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#35411 ブランチ150818からゴースト機能のマージ(851-856)
[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                 }\r
745                 // #35411 modify end\r
746 \r
747                                 int nDeltaTime = Math.Abs( lag );\r
748                                 //Debug.WriteLine("nAbsTime=" + (nTime - pChip.n発声時刻ms) + ", nDeltaTime=" + (nTime + nInputAdjustTime - pChip.n発声時刻ms));\r
749                                 if ( nDeltaTime <= CDTXMania.nPerfect範囲ms )\r
750                                 {\r
751                                         return E判定.Perfect;\r
752                                 }\r
753                                 if ( nDeltaTime <= CDTXMania.nGreat範囲ms )\r
754                                 {\r
755                                         return E判定.Great;\r
756                                 }\r
757                                 if ( nDeltaTime <= CDTXMania.nGood範囲ms )\r
758                                 {\r
759                                         return E判定.Good;\r
760                                 }\r
761                                 if ( nDeltaTime <= CDTXMania.nPoor範囲ms )\r
762                                 {\r
763                                         return E判定.Poor;\r
764                                 }\r
765                         }\r
766                         return E判定.Miss;\r
767                 }\r
768                 protected CDTX.CChip r空うちChip( E楽器パート part, Eパッド pad )\r
769                 {\r
770                         switch ( part )\r
771                         {\r
772                                 case E楽器パート.DRUMS:\r
773                                         switch ( pad )\r
774                                         {\r
775                                                 case Eパッド.HH:\r
776                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
777                                                         {\r
778                                                                 return this.r現在の空うちドラムChip.HH;\r
779                                                         }\r
780                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
781                                                         {\r
782                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
783                                                                 {\r
784                                                                         return this.r現在の空うちドラムChip.HHO;\r
785                                                                 }\r
786                                                                 if ( this.r現在の空うちドラムChip.HHO != null )\r
787                                                                 {\r
788                                                                         return this.r現在の空うちドラムChip.HHO;\r
789                                                                 }\r
790                                                         }\r
791                                                         return this.r現在の空うちドラムChip.LC;\r
792 \r
793                                                 case Eパッド.SD:\r
794                                                         return this.r現在の空うちドラムChip.SD;\r
795 \r
796                                                 case Eパッド.BD:\r
797                                                         return this.r現在の空うちドラムChip.BD;\r
798 \r
799                                                 case Eパッド.HT:\r
800                                                         return this.r現在の空うちドラムChip.HT;\r
801 \r
802                                                 case Eパッド.LT:\r
803                                                         if ( this.r現在の空うちドラムChip.LT != null )\r
804                                                         {\r
805                                                                 return this.r現在の空うちドラムChip.LT;\r
806                                                         }\r
807                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
808                                                         {\r
809                                                                 return this.r現在の空うちドラムChip.FT;\r
810                                                         }\r
811                                                         return null;\r
812 \r
813                                                 case Eパッド.FT:\r
814                                                         if ( this.r現在の空うちドラムChip.FT != null )\r
815                                                         {\r
816                                                                 return this.r現在の空うちドラムChip.FT;\r
817                                                         }\r
818                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
819                                                         {\r
820                                                                 return this.r現在の空うちドラムChip.LT;\r
821                                                         }\r
822                                                         return null;\r
823 \r
824                                                 case Eパッド.CY:\r
825                                                         if ( this.r現在の空うちドラムChip.CY != null )\r
826                                                         {\r
827                                                                 return this.r現在の空うちドラムChip.CY;\r
828                                                         }\r
829                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
830                                                         {\r
831                                                                 return this.r現在の空うちドラムChip.RD;\r
832                                                         }\r
833                                                         return null;\r
834 \r
835                                                 case Eパッド.HHO:\r
836                                                         if ( this.r現在の空うちドラムChip.HHO != null )\r
837                                                         {\r
838                                                                 return this.r現在の空うちドラムChip.HHO;\r
839                                                         }\r
840                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
841                                                         {\r
842                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
843                                                                 {\r
844                                                                         return this.r現在の空うちドラムChip.HH;\r
845                                                                 }\r
846                                                                 if ( this.r現在の空うちドラムChip.HH != null )\r
847                                                                 {\r
848                                                                         return this.r現在の空うちドラムChip.HH;\r
849                                                                 }\r
850                                                         }\r
851                                                         return this.r現在の空うちドラムChip.LC;\r
852 \r
853                                                 case Eパッド.RD:\r
854                                                         if ( this.r現在の空うちドラムChip.RD != null )\r
855                                                         {\r
856                                                                 return this.r現在の空うちドラムChip.RD;\r
857                                                         }\r
858                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
859                                                         {\r
860                                                                 return this.r現在の空うちドラムChip.CY;\r
861                                                         }\r
862                                                         return null;\r
863 \r
864                                                 case Eパッド.LC:\r
865                                                         if ( this.r現在の空うちドラムChip.LC != null )\r
866                                                         {\r
867                                                                 return this.r現在の空うちドラムChip.LC;\r
868                                                         }\r
869                                                         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
870                                                         {\r
871                                                                 return null;\r
872                                                         }\r
873                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
874                                                         {\r
875                                                                 return this.r現在の空うちドラムChip.HH;\r
876                                                         }\r
877                                                         return this.r現在の空うちドラムChip.HHO;\r
878                                         }\r
879                                         break;\r
880 \r
881                                 case E楽器パート.GUITAR:\r
882                                         return this.r現在の空うちギターChip;\r
883 \r
884                                 case E楽器パート.BASS:\r
885                                         return this.r現在の空うちベースChip;\r
886                         }\r
887                         return null;\r
888                 }\r
889                 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
890                 {\r
891                         sw2.Start();\r
892 //Trace.TraceInformation( "NTime={0}, nChannel={1:x2}", nTime, nChannel );\r
893                         nTime += nInputAdjustTime;                                              // #24239 2011.1.23 yyagi InputAdjust\r
894 \r
895                         int nIndex_InitialPositionSearchingToPast;\r
896                         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
897                         {\r
898                                 sw2.Stop();\r
899                                 return null;\r
900                         }\r
901                         int count = listChip.Count;\r
902                         int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToPast = this.n現在のトップChip;\r
903                         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
904                         {\r
905                                 nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToPast = count - 1;\r
906                         }\r
907                         //int nIndex_NearestChip_Future;        // = nIndex_InitialPositionSearchingToFuture;\r
908                         //while ( nIndex_NearestChip_Future < count )           // 未来方向への検索\r
909                         for ( ; nIndex_NearestChip_Future < count; nIndex_NearestChip_Future++)\r
910                         {\r
911                                 CDTX.CChip chip = listChip[ nIndex_NearestChip_Future ];\r
912                                 if ( chip.b空打ちチップである )\r
913                                 {\r
914                                         continue;\r
915                                 }\r
916                                 if ( ( ( 0x11 <= nChannel ) && ( nChannel <= 0x1a ) ) )\r
917                                 {\r
918                                         if ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
919                                         {\r
920                                                 if ( chip.n発声時刻ms > nTime )\r
921                                                 {\r
922                                                         break;\r
923                                                 }\r
924                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
925                                         }\r
926                                         continue;       // ほんの僅かながら高速化\r
927                                 }\r
928                                 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
929                                 {\r
930                                         if ( chip.n発声時刻ms > nTime )\r
931                                         {\r
932                                                 break;\r
933                                         }\r
934                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
935                                 }\r
936                                 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
937                                 {\r
938                                         if ( chip.n発声時刻ms > nTime )\r
939                                         {\r
940                                                 break;\r
941                                         }\r
942                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
943                                 }\r
944                                 // nIndex_NearestChip_Future++;\r
945                         }\r
946                         int nIndex_NearestChip_Past = nIndex_InitialPositionSearchingToPast;\r
947                         //while ( nIndex_NearestChip_Past >= 0 )                        // 過去方向への検索\r
948                         for ( ; nIndex_NearestChip_Past >= 0; nIndex_NearestChip_Past-- )\r
949                         {\r
950                                 CDTX.CChip chip = listChip[ nIndex_NearestChip_Past ];\r
951                                 if ( chip.b空打ちチップである )\r
952                                 {\r
953                                         continue;\r
954                                 }\r
955                                 if ( ( 0x11 <= nChannel ) && ( nChannel <= 0x1a ) )\r
956                                 {\r
957                                         if ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
958                                         {\r
959                                                 break;\r
960                                         }\r
961                                 }\r
962                                 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
963                                 {\r
964                                         if ( ( 0x20 <= chip.nチャンネル番号 ) && ( chip.nチャンネル番号 <= 0x28 ) )\r
965                                         {\r
966                                                 break;\r
967                                         }\r
968                                 }\r
969                                 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
970                                         && ( ( 0xa0 <= chip.nチャンネル番号 ) && ( chip.nチャンネル番号 <= 0xa8 ) ) )\r
971                                 {\r
972                                         break;\r
973                                 }\r
974                                 // nIndex_NearestChip_Past--;\r
975                         }\r
976 \r
977                         if ( nIndex_NearestChip_Future >= count )\r
978                         {\r
979                                 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
980                                 {\r
981                                         return null;\r
982                                 }\r
983                                 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
984                                 {\r
985                                         sw2.Stop();\r
986                                         return listChip[ nIndex_NearestChip_Past ];\r
987                                 }\r
988                         }\r
989                         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
990                         {\r
991                                 sw2.Stop();\r
992                                 return listChip[ nIndex_NearestChip_Future ];\r
993                         }\r
994                                                                                                         // 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
995                         CDTX.CChip nearestChip_Future = listChip[ nIndex_NearestChip_Future ];\r
996                         CDTX.CChip nearestChip_Past   = listChip[ nIndex_NearestChip_Past ];\r
997                         int nDiffTime_Future = Math.Abs( (int) ( nTime - nearestChip_Future.n発声時刻ms ) );\r
998                         int nDiffTime_Past   = Math.Abs( (int) ( nTime - nearestChip_Past.n発声時刻ms ) );\r
999                         if ( nDiffTime_Future >= nDiffTime_Past )\r
1000                         {\r
1001                                 sw2.Stop();\r
1002                                 return nearestChip_Past;\r
1003                         }\r
1004                         sw2.Stop();\r
1005                         return nearestChip_Future;\r
1006                 }\r
1007                 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
1008                 {\r
1009                         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
1010                 }\r
1011                 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
1012                 {\r
1013                         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
1014                 }\r
1015                 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
1016                 {\r
1017                         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
1018                 }\r
1019                 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
1020                 {\r
1021                         // mute sound (auto)\r
1022                         // 4A: HH\r
1023                         // 4B: CY\r
1024                         // 4C: RD\r
1025                         // 4D: LC\r
1026                         // 2A: Gt\r
1027                         // AA: Bs\r
1028                         //\r
1029 \r
1030                         if ( pChip != null )\r
1031                         {\r
1032                                 bool overwrite = false;\r
1033                                 switch ( part )\r
1034                                 {\r
1035                                         case E楽器パート.DRUMS:\r
1036                                         #region [ DRUMS ]\r
1037                                                 {\r
1038                                                         int index = pChip.nチャンネル番号;\r
1039                                                         if ( ( 0x11 <= index ) && ( index <= 0x1a ) )\r
1040                                                         {\r
1041                                                                 index -= 0x11;\r
1042                                                         }\r
1043                                                         else if ( ( 0x31 <= index ) && ( index <= 0x3a ) )\r
1044                                                         {\r
1045                                                                 index -= 0x31;\r
1046                                                         }\r
1047                                                         // mute sound (auto)\r
1048                                                         // 4A: 84: HH (HO/HC)\r
1049                                                         // 4B: 85: CY\r
1050                                                         // 4C: 86: RD\r
1051                                                         // 4D: 87: LC\r
1052                                                         // 2A: 88: Gt\r
1053                                                         // AA: 89: Bs\r
1054                                                         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
1055                                                         {\r
1056                                                                 index = 0;\r
1057                                                         }\r
1058                                                         else if ( ( 0x85 <= index ) && ( index <= 0x87 ) )      // 仮に今だけ追加\r
1059                                                         {\r
1060                                                                 //            CY    RD    LC\r
1061                                                                 int[] ch = { 0x16, 0x19, 0x1A };\r
1062                                                                 pChip.nチャンネル番号 = ch[ pChip.nチャンネル番号 - 0x85 ];\r
1063                                                                 index = pChip.nチャンネル番号 - 0x11;\r
1064                                                                 overwrite = true;\r
1065                                                         }\r
