指定時刻に一番近い未ヒットChip( CSound管理.rc演奏用タイマ.n現在時刻, 0x2f, nInputAdjustTime, 500 );\r
1567                         return this.r次にくるギターChip;\r
1568                 }\r
1569                 protected CDTX.CChip r次にくるベースChipを更新して返す()\r
1570                 {\r
1571                         int nInputAdjustTime = this.bIsAutoPlay.BsPick ? 0 : this.nInputAdjustTimeMs.Bass;\r
1572                         this.r次にくるベースChip = this.r指定時刻に一番近い未ヒットChip( CSound管理.rc演奏用タイマ.n現在時刻, 0xaf, nInputAdjustTime, 500 );\r
1573                         return this.r次にくるベースChip;\r
1574                 }\r
1575 \r
1576                 protected void ChangeInputAdjustTimeInPlaying( IInputDevice keyboard, int plusminus )           // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1577                 {\r
1578                         int part, offset = plusminus;\r
1579                         if ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) )      // Guitar InputAdjustTime\r
1580                         {\r
1581                                 part = (int) E楽器パート.GUITAR;\r
1582                         }\r
1583                         else if ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftAlt ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightAlt ) )     // Bass InputAdjustTime\r
1584                         {\r
1585                                 part = (int) E楽器パート.BASS;\r
1586                         }\r
1587                         else    // Drums InputAdjustTime\r
1588                         {\r
1589                                 part = (int) E楽器パート.DRUMS;\r
1590                         }\r
1591                         if ( !keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftControl ) && !keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightControl ) )\r
1592                         {\r
1593                                 offset *= 10;\r
1594                         }\r
1595 \r
1596                         this.nInputAdjustTimeMs[ part ] += offset;\r
1597                         if ( this.nInputAdjustTimeMs[ part ] > 99 )\r
1598                         {\r
1599                                 this.nInputAdjustTimeMs[ part ] = 99;\r
1600                         }\r
1601                         else if ( this.nInputAdjustTimeMs[ part ] < -99 )\r
1602                         {\r
1603                                 this.nInputAdjustTimeMs[ part ] = -99;\r
1604                         }\r
1605                         CDTXMania.ConfigIni.nInputAdjustTimeMs[ part ] = this.nInputAdjustTimeMs[ part ];\r
1606                 }\r
1607 \r
1608                 protected abstract void t入力処理_ドラム();\r
1609                 protected abstract void ドラムスクロール速度アップ();\r
1610                 protected abstract void ドラムスクロール速度ダウン();\r
1611                 protected void tキー入力()\r
1612                 {\r
1613                         IInputDevice keyboard = CDTXMania.Input管理.Keyboard;\r
1614                         if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.F1 ) &&\r
1615                                 ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) ) )\r
1616                         {       // shift+f1 (pause)\r
1617                                 this.bPAUSE = !this.bPAUSE;\r
1618                                 if ( this.bPAUSE )\r
1619                                 {\r
1620                     CSound管理.rc演奏用タイマ.t一時停止();\r
1621                                         CDTXMania.Timer.t一時停止();\r
1622                                         CDTXMania.DTX.t全チップの再生一時停止();\r
1623                                 }\r
1624                                 else\r
1625                                 {\r
1626                     CSound管理.rc演奏用タイマ.t再開();\r
1627                                         CDTXMania.Timer.t再開();\r
1628                                         CDTXMania.DTX.t全チップの再生再開();\r
1629                                 }\r
1630                         }\r
1631                         if ( ( !this.bPAUSE && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
1632                         {\r
1633                                 this.t入力処理_ドラム();\r
1634                                 this.t入力処理_ギターベース( E楽器パート.GUITAR );\r
1635                                 this.t入力処理_ギターベース( E楽器パート.BASS );\r
1636                                 if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.UpArrow ) && ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) ) )\r
1637                                 {       // shift (+ctrl) + UpArrow (BGMAdjust)\r
1638                                         CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftControl ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightControl ) ) ? 1 : 10 );\r
1639                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1640                                 }\r
1641                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.DownArrow ) && ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) ) )\r
1642                                 {       // shift + DownArrow (BGMAdjust)\r
1643                                         CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftControl ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightControl ) ) ? -1 : -10 );\r
1644                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1645                                 }\r
1646                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.UpArrow ) )\r
1647                                 {       // UpArrow(scrollspeed up)\r
1648                                         ドラムスクロール速度アップ();\r
1649                                 }\r
1650                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.DownArrow ) )\r
1651                                 {       // DownArrow (scrollspeed down)\r
1652                                         ドラムスクロール速度ダウン();\r
1653                                 }\r
1654                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.Delete ) )\r
1655                                 {       // del (debug info)\r
1656                                         CDTXMania.ConfigIni.b演奏情報を表示する = !CDTXMania.ConfigIni.b演奏情報を表示する;\r
1657                                 }\r
1658                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.LeftArrow ) )           // #24243 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1659                                 {\r
1660                                         ChangeInputAdjustTimeInPlaying( keyboard, -1 );\r
1661                                 }\r
1662                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.RightArrow ) )          // #24243 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1663                                 {\r
1664                                         ChangeInputAdjustTimeInPlaying( keyboard, +1 );\r
1665                                 }\r
1666                                 else if ( ( base.eフェーズID == CStage.Eフェーズ.共通_通常状態 ) && ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.Escape ) || CDTXMania.Pad.b押されたGB( Eパッド.FT ) ) )\r
1667                                 {       // escape (exit)\r
1668                                         this.actFO.tフェードアウト開始();\r
1669                                         base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;\r
1670                                         this.eフェードアウト完了時の戻り値 = E演奏画面の戻り値.演奏中断;\r
1671                                 }\r
1672                         }\r
1673                 }\r
1674 \r
1675                 protected void t入力メソッド記憶( E楽器パート part )\r
1676                 {\r
1677                         if ( CDTXMania.Pad.st検知したデバイス.Keyboard )\r
1678                         {\r
1679                                 this.b演奏にキーボードを使った[ (int) part ] = true;\r
1680                         }\r
1681                         if ( CDTXMania.Pad.st検知したデバイス.Joypad )\r
1682                         {\r
1683                                 this.b演奏にジョイパッドを使った[ (int) part ] = true;\r
1684                         }\r
1685                         if ( CDTXMania.Pad.st検知したデバイス.MIDIIN )\r
1686                         {\r
1687                                 this.b演奏にMIDI入力を使った[ (int) part ] = true;\r
1688                         }\r
1689                         if ( CDTXMania.Pad.st検知したデバイス.Mouse )\r
1690                         {\r
1691                                 this.b演奏にマウスを使った[ (int) part ] = true;\r
1692                         }\r
1693                 }\r
1694                 protected abstract void t進行描画_AVI();\r
1695                 protected void t進行描画_AVI(int x, int y)\r
1696                 {\r
1697                         if ( ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) && ( !CDTXMania.ConfigIni.bストイックモード && CDTXMania.ConfigIni.bAVI有効 ) )\r
1698                         {\r
1699                 this.actAVI.t進行描画(x, y, 556, 710);\r
1700                         }\r
1701                 }\r
1702                 protected abstract void t進行描画_BGA();\r
1703                 protected void t進行描画_BGA(int x, int y)\r
1704                 {\r
1705                         if ( ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) && ( !CDTXMania.ConfigIni.bストイックモード && CDTXMania.ConfigIni.bBGA有効 ) )\r
1706                         {\r
1707                                 this.actBGA.t進行描画( x, y );\r
1708                         }\r
1709                 }\r
1710                 protected abstract void t進行描画_DANGER();\r
1711                 protected void t進行描画_MIDIBGM()\r
1712                 {\r
1713                         if ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED )\r
1714                         {\r
1715                                 CStage.Eフェーズ eフェーズid1 = base.eフェーズID;\r
1716                         }\r
1717                 }\r
1718                 protected void t進行描画_RGBボタン()\r
1719                 {\r
1720                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
1721                         {\r
1722                                 this.actRGB.t進行描画( 演奏判定ライン座標 );\r
1723                         }\r
1724                 }\r
1725                 protected void t進行描画_STAGEFAILED()\r
1726                 {\r
1727                         if ( ( ( base.eフェーズID == CStage.Eフェーズ.演奏_STAGE_FAILED ) || ( base.eフェーズID == CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) && ( ( this.actStageFailed.On進行描画() != 0 ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) )\r
1728                         {\r
1729                                 this.eフェードアウト完了時の戻り値 = E演奏画面の戻り値.ステージ失敗;\r
1730                                 base.eフェーズID = CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト;\r
1731                                 this.actFO.tフェードアウト開始();\r
1732                         }\r
1733                 }\r
1734                 protected void t進行描画_WailingBonus()\r
1735                 {\r
1736                         if ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
1737                         {\r
1738                                 this.actWailingBonus.On進行描画();\r
1739                         }\r
1740                 }\r
1741                 protected abstract void t進行描画_Wailing枠();\r
1742                 protected void t進行描画_Wailing枠(int GtWailingFrameX, int BsWailingFrameX, int GtWailingFrameY, int BsWailingFrameY)\r
1743                 {\r
1744                         if ( ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) && CDTXMania.ConfigIni.bGuitar有効 )\r
1745                         {\r
1746                                 if ( this.txWailing枠 != null )\r
1747                                 {\r
1748                                         if ( CDTXMania.DTX.bチップがある.Guitar )\r
1749                                         {\r
1750                                                 this.txWailing枠.t2D描画( CDTXMania.app.Device, GtWailingFrameX, GtWailingFrameY );\r
1751                                         }\r
1752                                         if ( CDTXMania.DTX.bチップがある.Bass )\r
1753                                         {\r
1754                                                 this.txWailing枠.t2D描画( CDTXMania.app.Device, BsWailingFrameX, BsWailingFrameY );\r
1755                                         }\r
1756                                 }\r
1757                         }\r
1758                 }\r
1759 \r
1760 \r
1761                 protected void t進行描画_チップファイアGB()\r
1762                 {\r
1763                         this.actChipFireGB.On進行描画();\r
1764                 }\r
1765                 protected abstract void t進行描画_パネル文字列();\r
1766                 protected void t進行描画_パネル文字列(int x, int y)\r
1767                 {\r
1768                         if ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
1769                         {\r
1770                                 this.actPanel.t進行描画( x, y );\r
1771                         }\r
1772                 }\r
1773                 protected void tパネル文字列の設定()\r
1774                 {\r
1775                         this.actPanel.SetPanelString( string.IsNullOrEmpty( CDTXMania.DTX.PANEL ) ? CDTXMania.DTX.TITLE : CDTXMania.DTX.PANEL );\r
1776                 }\r
1777 \r
1778 \r
1779                 protected void t進行描画_ゲージ()\r
1780                 {\r
1781                         if ( ( ( CDTXMania.ConfigIni.eDark != Eダークモード.HALF ) && ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) ) && ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) )\r
1782                         {\r
1783                                 this.actGauge.On進行描画();\r
1784                         }\r
1785                 }\r
1786                 protected void t進行描画_コンボ()\r
1787                 {\r
1788                         this.actCombo.On進行描画();\r
1789                 }\r
1790                 protected void t進行描画_スコア()\r
1791                 {\r
1792                         this.actScore.On進行描画();\r
1793                 }\r
1794                 protected void t進行描画_ステータスパネル()\r
1795                 {\r
1796                         this.actStatusPanels.On進行描画();\r
1797                 }\r
1798                 protected bool t進行描画_チップ( E楽器パート ePlayMode )\r
1799                 {\r
1800                         if ( ( base.eフェーズID == CStage.Eフェーズ.演奏_STAGE_FAILED ) || ( base.eフェーズID == CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
1801                         {\r
1802                                 return true;\r
1803                         }\r
1804                         if ( ( this.n現在のトップChip == -1 ) || ( this.n現在のトップChip >= listChip.Count ) )\r
1805                         {\r
1806                                 return true;\r
1807                         }\r
1808                         if ( this.n現在のトップChip == -1 )\r
1809                         {\r
1810                                 return true;\r
1811                         }\r
1812 \r
1813                         //double speed = 264.0; // BPM150の時の1小節の長さ[dot]\r
1814                         const double speed = 234.0 * Scale.Y;   // BPM150の時の1小節の長さ[dot]\r
1815 \r
1816                         double ScrollSpeedDrums =  ( this.act譜面スクロール速度.db現在の譜面スクロール速度.Drums  + 1.0 ) * 0.5       * 37.5 * speed / 60000.0;\r
1817                         double ScrollSpeedGuitar = ( this.act譜面スクロール速度.db現在の譜面スクロール速度.Guitar + 1.0 ) * 0.5 * 0.5 * 37.5 * speed / 60000.0;\r
1818                         double ScrollSpeedBass =   ( this.act譜面スクロール速度.db現在の譜面スクロール速度.Bass   + 1.0 ) * 0.5 * 0.5 * 37.5 * speed / 60000.0;\r
1819 \r
1820                         CDTX dTX = CDTXMania.DTX;\r
1821                         CConfigIni configIni = CDTXMania.ConfigIni;\r
1822                         for ( int nCurrentTopChip = this.n現在のトップChip; nCurrentTopChip < dTX.listChip.Count; nCurrentTopChip++ )\r
1823                         {\r
1824                                 CDTX.CChip pChip = dTX.listChip[ nCurrentTopChip ];\r
1825 //Debug.WriteLine( "nCurrentTopChip=" + nCurrentTopChip + ", ch=" + pChip.nチャンネル番号.ToString("x2") + ", 発音位置=" + pChip.n発声位置 + ", 発声時刻ms=" + pChip.n発声時刻ms );\r
1826                                 pChip.nバーからの距離dot.Drums = (int) ( ( pChip.n発声時刻ms - CSound管理.rc演奏用タイマ.n現在時刻 ) * ScrollSpeedDrums );\r
1827                                 pChip.nバーからの距離dot.Guitar = (int) ( ( pChip.n発声時刻ms - CSound管理.rc演奏用タイマ.n現在時刻 ) * ScrollSpeedGuitar );\r
1828                                 pChip.nバーからの距離dot.Bass = (int) ( ( pChip.n発声時刻ms - CSound管理.rc演奏用タイマ.n現在時刻 ) * ScrollSpeedBass );\r
1829                                 if ( Math.Min( Math.Min( pChip.nバーからの距離dot.Drums, pChip.nバーからの距離dot.Guitar ), pChip.nバーからの距離dot.Bass ) > 450 * Scale.Y )\r
1830                                 {\r
1831                                         break;\r
1832                                 }\r
1833 //                              if ( ( ( nCurrentTopChip == this.n現在のトップChip ) && ( pChip.nバーからの距離dot.Drums < -65 ) ) && pChip.bHit )\r
1834                                 // #28026 2012.4.5 yyagi; 信心ワールドエンドの曲終了後リザルトになかなか行かない問題の修正\r
1835 \r
1836                                 if (( dTX.listChip[ this.n現在のトップChip ].nバーからの距離dot.Drums < -65 * Scale.Y ) && // 小節線の消失処理などに影響するため、\r