1066                                                         else\r
1067                                                         {\r
1068                                                                 return;\r
1069                                                         }\r
1070                                                         int nLane = this.nチャンネル0Atoレーン07[ index ];\r
1071                                                         if ( ( nLane == 1 ) &&  // 今回演奏するのがHC or HO\r
1072                                                                 ( 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
1073                                                                 // 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
1074                                                         )\r
1075                                                         // #24772 2011.4.4 yyagi\r
1076                                                         // == HH mute condition == \r
1077                                                         //                      current HH              So, the mute logics are:\r
1078                                                         //                              HC      HO              1) All played HC/HOs should be queueing\r
1079                                                         // last HH      HC  Yes Yes             2) If you aren't in "both current/last HH are HO", queued HH should be muted.\r
1080                                                         //                      HO      Yes     No\r
1081                                                         {\r
1082                                                                 // #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
1083 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
1084                                                                 if (CDTXMania.DTX.b演奏で直前の音を消音する.HH)\r
1085                                                                 {\r
1086 #endif\r
1087                                                                 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
1088                                                                 {\r
1089                                                                         // CDTXMania.DTX.tWavの再生停止(this.L最後に再生したHHの実WAV番号);\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[ i ] ); // #23921 yyagi ストック分全て消音する\r
1091                                                                 }\r
1092                                                                 this.L最後に再生したHHの実WAV番号.Clear();\r
1093 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
1094                                                                 }\r
1095 #endif\r
1096                                                                 //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
1097                                                                 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
1098                                                         }\r
1099 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
1100                                                         if (CDTXMania.DTX.b演奏で直前の音を消音する.HH)\r
1101                                                         {\r
1102 #endif\r
1103                                                         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
1104                                                         {                                                                                                                                                       // #24772 HC, 不可視HCも消音キューに追加\r
1105                                                                 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
1106                                                                 {                                                                                                       // (ストックが増えてList<>のrealloc()が発生するのを予防する)\r
1107                                                                         this.L最後に再生したHHの実WAV番号.RemoveAt( 0 );\r
1108                                                                 }\r
1109                                                                 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
1110                                                                 {\r
1111                                                                         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
1112                                                                 }\r
1113                                                         }\r
1114 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
1115                                                         }\r
1116 #endif\r
1117                                                         if ( overwrite )\r
1118                                                         {\r
1119                                                                 CDTXMania.DTX.tWavの再生停止( this.n最後に再生した実WAV番号[index] );\r
1120                                                         }\r
1121                                                         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
1122                                                         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
1123                                                         return;\r
1124                                                 }\r
1125                                         #endregion\r
1126                                         case E楽器パート.GUITAR:\r
1127                                         #region [ GUITAR ]\r
1128 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
1129                                                 if (CDTXMania.DTX.b演奏で直前の音を消音する.Guitar) {\r
1130 #endif\r
1131                                                 CDTXMania.DTX.tWavの再生停止( this.n最後に再生した実WAV番号.Guitar );\r
1132 #if TEST_NOTEOFFMODE\r
1133                                                 }\r
1134 #endif\r
1135                                                 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
1136                                                 this.n最後に再生した実WAV番号.Guitar = pChip.n整数値_内部番号;\r
1137                                                 return;\r
1138                                         #endregion\r
1139                                         case E楽器パート.BASS:\r
1140                                         #region [ BASS ]\r
1141 #if TEST_NOTEOFFMODE\r
1142                                                 if (CDTXMania.DTX.b演奏で直前の音を消音する.Bass) {\r
1143 #endif\r
1144                                                 CDTXMania.DTX.tWavの再生停止( this.n最後に再生した実WAV番号.Bass );\r
1145 #if TEST_NOTEOFFMODE\r
1146                                                 }\r
1147 #endif\r
1148                                                 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
1149                                                 this.n最後に再生した実WAV番号.Bass = pChip.n整数値_内部番号;\r
1150                                                 return;\r
1151                                         #endregion\r
1152 \r
1153                                         default:\r
1154                                                 break;\r
1155                                 }\r
1156                         }\r
1157                 }\r
1158                 protected void tステータスパネルの選択()\r
1159                 {\r
1160                         if ( CDTXMania.bコンパクトモード )\r
1161                         {\r
1162                                 this.actStatusPanels.tラベル名からステータスパネルを決定する( null );\r
1163                         }\r
1164                         else if ( CDTXMania.stage選曲.r確定された曲 != null )\r
1165                         {\r
1166                                 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
1167                         }\r
1168                 }\r
1169                 protected E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip )\r
1170                 {\r
1171                         return tチップのヒット処理( nHitTime, pChip, true );\r
1172                 }\r
1173                 protected abstract E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip, bool bCorrectLane );\r
1174                 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
1175                 {\r
1176                         return tチップのヒット処理( nHitTime, pChip, screenmode, true );\r
1177                 }\r
1178                 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
1179                 {\r
1180                         pChip.bHit = true;\r
1181 #region [メソッド化する前の記述(注釈化)]\r
1182 //            bool bPChipIsAutoPlay = false;\r
1183 //            bool bGtBsR = ( ( pChip.nチャンネル番号 & 4 ) > 0 );\r
1184 //            bool bGtBsG = ( ( pChip.nチャンネル番号 & 2 ) > 0 );\r
1185 //            bool bGtBsB = ( ( pChip.nチャンネル番号 & 1 ) > 0 );\r
1186 //            bool bGtBsW = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x08 );\r
1187 //            bool bGtBsO = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x00 );\r
1188 //            if ( pChip.e楽器パート == E楽器パート.DRUMS )\r
1189 //            {\r
1190 //                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
1191 //                {\r
1192 //                    bPChipIsAutoPlay = true;\r
1193 //                }\r
1194 //            }\r
1195 //            else if ( pChip.e楽器パート == E楽器パート.GUITAR )\r
1196 //            {\r
1197 ////Trace.TraceInformation( "chip:{0}{1}{2} ", bGtBsR, bGtBsG, bGtBsB );\r
1198 ////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
1199 //                bPChipIsAutoPlay = true;\r
1200 //                if ( !bIsAutoPlay[ (int) Eレーン.GtPick ] ) bPChipIsAutoPlay = false;\r
1201 //                else\r
1202 //                {\r
1203 //                    if ( bGtBsR  && !bIsAutoPlay[ (int) Eレーン.GtR ] ) bPChipIsAutoPlay = false;\r
1204 //                    else if ( bGtBsG && !bIsAutoPlay[ (int) Eレーン.GtG ] ) bPChipIsAutoPlay = false;\r
1205 //                    else if ( bGtBsB && !bIsAutoPlay[ (int) Eレーン.GtB ] ) bPChipIsAutoPlay = false;\r
1206 //                    else if ( bGtBsW && !bIsAutoPlay[ (int) Eレーン.GtW ] ) bPChipIsAutoPlay = false;\r
1207 //                    else if ( bGtBsO &&\r
1208 //                        ( !bIsAutoPlay[ (int) Eレーン.GtR] || !bIsAutoPlay[ (int) Eレーン.GtG] || !bIsAutoPlay[ (int) Eレーン.GtB] ) )\r
1209 //                        bPChipIsAutoPlay = false;\r
1210 //                }\r
1211 //            }\r
1212 //            else if ( pChip.e楽器パート == E楽器パート.BASS )\r
1213 //            {\r
1214 //                bPChipIsAutoPlay = true;\r
1215 //                if ( !bIsAutoPlay[ (int) Eレーン.BsPick ] ) bPChipIsAutoPlay = false;\r
1216 //                else\r
1217 //                {\r
1218 //                    if ( bGtBsR && !bIsAutoPlay[ (int) Eレーン.BsR ] ) bPChipIsAutoPlay = false;\r
1219 //                    else if ( bGtBsG && bIsAutoPlay[ (int) Eレーン.BsG ] ) bPChipIsAutoPlay = false;\r
1220 //                    else if ( bGtBsB && bIsAutoPlay[ (int) Eレーン.BsB ] ) bPChipIsAutoPlay = false;\r
1221 //                    else if ( bGtBsW && bIsAutoPlay[ (int) Eレーン.BsW ] ) bPChipIsAutoPlay = false;\r
1222 //                    else if ( bGtBsO &&\r
1223 //                        ( !bIsAutoPlay[ (int) Eレーン.BsR ] || !bIsAutoPlay[ (int) Eレーン.BsG ] || !bIsAutoPlay[ (int) Eレーン.BsB ] ) )\r
1224 //                        bPChipIsAutoPlay = false;\r
1225 //                }\r
1226 //            }\r
1227 //            else\r
1228 //            {\r
1229 //                this.bAUTOでないチップが1つでもバーを通過した = true;\r
1230 //            }\r
1231 ////Trace.TraceInformation( "ch={0:x2}, flag={1}",  pChip.nチャンネル番号, bPChipIsAutoPlay.ToString() );\r
1232 #endregion\r
1233                         if ( pChip.e楽器パート == E楽器パート.UNKNOWN )\r
1234                         {\r
1235                                 this.bAUTOでないチップが1つでもバーを通過した = true;\r
1236                         }\r
1237                         else\r
1238                         {\r
1239                                 cInvisibleChip.StartSemiInvisible( pChip.e楽器パート );\r
1240                         }\r
1241                         bool bPChipIsAutoPlay = bCheckAutoPlay( pChip );\r
1242 \r
1243                         pChip.bIsAutoPlayed = bPChipIsAutoPlay;                 // 2011.6.10 yyagi\r
1244                         E判定 eJudgeResult = E判定.Auto;\r
1245 \r
1246             // #35411 2015.08.20 chnmr0 modified (begin)\r
1247             bool bIsPerfectGhost = CDTXMania.ConfigIni.eAutoGhost[(int)pChip.e楽器パート] == EAutoGhostData.PERFECT ||\r
1248                 CDTXMania.listAutoGhostLag[(int)pChip.e楽器パート] == null;\r
1249             int nInputAdjustTime = bPChipIsAutoPlay && bIsPerfectGhost ? 0 : this.nInputAdjustTimeMs[(int)pChip.e楽器パート];\r
1250             eJudgeResult = (bCorrectLane) ? this.e指定時刻からChipのJUDGEを返す(nHitTime, pChip, nInputAdjustTime) : E判定.Miss;\r
1251 \r
1252             if( pChip.e楽器パート != E楽器パート.UNKNOWN )\r
1253             {\r
1254                 int nChannel = -1;\r
1255                 switch( pChip.e楽器パート )\r
1256                 {\r
1257                     case E楽器パート.DRUMS:\r
1258                         nChannel = this.nチャンネル0Atoレーン07[pChip.nチャンネル番号 - 0x11];\r
1259                         break;\r
1260                     case E楽器パート.GUITAR:\r
1261                         nChannel = 10;\r
1262                         break;\r
1263                     case E楽器パート.BASS:\r
1264                         nChannel = 11;\r
1265                         break;\r
1266                 }\r
1267                 this.actJudgeString.Start(nChannel, bPChipIsAutoPlay && bIsPerfectGhost ? E判定.Auto : eJudgeResult, pChip.nLag);\r
1268             }\r
1269             // #35411 end\r
1270 \r
1271                         if ( !bPChipIsAutoPlay && ( pChip.e楽器パート != E楽器パート.UNKNOWN ) )\r
1272                         {\r
1273                                 // 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
1274                                 actGauge.Damage( screenmode, pChip.e楽器パート, eJudgeResult );\r
1275                         }\r
1276                         if ( eJudgeResult == E判定.Poor || eJudgeResult == E判定.Miss || eJudgeResult == E判定.Bad )\r
1277                         {\r
1278                                 cInvisibleChip.ShowChipTemporally( pChip.e楽器パート );\r
1279                         }\r
1280                         switch ( pChip.e楽器パート )\r
1281                         {\r
1282                                 case E楽器パート.DRUMS:\r
1283                                         switch ( eJudgeResult )\r
1284                                         {\r
1285                                                 case E判定.Miss:\r
1286                                                 case E判定.Bad:\r
1287                                                         this.nヒット数_Auto含む.Drums.Miss++;\r
1288                                                         if ( !bPChipIsAutoPlay )\r
1289                                                         {\r
1290                                                                 this.nヒット数_Auto含まない.Drums.Miss++;\r
1291                                                         }\r
1292                                                         break;\r
1293                                                 default:\r
1294                                                         this.nヒット数_Auto含む.Drums[ (int) eJudgeResult ]++;\r
1295                                                         if ( !bPChipIsAutoPlay )\r
1296                                                         {\r
1297                                                                 this.nヒット数_Auto含まない.Drums[ (int) eJudgeResult ]++;\r
1298                                                         }\r
1299                                                         break;\r
1300                                         }\r
1301 \r
1302                                         if ( CDTXMania.ConfigIni.bドラムが全部オートプレイである || !bPChipIsAutoPlay )\r
1303                                         {\r
1304                                                 switch ( eJudgeResult )\r
1305                                                 {\r
1306                                                         case E判定.Perfect:\r
1307                                                         case E判定.Great:\r
1308                                                         case E判定.Good:\r
1309                                                                 this.actCombo.n現在のコンボ数.Drums++;\r
1310                                                                 break;\r
1311 \r
1312                                                         default:\r
1313                                                                 this.actCombo.n現在のコンボ数.Drums = 0;\r
1314                                                                 break;\r
1315                                                 }\r
1316                                         }\r
1317                                         break;\r
1318 \r
1319                                 case E楽器パート.GUITAR:\r
1320                                 case E楽器パート.BASS:\r
1321                                         int indexInst = (int) pChip.e楽器パート;\r
1322                                         switch ( eJudgeResult )\r
1323                                         {\r
1324                                                 case E判定.Miss:\r
1325                                                 case E判定.Bad:\r
1326                                                         this.nヒット数_Auto含む[ indexInst ].Miss++;\r
1327                                                         if ( !bPChipIsAutoPlay )\r
1328                                                         {\r
1329                                                                 this.nヒット数_Auto含まない[ indexInst ].Miss++;\r
1330                                                         }\r
1331                                                         break;\r
1332                                                 default:        // #24068 2011.1.10 ikanick changed\r
1333                                                         // #24167 2011.1.16 yyagi changed\r
1334                                                         this.nヒット数_Auto含む[ indexInst ][ (int) eJudgeResult ]++;\r
1335                                                         if ( !bPChipIsAutoPlay )\r
1336                                                         {\r
1337                                                                 this.nヒット数_Auto含まない[ indexInst ][ (int) eJudgeResult ]++;\r
1338                                                         }\r
1339                                                         break;\r
1340                                         }\r
1341                                         switch ( eJudgeResult )\r
1342                                         {\r
1343                                                 case E判定.Perfect:\r
1344                                                 case E判定.Great:\r
1345                                                 case E判定.Good:\r
1346                                                         this.actCombo.n現在のコンボ数[ indexInst ]++;\r
1347                                                         break;\r
1348 \r
1349                                                 default:\r
1350                                                         this.actCombo.n現在のコンボ数[ indexInst ] = 0;\r
1351                                                         break;\r
1352                                         }\r
1353                                         break;\r
1354 \r
1355                                 default:\r
1356                                         break;\r
1357                         }\r
1358                         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
1359                         {\r
1360                                 int nCombos = this.actCombo.n現在のコンボ数[ (int) pChip.e楽器パート ];\r
1361                                 long nScoreDelta = 0;\r
1362                                 long[] nComboScoreDelta = new long[] { 350L, 200L, 50L, 0L };\r
1363                                 if ( ( nCombos <= 500 ) || ( eJudgeResult == E判定.Good ) )\r
1364                                 {\r
1365                                         nScoreDelta = nComboScoreDelta[ (int) eJudgeResult ] * nCombos;\r
1366                                 }\r
1367                                 else if ( ( eJudgeResult == E判定.Perfect ) || ( eJudgeResult == E判定.Great ) )\r
1368                                 {\r
1369                                         nScoreDelta = nComboScoreDelta[ (int) eJudgeResult ] * 500L;\r
1370                                 }\r
1371                                 this.actScore.Add( pChip.e楽器パート, bIsAutoPlay, nScoreDelta );\r
1372                         }\r
1373                         return eJudgeResult;\r
1374                 }\r
1375                 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
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, int nLane );\r
1377                 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
1378                 {\r
1379                         this.tチップのヒット処理_BadならびにTight時のMiss( part, 0, screenmode );\r
1380                 }\r
1381                 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
1382                 {\r
1383                         this.bAUTOでないチップが1つでもバーを通過した = true;\r
1384                         cInvisibleChip.StartSemiInvisible( part );\r
1385                         cInvisibleChip.ShowChipTemporally( part );\r
1386                         //this.t判定にあわせてゲージを増減する( screenmode, part, E判定.Miss );\r
1387                         actGauge.Damage( screenmode, part, E判定.Miss );\r
1388                         switch ( part )\r
1389                         {\r
1390                                 case E楽器パート.DRUMS:\r
1391                                         if ( ( nLane >= 0 ) && ( nLane <= 7 ) )\r
1392                                         {\r
1393                                                 this.actJudgeString.Start( nLane, bIsAutoPlay[ nLane ] ? E判定.Auto : E判定.Miss, 999 );\r
1394                                         }\r
1395                                         this.actCombo.n現在のコンボ数.Drums = 0;\r
1396                                         return;\r
1397 \r
1398                                 case E楽器パート.GUITAR:\r
1399                                         this.actJudgeString.Start( 10, E判定.Bad, 999 );\r
1400                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1401                                         return;\r
1402 \r
1403                                 case E楽器パート.BASS:\r
1404                                         this.actJudgeString.Start( 11, E判定.Bad, 999 );\r
1405                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1406                                         break;\r
1407 \r
1408                                 default:\r
1409                                         return;\r
1410                         }\r
1411                 }\r
1412         \r
1413                 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
1414                 {\r
1415                         return this.r指定時刻に一番近い未ヒットChip( nTime, nChannelFlag, nInputAdjustTime, 0 );\r
1416                 }\r
1417                 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
1418                 {\r
1419                         sw2.Start();\r
1420 //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
1421                         nTime += nInputAdjustTime;\r
1422 \r
1423                         int nIndex_InitialPositionSearchingToPast;\r
1424                         int nTimeDiff;\r
1425                         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
1426                         {\r
1427                                 sw2.Stop();\r
1428                                 return null;\r
1429                         }\r
1430                         int count = listChip.Count;\r
1431                         int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToPast = this.n現在のトップChip;\r
1432                         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
1433                         {\r
1434                                 nIndex_NearestChip_Future  = nIndex_InitialPositionSearchingToPast = count - 1;\r
1435                         }\r
1436                         // int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToFuture;\r
1437 //                      while ( nIndex_NearestChip_Future < count )     // 未来方向への検索\r
1438                         for ( ; nIndex_NearestChip_Future < count; nIndex_NearestChip_Future++ )\r
1439                         {\r
1440                                 CDTX.CChip chip = listChip[ nIndex_NearestChip_Future ];\r
1441                                 if ( !chip.bHit )\r
1442                                 {\r
1443                                         if ( chip.b空打ちチップである )\r
1444                                         {\r
1445                                                 continue;\r
1446                                         }\r
1447                                         if ( ( 0x11 <= nChannel ) && ( nChannel <= 0x1a ) )\r
1448                                         {\r
1449                                                 if ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
1450                                                 {\r
1451                                                         if ( chip.n発声時刻ms > nTime )\r
1452                                                         {\r
1453                                                                 break;\r
1454                                                         }\r
1455                                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1456                                                 }\r
1457                                                 continue;\r
1458                                         }\r
1459                                         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
1460                                         {\r
1461                                                 if ( chip.n発声時刻ms > nTime )\r
1462                                                 {\r
1463                                                         break;\r
1464                                                 }\r
1465                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1466                                         }\r
1467                                         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
1468                                         {\r
1469                                                 if ( chip.n発声時刻ms > nTime )\r
1470                                                 {\r
1471                                                         break;\r
1472                                                 }\r
1473                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1474                                         }\r
1475                                 }\r
1476 //                              nIndex_NearestChip_Future++;\r
1477                         }\r
1478                         int nIndex_NearestChip_Past = nIndex_InitialPositionSearchingToPast;\r
1479 //                      while ( nIndex_NearestChip_Past >= 0 )          // 過去方向への検索\r
1480                         for ( ; nIndex_NearestChip_Past >= 0; nIndex_NearestChip_Past-- )\r
1481                         {\r
1482                                 CDTX.CChip chip = listChip[ nIndex_NearestChip_Past ];\r
1483                                 if ( chip.b空打ちチップである )\r
1484                                 {\r
1485                                         continue;\r
1486                                 }\r
1487                                 if ( ( !chip.bHit ) &&\r
1488                                                 (\r
1489                                                         ( ( nChannel >= 0x11 ) && ( nChannel <= 0x1a ) &&\r
1490                                                                 ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
1491                                                         )\r
1492                                                         ||\r
1493                                                         (\r
1494                                                                 ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) ||\r
1495                                                                 ( ( ( nChannel >= 0x20 ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) )\r
1496                                                         )\r
1497                                                         ||\r
1498                                                         (\r
1499                                                                 ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) ||\r
1500                                                                 ( ( ( nChannel >= 0xA0 ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) )\r
1501                                                         )\r
1502                                                 )\r
1503                                         )\r
1504                                         {\r
1505                                                 break;\r
1506                                         }\r
1507 //                              nIndex_NearestChip_Past--;\r
1508                         }\r
1509                         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
1510                         {\r
1511                                 sw2.Stop();\r
1512                                 return null;\r
1513                         }\r
1514                         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
1515                         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
1516                         {\r
1517                                 nearestChip = listChip[ nIndex_NearestChip_Past ];\r
1518 //                              nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1519                         }\r
1520                         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
1521                         {\r
1522                                 nearestChip = listChip[ nIndex_NearestChip_Future ];\r
1523 //                              nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1524                         }\r
1525                         else\r
1526                         {\r
1527                                 int nTimeDiff_Future = Math.Abs( (int) ( nTime - listChip[ nIndex_NearestChip_Future ].n発声時刻ms ) );\r
1528                                 int nTimeDiff_Past   = Math.Abs( (int) ( nTime - listChip[ nIndex_NearestChip_Past   ].n発声時刻ms ) );\r
1529                                 if ( nTimeDiff_Future < nTimeDiff_Past )\r
1530                                 {\r
1531                                         nearestChip = listChip[ nIndex_NearestChip_Future ];\r
1532 //                                      nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1533                                 }\r
1534                                 else\r
1535                                 {\r
1536                                         nearestChip = listChip[ nIndex_NearestChip_Past ];\r
1537 //                                      nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1538                                 }\r
1539                         }\r
1540                         nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1541                         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
1542                         {\r
1543                                 sw2.Stop();\r
1544                                 return null;\r
1545                         }\r
1546                         sw2.Stop();\r
1547                         return nearestChip;\r
1548                 }\r
1549 \r
1550                 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
1551                 {\r
1552                         switch ( (int) inst )\r
1553                         {\r
1554                                 case (int)E楽器パート.GUITAR:\r
1555                                         return r次にくるギターChipを更新して返す();\r
1556                                 case (int)E楽器パート.BASS:\r
1557                                         return r次にくるベースChipを更新して返す();\r
1558                                 default:\r
1559                                         return null;\r
1560                         }\r
1561                 }\r
1562                 protected CDTX.CChip r次にくるギターChipを更新して返す()\r
1563                 {\r
1564                         int nInputAdjustTime = this.bIsAutoPlay.GtPick ? 0 : this.nInputAdjustTimeMs.Guitar;\r
1565                         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
1566                         return this.r次にくるギターChip;\r
1567                 }\r
1568                 protected CDTX.CChip r次にくるベースChipを更新して返す()\r
1569                 {\r
1570                         int nInputAdjustTime = this.bIsAutoPlay.BsPick ? 0 : this.nInputAdjustTimeMs.Bass;\r
1571                         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
1572                         return this.r次にくるベースChip;\r
1573                 }\r
1574 \r
1575                 protected void ChangeInputAdjustTimeInPlaying( IInputDevice keyboard, int plusminus )           // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1576                 {\r
1577                         int part, offset = plusminus;\r
1578                         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
1579                         {\r
1580                                 part = (int) E楽器パート.GUITAR;\r
1581                         }\r
1582                         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
1583                         {\r
1584                                 part = (int) E楽器パート.BASS;\r
1585                         }\r
1586                         else    // Drums InputAdjustTime\r
1587                         {\r
1588                                 part = (int) E楽器パート.DRUMS;\r
1589                         }\r
1590                         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
1591                         {\r
1592                                 offset *= 10;\r
1593                         }\r
1594 \r
1595                         this.nInputAdjustTimeMs[ part ] += offset;\r
1596                         if ( this.nInputAdjustTimeMs[ part ] > 99 )\r
1597                         {\r
1598                                 this.nInputAdjustTimeMs[ part ] = 99;\r
1599                         }\r
1600                         else if ( this.nInputAdjustTimeMs[ part ] < -99 )\r
1601                         {\r
1602                                 this.nInputAdjustTimeMs[ part ] = -99;\r
1603                         }\r
1604                         CDTXMania.ConfigIni.nInputAdjustTimeMs[ part ] = this.nInputAdjustTimeMs[ part ];\r
1605                 }\r
1606 \r
1607                 protected abstract void t入力処理_ドラム();\r
1608                 protected abstract void ドラムスクロール速度アップ();\r
1609                 protected abstract void ドラムスクロール速度ダウン();\r
1610                 protected void tキー入力()\r
1611                 {\r
1612                         IInputDevice keyboard = CDTXMania.Input管理.Keyboard;\r
1613                         if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.F1 ) &&\r
1614                                 ( 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
1615                         {       // shift+f1 (pause)\r
1616                                 this.bPAUSE = !this.bPAUSE;\r
1617                                 if ( this.bPAUSE )\r
1618                                 {\r
1619                     CSound管理.rc演奏用タイマ.t一時停止();\r
1620                                         CDTXMania.Timer.t一時停止();\r
1621                                         CDTXMania.DTX.t全チップの再生一時停止();\r
1622                                 }\r
1623                                 else\r
1624                                 {\r
1625                     CSound管理.rc演奏用タイマ.t再開();\r
1626                                         CDTXMania.Timer.t再開();\r
1627                                         CDTXMania.DTX.t全チップの再生再開();\r
1628                                 }\r
1629                         }\r
1630                         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
1631                         {\r
1632                                 this.t入力処理_ドラム();\r
1633                                 this.t入力処理_ギターベース( E楽器パート.GUITAR );\r
1634                                 this.t入力処理_ギターベース( E楽器パート.BASS );\r
1635                                 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
1636                                 {       // shift (+ctrl) + UpArrow (BGMAdjust)\r
1637                                         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
1638                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1639                                 }\r
1640                                 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
1641                                 {       // shift + DownArrow (BGMAdjust)\r
1642                                         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
1643                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1644                                 }\r
1645                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.UpArrow ) )\r
1646                                 {       // UpArrow(scrollspeed up)\r
1647                                         ドラムスクロール速度アップ();\r
1648                                 }\r
1649                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.DownArrow ) )\r
1650                                 {       // DownArrow (scrollspeed down)\r
1651                                         ドラムスクロール速度ダウン();\r
1652                                 }\r
1653                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.Delete ) )\r
1654                                 {       // del (debug info)\r
1655                                         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
1656                                 }\r
1657                                 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
1658                                 {\r
1659                                         ChangeInputAdjustTimeInPlaying( keyboard, -1 );\r
1660                                 }\r
1661                                 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
1662                                 {\r
1663                                         ChangeInputAdjustTimeInPlaying( keyboard, +1 );\r
1664                                 }\r
1665                                 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
1666                                 {       // escape (exit)\r
1667                                         this.actFO.tフェードアウト開始();\r
1668                                         base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;\r
1669                                         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
1670                                 }\r
1671                         }\r
1672                 }\r
1673 \r
1674                 protected void t入力メソッド記憶( E楽器パート part )\r
1675                 {\r
1676                         if ( CDTXMania.Pad.st検知したデバイス.Keyboard )\r
1677                         {\r
1678                                 this.b演奏にキーボードを使った[ (int) part ] = true;\r
1679                         }\r
1680                         if ( CDTXMania.Pad.st検知したデバイス.Joypad )\r
1681                         {\r
1682                                 this.b演奏にジョイパッドを使った[ (int) part ] = true;\r
1683                         }\r
1684                         if ( CDTXMania.Pad.st検知したデバイス.MIDIIN )\r
1685                         {\r
1686                                 this.b演奏にMIDI入力を使った[ (int) part ] = true;\r
1687                         }\r
1688                         if ( CDTXMania.Pad.st検知したデバイス.Mouse )\r
1689                         {\r
1690                                 this.b演奏にマウスを使った[ (int) part ] = true;\r
1691                         }\r
1692                 }\r
1693                 protected abstract void t進行描画_AVI();\r
1694                 protected void t進行描画_AVI(int x, int y)\r
1695                 {\r
1696                         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
1697                         {\r
1698                                 this.actAVI.t進行描画( (int) ( x * Scale.X ), (int) ( y * Scale.Y ) );\r
1699                         }\r
1700                 }\r
1701                 protected abstract void t進行描画_BGA();\r
1702                 protected void t進行描画_BGA(int x, int y)\r
1703                 {\r
1704                         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
1705                         {\r
1706                                 this.actBGA.t進行描画( x, y );\r
1707                         }\r
1708                 }\r
1709                 protected abstract void t進行描画_DANGER();\r
1710                 protected void t進行描画_MIDIBGM()\r
1711                 {\r
1712                         if ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED )\r
1713                         {\r
1714                                 CStage.Eフェーズ eフェーズid1 = base.eフェーズID;\r
1715                         }\r
1716                 }\r
1717                 protected void t進行描画_RGBボタン()\r
1718                 {\r