1837                                         ( dTX.listChip[ this.n現在のトップChip ].nバーからの距離dot.Guitar < -65 * Scale.Y ) &&    // Drumsのスクロールスピードだけには依存させない。\r
1838                                         ( dTX.listChip[ this.n現在のトップChip ].nバーからの距離dot.Bass < -65 * Scale.Y ) && \r
1839                                         dTX.listChip[ this.n現在のトップChip ].bHit )\r
1840                                 {\r
1841                                         //                                      nCurrentTopChip = ++this.n現在のトップChip;\r
1842                                         ++this.n現在のトップChip;\r
1843                                         continue;\r
1844                                 }\r
1845                                 bool bPChipIsAutoPlay = bCheckAutoPlay( pChip );\r
1846 \r
1847                                 int nInputAdjustTime = ( bPChipIsAutoPlay || (pChip.e楽器パート == E楽器パート.UNKNOWN) )? 0 : this.nInputAdjustTimeMs[ (int) pChip.e楽器パート ];\r
1848 \r
1849                                 int instIndex = (int) pChip.e楽器パート;\r
1850                                 if ( ( ( pChip.e楽器パート != E楽器パート.UNKNOWN ) && !pChip.bHit ) &&\r
1851                                     ( ( pChip.nバーからの距離dot[ instIndex ] < -40 * Scale.Y ) && ( this.e指定時刻からChipのJUDGEを返す( CSound管理.rc演奏用タイマ.n現在時刻, pChip, nInputAdjustTime ) == E判定.Miss ) ) )\r
1852                                 {\r
1853                                     this.tチップのヒット処理( CSound管理.rc演奏用タイマ.n現在時刻, pChip );\r
1854                                 }\r
1855 \r
1856                 // #35411 chnmr0 add (ターゲットゴースト)\r
1857                 if ( CDTXMania.ConfigIni.eTargetGhost[instIndex] != ETargetGhostData.NONE &&\r
1858                      CDTXMania.listTargetGhsotLag[instIndex] != null &&\r
1859                      pChip.e楽器パート != E楽器パート.UNKNOWN &&\r
1860                      pChip.nバーからの距離dot[instIndex] < 0 )\r
1861                 {\r
1862                     if ( !pChip.bTargetGhost判定済み )\r
1863                     {\r
1864                         pChip.bTargetGhost判定済み = true;\r
1865 \r
1866                                                 int ghostLag = 128;\r
1867                                                 if( 0 <= pChip.n楽器パートでの出現順 && pChip.n楽器パートでの出現順 < CDTXMania.listTargetGhsotLag[instIndex].Count )\r
1868                         {\r
1869                             ghostLag = CDTXMania.listTargetGhsotLag[instIndex][pChip.n楽器パートでの出現順];\r
1870                                                         // 上位8ビットが1ならコンボが途切れている(ギターBAD空打ちでコンボ数を再現するための措置)\r
1871                                                         if( ghostLag > 255 )\r
1872                                                         {\r
1873                                                                 this.nコンボ数_TargetGhost[instIndex] = 0;\r
1874                                                         }\r
1875                                                         ghostLag = (ghostLag & 255) - 128;\r
1876                                                 }\r
1877                         else if( CDTXMania.ConfigIni.eTargetGhost[instIndex] == ETargetGhostData.PERFECT )\r
1878                         {\r
1879                             ghostLag = 0;\r
1880                         }\r
1881                         \r
1882                         if ( ghostLag <= 127 )\r
1883                         {\r
1884                             E判定 eJudge = this.e指定時刻からChipのJUDGEを返す(pChip.n発声時刻ms + ghostLag , pChip, 0, false);\r
1885                             this.nヒット数_TargetGhost[instIndex][(int)eJudge]++;\r
1886                             if (eJudge == E判定.Miss || eJudge == E判定.Poor)\r
1887                             {\r
1888                                 this.n最大コンボ数_TargetGhost[instIndex] = Math.Max(this.n最大コンボ数_TargetGhost[instIndex], this.nコンボ数_TargetGhost[instIndex]);\r
1889                                 this.nコンボ数_TargetGhost[instIndex] = 0;\r
1890                             }\r
1891                             else\r
1892                             {\r
1893                                 this.nコンボ数_TargetGhost[instIndex]++;\r
1894                             }\r
1895                         }\r
1896                     }\r
1897                 }\r
1898  \r
1899                                 switch ( pChip.nチャンネル番号 )\r
1900                                 {\r
1901                                         #region [ 01: BGM ]\r
1902                                         case 0x01:      // BGM\r
1903                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1904                                                 {\r
1905                                                         pChip.bHit = true;\r
1906                                                         if ( configIni.bBGM音を発声する )\r
1907                                                         {\r
1908 //long t = CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻 + pChip.n発声時刻ms;\r
1909 //Trace.TraceInformation( "BGM再生開始: 演奏タイマのn前回リセットしたときのシステム時刻=" + CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻 + ", pChip.n発生時刻ms=" + pChip.n発声時刻ms + ", 合計=" + t );\r
1910                                                                 dTX.tチップの再生( pChip, CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻 + pChip.n発声時刻ms, (int) Eレーン.BGM, dTX.nモニタを考慮した音量( E楽器パート.UNKNOWN ) );\r
1911                                                         }\r
1912                                                 }\r
1913                                                 break;\r
1914                                         #endregion\r
1915                                         #region [ 03: BPM変更 ]\r
1916                                         case 0x03:      // BPM変更\r
1917                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1918                                                 {\r
1919                                                         pChip.bHit = true;\r
1920                                                         this.actPlayInfo.dbBPM = ( pChip.n整数値 * ( ( (double) configIni.n演奏速度 ) / 20.0 ) ) + dTX.BASEBPM;\r
1921                                                 }\r
1922                                                 break;\r
1923                                         #endregion\r
1924                                         #region [ 04, 07, 55, 56,57, 58, 59, 60:レイヤーBGA ]\r
1925                                         case 0x04:      // レイヤーBGA\r
1926                                         case 0x07:\r
1927                                         case 0x55:\r
1928                                         case 0x56:\r
1929                                         case 0x57:\r
1930                                         case 0x58:\r
1931                                         case 0x59:\r
1932                                         case 0x60:\r
1933                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1934                                                 {\r
1935                                                         pChip.bHit = true;\r
1936                                                         if ( configIni.bBGA有効 )\r
1937                                                         {\r
1938                                                                 switch ( pChip.eBGA種別 )\r
1939                                                                 {\r
1940                                                                         case EBGA種別.BMPTEX:\r
1941                                                                                 if ( pChip.rBMPTEX != null )\r
1942                                                                                 {\r
1943                                                                                         this.actBGA.Start( pChip.nチャンネル番号, null, pChip.rBMPTEX, pChip.rBMPTEX.tx画像.sz画像サイズ.Width, pChip.rBMPTEX.tx画像.sz画像サイズ.Height, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\r
1944                                                                                 }\r
1945                                                                                 break;\r
1946 \r
1947                                                                         case EBGA種別.BGA:\r
1948                                                                                 if ( ( pChip.rBGA != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1949                                                                                 {\r
1950                                                                                         this.actBGA.Start( pChip.nチャンネル番号, pChip.rBMP, pChip.rBMPTEX, pChip.rBGA.pt画像側右下座標.X - pChip.rBGA.pt画像側左上座標.X, pChip.rBGA.pt画像側右下座標.Y - pChip.rBGA.pt画像側左上座標.Y, 0, 0, pChip.rBGA.pt画像側左上座標.X, pChip.rBGA.pt画像側左上座標.Y, 0, 0, pChip.rBGA.pt表示座標.X, pChip.rBGA.pt表示座標.Y, 0, 0, 0 );\r
1951                                                                                 }\r
1952                                                                                 break;\r
1953 \r
1954                                                                         case EBGA種別.BGAPAN:\r
1955                                                                                 if ( ( pChip.rBGAPan != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1956                                                                                 {\r
1957                                                                                         this.actBGA.Start( pChip.nチャンネル番号, pChip.rBMP, pChip.rBMPTEX, pChip.rBGAPan.sz開始サイズ.Width, pChip.rBGAPan.sz開始サイズ.Height, pChip.rBGAPan.sz終了サイズ.Width, pChip.rBGAPan.sz終了サイズ.Height, pChip.rBGAPan.pt画像側開始位置.X, pChip.rBGAPan.pt画像側開始位置.Y, pChip.rBGAPan.pt画像側終了位置.X, pChip.rBGAPan.pt画像側終了位置.Y, pChip.rBGAPan.pt表示側開始位置.X, pChip.rBGAPan.pt表示側開始位置.Y, pChip.rBGAPan.pt表示側終了位置.X, pChip.rBGAPan.pt表示側終了位置.Y, pChip.n総移動時間 );\r
1958                                                                                 }\r
1959                                                                                 break;\r
1960 \r
1961                                                                         default:\r
1962                                                                                 if ( pChip.rBMP != null )\r
1963                                                                                 {\r
1964                                                                                         this.actBGA.Start( pChip.nチャンネル番号, pChip.rBMP, null, pChip.rBMP.n幅, pChip.rBMP.n高さ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\r
1965                                                                                 }\r
1966                                                                                 break;\r
1967                                                                 }\r
1968                                                         }\r
1969                                                 }\r
1970                                                 break;\r
1971                                         #endregion\r
1972                                         #region [ 08: BPM変更(拡張) ]\r
1973                                         case 0x08:      // BPM変更(拡張)\r
1974                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1975                                                 {\r
1976                                                         pChip.bHit = true;\r
1977                                                         if ( dTX.listBPM.ContainsKey( pChip.n整数値_内部番号 ) )\r
1978                                                         {\r
1979                                                                 this.actPlayInfo.dbBPM = ( dTX.listBPM[ pChip.n整数値_内部番号 ].dbBPM値 * ( ( (double) configIni.n演奏速度 ) / 20.0 ) ) + dTX.BASEBPM;\r
1980                                                         }\r
1981                                                 }\r
1982                                                 break;\r
1983                                         #endregion\r
1984                                         #region [ 11-1a: ドラム演奏 ]\r
1985                                         case 0x11:      // ドラム演奏\r
1986                                         case 0x12:\r
1987                                         case 0x13:\r
1988                                         case 0x14:\r
1989                                         case 0x15:\r
1990                                         case 0x16:\r
1991                                         case 0x17:\r
1992                                         case 0x18:\r
1993                                         case 0x19:\r
1994                                         case 0x1a:\r
1995                                                 if ( pChip.b空打ちチップである )\r
1996                                                 {\r
1997                                                         this.t進行描画_チップ_空打ち音設定_ドラム( configIni, ref dTX, ref pChip );\r
1998                                                 }\r
1999                                                 else\r
2000                                                 {\r
2001                                                         this.t進行描画_チップ_ドラムス( configIni, ref dTX, ref pChip );\r
2002                                                 }\r
2003                                                 break;\r
2004                                         #endregion\r
2005                                         #region [ 1f: フィルインサウンド(ドラム) ]\r
2006                                         case 0x1f:      // フィルインサウンド(ドラム)\r
2007                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2008                                                 {\r
2009                                                         pChip.bHit = true;\r
2010                                                         this.r現在の歓声Chip.Drums = pChip;\r
2011                                                 }\r
2012                                                 break;\r
2013                                         #endregion\r
2014                                         #region [ 20-27: ギター演奏 ]\r
2015                                         case 0x20:      // ギター演奏\r
2016                                         case 0x21:\r
2017                                         case 0x22:\r
2018                                         case 0x23:\r
2019                                         case 0x24:\r
2020                                         case 0x25:\r
2021                                         case 0x26:\r
2022                                         case 0x27:\r
2023                                                 this.t進行描画_チップ_ギターベース( configIni, ref dTX, ref pChip, E楽器パート.GUITAR );\r
2024                                                 break;\r
2025                                         #endregion\r
2026                                         #region [ 28: ウェイリング(ギター) ]\r
2027                                         case 0x28:      // ウェイリング(ギター)\r
2028                                                 this.t進行描画_チップ_ギター_ウェイリング( configIni, ref dTX, ref pChip, !CDTXMania.ConfigIni.bDrums有効 );\r
2029                                                 break;\r
2030                                         #endregion\r
2031                                         #region [ 2f: ウェイリングサウンド(ギター) ]\r
2032                                         case 0x2f:      // ウェイリングサウンド(ギター)\r
2033                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
2034                                                 {\r
2035                                                         pChip.bHit = true;\r
2036                                                         this.r現在の歓声Chip.Guitar = pChip;\r
2037                                                 }\r
2038                                                 break;\r
2039                                         #endregion\r
2040                                         #region [ 31-3a: 不可視チップ配置(ドラム) ]\r
2041                                         case 0x31:      // 不可視チップ配置(ドラム)\r
2042                                         case 0x32:\r
2043                                         case 0x33:\r
2044                                         case 0x34:\r
2045                                         case 0x35:\r
2046                                         case 0x36:\r
2047                                         case 0x37:\r
2048                                         case 0x38:\r
2049                                         case 0x39:\r
2050                                         case 0x3a:\r
2051                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2052                                                 {\r
2053                                                         pChip.bHit = true;\r
2054                                                 }\r
2055                                                 break;\r
2056                                         #endregion\r
2057                                         #region [ 50: 小節線 ]\r
2058                                         case 0x50:      // 小節線\r
2059                                                 {\r
2060                                                         this.t進行描画_チップ_小節線( configIni, ref dTX, ref pChip );\r