1719                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
1720                         {\r
1721                                 this.actRGB.t進行描画( 演奏判定ライン座標 );\r
1722                         }\r
1723                 }\r
1724                 protected void t進行描画_STAGEFAILED()\r
1725                 {\r
1726                         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
1727                         {\r
1728                                 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
1729                                 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
1730                                 this.actFO.tフェードアウト開始();\r
1731                         }\r
1732                 }\r
1733                 protected void t進行描画_WailingBonus()\r
1734                 {\r
1735                         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
1736                         {\r
1737                                 this.actWailingBonus.On進行描画();\r
1738                         }\r
1739                 }\r
1740                 protected abstract void t進行描画_Wailing枠();\r
1741                 protected void t進行描画_Wailing枠(int GtWailingFrameX, int BsWailingFrameX, int GtWailingFrameY, int BsWailingFrameY)\r
1742                 {\r
1743                         if ( ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) && CDTXMania.ConfigIni.bGuitar有効 )\r
1744                         {\r
1745                                 if ( this.txWailing枠 != null )\r
1746                                 {\r
1747                                         if ( CDTXMania.DTX.bチップがある.Guitar )\r
1748                                         {\r
1749                                                 this.txWailing枠.t2D描画( CDTXMania.app.Device, GtWailingFrameX, GtWailingFrameY );\r
1750                                         }\r
1751                                         if ( CDTXMania.DTX.bチップがある.Bass )\r
1752                                         {\r
1753                                                 this.txWailing枠.t2D描画( CDTXMania.app.Device, BsWailingFrameX, BsWailingFrameY );\r
1754                                         }\r
1755                                 }\r
1756                         }\r
1757                 }\r
1758 \r
1759 \r
1760                 protected void t進行描画_チップファイアGB()\r
1761                 {\r
1762                         this.actChipFireGB.On進行描画();\r
1763                 }\r
1764                 protected abstract void t進行描画_パネル文字列();\r
1765                 protected void t進行描画_パネル文字列(int x, int y)\r
1766                 {\r
1767                         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
1768                         {\r
1769                                 this.actPanel.t進行描画( x, y );\r
1770                         }\r
1771                 }\r
1772                 protected void tパネル文字列の設定()\r
1773                 {\r
1774                         this.actPanel.SetPanelString( string.IsNullOrEmpty( CDTXMania.DTX.PANEL ) ? CDTXMania.DTX.TITLE : CDTXMania.DTX.PANEL );\r
1775                 }\r
1776 \r
1777 \r
1778                 protected void t進行描画_ゲージ()\r
1779                 {\r
1780                         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
1781                         {\r
1782                                 this.actGauge.On進行描画();\r
1783                         }\r
1784                 }\r
1785                 protected void t進行描画_コンボ()\r
1786                 {\r
1787                         this.actCombo.On進行描画();\r
1788                 }\r
1789                 protected void t進行描画_スコア()\r
1790                 {\r
1791                         this.actScore.On進行描画();\r
1792                 }\r
1793                 protected void t進行描画_ステータスパネル()\r
1794                 {\r
1795                         this.actStatusPanels.On進行描画();\r
1796                 }\r
1797                 protected bool t進行描画_チップ( E楽器パート ePlayMode )\r
1798                 {\r
1799                         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
1800                         {\r
1801                                 return true;\r
1802                         }\r
1803                         if ( ( this.n現在のトップChip == -1 ) || ( this.n現在のトップChip >= listChip.Count ) )\r
1804                         {\r
1805                                 return true;\r
1806                         }\r
1807                         if ( this.n現在のトップChip == -1 )\r
1808                         {\r
1809                                 return true;\r
1810                         }\r
1811 \r
1812                         //double speed = 264.0; // BPM150の時の1小節の長さ[dot]\r
1813                         const double speed = 234.0 * Scale.Y;   // BPM150の時の1小節の長さ[dot]\r
1814 \r
1815                         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
1816                         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
1817                         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
1818 \r
1819                         CDTX dTX = CDTXMania.DTX;\r
1820                         CConfigIni configIni = CDTXMania.ConfigIni;\r
1821                         for ( int nCurrentTopChip = this.n現在のトップChip; nCurrentTopChip < dTX.listChip.Count; nCurrentTopChip++ )\r
1822                         {\r
1823                                 CDTX.CChip pChip = dTX.listChip[ nCurrentTopChip ];\r
1824 //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
1825                                 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
1826                                 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
1827                                 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
1828                                 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
1829                                 {\r
1830                                         break;\r
1831                                 }\r
1832 //                              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
1833                                 // #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
1834 \r
1835                                 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
1836                                         ( 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
1837                                         ( 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
1838                                         dTX.listChip[ this.n現在のトップChip ].bHit )\r
1839                                 {\r
1840                                         //                                      nCurrentTopChip = ++this.n現在のトップChip;\r
1841                                         ++this.n現在のトップChip;\r
1842                                         continue;\r
1843                                 }\r
1844                                 bool bPChipIsAutoPlay = bCheckAutoPlay( pChip );\r
1845 \r
1846                                 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
1847 \r
1848                                 int instIndex = (int) pChip.e楽器パート;\r
1849                                 if ( ( ( pChip.e楽器パート != E楽器パート.UNKNOWN ) && !pChip.bHit ) &&\r
1850                                     ( ( 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
1851                                 {\r
1852                                     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
1853                                 }\r
1854 \r
1855                 // #35411 chnmr0 add (ターゲットゴースト)\r
1856                 if ( CDTXMania.ConfigIni.eTargetGhost[instIndex] != ETargetGhostData.NONE &&\r
1857                      CDTXMania.listTargetGhsotLag[instIndex] != null &&\r
1858                      pChip.e楽器パート != E楽器パート.UNKNOWN &&\r
1859                      pChip.nバーからの距離dot[instIndex] < 0 )\r
1860                 {\r
1861                     if ( !pChip.bTargetGhost判定済み )\r
1862                     {\r
1863                         pChip.bTargetGhost判定済み = true;\r
1864 \r
1865                         int ghostLag = 1 + Byte.MaxValue;\r
1866                         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
1867                         {\r
1868                             ghostLag = CDTXMania.listTargetGhsotLag[instIndex][pChip.n楽器パートでの出現順];\r
1869                         }\r
1870                         else if( CDTXMania.ConfigIni.eTargetGhost[instIndex] == ETargetGhostData.PERFECT )\r
1871                         {\r
1872                             ghostLag = 0;\r
1873                         }\r
1874                         \r
1875                         if ( ghostLag <= Byte.MaxValue )\r
1876                         {\r
1877                             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
1878                             this.nヒット数_TargetGhost[instIndex][(int)eJudge]++;\r
1879                             if (eJudge == E判定.Miss || eJudge == E判定.Poor)\r
1880                             {\r
1881                                 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
1882                                 this.nコンボ数_TargetGhost[instIndex] = 0;\r
1883                             }\r
1884                             else\r
1885                             {\r
1886                                 this.nコンボ数_TargetGhost[instIndex]++;\r
1887                             }\r
1888                         }\r
1889                     }\r
1890                 }\r
1891  \r
1892                                 switch ( pChip.nチャンネル番号 )\r
1893                                 {\r
1894                                         #region [ 01: BGM ]\r
1895                                         case 0x01:      // BGM\r
1896                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1897                                                 {\r
1898                                                         pChip.bHit = true;\r
1899                                                         if ( configIni.bBGM音を発声する )\r
1900                                                         {\r
1901 //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
1902 //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
1903                                                                 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
1904                                                         }\r
1905                                                 }\r
1906                                                 break;\r
1907                                         #endregion\r
1908                                         #region [ 03: BPM変更 ]\r
1909                                         case 0x03:      // BPM変更\r
1910                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1911                                                 {\r
1912                                                         pChip.bHit = true;\r
1913                                                         this.actPlayInfo.dbBPM = ( pChip.n整数値 * ( ( (double) configIni.n演奏速度 ) / 20.0 ) ) + dTX.BASEBPM;\r
1914                                                 }\r
1915                                                 break;\r
1916                                         #endregion\r
1917                                         #region [ 04, 07, 55, 56,57, 58, 59, 60:レイヤーBGA ]\r
1918                                         case 0x04:      // レイヤーBGA\r
1919                                         case 0x07:\r
1920                                         case 0x55:\r
1921                                         case 0x56:\r
1922                                         case 0x57:\r
1923                                         case 0x58:\r
1924                                         case 0x59:\r
1925                                         case 0x60:\r
1926                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1927                                                 {\r
1928                                                         pChip.bHit = true;\r
1929                                                         if ( configIni.bBGA有効 )\r
1930                                                         {\r
1931                                                                 switch ( pChip.eBGA種別 )\r
1932                                                                 {\r
1933                                                                         case EBGA種別.BMPTEX:\r
1934                                                                                 if ( pChip.rBMPTEX != null )\r
1935                                                                                 {\r
1936                                                                                         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
1937                                                                                 }\r
1938                                                                                 break;\r
1939 \r
1940                                                                         case EBGA種別.BGA:\r
1941                                                                                 if ( ( pChip.rBGA != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1942                                                                                 {\r
1943                                                                                         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
1944                                                                                 }\r
1945                                                                                 break;\r
1946 \r
1947                                                                         case EBGA種別.BGAPAN:\r
1948                                                                                 if ( ( pChip.rBGAPan != 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.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
1951                                                                                 }\r
1952                                                                                 break;\r
1953 \r
1954                                                                         default:\r
1955                                                                                 if ( pChip.rBMP != null )\r
1956                                                                                 {\r
1957                                                                                         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
1958                                                                                 }\r
1959                                                                                 break;\r
1960                                                                 }\r
1961                                                         }\r
1962                                                 }\r
1963                                                 break;\r
1964                                         #endregion\r
1965                                         #region [ 08: BPM変更(拡張) ]\r
1966                                         case 0x08:      // BPM変更(拡張)\r
1967                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1968                                                 {\r
1969                                                         pChip.bHit = true;\r
1970                                                         if ( dTX.listBPM.ContainsKey( pChip.n整数値_内部番号 ) )\r
1971                                                         {\r
1972                                                                 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
1973                                                         }\r
1974                                                 }\r
1975                                                 break;\r
1976                                         #endregion\r
1977                                         #region [ 11-1a: ドラム演奏 ]\r
1978                                         case 0x11:      // ドラム演奏\r
1979                                         case 0x12:\r
1980                                         case 0x13:\r
1981                                         case 0x14:\r
1982                                         case 0x15:\r
1983                                         case 0x16:\r
1984                                         case 0x17:\r
1985                                         case 0x18:\r
1986                                         case 0x19:\r
1987                                         case 0x1a:\r
1988                                                 if ( pChip.b空打ちチップである )\r
1989                                                 {\r
1990                                                         this.t進行描画_チップ_空打ち音設定_ドラム( configIni, ref dTX, ref pChip );\r
1991                                                 }\r
1992                                                 else\r
1993                                                 {\r
1994                                                         this.t進行描画_チップ_ドラムス( configIni, ref dTX, ref pChip );\r
1995                                                 }\r
1996                                                 break;\r
1997                                         #endregion\r
1998                                         #region [ 1f: フィルインサウンド(ドラム) ]\r
1999                                         case 0x1f:      // フィルインサウンド(ドラム)\r
2000                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2001                                                 {\r
2002                                                         pChip.bHit = true;\r
2003                                                         this.r現在の歓声Chip.Drums = pChip;\r
2004                                                 }\r
2005                                                 break;\r
2006                                         #endregion\r
2007                                         #region [ 20-27: ギター演奏 ]\r
2008                                         case 0x20:      // ギター演奏\r
2009                                         case 0x21:\r
2010                                         case 0x22:\r
2011                                         case 0x23:\r
2012                                         case 0x24:\r
2013                                         case 0x25:\r
2014                                         case 0x26:\r
2015                                         case 0x27:\r
2016                                                 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
2017                                                 break;\r
2018                                         #endregion\r
2019                                         #region [ 28: ウェイリング(ギター) ]\r
2020                                         case 0x28:      // ウェイリング(ギター)\r
2021                                                 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
2022                                                 break;\r
2023                                         #endregion\r
2024                                         #region [ 2f: ウェイリングサウンド(ギター) ]\r
2025                                         case 0x2f:      // ウェイリングサウンド(ギター)\r
2026                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
2027                                                 {\r
2028                                                         pChip.bHit = true;\r
2029                                                         this.r現在の歓声Chip.Guitar = pChip;\r
2030                                                 }\r
2031                                                 break;\r
2032                                         #endregion\r
2033                                         #region [ 31-3a: 不可視チップ配置(ドラム) ]\r
2034                                         case 0x31:      // 不可視チップ配置(ドラム)\r
2035                                         case 0x32:\r
2036                                         case 0x33:\r
2037                                         case 0x34:\r
2038                                         case 0x35:\r
2039                                         case 0x36:\r
2040                                         case 0x37:\r
2041                                         case 0x38:\r
2042                                         case 0x39:\r
2043                                         case 0x3a:\r
2044                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2045                                                 {\r
2046                                                         pChip.bHit = true;\r
2047                                                 }\r
2048                                                 break;\r
2049                                         #endregion\r