2061                                                         break;\r
2062                                                 }\r
2063                                         #endregion\r
2064                                         #region [ 51: 拍線 ]\r
2065                                         case 0x51:      // 拍線\r
2066                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2067                                                 {\r
2068                                                         pChip.bHit = true;\r
2069                                                 }\r
2070                                                 if ( ( ePlayMode == E楽器パート.DRUMS ) && ( configIni.eDark != Eダークモード.FULL ) && pChip.b可視 && ( this.txチップ != null ) )\r
2071                                                 {\r
2072                                                         this.txチップ.t2D描画( CDTXMania.app.Device,\r
2073                                                                 0x23 * Scale.X,\r
2074                                                                 configIni.bReverse.Drums ?\r
2075                                                                         //(int) ( ( ( 0x38 + pChip.nバーからの距離dot.Drums ) - 1 ) * Scale.Y ) :\r
2076                                                                         //(int) ( ( ( 0x1a6 - pChip.nバーからの距離dot.Drums ) - 1 ) * Scale.Y ),\r
2077                                                                         (int) ( 0x37 * Scale.Y + pChip.nバーからの距離dot.Drums ) :\r
2078                                                                         (int) ( 0x1a5 * Scale.Y - pChip.nバーからの距離dot.Drums ),\r
2079                                                                 new Rectangle( 0, (int) ( 0x1bf * Scale.Y ), (int) ( 0x128 * Scale.X ), (int) ( 1 * Scale.Y ) )\r
2080                                                         );\r
2081                                                 }\r
2082                                                 break;\r
2083                                         #endregion\r
2084                                         #region [ 52: MIDIコーラス ]\r
2085                                         case 0x52:      // MIDIコーラス\r
2086                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2087                                                 {\r
2088                                                         pChip.bHit = true;\r
2089                                                 }\r
2090                                                 break;\r
2091                                         #endregion\r
2092                                         #region [ 53: フィルイン ]\r
2093                                         case 0x53:      // フィルイン\r
2094                                                 this.t進行描画_チップ_フィルイン( configIni, ref dTX, ref pChip );\r
2095                                                 break;\r
2096                                         #endregion\r
2097                                         #region [ 54: 動画再生(BGA領域), 5A: 動画再生(全画面) ]\r
2098                                         case (int) Ech定義.Movie:             // 動画再生 (BGA領域)\r
2099                                         case (int) Ech定義.MovieFull: // 動画再生 (全画面)\r
2100                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2101                                                 {\r
2102                                                         pChip.bHit = true;\r
2103                                                         if ( configIni.bAVI有効 )\r
2104                                                         {\r
2105                                                                 if ( CDTXMania.DTX.bチップがある.BGA )\r
2106                                                                 {\r
2107                                                                         this.actAVI.bHasBGA = true;\r
2108                                                                 }\r
2109                                                                 if ( pChip.nチャンネル番号 == (int) Ech定義.MovieFull || CDTXMania.ConfigIni.bForceAVIFullscreen )\r
2110                                                                 {\r
2111                                                                         this.actAVI.bFullScreenMovie = true;\r
2112                                                                 }\r
2113                                                                 switch ( pChip.eAVI種別 )\r
2114                                                                 {\r
2115                                                                         case EAVI種別.AVI:\r
2116                                                                                 //if ( pChip.rAVI != null )\r
2117                                                                                 {\r
2118                                                                                         //int startWidth = ( CDTXMania.DTX.bチップがある.BGA ) ? 278 : SampleFramework.GameWindowSize.Width;\r
2119                                                                                         //int startHeight = ( CDTXMania.DTX.bチップがある.BGA ) ? 355 : SampleFramework.GameWindowSize.Height;\r
2120                                                                                         int startWidth  = !this.actAVI.bFullScreenMovie ? 278 : SampleFramework.GameWindowSize.Width;\r
2121                                                                                         int startHeight = !this.actAVI.bFullScreenMovie ? 355 : SampleFramework.GameWindowSize.Height;\r
2122                                                                                         this.actAVI.Start( pChip.nチャンネル番号, pChip.rAVI, startWidth, startHeight, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, pChip.n発声時刻ms );\r
2123                                                                                 }\r
2124                                                                                 break;\r
2125 \r
2126                                                                         case EAVI種別.AVIPAN:\r
2127                                                                                 if ( pChip.rAVIPan != null )\r
2128                                                                                 {\r
2129                                                                                         this.actAVI.Start( pChip.nチャンネル番号, pChip.rAVI, pChip.rAVIPan.sz開始サイズ.Width, pChip.rAVIPan.sz開始サイズ.Height, pChip.rAVIPan.sz終了サイズ.Width, pChip.rAVIPan.sz終了サイズ.Height, pChip.rAVIPan.pt動画側開始位置.X, pChip.rAVIPan.pt動画側開始位置.Y, pChip.rAVIPan.pt動画側終了位置.X, pChip.rAVIPan.pt動画側終了位置.Y, pChip.rAVIPan.pt表示側開始位置.X, pChip.rAVIPan.pt表示側開始位置.Y, pChip.rAVIPan.pt表示側終了位置.X, pChip.rAVIPan.pt表示側終了位置.Y, pChip.n総移動時間, pChip.n発声時刻ms );\r
2130                                                                                 }\r
2131                                                                                 break;\r
2132                                                                 }\r
2133                                                         }\r
2134                                                 }\r
2135                                                 break;\r
2136                                         #endregion\r
2137                                         #region [ 61-92: 自動再生(BGM, SE) ]\r
2138                                         case 0x61:\r
2139                                         case 0x62:\r
2140                                         case 0x63:\r
2141                                         case 0x64:      // 自動再生(BGM, SE)\r
2142                                         case 0x65:\r
2143                                         case 0x66:\r
2144                                         case 0x67:\r
2145                                         case 0x68:\r
2146                                         case 0x69:\r
2147                                         case 0x70:\r
2148                                         case 0x71:\r
2149                                         case 0x72:\r
2150                                         case 0x73:\r
2151                                         case 0x74:\r
2152                                         case 0x75:\r
2153                                         case 0x76:\r
2154                                         case 0x77:\r
2155                                         case 0x78:\r
2156                                         case 0x79:\r
2157                                         case 0x80:\r
2158                                         case 0x81:\r
2159                                         case 0x82:\r
2160                                         case 0x83:\r
2161                                         case 0x90:\r
2162                                         case 0x91:\r
2163                                         case 0x92:\r
2164                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2165                                                 {\r
2166                                                         pChip.bHit = true;\r
2167                                                         if ( configIni.bBGM音を発声する )\r
2168                                                         {\r
2169                                                                 dTX.tWavの再生停止( this.n最後に再生したBGMの実WAV番号[ pChip.nチャンネル番号 - 0x61 ] );\r
2170                                                                 dTX.tチップの再生( pChip, CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻 + pChip.n発声時刻ms, ( int ) Eレーン.BGM, dTX.nモニタを考慮した音量( E楽器パート.UNKNOWN ) );\r
2171                                                                 this.n最後に再生したBGMの実WAV番号[ pChip.nチャンネル番号 - 0x61 ] = pChip.n整数値_内部番号;\r
2172                                                         }\r
2173                                                 }\r
2174                                                 break;\r
2175                                         #endregion\r
2176 \r
2177 \r
2178                                         #region [ 84-89: 仮: override sound ]  // #26338 2011.11.8 yyagi\r
2179                                         case 0x84:      // HH (HO/HC)\r
2180                                         case 0x85:      // CY\r
2181                                         case 0x86:      // RD\r
2182                                         case 0x87:      // LC\r
2183                                         case 0x88:      // Guitar\r
2184                                         case 0x89:      // Bass\r
2185                                         // mute sound (auto)\r
2186                                         // 4A: 84: HH (HO/HC)\r
2187                                         // 4B: 85: CY\r
2188                                         // 4C: 86: RD\r
2189                                         // 4D: 87: LC\r
2190                                         // 2A: 88: Gt\r
2191                                         // AA: 89: Bs\r
2192 \r
2193                                         //      CDTXMania.DTX.tWavの再生停止( this.n最後に再生した実WAV番号.Guitar );\r
2194                                         //      CDTXMania.DTX.tチップの再生( pChip, n再生開始システム時刻ms, 8, n音量, bモニタ, b音程をずらして再生 );\r
2195                                         //      this.n最後に再生した実WAV番号.Guitar = pChip.n整数値_内部番号;\r
2196 \r
2197                                         //      protected void tサウンド再生( CDTX.CChip pChip, long n再生開始システム時刻ms, E楽器パート part, int n音量, bool bモニタ, bool b音程をずらして再生 )\r
2198                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2199                                                 {\r
2200                                                         pChip.bHit = true;\r
2201                                                         E楽器パート[] p = { E楽器パート.DRUMS, E楽器パート.DRUMS, E楽器パート.DRUMS, E楽器パート.DRUMS, E楽器パート.GUITAR, E楽器パート.BASS };\r
2202 \r
2203                                                         E楽器パート pp =  p[ pChip.nチャンネル番号 - 0x84 ];\r
2204                                                         \r
2205 //                                                      if ( pp == E楽器パート.DRUMS ) {                   // pChip.nチャンネル番号= ..... HHとか、ドラムの場合は変える。\r
2206 //                                                              //            HC    CY    RD    LC\r
2207 //                                                              int[] ch = { 0x11, 0x16, 0x19, 0x1A };\r
2208 //                                                              pChip.nチャンネル番号 = ch[ pChip.nチャンネル番号 - 0x84 ]; \r
2209 //                                                      }\r
2210                                                         this.tサウンド再生( pChip, CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻 + pChip.n発声時刻ms, pp, dTX.nモニタを考慮した音量( pp ) );\r
2211                                                 }\r
2212                                                 break;\r
2213                                         #endregion\r
2214 \r
2215                                         #region [ a0-a7: ベース演奏 ]\r
2216                                         case 0xa0:      // ベース演奏\r
2217                                         case 0xa1:\r
2218                                         case 0xa2:\r
2219                                         case 0xa3:\r
2220                                         case 0xa4:\r
2221                                         case 0xa5:\r
2222                                         case 0xa6:\r
2223                                         case 0xa7:\r
2224                                                 this.t進行描画_チップ_ギターベース( configIni, ref dTX, ref pChip, E楽器パート.BASS );\r
2225                                                 break;\r
2226                                         #endregion\r
2227                                         #region [ a8: ウェイリング(ベース) ]\r
2228                                         case 0xa8:      // ウェイリング(ベース)\r
2229                                                 this.t進行描画_チップ_ベース_ウェイリング( configIni, ref dTX, ref pChip, !CDTXMania.ConfigIni.bDrums有効 );\r
2230                                                 break;\r
2231                                         #endregion\r
2232                                         #region [ af: ウェイリングサウンド(ベース) ]\r
2233                                         case 0xaf:      // ウェイリングサウンド(ベース)\r
2234                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
2235                                                 {\r
2236                                                         pChip.bHit = true;\r
2237                                                         this.r現在の歓声Chip.Bass = pChip;\r
2238                                                 }\r
2239                                                 break;\r
2240                                         #endregion\r
2241                                         #region [ b1-b9, bc: 空打ち音設定(ドラム) ]\r
2242                                         case 0xb1:      // 空打ち音設定(ドラム)\r
2243                                         case 0xb2:\r
2244                                         case 0xb3:\r
2245                                         case 0xb4:\r
2246                                         case 0xb5:\r
2247                                         case 0xb6:\r
2248                                         case 0xb7:\r
2249                                         case 0xb8:\r
2250                                         case 0xb9:\r
2251                                         case 0xbc:\r
2252                                                 // ここには来なくなったはずだが、一応残しておく\r
2253                                                 this.t進行描画_チップ_空打ち音設定_ドラム( configIni, ref dTX, ref pChip );\r
2254                                                 break;\r
2255                                         #endregion\r
2256                                         #region [ ba: 空打ち音設定(ギター) ]\r
2257                                         case 0xba:      // 空打ち音設定(ギター)\r
2258                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
2259                                                 {\r
2260                                                         pChip.bHit = true;\r
2261                                                         this.r現在の空うちギターChip = pChip;\r
2262                                                         pChip.nチャンネル番号 = 0x20;\r
2263                                                 }\r
2264                                                 break;\r
2265                                         #endregion\r
2266                                         #region [ bb: 空打ち音設定(ベース) ]\r
2267                                         case 0xbb:      // 空打ち音設定(ベース)\r
2268                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
2269                                                 {\r
2270                                                         pChip.bHit = true;\r
2271                                                         this.r現在の空うちベースChip = pChip;\r
2272                                                         pChip.nチャンネル番号 = 0xA0;\r
2273                                                 }\r