2050                                         #region [ 50: 小節線 ]\r
2051                                         case 0x50:      // 小節線\r
2052                                                 {\r
2053                                                         this.t進行描画_チップ_小節線( configIni, ref dTX, ref pChip );\r
2054                                                         break;\r
2055                                                 }\r
2056                                         #endregion\r
2057                                         #region [ 51: 拍線 ]\r
2058                                         case 0x51:      // 拍線\r
2059                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2060                                                 {\r
2061                                                         pChip.bHit = true;\r
2062                                                 }\r
2063                                                 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
2064                                                 {\r
2065                                                         this.txチップ.t2D描画( CDTXMania.app.Device,\r
2066                                                                 0x23 * Scale.X,\r
2067                                                                 configIni.bReverse.Drums ?\r
2068                                                                         //(int) ( ( ( 0x38 + pChip.nバーからの距離dot.Drums ) - 1 ) * Scale.Y ) :\r
2069                                                                         //(int) ( ( ( 0x1a6 - pChip.nバーからの距離dot.Drums ) - 1 ) * Scale.Y ),\r
2070                                                                         (int) ( 0x37 * Scale.Y + pChip.nバーからの距離dot.Drums ) :\r
2071                                                                         (int) ( 0x1a5 * Scale.Y - pChip.nバーからの距離dot.Drums ),\r
2072                                                                 new Rectangle( 0, (int) ( 0x1bf * Scale.Y ), (int) ( 0x128 * Scale.X ), (int) ( 1 * Scale.Y ) )\r
2073                                                         );\r
2074                                                 }\r
2075                                                 break;\r
2076                                         #endregion\r
2077                                         #region [ 52: MIDIコーラス ]\r
2078                                         case 0x52:      // MIDIコーラス\r
2079                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2080                                                 {\r
2081                                                         pChip.bHit = true;\r
2082                                                 }\r
2083                                                 break;\r
2084                                         #endregion\r
2085                                         #region [ 53: フィルイン ]\r
2086                                         case 0x53:      // フィルイン\r
2087                                                 this.t進行描画_チップ_フィルイン( configIni, ref dTX, ref pChip );\r
2088                                                 break;\r
2089                                         #endregion\r
2090                                         #region [ 54: 動画再生(BGA領域), 5A: 動画再生(全画面) ]\r
2091                                         case (int) Ech定義.Movie:             // 動画再生 (BGA領域)\r
2092                                         case (int) Ech定義.MovieFull: // 動画再生 (全画面)\r
2093                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2094                                                 {\r
2095                                                         pChip.bHit = true;\r
2096                                                         if ( configIni.bAVI有効 )\r
2097                                                         {\r
2098                                                                 if ( CDTXMania.DTX.bチップがある.BGA )\r
2099                                                                 {\r
2100                                                                         this.actAVI.bHasBGA = true;\r
2101                                                                 }\r
2102                                                                 if ( pChip.nチャンネル番号 == (int) Ech定義.MovieFull || CDTXMania.ConfigIni.bForceAVIFullscreen )\r
2103                                                                 {\r
2104                                                                         this.actAVI.bFullScreenMovie = true;\r
2105                                                                 }\r
2106                                                                 switch ( pChip.eAVI種別 )\r
2107                                                                 {\r
2108                                                                         case EAVI種別.AVI:\r
2109                                                                                 //if ( pChip.rAVI != null )\r
2110                                                                                 {\r
2111                                                                                         //int startWidth = ( CDTXMania.DTX.bチップがある.BGA ) ? 278 : SampleFramework.GameWindowSize.Width;\r
2112                                                                                         //int startHeight = ( CDTXMania.DTX.bチップがある.BGA ) ? 355 : SampleFramework.GameWindowSize.Height;\r
2113                                                                                         int startWidth  = !this.actAVI.bFullScreenMovie ? 278 : SampleFramework.GameWindowSize.Width;\r
2114                                                                                         int startHeight = !this.actAVI.bFullScreenMovie ? 355 : SampleFramework.GameWindowSize.Height;\r
2115                                                                                         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
2116                                                                                 }\r
2117                                                                                 break;\r
2118 \r
2119                                                                         case EAVI種別.AVIPAN:\r
2120                                                                                 if ( pChip.rAVIPan != null )\r
2121                                                                                 {\r
2122                                                                                         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
2123                                                                                 }\r
2124                                                                                 break;\r
2125                                                                 }\r
2126                                                         }\r
2127                                                 }\r
2128                                                 break;\r
2129                                         #endregion\r
2130                                         #region [ 61-92: 自動再生(BGM, SE) ]\r
2131                                         case 0x61:\r
2132                                         case 0x62:\r
2133                                         case 0x63:\r
2134                                         case 0x64:      // 自動再生(BGM, SE)\r
2135                                         case 0x65:\r
2136                                         case 0x66:\r
2137                                         case 0x67:\r
2138                                         case 0x68:\r
2139                                         case 0x69:\r
2140                                         case 0x70:\r
2141                                         case 0x71:\r
2142                                         case 0x72:\r
2143                                         case 0x73:\r
2144                                         case 0x74:\r
2145                                         case 0x75:\r
2146                                         case 0x76:\r
2147                                         case 0x77:\r
2148                                         case 0x78:\r
2149                                         case 0x79:\r
2150                                         case 0x80:\r
2151                                         case 0x81:\r
2152                                         case 0x82:\r
2153                                         case 0x83:\r
2154                                         case 0x90:\r
2155                                         case 0x91:\r
2156                                         case 0x92:\r
2157                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2158                                                 {\r
2159                                                         pChip.bHit = true;\r
2160                                                         if ( configIni.bBGM音を発声する )\r
2161                                                         {\r
2162                                                                 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
2163                                                                 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
2164                                                                 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
2165                                                         }\r
2166                                                 }\r
2167                                                 break;\r
2168                                         #endregion\r
2169 \r
2170 \r
2171                                         #region [ 84-89: 仮: override sound ]  // #26338 2011.11.8 yyagi\r
2172                                         case 0x84:      // HH (HO/HC)\r
2173                                         case 0x85:      // CY\r
2174                                         case 0x86:      // RD\r
2175                                         case 0x87:      // LC\r
2176                                         case 0x88:      // Guitar\r
2177                                         case 0x89:      // Bass\r
2178                                         // mute sound (auto)\r
2179                                         // 4A: 84: HH (HO/HC)\r
2180                                         // 4B: 85: CY\r
2181                                         // 4C: 86: RD\r
2182                                         // 4D: 87: LC\r
2183                                         // 2A: 88: Gt\r
2184                                         // AA: 89: Bs\r
2185 \r
2186                                         //      CDTXMania.DTX.tWavの再生停止( this.n最後に再生した実WAV番号.Guitar );\r
2187                                         //      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
2188                                         //      this.n最後に再生した実WAV番号.Guitar = pChip.n整数値_内部番号;\r
2189 \r
2190                                         //      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
2191                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2192                                                 {\r
2193                                                         pChip.bHit = true;\r
2194                                                         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
2195 \r
2196                                                         E楽器パート pp =  p[ pChip.nチャンネル番号 - 0x84 ];\r
2197                                                         \r
2198 //                                                      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
2199 //                                                              //            HC    CY    RD    LC\r
2200 //                                                              int[] ch = { 0x11, 0x16, 0x19, 0x1A };\r
2201 //                                                              pChip.nチャンネル番号 = ch[ pChip.nチャンネル番号 - 0x84 ]; \r
2202 //                                                      }\r
2203                                                         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
2204                                                 }\r
2205                                                 break;\r
2206                                         #endregion\r
2207 \r
2208                                         #region [ a0-a7: ベース演奏 ]\r
2209                                         case 0xa0:      // ベース演奏\r
2210                                         case 0xa1:\r
2211                                         case 0xa2:\r
2212                                         case 0xa3:\r
2213                                         case 0xa4:\r
2214                                         case 0xa5:\r
2215                                         case 0xa6:\r
2216                                         case 0xa7:\r
2217                                                 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
2218                                                 break;\r
2219                                         #endregion\r
2220                                         #region [ a8: ウェイリング(ベース) ]\r
2221                                         case 0xa8:      // ウェイリング(ベース)\r
2222                                                 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
2223                                                 break;\r
2224                                         #endregion\r
2225                                         #region [ af: ウェイリングサウンド(ベース) ]\r
2226                                         case 0xaf:      // ウェイリングサウンド(ベース)\r
2227                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
2228                                                 {\r
2229                                                         pChip.bHit = true;\r
2230                                                         this.r現在の歓声Chip.Bass = pChip;\r
2231                                                 }\r
2232                                                 break;\r
2233                                         #endregion\r
2234                                         #region [ b1-b9, bc: 空打ち音設定(ドラム) ]\r
2235                                         case 0xb1:      // 空打ち音設定(ドラム)\r
2236                                         case 0xb2:\r
2237                                         case 0xb3:\r
2238                                         case 0xb4:\r
2239                                         case 0xb5:\r
2240                                         case 0xb6:\r
2241                                         case 0xb7:\r
2242                                         case 0xb8:\r
2243                                         case 0xb9:\r
2244                                         case 0xbc:\r
2245                                                 // ここには来なくなったはずだが、一応残しておく\r
2246                                                 this.t進行描画_チップ_空打ち音設定_ドラム( configIni, ref dTX, ref pChip );\r
2247                                                 break;\r
2248                                         #endregion\r
2249                                         #region [ ba: 空打ち音設定(ギター) ]\r
2250                                         case 0xba:      // 空打ち音設定(ギター)\r
2251                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
2252                                                 {\r
2253                                                         pChip.bHit = true;\r
2254                                                         this.r現在の空うちギターChip = pChip;\r
2255                                                         pChip.nチャンネル番号 = 0x20;\r
2256                                                 }\r
2257                                                 break;\r
2258                                         #endregion\r
2259                                         #region [ bb: 空打ち音設定(ベース) ]\r
2260                                         case 0xbb:      // 空打ち音設定(ベース)\r
2261                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
2262                                                 {\r
2263                                                         pChip.bHit = true;\r
2264                                                         this.r現在の空うちベースChip = pChip;\r
2265                                                         pChip.nチャンネル番号 = 0xA0;\r
2266                                                 }\r
2267                                                 break;\r
2268                                         #endregion\r
2269                                         #region [ c4, c7, d5-d9, e0: BGA画像入れ替え ]\r
2270                                         case 0xc4:\r
2271                                         case 0xc7:\r
2272                                         case 0xd5:\r
2273                                         case 0xd6:      // BGA画像入れ替え\r
2274                                         case 0xd7:\r
2275                                         case 0xd8:\r
2276                                         case 0xd9:\r
2277                                         case 0xe0:\r
2278                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2279                                                 {\r
2280                                                         pChip.bHit = true;\r
2281                                                         if ( ( configIni.bBGA有効 && ( pChip.eBGA種別 == EBGA種別.BMP ) ) || ( pChip.eBGA種別 == EBGA種別.BMPTEX ) )\r
2282                                                         {\r
2283                                                                 for ( int i = 0; i < 8; i++ )\r
2284                                                                 {\r
2285                                                                         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
2286                                                                         {\r
2287                                                                                 this.actBGA.ChangeScope( this.nBGAスコープチャンネルマップ[ 1, i ], pChip.rBMP, pChip.rBMPTEX );\r
2288                                                                         }\r
2289                                                                 }\r
2290                                                         }\r
2291                                                 }\r
2292                                                 break;\r
2293                                         #endregion\r
2294                                         #region [ da: ミキサーへチップ音追加 ]\r
2295                                         case 0xDA:\r
2296                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2297                                                 {\r
2298 //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
2299                                                         pChip.bHit = true;\r
2300                                                         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
2301                                                         {\r
2302                                                                 CDTX.CWAV wc = listWAV[ pChip.n整数値_内部番号 ];\r
2303 //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
2304 \r
2305                                                                 for ( int i = 0; i < nPolyphonicSounds; i++ )\r
2306                                                                 {\r
2307                                                                         if ( wc.rSound[ i ] != null )\r
2308                                                                         {\r
2309                                                                                 //CDTXMania.Sound管理.AddMixer( wc.rSound[ i ] );\r
2310                                                                                 AddMixer( wc.rSound[ i ], pChip.b演奏終了後も再生が続くチップである );\r
2311                                                                         }\r
2312                                                                         //else\r
2313                                                                         //{\r
2314                                                                         //    Debug.WriteLine( ", nPoly=" + i + ", Mix=" + CDTXMania.Sound管理.GetMixingStreams() );\r
2315                                                                         //    break;\r
2316                                                                         //}\r
2317                                                                         //if ( i == nPolyphonicSounds - 1 )\r
2318                                                                         //{\r
2319                                                                         //    Debug.WriteLine( ", nPoly=" + nPolyphonicSounds + ", Mix=" + CDTXMania.Sound管理.GetMixingStreams() );\r