2274                                                 break;\r
2275                                         #endregion\r
2276                                         #region [ c4, c7, d5-d9, e0: BGA画像入れ替え ]\r
2277                                         case 0xc4:\r
2278                                         case 0xc7:\r
2279                                         case 0xd5:\r
2280                                         case 0xd6:      // BGA画像入れ替え\r
2281                                         case 0xd7:\r
2282                                         case 0xd8:\r
2283                                         case 0xd9:\r
2284                                         case 0xe0:\r
2285                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2286                                                 {\r
2287                                                         pChip.bHit = true;\r
2288                                                         if ( ( configIni.bBGA有効 && ( pChip.eBGA種別 == EBGA種別.BMP ) ) || ( pChip.eBGA種別 == EBGA種別.BMPTEX ) )\r
2289                                                         {\r
2290                                                                 for ( int i = 0; i < 8; i++ )\r
2291                                                                 {\r
2292                                                                         if ( this.nBGAスコープチャンネルマップ[ 0, i ] == pChip.nチャンネル番号 )\r
2293                                                                         {\r
2294                                                                                 this.actBGA.ChangeScope( this.nBGAスコープチャンネルマップ[ 1, i ], pChip.rBMP, pChip.rBMPTEX );\r
2295                                                                         }\r
2296                                                                 }\r
2297                                                         }\r
2298                                                 }\r
2299                                                 break;\r
2300                                         #endregion\r
2301                                         #region [ da: ミキサーへチップ音追加 ]\r
2302                                         case 0xDA:\r
2303                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2304                                                 {\r
2305 //Debug.WriteLine( "[DA(AddMixer)] BAR=" + pChip.n発声位置 / 384 + " ch=" + pChip.nチャンネル番号.ToString( "x2" ) + ", wav=" + pChip.n整数値.ToString( "x2" ) + ", time=" + pChip.n発声時刻ms );\r
2306                                                         pChip.bHit = true;\r
2307                                                         if ( listWAV.ContainsKey( pChip.n整数値_内部番号 ) )     // 参照が遠いので後日最適化する\r
2308                                                         {\r
2309                                                                 CDTX.CWAV wc = listWAV[ pChip.n整数値_内部番号 ];\r
2310 //Debug.Write( "[AddMixer] BAR=" + pChip.n発声位置 / 384 + ", wav=" + Path.GetFileName( wc.strファイル名 ) + ", time=" + pChip.n発声時刻ms );\r
2311 \r
2312                                                                 for ( int i = 0; i < nPolyphonicSounds; i++ )\r
2313                                                                 {\r
2314                                                                         if ( wc.rSound[ i ] != null )\r
2315                                                                         {\r
2316                                                                                 //CDTXMania.Sound管理.AddMixer( wc.rSound[ i ] );\r
2317                                                                                 AddMixer( wc.rSound[ i ], pChip.b演奏終了後も再生が続くチップである );\r
2318                                                                         }\r
2319                                                                         //else\r
2320                                                                         //{\r
2321                                                                         //    Debug.WriteLine( ", nPoly=" + i + ", Mix=" + CDTXMania.Sound管理.GetMixingStreams() );\r
2322                                                                         //    break;\r
2323                                                                         //}\r
2324                                                                         //if ( i == nPolyphonicSounds - 1 )\r
2325                                                                         //{\r
2326                                                                         //    Debug.WriteLine( ", nPoly=" + nPolyphonicSounds + ", Mix=" + CDTXMania.Sound管理.GetMixingStreams() );\r
2327                                                                         //}\r
2328                                                                 }\r
2329                                                         }\r
2330                                                 }\r
2331                                                 break;\r
2332                                         #endregion\r
2333                                         #region [ db: ミキサーからチップ音削除 ]\r
2334                                         case 0xDB:\r
2335                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2336                                                 {\r
2337 //Debug.WriteLine( "[DB(RemoveMixer)] BAR=" + pChip.n発声位置 / 384 + " ch=" + pChip.nチャンネル番号.ToString( "x2" ) + ", wav=" + pChip.n整数値.ToString( "x2" ) + ", time=" + pChip.n発声時刻ms );\r
2338                                                         pChip.bHit = true;\r
2339                                                         if ( listWAV.ContainsKey( pChip.n整数値_内部番号) )      // 参照が遠いので後日最適化する\r
2340                                                         {\r
2341                                                             CDTX.CWAV wc = listWAV[ pChip.n整数値_内部番号];\r
2342 //Debug.Write( "[DelMixer] BAR=" + pChip.n発声位置 / 384 +  ", wav=" + Path.GetFileName( wc.strファイル名 ) + ", time=" + pChip.n発声時刻ms );\r
2343                                                                 for ( int i = 0; i < nPolyphonicSounds; i++ )\r
2344                                                             {\r
2345                                                                         if ( wc.rSound[ i ] != null )\r
2346                                                                         {\r
2347                                                                                 //CDTXMania.Sound管理.RemoveMixer( wc.rSound[ i ] );\r
2348                                                                                 if ( !wc.rSound[ i ].b演奏終了後も再生が続くチップである )     // #32248 2013.10.16 yyagi\r
2349                                                                                 {                                                                                                                       // DTX終了後も再生が続くチップの0xDB登録をなくすことはできず。\r
2350                                                                                         RemoveMixer( wc.rSound[ i ] );                                                  // (ミキサー解除のタイミングが遅延する場合の対応が面倒なので。)\r
2351                                                                                 }                                                                                                                       // そこで、代わりにフラグをチェックしてミキサー削除ロジックへの遷移をカットする。\r
2352                                                                         }\r
2353                                                                         //else\r
2354                                                                         //{\r
2355                                                                         //    Debug.WriteLine( ", nPoly=" + i + ", Mix=" + CDTXMania.Sound管理.GetMixingStreams() );\r
2356                                                                         //    break;\r
2357                                                                         //}\r
2358                                                                         //if ( i == nPolyphonicSounds - 1 )\r
2359                                                                         //{\r
2360                                                                         //    Debug.WriteLine( ", nPoly=" + nPolyphonicSounds + ", Mix=" + CDTXMania.Sound管理.GetMixingStreams() );\r
2361                                                                         //}\r
2362                                                                 }\r
2363                                                         }\r
2364                                                 }\r
2365                                                 break;\r
2366                                         #endregion\r
2367                                         #region [ その他(未定義) ]\r
2368                                         default:\r
2369                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2370                                                 {\r
2371                                                         pChip.bHit = true;\r
2372                                                 }\r
2373                                                 break;\r
2374                                         #endregion \r
2375                                 }\r
2376                         }\r
2377                         return false;\r
2378                 }\r
2379 \r
2380                 public void t再読込()\r
2381                 {\r
2382                         CDTXMania.DTX.t全チップの再生停止とミキサーからの削除();\r
2383                         this.eフェードアウト完了時の戻り値 = E演奏画面の戻り値.再読込_再演奏;\r
2384                         base.eフェーズID = CStage.Eフェーズ.演奏_再読込;\r
2385                         this.bPAUSE = false;\r
2386 \r
2387                         // #34048 2014.7.16 yyagi\r
2388                         #region [ 読み込み画面に遷移する前に、設定変更した可能性があるパラメータをConfigIniクラスに書き戻す ]\r
2389                         for ( int i = 0; i < 3; i++ )\r
2390                         {\r
2391                                 CDTXMania.ConfigIni.nViewerScrollSpeed[ i ] = CDTXMania.ConfigIni.n譜面スクロール速度[ i ];\r
2392                         }\r
2393                         CDTXMania.ConfigIni.b演奏情報を表示する = CDTXMania.ConfigIni.bViewerShowDebugStatus;\r
2394                         #endregion\r
2395                 }\r
2396 \r
2397                 public void t停止()\r
2398                 {\r
2399                         CDTXMania.DTX.t全チップの再生停止とミキサーからの削除();\r
2400                         this.actAVI.Stop();\r
2401                         this.actBGA.Stop();\r
2402                         this.actPanel.Stop();                           // PANEL表示停止\r
2403                         CDTXMania.Timer.t一時停止();                // 再生時刻カウンタ停止\r
2404 \r
2405                         this.n現在のトップChip = CDTXMania.DTX.listChip.Count - 1;        // 終端にシーク\r
2406 \r
2407                         // 自分自身のOn活性化()相当の処理もすべき。\r
2408                 }\r
2409 \r
2410                 public void t演奏位置の変更( int nStartBar )\r
2411                 {\r
2412                         // まず全サウンドオフにする\r
2413                         CDTXMania.DTX.t全チップの再生停止();\r
2414                         this.actAVI.Stop();\r
2415                         this.actBGA.Stop();\r
2416 \r
2417                         #region [ 再生開始小節の変更 ]\r
2418                         nStartBar++;                                                                    // +1が必要\r
2419 \r
2420                         #region [ 演奏済みフラグのついたChipをリセットする ]\r
2421                         for ( int i = 0; i < CDTXMania.DTX.listChip.Count; i++ )\r
2422                         {\r
2423                                 CDTX.CChip pChip = CDTXMania.DTX.listChip[ i ];\r
2424                                 if ( pChip.bHit )\r
2425                                 {\r
2426                                         CDTX.CChip p = (CDTX.CChip) pChip.Clone();\r
2427                                         p.bHit = false;\r
2428                                         CDTXMania.DTX.listChip[ i ] = p;\r
2429                                 }\r
2430                         }\r
2431                         #endregion\r
2432 \r
2433                         #region [ 処理を開始するチップの特定 ]\r
2434                         //for ( int i = this.n現在のトップChip; i < CDTXMania.DTX.listChip.Count; i++ )\r
2435                         bool bSuccessSeek = false;\r
2436                         for ( int i = 0; i < CDTXMania.DTX.listChip.Count; i++ )\r
2437                         {\r
2438                                 CDTX.CChip pChip = CDTXMania.DTX.listChip[ i ];\r
2439                                 if ( pChip.n発声位置 < 384 * nStartBar )\r
2440                                 {\r
2441                                         continue;\r
2442                                 }\r
2443                                 else\r
2444                                 {\r
2445                                         bSuccessSeek = true;\r
2446                                         this.n現在のトップChip = i;\r
2447                                         break;\r
2448                                 }\r
2449                         }\r
2450                         if ( !bSuccessSeek )\r
2451                         {\r
2452                                 // this.n現在のトップChip = CDTXMania.DTX.listChip.Count - 1;\r
2453                                 this.n現在のトップChip = 0;               // 対象小節が存在しないなら、最初から再生\r
2454                         }\r
2455                         #endregion\r
2456 \r
2457                         #region [ 演奏開始の発声時刻msを取得し、タイマに設定 ]\r
2458                         int nStartTime = CDTXMania.DTX.listChip[ this.n現在のトップChip ].n発声時刻ms;\r
2459 \r
2460                         CSound管理.rc演奏用タイマ.tリセット();      // これでPAUSE解除されるので、次のPAUSEチェックは不要\r
2461                         //if ( !this.bPAUSE )\r
2462                         //{\r
2463                                 CSound管理.rc演奏用タイマ.t一時停止();\r
2464                         //}\r
2465                         CSound管理.rc演奏用タイマ.n現在時刻 = nStartTime;\r
2466                         #endregion\r
2467 \r
2468                         List<CSound> pausedCSound = new List<CSound>();\r
2469 \r
2470                         #region [ BGMやギターなど、演奏開始のタイミングで再生がかかっているサウンドのの途中再生開始 ] // (CDTXのt入力・行解析・チップ配置()で小節番号が+1されているのを削っておくこと)\r
2471                         for ( int i = this.n現在のトップChip; i >= 0; i-- )\r
2472                         {\r
2473                                 CDTX.CChip pChip = CDTXMania.DTX.listChip[ i ];\r
2474                                 int nDuration = pChip.GetDuration();\r
2475 \r
2476                                 if ( ( pChip.n発声時刻ms + nDuration > 0 ) && ( pChip.n発声時刻ms <= nStartTime ) && ( nStartTime <= pChip.n発声時刻ms + nDuration ) )\r
2477                                 {\r
2478                                         if ( pChip.bWAVを使うチャンネルである && !pChip.b空打ちチップである )       // wav系チャンネル、且つ、空打ちチップではない\r
2479                                         {\r
2480                                                 CDTX.CWAV wc;\r
2481                                                 bool b = CDTXMania.DTX.listWAV.TryGetValue( pChip.n整数値_内部番号, out wc );\r
2482                                                 if ( !b ) continue;\r
2483 \r
2484                                                 if ( ( wc.bIsBGMSound && CDTXMania.ConfigIni.bBGM音を発声する ) || ( !wc.bIsBGMSound ) )\r
2485                                                 {\r
2486                                                         CDTXMania.DTX.tチップの再生( pChip, CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻 + pChip.n発声時刻ms, (int) Eレーン.BGM, CDTXMania.DTX.nモニタを考慮した音量( E楽器パート.UNKNOWN ) );\r
2487                                                         #region [ PAUSEする ]\r
2488                                                         int j = wc.n現在再生中のサウンド番号;\r
2489                                                         if ( wc.rSound[ j ] != null )\r
2490                                                         {\r
2491                                                             wc.rSound[ j ].t再生を一時停止する();\r
2492                                                             wc.rSound[ j ].t再生位置を変更する( nStartTime - pChip.n発声時刻ms );\r
2493                                                             pausedCSound.Add( wc.rSound[ j ] );\r
2494                                                         }\r
2495                                                         #endregion\r
2496                                                 }\r
2497                                         }\r
2498                                 }\r
2499                         }\r
2500                         #endregion\r
2501                         #region [ 演奏開始時点で既に表示されているBGAとAVIの、シークと再生 ]\r
2502                         this.actBGA.SkipStart( nStartTime );\r
2503                         this.actAVI.SkipStart( nStartTime );\r
2504                         #endregion\r
2505                         #region [ PAUSEしていたサウンドを一斉に再生再開する(ただしタイマを止めているので、ここではまだ再生開始しない) ]\r
2506                         foreach ( CSound cs in pausedCSound )\r
2507                         {\r
2508                                 cs.tサウンドを再生する();\r
2509                         }\r
2510                         pausedCSound.Clear();\r
2511                         pausedCSound = null;\r
2512                         #endregion\r
2513                         #region [ タイマを再開して、PAUSEから復帰する ]\r
2514                         CSound管理.rc演奏用タイマ.n現在時刻 = nStartTime;\r
2515                         CDTXMania.Timer.tリセット();                                                // これでPAUSE解除されるので、3行先の再開()は不要\r
2516                         CDTXMania.Timer.n現在時刻 = nStartTime;                             // Debug表示のTime: 表記を正しくするために必要\r
2517                         CSound管理.rc演奏用タイマ.t再開();\r
2518                         //CDTXMania.Timer.t再開();\r
2519                         this.bPAUSE = false;                                                            // システムがPAUSE状態だったら、強制解除\r
2520                         this.actPanel.Start();\r
2521                         #endregion\r
2522                         #endregion\r
2523                 }\r
2524 \r
2525 \r
2526                 /// <summary>\r
2527                 /// DTXV用の設定をする。(全AUTOなど)\r
2528                 /// 元の設定のバックアップなどはしないので、あとでConfig.iniを上書き保存しないこと。\r
2529                 /// </summary>\r
2530                 protected void tDTXV用の設定()\r
2531                 {\r
2532                         CDTXMania.ConfigIni.bAutoPlay.HH = true;\r
2533                         CDTXMania.ConfigIni.bAutoPlay.SD = true;\r
2534                         CDTXMania.ConfigIni.bAutoPlay.BD = true;\r
2535                         CDTXMania.ConfigIni.bAutoPlay.HT = true;\r
2536                         CDTXMania.ConfigIni.bAutoPlay.LT = true;\r
2537                         CDTXMania.ConfigIni.bAutoPlay.CY = true;\r
2538                         CDTXMania.ConfigIni.bAutoPlay.FT = true;\r
2539                         CDTXMania.ConfigIni.bAutoPlay.RD = true;\r
2540                         CDTXMania.ConfigIni.bAutoPlay.LC = true;\r
2541                         CDTXMania.ConfigIni.bAutoPlay.GtR = true;\r
2542                         CDTXMania.ConfigIni.bAutoPlay.GtG = true;\r
2543                         CDTXMania.ConfigIni.bAutoPlay.GtB = true;\r
2544                         CDTXMania.ConfigIni.bAutoPlay.GtPick = true;\r
2545                         CDTXMania.ConfigIni.bAutoPlay.GtW = true;\r
2546                         CDTXMania.ConfigIni.bAutoPlay.BsR = true;\r
2547                         CDTXMania.ConfigIni.bAutoPlay.BsG = true;\r
2548                         CDTXMania.ConfigIni.bAutoPlay.BsB = true;\r
2549                         CDTXMania.ConfigIni.bAutoPlay.BsPick = true;\r
2550                         CDTXMania.ConfigIni.bAutoPlay.BsW = true;\r
2551 \r
2552                         this.bIsAutoPlay = CDTXMania.ConfigIni.bAutoPlay;\r
2553 \r
2554                         CDTXMania.ConfigIni.bAVI有効 = true;\r
2555                         CDTXMania.ConfigIni.bBGA有効 = true;\r
2556                         for ( int i = 0; i < 3; i++ )\r
2557                         {\r
2558                                 CDTXMania.ConfigIni.bGraph[ i ] = false;\r
2559                                 CDTXMania.ConfigIni.bHidden[ i ] = false;\r
2560                                 CDTXMania.ConfigIni.bLeft[ i ] = false;\r
2561                                 CDTXMania.ConfigIni.bLight[ i ] = false;\r
2562                                 CDTXMania.ConfigIni.bReverse[ i ] = false;\r
2563                                 CDTXMania.ConfigIni.bSudden[ i ] = false;\r
2564                                 CDTXMania.ConfigIni.eInvisible[ i ] = EInvisible.OFF;\r
2565                                 CDTXMania.ConfigIni.eRandom[ i ] = Eランダムモード.OFF;\r
2566                                 CDTXMania.ConfigIni.n表示可能な最小コンボ数[ i ] = 65535;\r
2567                                 CDTXMania.ConfigIni.判定文字表示位置[ i ] = E判定文字表示位置.表示OFF;\r
2568                                 // CDTXMania.ConfigIni.n譜面スクロール速度[ i ] = CDTXMania.ConfigIni.nViewerScrollSpeed[ i ]; // これだけはOn活性化()で行うこと。\r
2569                                                                                                                                                                                                                                 // そうしないと、演奏開始直後にスクロール速度が変化して見苦しい。\r
2570                         }\r
2571 \r
2572                         CDTXMania.ConfigIni.eDark = Eダークモード.OFF;\r
2573 \r
2574                         CDTXMania.ConfigIni.b演奏情報を表示する = CDTXMania.ConfigIni.bViewerShowDebugStatus;\r
2575                         CDTXMania.ConfigIni.bフィルイン有効 = true;\r
2576                         CDTXMania.ConfigIni.bScoreIniを出力する = false;\r
2577                         CDTXMania.ConfigIni.bSTAGEFAILED有効 = false;\r
2578                         CDTXMania.ConfigIni.bTight = false;\r
2579                         CDTXMania.ConfigIni.bストイックモード = false;\r
2580                         CDTXMania.ConfigIni.bドラム打音を発声する = true;\r
2581                         CDTXMania.ConfigIni.bBGM音を発声する = true;\r
2582 \r
2583                         CDTXMania.ConfigIni.nRisky = 0;\r
2584                         CDTXMania.ConfigIni.nShowLagType = 0;\r
2585                         CDTXMania.ConfigIni.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.OFF;\r
2586                 }\r
2587 \r
2588 \r
2589                 private bool bCheckAutoPlay( CDTX.CChip pChip )\r
2590                 {\r
2591                         bool bPChipIsAutoPlay = false;\r
2592                         bool bGtBsR = ( ( pChip.nチャンネル番号 & 4 ) > 0 );\r
2593                         bool bGtBsG = ( ( pChip.nチャンネル番号 & 2 ) > 0 );\r
2594                         bool bGtBsB = ( ( pChip.nチャンネル番号 & 1 ) > 0 );\r
2595                         bool bGtBsW = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x08 );\r
2596                         bool bGtBsO = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x00 );\r
2597                         //if ( (\r
2598                         //        ( ( pChip.e楽器パート == E楽器パート.DRUMS ) && bIsAutoPlay[ this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ] ] ) ||\r
2599                         //        ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && bIsAutoPlay.Guitar ) ) ||\r
2600                         //        ( ( pChip.e楽器パート == E楽器パート.BASS ) && bIsAutoPlay.Bass )\r
2601                         //  )\r
2602                         ////                            if ((pChip.e楽器パート == E楽器パート.DRUMS) && bIsAutoPlay[this.nチャンネル0Atoレーン07[pChip.nチャンネル番号 - 0x11]])\r
2603                         //{\r
2604                         //    bPChipIsAutoPlay = true;\r
2605                         //}\r
2606                         if ( pChip.e楽器パート == E楽器パート.DRUMS )\r
2607                         {\r
2608                                 if ( bIsAutoPlay[ this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ] ] )\r
2609                                 {\r
2610                                         bPChipIsAutoPlay = true;\r
2611                                 }\r
2612                         }\r
2613                         else if ( pChip.e楽器パート == E楽器パート.GUITAR )\r
2614                         {\r
2615                                 //Trace.TraceInformation( "chip:{0}{1}{2} ", bGtBsR, bGtBsG, bGtBsB );\r
2616                                 //Trace.TraceInformation( "auto:{0}{1}{2} ", bIsAutoPlay[ (int) Eレーン.GtR ], bIsAutoPlay[ (int) Eレーン.GtG ], bIsAutoPlay[ (int) Eレーン.GtB ]);\r
2617                                 bPChipIsAutoPlay = true;\r
2618                                 if ( bIsAutoPlay[ (int) Eレーン.GtPick ] == false ) bPChipIsAutoPlay = false;\r
2619                                 else\r
2620                                 {\r
2621                                         if ( bGtBsR == true && bIsAutoPlay[ (int) Eレーン.GtR ] == false ) bPChipIsAutoPlay = false;\r
2622                                         else if ( bGtBsG == true && bIsAutoPlay[ (int) Eレーン.GtG ] == false ) bPChipIsAutoPlay = false;\r
2623                                         else if ( bGtBsB == true && bIsAutoPlay[ (int) Eレーン.GtB ] == false ) bPChipIsAutoPlay = false;\r
2624                                         else if ( bGtBsW == true && bIsAutoPlay[ (int) Eレーン.GtW ] == false ) bPChipIsAutoPlay = false;\r
2625                                         else if ( bGtBsO == true &&\r
2626                                                 ( bIsAutoPlay[ (int) Eレーン.GtR ] == false || bIsAutoPlay[ (int) Eレーン.GtG ] == false || bIsAutoPlay[ (int) Eレーン.GtB ] == false ) )\r
2627                                                 bPChipIsAutoPlay = false;\r
2628                                 }\r
2629                                 //Trace.TraceInformation( "{0:x2}: {1}", pChip.nチャンネル番号, bPChipIsAutoPlay.ToString() );\r
2630                         }\r
2631                         else if ( pChip.e楽器パート == E楽器パート.BASS )\r
2632                         {\r
2633                                 bPChipIsAutoPlay = true;\r
2634                                 if ( bIsAutoPlay[ (int) Eレーン.BsPick ] == false ) bPChipIsAutoPlay = false;\r
2635                                 else\r
2636                                 {\r
2637                                         if ( bGtBsR == true && bIsAutoPlay[ (int) Eレーン.BsR ] == false ) bPChipIsAutoPlay = false;\r
2638                                         else if ( bGtBsG == true && bIsAutoPlay[ (int) Eレーン.BsG ] == false ) bPChipIsAutoPlay = false;\r
2639                                         else if ( bGtBsB == true && bIsAutoPlay[ (int) Eレーン.BsB ] == false ) bPChipIsAutoPlay = false;\r
2640                                         else if ( bGtBsW == true && bIsAutoPlay[ (int) Eレーン.BsW ] == false ) bPChipIsAutoPlay = false;\r
2641                                         else if ( bGtBsO == true &&\r
2642                                                 ( bIsAutoPlay[ (int) Eレーン.BsR ] == false || bIsAutoPlay[ (int) Eレーン.BsG ] == false || bIsAutoPlay[ (int) Eレーン.BsB ] == false ) )\r
2643                                                 bPChipIsAutoPlay = false;\r
2644                                 }\r
2645                         }\r
2646                         return bPChipIsAutoPlay;\r
2647                 }\r
2648 \r
2649                 protected abstract void t進行描画_チップ_ドラムス( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
2650                 //protected abstract void t進行描画_チップ_ギター( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
2651                 protected abstract void t進行描画_チップ_ギターベース( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip, E楽器パート inst );\r
2652                 /// <summary>\r
2653                 /// ギター・ベースのチップ表示\r
2654                 /// </summary>\r
2655                 /// <param name="configIni"></param>\r
2656                 /// <param name="dTX"></param>\r
2657                 /// <param name="pChip">描画するチップ</param>\r
2658                 /// <param name="inst">楽器種別</param>\r
2659                 /// <param name="barYNormal">Normal時判定ライン表示Y座標</param>\r
2660                 /// <param name="barYReverse">Reverse時判定ライン表示Y座標</param>\r
2661                 /// <param name="showRangeY0">チップ表示Y座標範囲(最小値)</param>\r
2662                 /// <param name="showRangeY1">チップ表示Y座標範囲(最大値)</param>\r
2663                 /// <param name="openXg">オープンチップの表示X座標(ギター用)</param>\r
2664                 /// <param name="openXb">オープンチップの表示X座標(ベース用)</param>\r
2665                 /// <param name="rectOpenOffsetX">テクスチャ内のオープンチップregionのx座標</param>\r
2666                 /// <param name="rectOpenOffsetY">テクスチャ内のオープンチップregionのy座標</param>\r
2667                 /// <param name="openChipWidth">テクスチャ内のオープンチップregionのwidth</param>\r
2668                 /// <param name="chipHeight">テクスチャ内のチップのheight</param>\r
2669                 /// <param name="chipWidth">テクスチャ内のチップのwidth</param>\r
2670                 /// <param name="guitarNormalX">ギターチップ描画のx座標(Normal)</param>\r
2671                 /// <param name="guitarLeftyX">ギターチップ描画のx座標(Lefty)</param>\r
2672                 /// <param name="bassNormalX">ベースチップ描画のx座標(Normal)</param>\r
2673                 /// <param name="bassLeftyX">ベースチップ描画のx座標(Lefty)</param>\r
2674                 /// <param name="drawDeltaX">描画のX座標間隔(R,G,B...)</param>\r
2675                 /// <param name="chipTexDeltaX">テクスチャののX座標間隔(R,G,B...)</param>\r
2676                 protected void t進行描画_チップ_ギターベース( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip, E楽器パート inst,\r
2677                         int barYNormal, int barYReverse,\r
2678                         int showRangeY0, int showRangeY1, int openXg, int openXb,\r
2679                         int rectOpenOffsetX, int rectOpenOffsetY, int openChipWidth, int chipHeight, int chipWidth,\r
2680                         int guitarNormalX, int guitarLeftyX, int bassNormalX, int bassLeftyX, int drawDeltaX, int chipTexDeltaX )\r
2681                 {\r
2682                         int instIndex = (int) inst;\r
2683                         if ( configIni.bGuitar有効 )\r
2684                         {\r
2685                                 #region [ Invisible処理 ]\r
2686                                 if ( configIni.eInvisible[ instIndex ] != EInvisible.OFF )\r
2687                                 {\r
2688                                         cInvisibleChip.SetInvisibleStatus( ref pChip );\r
2689                                 }\r
2690                                 #endregion\r
2691                                 else\r
2692                                 {\r
2693                                         #region [ Hidden/Sudden処理 ]\r
2694                                         if ( configIni.bSudden[ instIndex ] )\r
2695                                         {\r
2696                                                 pChip.b可視 = ( pChip.nバーからの距離dot[ instIndex ] < 200 * Scale.Y );\r
2697                                         }\r
2698                                         if ( configIni.bHidden[ instIndex ] && ( pChip.nバーからの距離dot[ instIndex ] < 100 * Scale.Y ) )\r
2699                                         {\r
2700                                                 pChip.b可視 = false;\r
2701                                         }\r
2702                                         #endregion\r
2703                                 }\r
2704 \r
2705                                 bool bChipHasR = ( ( pChip.nチャンネル番号 & 4 ) > 0 );\r
2706                                 bool bChipHasG = ( ( pChip.nチャンネル番号 & 2 ) > 0 );\r
2707                                 bool bChipHasB = ( ( pChip.nチャンネル番号 & 1 ) > 0 );\r
2708                                 bool bChipHasW = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x08 );\r
2709                                 bool bChipIsO = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x00 );\r
2710 \r
2711                                 #region [ chip描画 ]\r
2712                                 int OPEN = ( inst == E楽器パート.GUITAR ) ? 0x20 : 0xA0;\r
2713                                 if ( !pChip.bHit && pChip.b可視 )\r
2714                                 {\r
2715                                         if ( this.txチップ != null )\r
2716                                         {\r
2717                                                 this.txチップ.n透明度 = pChip.n透明度;\r
2718                                         }\r
2719                                         int y = configIni.bReverse[ instIndex ] ?\r
2720                                                 (int) ( barYReverse - pChip.nバーからの距離dot[ instIndex ] ) :\r
2721                                                 (int) ( barYNormal  + pChip.nバーからの距離dot[ instIndex ] );\r
2722                                         int n小節線消失距離dot = configIni.bReverse[ instIndex ] ?\r
2723                                                 (int) ( -100 * Scale.Y ) :\r
2724                                                 ( configIni.e判定位置[ instIndex ] == E判定位置.標準 ) ? (int) ( -36 * Scale.Y ) : (int) ( -25 * Scale.Y );\r
2725                                         if ( configIni.bReverse[ instIndex ] )\r
2726                                         {\r
2727                                                 //showRangeY1 = barYReverse - n小節線消失距離dot;\r
2728                                         }\r
2729                                         else\r
2730                                         {\r
2731                                                 showRangeY0 = barYNormal + n小節線消失距離dot;\r
2732                                         }\r
2733                                         if ( ( showRangeY0 < y ) && ( y < showRangeY1 ) )\r
2734                                         {\r
2735                                                 if ( this.txチップ != null )\r
2736                                                 {\r
2737                                                         int nアニメカウンタ現在の値 = this.ctチップ模様アニメ[ instIndex ].n現在の値;\r
2738                                                         #region [ OPENチップの描画 ]\r
2739                                                         if ( pChip.nチャンネル番号 == OPEN )\r
2740                                                         {\r
2741                                                                 int xo = ( inst == E楽器パート.GUITAR ) ? openXg : openXb;\r