2320                                                                         //}\r
2321                                                                 }\r
2322                                                         }\r
2323                                                 }\r
2324                                                 break;\r
2325                                         #endregion\r
2326                                         #region [ db: ミキサーからチップ音削除 ]\r
2327                                         case 0xDB:\r
2328                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2329                                                 {\r
2330 //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
2331                                                         pChip.bHit = true;\r
2332                                                         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
2333                                                         {\r
2334                                                             CDTX.CWAV wc = listWAV[ pChip.n整数値_内部番号];\r
2335 //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
2336                                                                 for ( int i = 0; i < nPolyphonicSounds; i++ )\r
2337                                                             {\r
2338                                                                         if ( wc.rSound[ i ] != null )\r
2339                                                                         {\r
2340                                                                                 //CDTXMania.Sound管理.RemoveMixer( wc.rSound[ i ] );\r
2341                                                                                 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
2342                                                                                 {                                                                                                                       // 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
2343                                                                                         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
2344                                                                                 }                                                                                                                       // 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
2345                                                                         }\r
2346                                                                         //else\r
2347                                                                         //{\r
2348                                                                         //    Debug.WriteLine( ", nPoly=" + i + ", Mix=" + CDTXMania.Sound管理.GetMixingStreams() );\r
2349                                                                         //    break;\r
2350                                                                         //}\r
2351                                                                         //if ( i == nPolyphonicSounds - 1 )\r
2352                                                                         //{\r
2353                                                                         //    Debug.WriteLine( ", nPoly=" + nPolyphonicSounds + ", Mix=" + CDTXMania.Sound管理.GetMixingStreams() );\r
2354                                                                         //}\r
2355                                                                 }\r
2356                                                         }\r
2357                                                 }\r
2358                                                 break;\r
2359                                         #endregion\r
2360                                         #region [ その他(未定義) ]\r
2361                                         default:\r
2362                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
2363                                                 {\r
2364                                                         pChip.bHit = true;\r
2365                                                 }\r
2366                                                 break;\r
2367                                         #endregion \r
2368                                 }\r
2369                         }\r
2370                         return false;\r
2371                 }\r
2372 \r
2373                 public void t再読込()\r
2374                 {\r
2375                         CDTXMania.DTX.t全チップの再生停止とミキサーからの削除();\r
2376                         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
2377                         base.eフェーズID = CStage.Eフェーズ.演奏_再読込;\r
2378                         this.bPAUSE = false;\r
2379 \r
2380                         // #34048 2014.7.16 yyagi\r
2381                         #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
2382                         for ( int i = 0; i < 3; i++ )\r
2383                         {\r
2384                                 CDTXMania.ConfigIni.nViewerScrollSpeed[ i ] = CDTXMania.ConfigIni.n譜面スクロール速度[ i ];\r
2385                         }\r
2386                         CDTXMania.ConfigIni.b演奏情報を表示する = CDTXMania.ConfigIni.bViewerShowDebugStatus;\r
2387                         #endregion\r
2388                 }\r
2389 \r
2390                 public void t停止()\r
2391                 {\r
2392                         CDTXMania.DTX.t全チップの再生停止とミキサーからの削除();\r
2393                         this.actAVI.Stop();\r
2394                         this.actBGA.Stop();\r
2395                         this.actPanel.Stop();                           // PANEL表示停止\r
2396                         CDTXMania.Timer.t一時停止();                // 再生時刻カウンタ停止\r
2397 \r
2398                         this.n現在のトップChip = CDTXMania.DTX.listChip.Count - 1;        // 終端にシーク\r
2399 \r
2400                         // 自分自身のOn活性化()相当の処理もすべき。\r
2401                 }\r
2402 \r
2403                 public void t演奏位置の変更( int nStartBar )\r
2404                 {\r
2405                         // まず全サウンドオフにする\r
2406                         CDTXMania.DTX.t全チップの再生停止();\r
2407                         this.actAVI.Stop();\r
2408                         this.actBGA.Stop();\r
2409 \r
2410                         #region [ 再生開始小節の変更 ]\r
2411                         nStartBar++;                                                                    // +1が必要\r
2412 \r
2413                         #region [ 演奏済みフラグのついたChipをリセットする ]\r
2414                         for ( int i = 0; i < CDTXMania.DTX.listChip.Count; i++ )\r
2415                         {\r
2416                                 CDTX.CChip pChip = CDTXMania.DTX.listChip[ i ];\r
2417                                 if ( pChip.bHit )\r
2418                                 {\r
2419                                         CDTX.CChip p = (CDTX.CChip) pChip.Clone();\r
2420                                         p.bHit = false;\r
2421                                         CDTXMania.DTX.listChip[ i ] = p;\r
2422                                 }\r
2423                         }\r
2424                         #endregion\r
2425 \r
2426                         #region [ 処理を開始するチップの特定 ]\r
2427                         //for ( int i = this.n現在のトップChip; i < CDTXMania.DTX.listChip.Count; i++ )\r
2428                         bool bSuccessSeek = false;\r
2429                         for ( int i = 0; i < CDTXMania.DTX.listChip.Count; i++ )\r
2430                         {\r
2431                                 CDTX.CChip pChip = CDTXMania.DTX.listChip[ i ];\r
2432                                 if ( pChip.n発声位置 < 384 * nStartBar )\r
2433                                 {\r
2434                                         continue;\r
2435                                 }\r
2436                                 else\r
2437                                 {\r
2438                                         bSuccessSeek = true;\r
2439                                         this.n現在のトップChip = i;\r
2440                                         break;\r
2441                                 }\r
2442                         }\r
2443                         if ( !bSuccessSeek )\r
2444                         {\r
2445                                 // this.n現在のトップChip = CDTXMania.DTX.listChip.Count - 1;\r
2446                                 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
2447                         }\r
2448                         #endregion\r
2449 \r
2450                         #region [ 演奏開始の発声時刻msを取得し、タイマに設定 ]\r
2451                         int nStartTime = CDTXMania.DTX.listChip[ this.n現在のトップChip ].n発声時刻ms;\r
2452 \r
2453                         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
2454                         //if ( !this.bPAUSE )\r
2455                         //{\r
2456                                 CSound管理.rc演奏用タイマ.t一時停止();\r
2457                         //}\r
2458                         CSound管理.rc演奏用タイマ.n現在時刻 = nStartTime;\r
2459                         #endregion\r
2460 \r
2461                         List<CSound> pausedCSound = new List<CSound>();\r
2462 \r
2463                         #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
2464                         for ( int i = this.n現在のトップChip; i >= 0; i-- )\r
2465                         {\r
2466                                 CDTX.CChip pChip = CDTXMania.DTX.listChip[ i ];\r
2467                                 int nDuration = pChip.GetDuration();\r
2468 \r
2469                                 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
2470                                 {\r
2471                                         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
2472                                         {\r
2473                                                 CDTX.CWAV wc;\r
2474                                                 bool b = CDTXMania.DTX.listWAV.TryGetValue( pChip.n整数値_内部番号, out wc );\r
2475                                                 if ( !b ) continue;\r
2476 \r
2477                                                 if ( ( wc.bIsBGMSound && CDTXMania.ConfigIni.bBGM音を発声する ) || ( !wc.bIsBGMSound ) )\r
2478                                                 {\r
2479                                                         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
2480                                                         #region [ PAUSEする ]\r
2481                                                         int j = wc.n現在再生中のサウンド番号;\r
2482                                                         if ( wc.rSound[ j ] != null )\r
2483                                                         {\r
2484                                                             wc.rSound[ j ].t再生を一時停止する();\r
2485                                                             wc.rSound[ j ].t再生位置を変更する( nStartTime - pChip.n発声時刻ms );\r
2486                                                             pausedCSound.Add( wc.rSound[ j ] );\r
2487                                                         }\r
2488                                                         #endregion\r
2489                                                 }\r
2490                                         }\r
2491                                 }\r
2492                         }\r
2493                         #endregion\r
2494                         #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
2495                         this.actBGA.SkipStart( nStartTime );\r
2496                         this.actAVI.SkipStart( nStartTime );\r
2497                         #endregion\r
2498                         #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
2499                         foreach ( CSound cs in pausedCSound )\r
2500                         {\r
2501                                 cs.tサウンドを再生する();\r
2502                         }\r
2503                         pausedCSound.Clear();\r
2504                         pausedCSound = null;\r
2505                         #endregion\r
2506                         #region [ タイマを再開して、PAUSEから復帰する ]\r
2507                         CSound管理.rc演奏用タイマ.n現在時刻 = nStartTime;\r
2508                         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
2509                         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
2510                         CSound管理.rc演奏用タイマ.t再開();\r
2511                         //CDTXMania.Timer.t再開();\r
2512                         this.bPAUSE = false;                                                            // システムがPAUSE状態だったら、強制解除\r
2513                         this.actPanel.Start();\r
2514                         #endregion\r
2515                         #endregion\r
2516                 }\r
2517 \r
2518 \r
2519                 /// <summary>\r
2520                 /// DTXV用の設定をする。(全AUTOなど)\r
2521                 /// 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
2522                 /// </summary>\r
2523                 protected void tDTXV用の設定()\r
2524                 {\r
2525                         CDTXMania.ConfigIni.bAutoPlay.HH = true;\r
2526                         CDTXMania.ConfigIni.bAutoPlay.SD = true;\r
2527                         CDTXMania.ConfigIni.bAutoPlay.BD = true;\r
2528                         CDTXMania.ConfigIni.bAutoPlay.HT = true;\r
2529                         CDTXMania.ConfigIni.bAutoPlay.LT = true;\r
2530                         CDTXMania.ConfigIni.bAutoPlay.CY = true;\r
2531                         CDTXMania.ConfigIni.bAutoPlay.FT = true;\r
2532                         CDTXMania.ConfigIni.bAutoPlay.RD = true;\r
2533                         CDTXMania.ConfigIni.bAutoPlay.LC = true;\r
2534                         CDTXMania.ConfigIni.bAutoPlay.GtR = true;\r
2535                         CDTXMania.ConfigIni.bAutoPlay.GtG = true;\r
2536                         CDTXMania.ConfigIni.bAutoPlay.GtB = true;\r
2537                         CDTXMania.ConfigIni.bAutoPlay.GtPick = true;\r
2538                         CDTXMania.ConfigIni.bAutoPlay.GtW = true;\r
2539                         CDTXMania.ConfigIni.bAutoPlay.BsR = true;\r
2540                         CDTXMania.ConfigIni.bAutoPlay.BsG = true;\r
2541                         CDTXMania.ConfigIni.bAutoPlay.BsB = true;\r
2542                         CDTXMania.ConfigIni.bAutoPlay.BsPick = true;\r
2543                         CDTXMania.ConfigIni.bAutoPlay.BsW = true;\r
2544 \r
2545                         this.bIsAutoPlay = CDTXMania.ConfigIni.bAutoPlay;\r
2546 \r
2547                         CDTXMania.ConfigIni.bAVI有効 = true;\r
2548                         CDTXMania.ConfigIni.bBGA有効 = true;\r
2549                         for ( int i = 0; i < 3; i++ )\r
2550                         {\r
2551                                 CDTXMania.ConfigIni.bGraph[ i ] = false;\r
2552                                 CDTXMania.ConfigIni.bHidden[ i ] = false;\r
2553                                 CDTXMania.ConfigIni.bLeft[ i ] = false;\r
2554                                 CDTXMania.ConfigIni.bLight[ i ] = false;\r
2555                                 CDTXMania.ConfigIni.bReverse[ i ] = false;\r
2556                                 CDTXMania.ConfigIni.bSudden[ i ] = false;\r
2557                                 CDTXMania.ConfigIni.eInvisible[ i ] = EInvisible.OFF;\r
2558                                 CDTXMania.ConfigIni.eRandom[ i ] = Eランダムモード.OFF;\r
2559                                 CDTXMania.ConfigIni.n表示可能な最小コンボ数[ i ] = 65535;\r
2560                                 CDTXMania.ConfigIni.判定文字表示位置[ i ] = E判定文字表示位置.表示OFF;\r
2561                                 // 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
2562                                                                                                                                                                                                                                 // 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
2563                         }\r
2564 \r
2565                         CDTXMania.ConfigIni.eDark = Eダークモード.OFF;\r
2566 \r
2567                         CDTXMania.ConfigIni.b演奏情報を表示する = CDTXMania.ConfigIni.bViewerShowDebugStatus;\r
2568                         CDTXMania.ConfigIni.bフィルイン有効 = true;\r
2569                         CDTXMania.ConfigIni.bScoreIniを出力する = false;\r
2570                         CDTXMania.ConfigIni.bSTAGEFAILED有効 = false;\r
2571                         CDTXMania.ConfigIni.bTight = false;\r
2572                         CDTXMania.ConfigIni.bストイックモード = false;\r
2573                         CDTXMania.ConfigIni.bドラム打音を発声する = true;\r
2574                         CDTXMania.ConfigIni.bBGM音を発声する = true;\r
2575 \r
2576                         CDTXMania.ConfigIni.nRisky = 0;\r
2577                         CDTXMania.ConfigIni.nShowLagType = 0;\r
2578                         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
2579                 }\r
2580 \r
2581 \r
2582                 private bool bCheckAutoPlay( CDTX.CChip pChip )\r
2583                 {\r
2584                         bool bPChipIsAutoPlay = false;\r
2585                         bool bGtBsR = ( ( pChip.nチャンネル番号 & 4 ) > 0 );\r
2586                         bool bGtBsG = ( ( pChip.nチャンネル番号 & 2 ) > 0 );\r
2587                         bool bGtBsB = ( ( pChip.nチャンネル番号 & 1 ) > 0 );\r
2588                         bool bGtBsW = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x08 );\r
2589                         bool bGtBsO = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x00 );\r
2590                         //if ( (\r
2591                         //        ( ( 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
2592                         //        ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && bIsAutoPlay.Guitar ) ) ||\r
2593                         //        ( ( pChip.e楽器パート == E楽器パート.BASS ) && bIsAutoPlay.Bass )\r
2594                         //  )\r
2595                         ////                            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
2596                         //{\r
2597                         //    bPChipIsAutoPlay = true;\r
2598                         //}\r
2599                         if ( pChip.e楽器パート == E楽器パート.DRUMS )\r
2600                         {\r
2601                                 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
2602                                 {\r
2603                                         bPChipIsAutoPlay = true;\r
2604                                 }\r
2605                         }\r
2606                         else if ( pChip.e楽器パート == E楽器パート.GUITAR )\r
2607                         {\r
2608                                 //Trace.TraceInformation( "chip:{0}{1}{2} ", bGtBsR, bGtBsG, bGtBsB );\r
2609                                 //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
2610                                 bPChipIsAutoPlay = true;\r
2611                                 if ( bIsAutoPlay[ (int) Eレーン.GtPick ] == false ) bPChipIsAutoPlay = false;\r
2612                                 else\r
2613                                 {\r
2614                                         if ( bGtBsR == true && bIsAutoPlay[ (int) Eレーン.GtR ] == false ) bPChipIsAutoPlay = false;\r
2615                                         else if ( bGtBsG == true && bIsAutoPlay[ (int) Eレーン.GtG ] == false ) bPChipIsAutoPlay = false;\r
2616                                         else if ( bGtBsB == true && bIsAutoPlay[ (int) Eレーン.GtB ] == false ) bPChipIsAutoPlay = false;\r
2617                                         else if ( bGtBsW == true && bIsAutoPlay[ (int) Eレーン.GtW ] == false ) bPChipIsAutoPlay = false;\r
2618                                         else if ( bGtBsO == true &&\r
2619                                                 ( 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
2620                                                 bPChipIsAutoPlay = false;\r
2621                                 }\r
2622                                 //Trace.TraceInformation( "{0:x2}: {1}", pChip.nチャンネル番号, bPChipIsAutoPlay.ToString() );\r
2623                         }\r
2624                         else if ( pChip.e楽器パート == E楽器パート.BASS )\r
2625                         {\r
2626                                 bPChipIsAutoPlay = true;\r
2627                                 if ( bIsAutoPlay[ (int) Eレーン.BsPick ] == false ) bPChipIsAutoPlay = false;\r
2628                                 else\r
2629                                 {\r
2630                                         if ( bGtBsR == true && bIsAutoPlay[ (int) Eレーン.BsR ] == false ) bPChipIsAutoPlay = false;\r
2631                                         else if ( bGtBsG == true && bIsAutoPlay[ (int) Eレーン.BsG ] == false ) bPChipIsAutoPlay = false;\r