2742                                                                 this.txチップ.t2D描画( CDTXMania.app.Device,\r
2743                                                                         xo * Scale.X,\r
2744                                                                         y - ( 2 * Scale.Y ),\r
2745                                                                         new Rectangle(\r
2746                                                                                 (int) ( rectOpenOffsetX * Scale.X ),\r
2747                                                                                 (int) ( rectOpenOffsetY * Scale.Y ) + (int) ( ( ( nアニメカウンタ現在の値 % 5 ) * chipHeight * Scale.Y ) ),\r
2748                                                                                 (int) ( openChipWidth * Scale.X ),\r
2749                                                                                 (int) ( chipHeight * Scale.Y )\r
2750                                                                         )\r
2751                                                                 );\r
2752                                                         }\r
2753                                                         #endregion\r
2754                                                         Rectangle rc = new Rectangle(\r
2755                                                                 (int) ( rectOpenOffsetX * Scale.X ),\r
2756                                                                 (int) ( nアニメカウンタ現在の値 * chipHeight * Scale.Y ),\r
2757                                                                 (int) ( chipWidth * Scale.X ),\r
2758                                                                 (int) ( chipHeight * Scale.Y )\r
2759                                                         );\r
2760                                                         #region [ RGBチップのX座標初期化 ]\r
2761                                                         int x;\r
2762                                                         if ( inst == E楽器パート.GUITAR )\r
2763                                                         {\r
2764                                                                 x = ( configIni.bLeft.Guitar ) ? guitarLeftyX : guitarNormalX;\r
2765                                                         }\r
2766                                                         else\r
2767                                                         {\r
2768                                                                 x = ( configIni.bLeft.Bass ) ? bassLeftyX : bassNormalX;\r
2769                                                         }\r
2770                                                         int deltaX = ( configIni.bLeft[ instIndex ] ) ? -drawDeltaX : +drawDeltaX;\r
2771                                                         #endregion\r
2772                                                         //Trace.TraceInformation( "chip={0:x2}, E楽器パート={1}, x={2}", pChip.nチャンネル番号, inst, x );\r
2773                                                         #region [ Rチップ描画 ]\r
2774                                                         if ( bChipHasR )\r
2775                                                         {\r
2776                                                                 this.txチップ.t2D描画( CDTXMania.app.Device,\r
2777                                                                         x * Scale.X,\r
2778                                                                         y - ( chipHeight / 2 ) * Scale.Y,\r
2779                                                                         rc\r
2780                                                                 );\r
2781                                                         }\r
2782                                                         #endregion\r
2783                                                         #region [ Gチップ描画 ]\r
2784                                                         rc.X += (int) ( chipTexDeltaX * Scale.X );\r
2785                                                         x += deltaX;\r
2786                                                         if ( bChipHasG )\r
2787                                                         {\r
2788                                                                 this.txチップ.t2D描画( CDTXMania.app.Device,\r
2789                                                                         x * Scale.X,\r
2790                                                                         y - ( chipHeight / 2 ) * Scale.Y,\r
2791                                                                         rc\r
2792                                                                 );\r
2793                                                         }\r
2794                                                         #endregion\r
2795                                                         #region [ Bチップ描画 ]\r
2796                                                         rc.X += (int) ( chipTexDeltaX * Scale.X );\r
2797                                                         x += deltaX;\r
2798                                                         if ( bChipHasB )\r
2799                                                         {\r
2800                                                                 this.txチップ.t2D描画( CDTXMania.app.Device,\r
2801                                                                         x * Scale.X,\r
2802                                                                         y - ( chipHeight / 2 ) * Scale.Y,\r
2803                                                                         rc\r
2804                                                                 );\r
2805                                                         }\r
2806                                                         #endregion\r
2807                                                 }\r
2808                                         }\r
2809                                 }\r
2810                                 #endregion\r
2811                                 //if ( ( configIni.bAutoPlay.Guitar && !pChip.bHit ) && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
2812 \r
2813 \r
2814                 // #35411 2015.08.20 chnmr0 modified\r
2815                 // 従来のAUTO処理に加えてプレーヤーゴーストの再生機能を追加\r
2816                 bool autoPlayCondition = (!pChip.bHit) && (pChip.nバーからの距離dot[instIndex] < 0);\r
2817                                 if ( autoPlayCondition )\r
2818                 {\r
2819                     cInvisibleChip.StartSemiInvisible( inst );\r
2820                 }\r
2821 \r
2822                 bool autoPick = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtPick : bIsAutoPlay.BsPick;\r
2823                 autoPlayCondition = !pChip.bHit && autoPick;\r
2824                 long ghostLag = 0;\r
2825                 bool bUsePerfectGhost = true;\r
2826 \r
2827                 if ( (pChip.e楽器パート == E楽器パート.GUITAR || pChip.e楽器パート == E楽器パート.BASS ) &&\r
2828                     CDTXMania.ConfigIni.eAutoGhost[(int)(pChip.e楽器パート)] != EAutoGhostData.PERFECT &&\r
2829                     CDTXMania.listAutoGhostLag[(int)pChip.e楽器パート] != null &&\r
2830                     0 <= pChip.n楽器パートでの出現順 &&\r
2831                     pChip.n楽器パートでの出現順 < CDTXMania.listAutoGhostLag[(int)pChip.e楽器パート].Count)\r
2832                 {\r
2833                         // #35411 (mod) Ghost data が有効なので 従来のAUTOではなくゴーストのラグを利用\r
2834                         // 発生時刻と現在時刻からこのタイミングで演奏するかどうかを決定\r
2835                                         ghostLag = CDTXMania.listAutoGhostLag[(int)pChip.e楽器パート][pChip.n楽器パートでの出現順];\r
2836                                         bool resetCombo = ghostLag > 255;\r
2837                                         ghostLag = (ghostLag & 255) - 128;\r
2838                                         ghostLag -= (pChip.e楽器パート == E楽器パート.GUITAR ? nInputAdjustTimeMs.Guitar : nInputAdjustTimeMs.Bass);\r
2839                     autoPlayCondition &= (pChip.n発声時刻ms + ghostLag <= CSound管理.rc演奏用タイマ.n現在時刻ms);\r
2840                                         if (resetCombo && autoPlayCondition )\r
2841                                         {\r
2842                                                 this.actCombo.n現在のコンボ数[(int)pChip.e楽器パート] = 0;\r
2843                                         }\r
2844                                         bUsePerfectGhost = false;\r
2845                 }\r
2846                 \r
2847                 if( bUsePerfectGhost )\r
2848                 {\r
2849                         // 従来のAUTOを使用する場合\r
2850                     autoPlayCondition &= (pChip.nバーからの距離dot[instIndex] < 0);\r
2851                 }\r
2852 \r
2853                 if ( autoPlayCondition )\r
2854                 {\r
2855                                         int lo = ( inst == E楽器パート.GUITAR ) ? 0 : 3;   // lane offset\r
2856                                         bool autoR = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtR : bIsAutoPlay.BsR;\r
2857                                         bool autoG = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtG : bIsAutoPlay.BsG;\r
2858                                         bool autoB = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtB : bIsAutoPlay.BsB;\r
2859                                         bool pushingR = CDTXMania.Pad.b押されている( inst, Eパッド.R );\r
2860                                         bool pushingG = CDTXMania.Pad.b押されている( inst, Eパッド.G );\r
2861                                         bool pushingB = CDTXMania.Pad.b押されている( inst, Eパッド.B );\r
2862 \r
2863                                         #region [ Chip Fire effects (auto時用) ]\r
2864                     // autoPickでない時の処理は、 t入力処理・ギターベース(E楽器パート) で行う\r
2865                     bool bSuccessOPEN = bChipIsO && (autoR || !pushingR) && (autoG || !pushingG) && (autoB || !pushingB);\r
2866                                         {\r
2867                                                 if ( ( bChipHasR && ( autoR || pushingR ) ) || bSuccessOPEN )\r
2868                                                 {\r
2869                                                         this.actChipFireGB.Start( 0 + lo, 演奏判定ライン座標 );\r
2870                                                 }\r
2871                                                 if ( ( bChipHasG && ( autoG || pushingG ) ) || bSuccessOPEN )\r
2872                                                 {\r
2873                                                         this.actChipFireGB.Start( 1 + lo, 演奏判定ライン座標 );\r
2874                                                 }\r
2875                                                 if ( ( bChipHasB && ( autoB || pushingB ) ) || bSuccessOPEN )\r
2876                                                 {\r
2877                                                         this.actChipFireGB.Start( 2 + lo, 演奏判定ライン座標 );\r
2878                                                 }\r
2879                                         }\r
2880                                         #endregion\r
2881                                         #region [ autopick ]\r
2882                                         {\r
2883                                                 bool bMiss = true;\r
2884                                                 if ( bChipHasR == autoR && bChipHasG == autoG && bChipHasB == autoB )           // autoレーンとチップレーン一致時はOK\r
2885                                                 {                                                                                                                                                       // この条件を加えないと、同時に非autoレーンを押下している時にNGとなってしまう。\r
2886                                                         bMiss = false;\r
2887                                                 }\r
2888                                                 else if ( ( autoR || ( bChipHasR == pushingR ) ) && ( autoG || ( bChipHasG == pushingG ) ) && ( autoB || ( bChipHasB == pushingB ) ) )\r
2889                                                         // ( bChipHasR == ( pushingR | autoR ) ) && ( bChipHasG == ( pushingG | autoG ) ) && ( bChipHasB == ( pushingB | autoB ) ) )\r
2890                                                 {\r
2891                                                         bMiss = false;\r
2892                                                 }\r
2893                                                 else if ( ( ( bChipIsO == true ) && ( !pushingR | autoR ) && ( !pushingG | autoG ) && ( !pushingB | autoB ) ) ) // OPEN時\r
2894                                                 {\r
2895                                                         bMiss = false;\r
2896                                                 }\r
2897                                                 pChip.bHit = true;\r
2898                                                 this.tサウンド再生( pChip, CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻 + pChip.n発声時刻ms + ghostLag, inst, dTX.nモニタを考慮した音量( inst ), false, bMiss );\r
2899                                                 this.r次にくるギターChip = null;\r
2900                                                 if ( !bMiss )\r
2901                                                 {\r
2902                                                         this.tチップのヒット処理(pChip.n発声時刻ms + ghostLag, pChip);\r
2903                                                 }\r
2904                                                 else\r
2905                                                 {\r
2906                                                         pChip.nLag = 0;         // tチップのヒット処理()の引数最後がfalseの時はpChip.nLagを計算しないため、ここでAutoPickかつMissのLag=0を代入\r
2907                                                         this.tチップのヒット処理(pChip.n発声時刻ms + ghostLag, pChip, false);\r
2908                                                 }\r
2909                                                 int chWailingChip = ( inst == E楽器パート.GUITAR ) ? 0x28 : 0xA8;\r
2910                                                 CDTX.CChip item = this.r指定時刻に一番近い未ヒットChip(pChip.n発声時刻ms + ghostLag, chWailingChip, this.nInputAdjustTimeMs[instIndex], 140);\r
2911                                                 if ( item != null && !bMiss )\r
2912                                                 {\r
2913                                                         this.queWailing[ instIndex ].Enqueue( item );\r
2914                                                 }\r
2915                                         }\r
2916                                         #endregion\r
2917                                         // #35411 modify end\r
2918                                 }\r
2919                                 return;\r
2920                         }       // end of "if configIni.bGuitar有効"\r
2921                         if ( !pChip.bHit && ( pChip.nバーからの距離dot[ instIndex ] < 0 ) )      // Guitar/Bass無効の場合は、自動演奏する\r
2922                         {\r
2923                                 pChip.bHit = true;\r
2924                                 this.tサウンド再生( pChip, CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻 + pChip.n発声時刻ms, inst, dTX.nモニタを考慮した音量( inst ) );\r
2925                         }\r
2926                 }\r
2927 \r
2928                 \r
2929                 protected virtual void t進行描画_チップ_ギターベース_ウェイリング(\r
2930                         CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip, E楽器パート inst, bool bGRmode )\r
2931                 {\r
2932                         int indexInst = (int) inst;\r
2933                         if ( configIni.bGuitar有効 )\r
2934                         {\r
2935                                 #region [ Invisible処理 ]\r
2936                                 if ( configIni.eInvisible[ indexInst ] != EInvisible.OFF )\r
2937                                 {\r
2938                                         cInvisibleChip.SetInvisibleStatus( ref pChip );\r
2939                                 }\r
2940                                 #endregion\r
2941                                 #region [ Sudden/Hidden処理 ]\r
2942                                 if ( configIni.bSudden[indexInst] )\r
2943                                 {\r
2944                                         pChip.b可視 = ( pChip.nバーからの距離dot[indexInst] < 200 * Scale.Y );\r
2945                                 }\r
2946                                 if ( configIni.bHidden[indexInst] && ( pChip.nバーからの距離dot[indexInst] < 100 * Scale.Y ) )\r
2947                                 {\r
2948                                         pChip.b可視 = false;\r
2949                                 }\r
2950                                 #endregion\r
2951 \r
2952                                 cWailingChip[ indexInst ].t進行描画_チップ_ギターベース_ウェイリング(\r
2953                                         configIni, ref dTX, ref pChip,\r
2954                                         ref txチップ, ref 演奏判定ライン座標, ref ctWailingチップ模様アニメ\r
2955                                 );\r
2956 \r
2957                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot[indexInst] < 0 ) )\r
2958                                 {\r
2959                                         if ( pChip.nバーからの距離dot[indexInst] < -234 * Scale.Y )      // #25253 2011.5.29 yyagi: Don't set pChip.bHit=true for wailing at once. It need to 1sec-delay (234pix per 1sec). \r