2632                                         else if ( bGtBsB == true && bIsAutoPlay[ (int) Eレーン.BsB ] == false ) bPChipIsAutoPlay = false;\r
2633                                         else if ( bGtBsW == true && bIsAutoPlay[ (int) Eレーン.BsW ] == false ) bPChipIsAutoPlay = false;\r
2634                                         else if ( bGtBsO == true &&\r
2635                                                 ( 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
2636                                                 bPChipIsAutoPlay = false;\r
2637                                 }\r
2638                         }\r
2639                         return bPChipIsAutoPlay;\r
2640                 }\r
2641 \r
2642                 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
2643                 //protected abstract void t進行描画_チップ_ギター( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
2644                 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
2645                 /// <summary>\r
2646                 /// ギター・ベースのチップ表示\r
2647                 /// </summary>\r
2648                 /// <param name="configIni"></param>\r
2649                 /// <param name="dTX"></param>\r
2650                 /// <param name="pChip">描画するチップ</param>\r
2651                 /// <param name="inst">楽器種別</param>\r
2652                 /// <param name="barYNormal">Normal時判定ライン表示Y座標</param>\r
2653                 /// <param name="barYReverse">Reverse時判定ライン表示Y座標</param>\r
2654                 /// <param name="showRangeY0">チップ表示Y座標範囲(最小値)</param>\r
2655                 /// <param name="showRangeY1">チップ表示Y座標範囲(最大値)</param>\r
2656                 /// <param name="openXg">オープンチップの表示X座標(ギター用)</param>\r
2657                 /// <param name="openXb">オープンチップの表示X座標(ベース用)</param>\r
2658                 /// <param name="rectOpenOffsetX">テクスチャ内のオープンチップregionのx座標</param>\r
2659                 /// <param name="rectOpenOffsetY">テクスチャ内のオープンチップregionのy座標</param>\r
2660                 /// <param name="openChipWidth">テクスチャ内のオープンチップregionのwidth</param>\r
2661                 /// <param name="chipHeight">テクスチャ内のチップのheight</param>\r
2662                 /// <param name="chipWidth">テクスチャ内のチップのwidth</param>\r
2663                 /// <param name="guitarNormalX">ギターチップ描画のx座標(Normal)</param>\r
2664                 /// <param name="guitarLeftyX">ギターチップ描画のx座標(Lefty)</param>\r
2665                 /// <param name="bassNormalX">ベースチップ描画のx座標(Normal)</param>\r
2666                 /// <param name="bassLeftyX">ベースチップ描画のx座標(Lefty)</param>\r
2667                 /// <param name="drawDeltaX">描画のX座標間隔(R,G,B...)</param>\r
2668                 /// <param name="chipTexDeltaX">テクスチャののX座標間隔(R,G,B...)</param>\r
2669                 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
2670                         int barYNormal, int barYReverse,\r
2671                         int showRangeY0, int showRangeY1, int openXg, int openXb,\r
2672                         int rectOpenOffsetX, int rectOpenOffsetY, int openChipWidth, int chipHeight, int chipWidth,\r
2673                         int guitarNormalX, int guitarLeftyX, int bassNormalX, int bassLeftyX, int drawDeltaX, int chipTexDeltaX )\r
2674                 {\r
2675                         int instIndex = (int) inst;\r
2676                         if ( configIni.bGuitar有効 )\r
2677                         {\r
2678                                 #region [ Invisible処理 ]\r
2679                                 if ( configIni.eInvisible[ instIndex ] != EInvisible.OFF )\r
2680                                 {\r
2681                                         cInvisibleChip.SetInvisibleStatus( ref pChip );\r
2682                                 }\r
2683                                 #endregion\r
2684                                 else\r
2685                                 {\r
2686                                         #region [ Hidden/Sudden処理 ]\r
2687                                         if ( configIni.bSudden[ instIndex ] )\r
2688                                         {\r
2689                                                 pChip.b可視 = ( pChip.nバーからの距離dot[ instIndex ] < 200 * Scale.Y );\r
2690                                         }\r
2691                                         if ( configIni.bHidden[ instIndex ] && ( pChip.nバーからの距離dot[ instIndex ] < 100 * Scale.Y ) )\r
2692                                         {\r
2693                                                 pChip.b可視 = false;\r
2694                                         }\r
2695                                         #endregion\r
2696                                 }\r
2697 \r
2698                                 bool bChipHasR = ( ( pChip.nチャンネル番号 & 4 ) > 0 );\r
2699                                 bool bChipHasG = ( ( pChip.nチャンネル番号 & 2 ) > 0 );\r
2700                                 bool bChipHasB = ( ( pChip.nチャンネル番号 & 1 ) > 0 );\r
2701                                 bool bChipHasW = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x08 );\r
2702                                 bool bChipIsO = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x00 );\r
2703 \r
2704                                 #region [ chip描画 ]\r
2705                                 int OPEN = ( inst == E楽器パート.GUITAR ) ? 0x20 : 0xA0;\r
2706                                 if ( !pChip.bHit && pChip.b可視 )\r
2707                                 {\r
2708                                         if ( this.txチップ != null )\r
2709                                         {\r
2710                                                 this.txチップ.n透明度 = pChip.n透明度;\r
2711                                         }\r
2712                                         int y = configIni.bReverse[ instIndex ] ?\r
2713                                                 (int) ( barYReverse - pChip.nバーからの距離dot[ instIndex ] ) :\r
2714                                                 (int) ( barYNormal  + pChip.nバーからの距離dot[ instIndex ] );\r
2715                                         int n小節線消失距離dot = configIni.bReverse[ instIndex ] ?\r
2716                                                 (int) ( -100 * Scale.Y ) :\r
2717                                                 ( configIni.e判定位置[ instIndex ] == E判定位置.標準 ) ? (int) ( -36 * Scale.Y ) : (int) ( -25 * Scale.Y );\r
2718                                         if ( configIni.bReverse[ instIndex ] )\r
2719                                         {\r
2720                                                 //showRangeY1 = barYReverse - n小節線消失距離dot;\r
2721                                         }\r
2722                                         else\r
2723                                         {\r
2724                                                 showRangeY0 = barYNormal + n小節線消失距離dot;\r
2725                                         }\r
2726                                         if ( ( showRangeY0 < y ) && ( y < showRangeY1 ) )\r
2727                                         {\r
2728                                                 if ( this.txチップ != null )\r
2729                                                 {\r
2730                                                         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
2731                                                         #region [ OPENチップの描画 ]\r
2732                                                         if ( pChip.nチャンネル番号 == OPEN )\r
2733                                                         {\r
2734                                                                 int xo = ( inst == E楽器パート.GUITAR ) ? openXg : openXb;\r
2735                                                                 this.txチップ.t2D描画( CDTXMania.app.Device,\r
2736                                                                         xo * Scale.X,\r
2737                                                                         y - ( 2 * Scale.Y ),\r
2738                                                                         new Rectangle(\r
2739                                                                                 (int) ( rectOpenOffsetX * Scale.X ),\r
2740                                                                                 (int) ( rectOpenOffsetY * Scale.Y ) + (int) ( ( ( nアニメカウンタ現在の値 % 5 ) * chipHeight * Scale.Y ) ),\r
2741                                                                                 (int) ( openChipWidth * Scale.X ),\r
2742                                                                                 (int) ( chipHeight * Scale.Y )\r
2743                                                                         )\r
2744                                                                 );\r
2745                                                         }\r
2746                                                         #endregion\r
2747                                                         Rectangle rc = new Rectangle(\r
2748                                                                 (int) ( rectOpenOffsetX * Scale.X ),\r
2749                                                                 (int) ( nアニメカウンタ現在の値 * chipHeight * Scale.Y ),\r
2750                                                                 (int) ( chipWidth * Scale.X ),\r
2751                                                                 (int) ( chipHeight * Scale.Y )\r
2752                                                         );\r
2753                                                         #region [ RGBチップのX座標初期化 ]\r
2754                                                         int x;\r
2755                                                         if ( inst == E楽器パート.GUITAR )\r
2756                                                         {\r
2757                                                                 x = ( configIni.bLeft.Guitar ) ? guitarLeftyX : guitarNormalX;\r
2758                                                         }\r
2759                                                         else\r
2760                                                         {\r
2761                                                                 x = ( configIni.bLeft.Bass ) ? bassLeftyX : bassNormalX;\r
2762                                                         }\r
2763                                                         int deltaX = ( configIni.bLeft[ instIndex ] ) ? -drawDeltaX : +drawDeltaX;\r
2764                                                         #endregion\r
2765                                                         //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
2766                                                         #region [ Rチップ描画 ]\r
2767                                                         if ( bChipHasR )\r
2768                                                         {\r
2769                                                                 this.txチップ.t2D描画( CDTXMania.app.Device,\r
2770                                                                         x * Scale.X,\r
2771                                                                         y - ( chipHeight / 2 ) * Scale.Y,\r
2772                                                                         rc\r
2773                                                                 );\r
2774                                                         }\r
2775                                                         #endregion\r
2776                                                         #region [ Gチップ描画 ]\r
2777                                                         rc.X += (int) ( chipTexDeltaX * Scale.X );\r
2778                                                         x += deltaX;\r
2779                                                         if ( bChipHasG )\r
2780                                                         {\r
2781                                                                 this.txチップ.t2D描画( CDTXMania.app.Device,\r
2782                                                                         x * Scale.X,\r
2783                                                                         y - ( chipHeight / 2 ) * Scale.Y,\r
2784                                                                         rc\r
2785                                                                 );\r
2786                                                         }\r
2787                                                         #endregion\r
2788                                                         #region [ Bチップ描画 ]\r
2789                                                         rc.X += (int) ( chipTexDeltaX * Scale.X );\r
2790                                                         x += deltaX;\r
2791                                                         if ( bChipHasB )\r
2792                                                         {\r
2793                                                                 this.txチップ.t2D描画( CDTXMania.app.Device,\r
2794                                                                         x * Scale.X,\r
2795                                                                         y - ( chipHeight / 2 ) * Scale.Y,\r
2796                                                                         rc\r
2797                                                                 );\r
2798                                                         }\r
2799                                                         #endregion\r
2800                                                 }\r
2801                                         }\r
2802                                 }\r
2803                                 #endregion\r
2804                                 //if ( ( configIni.bAutoPlay.Guitar && !pChip.bHit ) && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
2805 \r
2806 \r
2807                 // #35411 2015.08.20 chnmr0 modified\r
2808                 // 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
2809                 bool autoPlayCondition = (!pChip.bHit) && (pChip.nバーからの距離dot[instIndex] < 0);\r
2810                                 if ( autoPlayCondition )\r
2811                 {\r
2812                     cInvisibleChip.StartSemiInvisible( inst );\r
2813                 }\r
2814 \r
2815                 bool autoPick = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtPick : bIsAutoPlay.BsPick;\r
2816                 autoPlayCondition = !pChip.bHit && autoPick;\r
2817                 long ghostLag = 0;\r
2818                 bool bUsePerfectGhost = true;\r
2819 \r
2820                 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
2821                     CDTXMania.ConfigIni.eAutoGhost[(int)(pChip.e楽器パート)] != EAutoGhostData.PERFECT &&\r
2822                     CDTXMania.listAutoGhostLag[(int)pChip.e楽器パート] != null &&\r
2823                     ( pChip.e楽器パート == E楽器パート.GUITAR ?\r
2824                       CDTXMania.ConfigIni.bギターが全部オートプレイである :\r
2825                       CDTXMania.ConfigIni.bベースが全部オートプレイである ) &&\r
2826                     0 <= pChip.n楽器パートでの出現順 &&\r
2827                     pChip.n楽器パートでの出現順 < CDTXMania.listAutoGhostLag[(int)pChip.e楽器パート].Count)\r
2828                 {\r
2829                         // #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
2830                         // 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
2831                     ghostLag = CDTXMania.listAutoGhostLag[(int)pChip.e楽器パート][pChip.n楽器パートでの出現順]\r
2832                         - (pChip.e楽器パート == E楽器パート.GUITAR ? nInputAdjustTimeMs.Guitar : nInputAdjustTimeMs.Bass);\r
2833                     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
2834                     bUsePerfectGhost = false;\r
2835                 }\r
2836                 \r
2837                 if( bUsePerfectGhost )\r
2838                 {\r
2839                         // 従来のAUTOを使用する場合\r
2840                     autoPlayCondition &= (pChip.nバーからの距離dot[instIndex] < 0);\r
2841                 }\r
2842 \r
2843                 if ( autoPlayCondition )\r
2844                 {\r
2845                                         int lo = ( inst == E楽器パート.GUITAR ) ? 0 : 3;   // lane offset\r
2846                                         bool autoR = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtR : bIsAutoPlay.BsR;\r
2847                                         bool autoG = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtG : bIsAutoPlay.BsG;\r
2848                                         bool autoB = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtB : bIsAutoPlay.BsB;\r
2849                                         bool pushingR = CDTXMania.Pad.b押されている( inst, Eパッド.R );\r
2850                                         bool pushingG = CDTXMania.Pad.b押されている( inst, Eパッド.G );\r
2851                                         bool pushingB = CDTXMania.Pad.b押されている( inst, Eパッド.B );\r
2852 \r
2853                                         #region [ Chip Fire effects (auto時用) ]\r
2854                     // 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
2855                     bool bSuccessOPEN = bChipIsO && (autoR || !pushingR) && (autoG || !pushingG) && (autoB || !pushingB);\r
2856                                         {\r
2857                                                 if ( ( bChipHasR && ( autoR || pushingR ) ) || bSuccessOPEN )\r
2858                                                 {\r
2859                                                         this.actChipFireGB.Start( 0 + lo, 演奏判定ライン座標 );\r
2860                                                 }\r
2861                                                 if ( ( bChipHasG && ( autoG || pushingG ) ) || bSuccessOPEN )\r
2862                                                 {\r
2863                                                         this.actChipFireGB.Start( 1 + lo, 演奏判定ライン座標 );\r
2864                                                 }\r
2865                                                 if ( ( bChipHasB && ( autoB || pushingB ) ) || bSuccessOPEN )\r
2866                                                 {\r
2867                                                         this.actChipFireGB.Start( 2 + lo, 演奏判定ライン座標 );\r
2868                                                 }\r
2869                                         }\r
2870                                         #endregion\r
2871                                         #region [ autopick ]\r
2872                                         {\r
2873                                                 bool bMiss = true;\r
2874                                                 if ( bChipHasR == autoR && bChipHasG == autoG && bChipHasB == autoB )           // autoレーンとチップレーン一致時はOK\r
2875                                                 {                                                                                                                                                       // 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
2876                                                         bMiss = false;\r
2877                                                 }\r
2878                                                 else if ( ( autoR || ( bChipHasR == pushingR ) ) && ( autoG || ( bChipHasG == pushingG ) ) && ( autoB || ( bChipHasB == pushingB ) ) )\r
2879                                                         // ( bChipHasR == ( pushingR | autoR ) ) && ( bChipHasG == ( pushingG | autoG ) ) && ( bChipHasB == ( pushingB | autoB ) ) )\r
2880                                                 {\r
2881                                                         bMiss = false;\r
2882                                                 }\r
2883                                                 else if ( ( ( bChipIsO == true ) && ( !pushingR | autoR ) && ( !pushingG | autoG ) && ( !pushingB | autoB ) ) ) // OPEN時\r
2884                                                 {\r
2885                                                         bMiss = false;\r
2886                                                 }\r
2887                                                 pChip.bHit = true;\r
2888                                                 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
2889                                                 this.r次にくるギターChip = null;\r
2890                                                 if ( !bMiss )\r
2891                                                 {\r
2892                                                         this.tチップのヒット処理(pChip.n発声時刻ms + ghostLag, pChip);\r
2893                                                 }\r
2894                                                 else\r
2895                                                 {\r
2896                                                         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
2897                                                         this.tチップのヒット処理(pChip.n発声時刻ms + ghostLag, pChip, false);\r
2898                                                 }\r
2899                                                 int chWailingChip = ( inst == E楽器パート.GUITAR ) ? 0x28 : 0xA8;\r