2960                                         {\r
2961                                                 pChip.bHit = true;\r
2962                                         }\r
2963                                         bool autoW = ( inst == E楽器パート.GUITAR ) ? configIni.bAutoPlay.GtW : configIni.bAutoPlay.BsW;\r
2964                                         //if ( configIni.bAutoPlay[ ((int) Eレーン.Guitar - 1) + indexInst ] )       // このような、バグの入りやすい書き方(GT/BSのindex値が他と異なる)はいずれ見直したい\r
2965                                         if ( autoW )\r
2966                                         {\r
2967                                         //    pChip.bHit = true;                                                                // #25253 2011.5.29 yyagi: Set pChip.bHit=true if autoplay.\r
2968                                         //    this.actWailingBonus.Start( inst, this.r現在の歓声Chip[indexInst] );\r
2969                                         // #23886 2012.5.22 yyagi; To support auto Wailing; Don't do wailing for ALL wailing chips. Do wailing for queued wailing chip.\r
2970                                         // wailing chips are queued when 1) manually wailing and not missed at that time 2) AutoWailing=ON and not missed at that time\r
2971                                                 long nTimeStamp_Wailed = pChip.n発声時刻ms + CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻;\r
2972                                                 DoWailingFromQueue( inst, nTimeStamp_Wailed, autoW );\r
2973                                         }\r
2974                                         cInvisibleChip.StartSemiInvisible( inst );\r
2975                                 }\r
2976                                 return;\r
2977                         }\r
2978                         pChip.bHit = true;\r
2979                 }\r
2980                 protected virtual void t進行描画_チップ_ギター_ウェイリング( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip, bool bGRmode )\r
2981                 {\r
2982                         t進行描画_チップ_ギターベース_ウェイリング( configIni, ref dTX, ref pChip, E楽器パート.GUITAR, bGRmode );\r
2983                 }\r
2984                 protected abstract void t進行描画_チップ_フィルイン( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
2985                 protected abstract void t進行描画_チップ_小節線( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
2986                 //protected abstract void t進行描画_チップ_ベース( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
2987                 protected virtual void t進行描画_チップ_ベース_ウェイリング( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip, bool bGRmode )\r
2988                 {\r
2989                         t進行描画_チップ_ギターベース_ウェイリング( configIni, ref dTX, ref pChip, E楽器パート.BASS, bGRmode );\r
2990                 }\r
2991 \r
2992         \r
2993                 \r
2994                 protected abstract void t進行描画_チップ_空打ち音設定_ドラム( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
2995                 protected void t進行描画_チップアニメ()\r
2996                 {\r
2997                         for ( int i = 0; i < 3; i++ )                   // 0=drums, 1=guitar, 2=bass\r
2998                         {\r
2999                                 if ( this.ctチップ模様アニメ[ i ] != null )\r
3000                                 {\r
3001                                         this.ctチップ模様アニメ[ i ].t進行Loop();\r
3002                                 }\r
3003                         }\r
3004                         if ( this.ctWailingチップ模様アニメ != null )\r
3005                         {\r
3006                                 this.ctWailingチップ模様アニメ.t進行Loop();\r
3007                         }\r
3008                 }\r
3009 \r
3010                 protected bool t進行描画_フェードイン_アウト()\r
3011                 {\r
3012                         switch ( base.eフェーズID )\r
3013                         {\r
3014                                 case CStage.Eフェーズ.共通_フェードイン:\r
3015                                         if ( this.actFI.On進行描画() != 0 )\r
3016                                         {\r
3017                                                 base.eフェーズID = CStage.Eフェーズ.共通_通常状態;\r
3018                                         }\r
3019                                         break;\r
3020 \r
3021                                 case CStage.Eフェーズ.共通_フェードアウト:\r
3022                                 case CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト:\r
3023                                         if ( this.actFO.On進行描画() != 0 )\r
3024                                         {\r
3025                                                 return true;\r
3026                                         }\r
3027                                         break;\r
3028 \r
3029                                 case CStage.Eフェーズ.演奏_STAGE_CLEAR_フェードアウト:\r
3030                                         if ( this.actFOClear.On進行描画() == 0 )\r
3031                                         {\r
3032                                                 break;\r
3033                                         }\r
3034                                         return true;\r
3035                 \r
3036                         }\r
3037                         return false;\r
3038                 }\r
3039                 protected void t進行描画_レーンフラッシュD()\r
3040                 {\r
3041                         if ( ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
3042                         {\r
3043                                 this.actLaneFlushD.On進行描画();\r
3044                         }\r
3045                 }\r
3046                 protected void t進行描画_レーンフラッシュGB()\r
3047                 {\r
3048                         if ( ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF ) && CDTXMania.ConfigIni.bGuitar有効 )\r
3049                         {\r
3050                                 this.actLaneFlushGB.On進行描画();\r
3051                         }\r
3052                 }\r
3053                 protected abstract void t進行描画_演奏情報();\r
3054                 protected void t進行描画_演奏情報(int x, int y)\r
3055                 {\r
3056                         if ( !CDTXMania.ConfigIni.b演奏情報を表示しない )\r
3057                         {\r
3058                                 this.actPlayInfo.t進行描画( x, y );\r
3059                         }\r
3060                 }\r
3061                 protected void t進行描画_背景()\r
3062                 {\r
3063                         if ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF )\r
3064                         {\r
3065                                 if ( this.tx背景 != null )\r
3066                                 {\r
3067                                         this.tx背景.t2D描画( CDTXMania.app.Device, 0, 0 );\r
3068                                 }\r
3069                         }\r
3070                         else\r
3071                         {\r
3072                                 // FullHD版では、背景描画のさらに奥でAVI描画をするため、\r
3073                                 // Dark!=OFF時下記の画面クリアをすると、AVI描画がクリアされてしまう\r
3074                                 // CDTXMania.app.Device.Clear( ClearFlags.ZBuffer | ClearFlags.Target, Color.Black, 0f, 0 );\r
3075                         }\r
3076                 }\r
3077 \r
3078                 protected void t進行描画_判定ライン()\r
3079                 {\r
3080                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
3081                         {\r
3082                                 int y = CDTXMania.ConfigIni.bReverse.Drums ? (int) ( 53 * Scale.Y ) - 演奏判定ライン座標.nJudgeLinePosY_delta.Drums : (int) ( 419 * Scale.Y ) + 演奏判定ライン座標.nJudgeLinePosY_delta.Drums;\r
3083                                                                                                                                 // #31602 2013.6.23 yyagi 描画遅延対策として、判定ラインの表示位置をオフセット調整できるようにする\r
3084                                 if ( this.txヒットバー != null )\r
3085                                 {\r
3086                                         for ( int i = 32; i < 335; i += 8 )\r
3087                                         {\r
3088                                                 this.txヒットバー.t2D描画( CDTXMania.app.Device,\r
3089                                                         i * Scale.X,\r
3090                                                         y,\r
3091                                                         new Rectangle( 0, 0, ( ( i + 8 ) >= 335 ) ? (int) ( ( 7 - ( ( i + 8 ) - 335 ) ) * Scale.X ) : (int) ( 8 * Scale.X ), (int) ( 8 * Scale.Y ) ) );\r
3092                                         }\r
3093                                 }\r
3094                         }\r
3095                 }\r
3096                 protected void t進行描画_判定文字列()\r
3097                 {\r
3098                         this.actJudgeString.t進行描画( 演奏判定ライン座標 );\r
3099                 }\r
3100                 protected void t進行描画_判定文字列1_通常位置指定の場合()\r
3101                 {\r
3102                         if ( ( (E判定文字表示位置) CDTXMania.ConfigIni.判定文字表示位置.Drums ) != E判定文字表示位置.コンボ下 )     // 判定ライン上または横\r
3103                         {\r
3104                                 this.actJudgeString.t進行描画( 演奏判定ライン座標 );\r
3105                         }\r
3106                 }\r
3107                 protected void t進行描画_判定文字列2_判定ライン上指定の場合()\r
3108                 {\r
3109                         if ( ( (E判定文字表示位置) CDTXMania.ConfigIni.判定文字表示位置.Drums ) == E判定文字表示位置.コンボ下 )     // 判定ライン上または横\r
3110                         {\r
3111                                 this.actJudgeString.t進行描画( 演奏判定ライン座標 );\r
3112                         }\r
3113                 }\r
3114 \r
3115                 protected void t進行描画_譜面スクロール速度()\r
3116                 {\r
3117                         this.act譜面スクロール速度.On進行描画();\r
3118                 }\r
3119 \r
3120                 protected abstract void t背景テクスチャの生成();\r
3121                 protected void t背景テクスチャの生成( string DefaultBgFilename, string DefaultLaneFilename, Rectangle bgrect, string bgfilename )\r
3122                 {                                                                       // Default...: レーン等があるレイヤー                bgfilename: DTXファイルで指定する背景\r
3123                         Bitmap image = null;\r
3124                         bool bSuccessLoadDTXbgfile = false;\r
3125 \r
3126                         int[] offsetX = new int[2]{ 96, 506 };\r
3127                         //int nLanePosition = (int) CDTXMania.ConfigIni.eドラムレーン表示位置;\r
3128                         int nLanePosition = (int) Eドラムレーン表示位置.Left;\r
3129                         \r
3130                         if ( bgfilename != null && File.Exists( bgfilename ) && !CDTXMania.DTX.bチップがある.Movie )\r
3131                         {\r
3132                                 try\r
3133                                 {\r
3134                                         #region [ DTXデータで指定されている背景画像を読み込む ]\r
3135                                         Bitmap bitmap1 = null;\r
3136                                         bitmap1 = new Bitmap( bgfilename );\r
3137                                         if ( ( bitmap1.Size.Width == 0 ) && ( bitmap1.Size.Height == 0 ) )\r
3138                                         {\r
3139                                                 this.tx背景 = null;\r
3140                                                 return;\r
3141                                         }\r
3142                                         #endregion\r
3143 \r
3144                                         int newWidth = (int) ( bitmap1.Width * Scale.X );\r
3145                                         int newHeight = (int) ( bitmap1.Height * Scale.Y );\r
3146                                         Bitmap bitmap2;\r
3147 \r
3148                                         #region [ 背景画像がVGAサイズ以下なら、FullHDサイズに拡大する ]\r
3149                                         if ( bitmap1.Width <= 640 && bitmap1.Height <= 480 )\r
3150                                         {\r
3151                                                 bitmap2 = new Bitmap( newWidth, newHeight );\r
3152                                                 Graphics graphic2 = Graphics.FromImage( bitmap2 );\r
3153                                                 graphic2.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;\r
3154                                                 graphic2.DrawImage( bitmap1, 0, 0, newWidth, newHeight );\r
3155                                                 graphic2.Dispose();\r
3156                                         }\r
3157                                         else\r
3158                                         {\r
3159                                                 bitmap2 = (Bitmap) bitmap1.Clone();\r
3160                                         }\r
3161                                         bitmap1.Dispose();\r
3162                                         #endregion\r
3163 \r
3164                                         #region [ 実背景に格子状に配置するよう、コピーしていく ]\r
3165                                         Bitmap bitmap3 = new Bitmap( SampleFramework.GameWindowSize.Width, SampleFramework.GameWindowSize.Height );\r
3166                                         Graphics graphics3 = Graphics.FromImage( bitmap3 );\r
3167                                         for ( int i = 0; i < SampleFramework.GameWindowSize.Height; i += bitmap2.Size.Height )\r
3168                                         {\r
3169                                                 for ( int j = 0; j < SampleFramework.GameWindowSize.Width; j += bitmap2.Size.Width )\r
3170                                                 {\r
3171                                                         graphics3.DrawImage( bitmap2, j, i, bitmap2.Width, bitmap2.Height );\r
3172                                                 }\r
3173                                         }\r
3174                                         graphics3.Dispose();\r
3175                                         bitmap2.Dispose();\r
3176                                         #endregion\r
3177 \r
3178                                         #region [ レーン外・レーンそのもののフレームを合成 ]\r
3179                                         image = new Bitmap( CSkin.Path( DefaultBgFilename ) );  // レーン外のフレーム\r
3180                                         graphics3 = Graphics.FromImage( image );\r
3181 \r
3182                                         #region [ レーンのフレームがあれば、それを合成 ]\r
3183                                         if ( DefaultLaneFilename != "" )\r
3184                                         {\r
3185                                                 Bitmap bmLane = new Bitmap( CSkin.Path( DefaultLaneFilename ) );\r
3186                                                 graphics3.DrawImage( bmLane, offsetX[ nLanePosition ], 0 );\r
3187                                                 bmLane.Dispose();\r
3188                                         }\r
3189                                         #endregion\r
3190                 \r
3191                                         ColorMatrix matrix2 = new ColorMatrix();\r
3192                                         matrix2.Matrix00 = 1f;\r
3193                                         matrix2.Matrix11 = 1f;\r
3194                                         matrix2.Matrix22 = 1f;\r
3195                                         matrix2.Matrix33 = ( (float) CDTXMania.ConfigIni.n背景の透過度 ) / 255f;\r
3196                                         matrix2.Matrix44 = 1f;\r
3197                                         ColorMatrix newColorMatrix = matrix2;\r
3198                                         ImageAttributes imageAttr = new ImageAttributes();\r
3199                                         imageAttr.SetColorMatrix( newColorMatrix );\r
3200                                         graphics3.DrawImage( bitmap3, new Rectangle( 0, 0, SampleFramework.GameWindowSize.Width, SampleFramework.GameWindowSize.Height ), 0, 0, SampleFramework.GameWindowSize.Width, SampleFramework.GameWindowSize.Height, GraphicsUnit.Pixel, imageAttr );\r
3201                                 //      graphics3.DrawImage( bitmap3, bgrect, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height, GraphicsUnit.Pixel );\r
3202                                         bitmap3.Dispose();\r
3203                                         #endregion\r
3204 \r
3205                                         imageAttr.Dispose();\r
3206                                         graphics3.Dispose();\r
3207                                         bSuccessLoadDTXbgfile = true;\r
3208                                 }\r
3209                                 catch\r
3210                                 {\r
3211                                         Trace.TraceError( "背景画像とレーン画像の合成に失敗しました。({0})", bgfilename );\r
3212                                 }\r
3213                         }\r
3214                         #region [ DTXデータで指定する背景画像を合成しない場合は、レーン画像単体を背景画像とする ]\r
3215                         if ( !bSuccessLoadDTXbgfile )\r
3216                         {\r
3217                                 bgfilename = CSkin.Path( DefaultBgFilename );\r
3218                                 try\r
3219                                 {\r
3220                                         image = new Bitmap( bgfilename );\r
3221 \r
3222                                         if ( DefaultLaneFilename != "" )\r
3223                                         {\r
3224                                                 Bitmap bmLane = new Bitmap( CSkin.Path( DefaultLaneFilename ) );\r
3225                                                 Graphics g = Graphics.FromImage( image );\r
3226                                                 g.DrawImage( bmLane, offsetX[ nLanePosition ], 0 );\r
3227                                                 g.Dispose();\r
3228                                                 bmLane.Dispose();\r
3229                                         }\r
3230                                 }\r
3231                                 catch\r
3232                                 {\r
3233                                         Trace.TraceError( "レーン画像の読み込みに失敗しました。({0})", bgfilename );\r
3234                                         this.tx背景 = null;\r
3235                                         return;\r
3236                                 }\r
3237                         }\r
3238                         #endregion\r
3239                         #region [ BGA画像を表示する予定がある場合は、背景画像からあらかじめその領域を黒抜きにしておく ]\r
3240                         if ( ( CDTXMania.DTX.listBMP.Count > 0 ) || ( CDTXMania.DTX.listBMPTEX.Count > 0 ) || CDTXMania.DTX.listAVI.Count > 0 )\r
3241                         {\r
3242                                 Graphics graphics2 = Graphics.FromImage( image );\r
3243                                 graphics2.FillRectangle( Brushes.Black, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height );\r
3244                                 graphics2.Dispose();\r
3245                         }\r
3246                         #endregion\r
3247                         #region [ 背景画像をテクスチャにする。背景動画の表示予定がある場合は、更に透明度を付与する。 ]\r
3248                         try\r
3249                         {\r
3250                                 this.tx背景 = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );\r
3251                                 if ( CDTXMania.DTX.bMovieをFullscreen再生する )                                            // Fullscreen動画再生が発生する場合は、動画レイヤーに対してレーン+背景レイヤーに透明度を設定する\r
3252                                 {\r
3253                                         this.tx背景.n透明度 = 255 - CDTXMania.ConfigIni.n背景の透過度;       // 背景動画用\r
3254                                 }\r
3255                         }\r
3256                         catch ( CTextureCreateFailedException )\r
3257                         {\r
3258                                 Trace.TraceError( "背景テクスチャの生成に失敗しました。" );\r
3259                                 this.tx背景 = null;\r
3260                         }\r
3261                         #endregion\r
3262                         image.Dispose();\r
3263                 }\r
3264 \r
3265                 protected virtual void t入力処理_ギター()\r
3266                 {\r
3267                         t入力処理_ギターベース( E楽器パート.GUITAR );\r
3268                 }\r
3269                 protected virtual void t入力処理_ベース()\r
3270                 {\r
3271                         t入力処理_ギターベース( E楽器パート.BASS );\r
3272                 }\r
3273 \r
3274 \r
3275                 protected virtual void t入力処理_ギターベース(E楽器パート inst)\r
3276                 {\r
3277                         int indexInst = (int) inst;\r
3278                         #region [ スクロール速度変更 ]\r
3279                         if ( CDTXMania.Pad.b押されている( inst, Eパッド.Decide ) && CDTXMania.Pad.b押された( inst, Eパッド.B ) )\r
3280                         {\r
3281                                 CDTXMania.ConfigIni.n譜面スクロール速度[indexInst] = Math.Min( CDTXMania.ConfigIni.n譜面スクロール速度[indexInst] + 1, 0x7cf );\r
3282                         }\r
3283                         if ( CDTXMania.Pad.b押されている( inst, Eパッド.Decide ) && CDTXMania.Pad.b押された( inst, Eパッド.R ) )\r
3284                         {\r
3285                                 CDTXMania.ConfigIni.n譜面スクロール速度[indexInst] = Math.Max( CDTXMania.ConfigIni.n譜面スクロール速度[indexInst] - 1, 0 );\r
3286                         }\r
3287                         #endregion\r
3288 \r
3289                         if ( !CDTXMania.ConfigIni.bGuitar有効 || !CDTXMania.DTX.bチップがある[indexInst] )\r
3290                         {\r
3291                                 return;\r
3292                         }\r
3293 \r
3294                         int R = ( inst == E楽器パート.GUITAR ) ? 0 : 3;\r
3295                         int G = R + 1;\r
3296                         int B = R + 2;\r
3297                         bool autoW =    ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtW : bIsAutoPlay.BsW;\r
3298                         bool autoR =    ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtR : bIsAutoPlay.BsR;\r
3299                         bool autoG =    ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtG : bIsAutoPlay.BsG;\r
3300                         bool autoB =    ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtB : bIsAutoPlay.BsB;\r
3301                         bool autoPick = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtPick : bIsAutoPlay.BsPick;\r
3302                         int nAutoW = ( autoW ) ? 8 : 0;\r
3303                         int nAutoR = ( autoR ) ? 4 : 0;\r
3304                         int nAutoG = ( autoG ) ? 2 : 0;\r
3305                         int nAutoB = ( autoB ) ? 1 : 0;\r
3306                         int nAutoMask = nAutoW | nAutoR | nAutoG | nAutoB;\r
3307 \r
3308 //                      if ( bIsAutoPlay[ (int) Eレーン.Guitar - 1 + indexInst ] )   // このような、バグの入りやすい書き方(GT/BSのindex値が他と異なる)はいずれ見直したい\r
3309 //                      {\r
3310                         CDTX.CChip chip = this.r次に来る指定楽器Chipを更新して返す(inst);\r
3311                         if ( chip != null )     \r
3312                         {\r
3313                                 if ( ( chip.nチャンネル番号 & 4 ) != 0 && autoR )\r
3314                                 {\r
3315                                         this.actLaneFlushGB.Start( R );\r
3316                                         this.actRGB.Push( R );\r
3317                                 }\r
3318                                 if ( ( chip.nチャンネル番号 & 2 ) != 0 && autoG )\r
3319                                 {\r
3320                                         this.actLaneFlushGB.Start( G );\r
3321                                         this.actRGB.Push( G );\r
3322                                 }\r
3323                                 if ( ( chip.nチャンネル番号 & 1 ) != 0 && autoB )\r
3324                                 {\r
3325                                         this.actLaneFlushGB.Start( B );\r
3326                                         this.actRGB.Push( B );\r
3327                                 }\r
3328 //                      }\r
3329 \r
3330                         }\r
3331 //                      else\r
3332                         {\r
3333                                 int pushingR = CDTXMania.Pad.b押されている( inst, Eパッド.R ) ? 4 : 0;\r
3334                                 this.t入力メソッド記憶( inst );\r
3335                                 int pushingG = CDTXMania.Pad.b押されている( inst, Eパッド.G ) ? 2 : 0;\r
3336                                 this.t入力メソッド記憶( inst );\r
3337                                 int pushingB = CDTXMania.Pad.b押されている( inst, Eパッド.B ) ? 1 : 0;\r
3338                                 this.t入力メソッド記憶( inst );\r
3339                                 int flagRGB = pushingR | pushingG | pushingB;\r
3340                                 if ( pushingR != 0 )\r
3341                                 {\r
3342                                         this.actLaneFlushGB.Start( R );\r
3343                                         this.actRGB.Push( R );\r
3344                                 }\r
3345                                 if ( pushingG != 0 )\r
3346                                 {\r
3347                                         this.actLaneFlushGB.Start( G );\r
3348                                         this.actRGB.Push( G );\r
3349                                 }\r
3350                                 if ( pushingB != 0 )\r
3351                                 {\r
3352                                         this.actLaneFlushGB.Start( B );\r
3353                                         this.actRGB.Push( B );\r
3354                                 }\r
3355                                 // auto pickだとここから先に行かないので注意\r
3356                                 List<STInputEvent> events = CDTXMania.Pad.GetEvents( inst, Eパッド.Pick );\r
3357                                 if ( ( events != null ) && ( events.Count > 0 ) )\r
3358                                 {\r
3359                                         foreach ( STInputEvent eventPick in events )\r
3360                                         {\r
3361                                                 if ( !eventPick.b押された )\r
3362                                                 {\r
3363                                                         continue;\r
3364                                                 }\r
3365                                                 this.t入力メソッド記憶( inst );\r
3366                                                 long nTime = eventPick.nTimeStamp - CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻;\r
3367                                                 int chWailingSound = ( inst == E楽器パート.GUITAR ) ? 0x2F : 0xAF;\r
3368                                                 CDTX.CChip pChip = this.r指定時刻に一番近い未ヒットChip( nTime, chWailingSound, this.nInputAdjustTimeMs[indexInst] );      // E楽器パート.GUITARなチップ全てにヒットする\r
3369                                                 E判定 e判定 = this.e指定時刻からChipのJUDGEを返す( nTime, pChip, this.nInputAdjustTimeMs[indexInst] );\r
3370 //Trace.TraceInformation("ch={0:x2}, mask1={1:x1}, mask2={2:x2}", pChip.nチャンネル番号,  ( pChip.nチャンネル番号 & ~nAutoMask ) & 0x0F, ( flagRGB & ~nAutoMask) & 0x0F );\r
3371                                                 if ( ( pChip != null ) && ( ( ( pChip.nチャンネル番号 & ~nAutoMask ) & 0x0F ) == ( ( flagRGB & ~nAutoMask) & 0x0F ) ) && ( e判定 != E判定.Miss ) )\r
3372                                                 {\r
3373                                                         bool bChipHasR = ( ( pChip.nチャンネル番号 & 4 ) > 0 );\r
3374                                                         bool bChipHasG = ( ( pChip.nチャンネル番号 & 2 ) > 0 );\r
3375                                                         bool bChipHasB = ( ( pChip.nチャンネル番号 & 1 ) > 0 );\r
3376                                                         bool bChipHasW = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x08 );\r
3377                                                         bool bChipIsO = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x00 );\r
3378                                                         bool bSuccessOPEN = bChipIsO && ( autoR || pushingR == 0 ) && ( autoG || pushingG == 0 ) && ( autoB || pushingB == 0 );\r
3379                                                         if ( ( bChipHasR && ( autoR || pushingR != 0 ) ) || bSuccessOPEN )\r
3380                                                         //if ( ( pushingR != 0 ) || autoR || ( flagRGB == 0 ) )\r
3381                                                         {\r
3382                                                                 this.actChipFireGB.Start( R, 演奏判定ライン座標 );\r
3383                                                         }\r
3384                                                         if ( ( bChipHasG && ( autoG || pushingG != 0 ) ) || bSuccessOPEN )\r
3385                                                         //if ( ( pushingG != 0 ) || autoG || ( flagRGB == 0 ) )\r
3386                                                         {\r
3387                                                                 this.actChipFireGB.Start( G, 演奏判定ライン座標 );\r
3388                                                         }\r
3389                                                         if ( ( bChipHasB && ( autoB || pushingB != 0 ) ) || bSuccessOPEN )\r
3390                                                         //if ( ( pushingB != 0 ) || autoB || ( flagRGB == 0 ) )\r
3391                                                         {\r
3392                                                                 this.actChipFireGB.Start( B, 演奏判定ライン座標 );\r
3393                                                         }\r
3394                                                         this.tチップのヒット処理( nTime, pChip );\r
3395                                                         this.tサウンド再生( pChip, CSound管理.rc演奏用タイマ.nシステム時刻, inst, CDTXMania.ConfigIni.n手動再生音量, CDTXMania.ConfigIni.b演奏音を強調する[indexInst], e判定 == E判定.Poor );\r
3396                                                         int chWailingChip = ( inst == E楽器パート.GUITAR ) ? 0x28 : 0xA8;\r
3397                                                         CDTX.CChip item = this.r指定時刻に一番近い未ヒットChip( nTime, chWailingChip, this.nInputAdjustTimeMs[ indexInst ], 140 );\r
3398                                                         if ( item != null )\r
3399                                                         {\r
3400                                                                 this.queWailing[indexInst].Enqueue( item );\r
3401                                                         }\r
3402                                                         continue;\r
3403                                                 }\r
3404 \r
3405                                                 // 以下、間違いレーンでのピック時\r
3406                                                 CDTX.CChip NoChipPicked = ( inst == E楽器パート.GUITAR ) ? this.r現在の空うちギターChip : this.r現在の空うちベースChip;\r
3407                                                 if ( ( NoChipPicked != null ) || ( ( NoChipPicked = this.r指定時刻に一番近いChip_ヒット未済問わず不可視考慮( nTime, chWailingSound, this.nInputAdjustTimeMs[indexInst] ) ) != null ) )\r
3408                                                 {\r
3409                                                         this.tサウンド再生( NoChipPicked, CSound管理.rc演奏用タイマ.nシステム時刻, inst, CDTXMania.ConfigIni.n手動再生音量, CDTXMania.ConfigIni.b演奏音を強調する[indexInst], true );\r
3410                                                 }\r
3411                                                 if ( !CDTXMania.ConfigIni.bLight[indexInst] )\r
3412                                                 {\r
3413                                                         this.tチップのヒット処理_BadならびにTight時のMiss( inst );\r
3414                                                 }\r
3415                                         }\r
3416                                 }\r
3417                                 List<STInputEvent> list = CDTXMania.Pad.GetEvents(inst, Eパッド.Wail );\r
3418                                 if ( ( list != null ) && ( list.Count > 0 ) )\r
3419                                 {\r
3420                                         foreach ( STInputEvent eventWailed in list )\r
3421                                         {\r
3422                                                 if ( !eventWailed.b押された )\r
3423                                                 {\r
3424                                                         continue;\r
3425                                                 }\r
3426                                                 DoWailingFromQueue( inst, eventWailed.nTimeStamp,  autoW );\r
3427                                         }\r
3428                                 }\r
3429                         }\r
3430                 }\r
3431 \r
3432                 private void DoWailingFromQueue( E楽器パート inst, long nTimeStamp_Wailed,  bool autoW )\r
3433                 {\r
3434                         int indexInst = (int) inst;\r
3435                         long nTimeWailed = nTimeStamp_Wailed - CSound管理.rc演奏用タイマ.n前回リセットした時のシステム時刻;\r
3436                         CDTX.CChip chipWailing;\r
3437                         while ( ( this.queWailing[ indexInst ].Count > 0 ) && ( ( chipWailing = this.queWailing[ indexInst ].Dequeue() ) != null ) )\r
3438                         {\r
3439                                 if ( ( nTimeWailed - chipWailing.n発声時刻ms ) <= 1000 )            // #24245 2011.1.26 yyagi: 800 -> 1000\r
3440                                 {\r
3441                                         chipWailing.bHit = true;\r
3442                                         this.actWailingBonus.Start( inst, this.r現在の歓声Chip[ indexInst ] );\r
3443                                         //if ( !bIsAutoPlay[indexInst] )\r
3444                                         if ( !autoW )\r
3445                                         {\r
3446                                                 int nCombo = ( this.actCombo.n現在のコンボ数[ indexInst ] < 500 ) ? this.actCombo.n現在のコンボ数[ indexInst ] : 500;\r
3447                                                 this.actScore.Add( inst, bIsAutoPlay, nCombo * 3000L );         // #24245 2011.1.26 yyagi changed DRUMS->BASS, add nCombo conditions\r
3448                                         }\r
3449                                 }\r
3450                         }\r
3451                 }\r
3452         #endregion\r
3453         }\r
3454 }\r