2900                                                 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
2901                                                 if ( item != null && !bMiss )\r
2902                                                 {\r
2903                                                         this.queWailing[ instIndex ].Enqueue( item );\r
2904                                                 }\r
2905                                         }\r
2906                                         #endregion\r
2907                                         // #35411 modify end\r
2908                                 }\r
2909                                 return;\r
2910                         }       // end of "if configIni.bGuitar有効"\r
2911                         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
2912                         {\r
2913                                 pChip.bHit = true;\r
2914                                 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
2915                         }\r
2916                 }\r
2917 \r
2918                 \r
2919                 protected virtual void t進行描画_チップ_ギターベース_ウェイリング(\r
2920                         CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip, E楽器パート inst, bool bGRmode )\r
2921                 {\r
2922                         int indexInst = (int) inst;\r
2923                         if ( configIni.bGuitar有効 )\r
2924                         {\r
2925                                 #region [ Invisible処理 ]\r
2926                                 if ( configIni.eInvisible[ indexInst ] != EInvisible.OFF )\r
2927                                 {\r
2928                                         cInvisibleChip.SetInvisibleStatus( ref pChip );\r
2929                                 }\r
2930                                 #endregion\r
2931                                 #region [ Sudden/Hidden処理 ]\r
2932                                 if ( configIni.bSudden[indexInst] )\r
2933                                 {\r
2934                                         pChip.b可視 = ( pChip.nバーからの距離dot[indexInst] < 200 * Scale.Y );\r
2935                                 }\r
2936                                 if ( configIni.bHidden[indexInst] && ( pChip.nバーからの距離dot[indexInst] < 100 * Scale.Y ) )\r
2937                                 {\r
2938                                         pChip.b可視 = false;\r
2939                                 }\r
2940                                 #endregion\r
2941 \r
2942                                 cWailingChip[ indexInst ].t進行描画_チップ_ギターベース_ウェイリング(\r
2943                                         configIni, ref dTX, ref pChip,\r
2944                                         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
2945                                 );\r
2946 \r
2947                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot[indexInst] < 0 ) )\r
2948                                 {\r
2949                                         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
2950                                         {\r
2951                                                 pChip.bHit = true;\r
2952                                         }\r
2953                                         bool autoW = ( inst == E楽器パート.GUITAR ) ? configIni.bAutoPlay.GtW : configIni.bAutoPlay.BsW;\r
2954                                         //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
2955                                         if ( autoW )\r
2956                                         {\r
2957                                         //    pChip.bHit = true;                                                                // #25253 2011.5.29 yyagi: Set pChip.bHit=true if autoplay.\r
2958                                         //    this.actWailingBonus.Start( inst, this.r現在の歓声Chip[indexInst] );\r
2959                                         // #23886 2012.5.22 yyagi; To support auto Wailing; Don't do wailing for ALL wailing chips. Do wailing for queued wailing chip.\r
2960                                         // wailing chips are queued when 1) manually wailing and not missed at that time 2) AutoWailing=ON and not missed at that time\r
2961                                                 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
2962                                                 DoWailingFromQueue( inst, nTimeStamp_Wailed, autoW );\r
2963                                         }\r
2964                                         cInvisibleChip.StartSemiInvisible( inst );\r
2965                                 }\r
2966                                 return;\r
2967                         }\r
2968                         pChip.bHit = true;\r
2969                 }\r
2970                 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
2971                 {\r
2972                         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
2973                 }\r
2974                 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
2975                 protected abstract void t進行描画_チップ_小節線( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
2976                 //protected abstract void t進行描画_チップ_ベース( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
2977                 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
2978                 {\r
2979                         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
2980                 }\r
2981 \r
2982         \r
2983                 \r
2984                 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
2985                 protected void t進行描画_チップアニメ()\r
2986                 {\r
2987                         for ( int i = 0; i < 3; i++ )                   // 0=drums, 1=guitar, 2=bass\r
2988                         {\r
2989                                 if ( this.ctチップ模様アニメ[ i ] != null )\r
2990                                 {\r
2991                                         this.ctチップ模様アニメ[ i ].t進行Loop();\r
2992                                 }\r
2993                         }\r
2994                         if ( this.ctWailingチップ模様アニメ != null )\r
2995                         {\r
2996                                 this.ctWailingチップ模様アニメ.t進行Loop();\r
2997                         }\r
2998                 }\r
2999 \r
3000                 protected bool t進行描画_フェードイン_アウト()\r
3001                 {\r
3002                         switch ( base.eフェーズID )\r
3003                         {\r
3004                                 case CStage.Eフェーズ.共通_フェードイン:\r
3005                                         if ( this.actFI.On進行描画() != 0 )\r
3006                                         {\r
3007                                                 base.eフェーズID = CStage.Eフェーズ.共通_通常状態;\r
3008                                         }\r
3009                                         break;\r
3010 \r
3011                                 case CStage.Eフェーズ.共通_フェードアウト:\r
3012                                 case CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト:\r
3013                                         if ( this.actFO.On進行描画() != 0 )\r
3014                                         {\r
3015                                                 return true;\r
3016                                         }\r
3017                                         break;\r
3018 \r
3019                                 case CStage.Eフェーズ.演奏_STAGE_CLEAR_フェードアウト:\r
3020                                         if ( this.actFOClear.On進行描画() == 0 )\r
3021                                         {\r
3022                                                 break;\r
3023                                         }\r
3024                                         return true;\r
3025                 \r
3026                         }\r
3027                         return false;\r
3028                 }\r
3029                 protected void t進行描画_レーンフラッシュD()\r
3030                 {\r
3031                         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
3032                         {\r
3033                                 this.actLaneFlushD.On進行描画();\r
3034                         }\r
3035                 }\r
3036                 protected void t進行描画_レーンフラッシュGB()\r
3037                 {\r
3038                         if ( ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF ) && CDTXMania.ConfigIni.bGuitar有効 )\r
3039                         {\r
3040                                 this.actLaneFlushGB.On進行描画();\r
3041                         }\r
3042                 }\r
3043                 protected abstract void t進行描画_演奏情報();\r
3044                 protected void t進行描画_演奏情報(int x, int y)\r
3045                 {\r
3046                         if ( !CDTXMania.ConfigIni.b演奏情報を表示しない )\r
3047                         {\r
3048                                 this.actPlayInfo.t進行描画( x, y );\r
3049                         }\r
3050                 }\r
3051                 protected void t進行描画_背景()\r
3052                 {\r
3053                         if ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF )\r
3054                         {\r
3055                                 if ( this.tx背景 != null )\r
3056                                 {\r
3057                                         this.tx背景.t2D描画( CDTXMania.app.Device, 0, 0 );\r
3058                                 }\r
3059                         }\r
3060                         else\r
3061                         {\r
3062                                 // FullHD版では、背景描画のさらに奥でAVI描画をするため、\r
3063                                 // 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
3064                                 // CDTXMania.app.Device.Clear( ClearFlags.ZBuffer | ClearFlags.Target, Color.Black, 0f, 0 );\r
3065                         }\r
3066                 }\r
3067 \r
3068                 protected void t進行描画_判定ライン()\r
3069                 {\r
3070                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
3071                         {\r
3072                                 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
3073                                                                                                                                 // #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
3074                                 if ( this.txヒットバー != null )\r
3075                                 {\r
3076                                         for ( int i = 32; i < 335; i += 8 )\r
3077                                         {\r
3078                                                 this.txヒットバー.t2D描画( CDTXMania.app.Device,\r
3079                                                         i * Scale.X,\r
3080                                                         y,\r
3081                                                         new Rectangle( 0, 0, ( ( i + 8 ) >= 335 ) ? (int) ( ( 7 - ( ( i + 8 ) - 335 ) ) * Scale.X ) : (int) ( 8 * Scale.X ), (int) ( 8 * Scale.Y ) ) );\r
3082                                         }\r
3083                                 }\r
3084                         }\r
3085                 }\r
3086                 protected void t進行描画_判定文字列()\r
3087                 {\r
3088                         this.actJudgeString.t進行描画( 演奏判定ライン座標 );\r
3089                 }\r
3090                 protected void t進行描画_判定文字列1_通常位置指定の場合()\r
3091                 {\r
3092                         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
3093                         {\r
3094                                 this.actJudgeString.t進行描画( 演奏判定ライン座標 );\r
3095                         }\r
3096                 }\r
3097                 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
3098                 {\r
3099                         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
3100                         {\r
3101                                 this.actJudgeString.t進行描画( 演奏判定ライン座標 );\r
3102                         }\r
3103                 }\r
3104 \r
3105                 protected void t進行描画_譜面スクロール速度()\r
3106                 {\r
3107                         this.act譜面スクロール速度.On進行描画();\r
3108                 }\r
3109 \r
3110                 protected abstract void t背景テクスチャの生成();\r
3111                 protected void t背景テクスチャの生成( string DefaultBgFilename, string DefaultLaneFilename, Rectangle bgrect, string bgfilename )\r
3112                 {                                                                       // 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
3113                         Bitmap image = null;\r
3114                         bool bSuccessLoadDTXbgfile = false;\r
3115 \r
3116                         int[] offsetX = new int[2]{ 96, 506 };\r
3117                         //int nLanePosition = (int) CDTXMania.ConfigIni.eドラムレーン表示位置;\r
3118                         int nLanePosition = (int) Eドラムレーン表示位置.Left;\r
3119                         \r
3120                         if ( bgfilename != null && File.Exists( bgfilename ) && !CDTXMania.DTX.bチップがある.Movie )\r
3121                         {\r
3122                                 try\r
3123                                 {\r
3124                                         #region [ DTXデータで指定されている背景画像を読み込む ]\r
3125                                         Bitmap bitmap1 = null;\r
3126                                         bitmap1 = new Bitmap( bgfilename );\r
3127                                         if ( ( bitmap1.Size.Width == 0 ) && ( bitmap1.Size.Height == 0 ) )\r
3128                                         {\r
3129                                                 this.tx背景 = null;\r
3130                                                 return;\r
3131                                         }\r
3132                                         #endregion\r
3133 \r
3134                                         int newWidth = (int) ( bitmap1.Width * Scale.X );\r
3135                                         int newHeight = (int) ( bitmap1.Height * Scale.Y );\r
3136                                         Bitmap bitmap2;\r
3137 \r
3138                                         #region [ 背景画像がVGAサイズ以下なら、FullHDサイズに拡大する ]\r
3139                                         if ( bitmap1.Width <= 640 && bitmap1.Height <= 480 )\r
3140                                         {\r
3141                                                 bitmap2 = new Bitmap( newWidth, newHeight );\r
3142                                                 Graphics graphic2 = Graphics.FromImage( bitmap2 );\r
3143                                                 graphic2.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;\r
3144                                                 graphic2.DrawImage( bitmap1, 0, 0, newWidth, newHeight );\r
3145                                                 graphic2.Dispose();\r
3146                                         }\r
3147                                         else\r
3148                                         {\r
3149                                                 bitmap2 = (Bitmap) bitmap1.Clone();\r
3150                                         }\r
3151                                         bitmap1.Dispose();\r
3152                                         #endregion\r
3153 \r
3154                                         #region [ 実背景に格子状に配置するよう、コピーしていく ]\r
3155                                         Bitmap bitmap3 = new Bitmap( SampleFramework.GameWindowSize.Width, SampleFramework.GameWindowSize.Height );\r
3156                                         Graphics graphics3 = Graphics.FromImage( bitmap3 );\r
3157                                         for ( int i = 0; i < SampleFramework.GameWindowSize.Height; i += bitmap2.Size.Height )\r
3158                                         {\r
3159                                                 for ( int j = 0; j < SampleFramework.GameWindowSize.Width; j += bitmap2.Size.Width )\r
3160                                                 {\r
3161                                                         graphics3.DrawImage( bitmap2, j, i, bitmap2.Width, bitmap2.Height );\r
3162                                                 }\r
3163                                         }\r
3164                                         graphics3.Dispose();\r
3165                                         bitmap2.Dispose();\r
3166                                         #endregion\r
3167 \r
3168                                         #region [ レーン外・レーンそのもののフレームを合成 ]\r
3169                                         image = new Bitmap( CSkin.Path( DefaultBgFilename ) );  // レーン外のフレーム\r
3170                                         graphics3 = Graphics.FromImage( image );\r
3171 \r
3172                                         #region [ レーンのフレームがあれば、それを合成 ]\r
3173                                         if ( DefaultLaneFilename != "" )\r
3174                                         {\r
3175                                                 Bitmap bmLane = new Bitmap( CSkin.Path( DefaultLaneFilename ) );\r
3176                                                 graphics3.DrawImage( bmLane, offsetX[ nLanePosition ], 0 );\r
3177                                                 bmLane.Dispose();\r
3178                                         }\r
3179                                         #endregion\r
3180                 \r
3181                                         ColorMatrix matrix2 = new ColorMatrix();\r
3182                                         matrix2.Matrix00 = 1f;\r
3183                                         matrix2.Matrix11 = 1f;\r
3184                                         matrix2.Matrix22 = 1f;\r
3185                                         matrix2.Matrix33 = ( (float) CDTXMania.ConfigIni.n背景の透過度 ) / 255f;\r
3186                                         matrix2.Matrix44 = 1f;\r
3187                                         ColorMatrix newColorMatrix = matrix2;\r
3188                                         ImageAttributes imageAttr = new ImageAttributes();\r
3189                                         imageAttr.SetColorMatrix( newColorMatrix );\r
3190                                         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
3191                                 //      graphics3.DrawImage( bitmap3, bgrect, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height, GraphicsUnit.Pixel );\r
3192                                         bitmap3.Dispose();\r
3193                                         #endregion\r
3194 \r
3195                                         imageAttr.Dispose();\r
3196                                         graphics3.Dispose();\r
3197                                         bSuccessLoadDTXbgfile = true;\r
3198                                 }\r
3199                                 catch\r
3200                                 {\r
3201                                         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
3202                                 }\r
3203                         }\r
3204                         #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
3205                         if ( !bSuccessLoadDTXbgfile )\r
3206                         {\r
3207                                 bgfilename = CSkin.Path( DefaultBgFilename );\r
3208                                 try\r
3209                                 {\r
3210                                         image = new Bitmap( bgfilename );\r
3211 \r
3212                                         if ( DefaultLaneFilename != "" )\r
3213                                         {\r
3214                                                 Bitmap bmLane = new Bitmap( CSkin.Path( DefaultLaneFilename ) );\r
3215                                                 Graphics g = Graphics.FromImage( image );\r
3216                                                 g.DrawImage( bmLane, offsetX[ nLanePosition ], 0 );\r
3217                                                 g.Dispose();\r
3218                                                 bmLane.Dispose();\r
3219                                         }\r
3220                                 }\r
3221                                 catch\r
3222                                 {\r
3223                                         Trace.TraceError( "レーン画像の読み込みに失敗しました。({0})", bgfilename );\r
3224                                         this.tx背景 = null;\r
3225                                         return;\r
3226                                 }\r
3227                         }\r
3228                         #endregion\r
3229                         #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
3230                         if ( ( CDTXMania.DTX.listBMP.Count > 0 ) || ( CDTXMania.DTX.listBMPTEX.Count > 0 ) || CDTXMania.DTX.listAVI.Count > 0 )\r
3231                         {\r
3232                                 Graphics graphics2 = Graphics.FromImage( image );\r
3233                                 graphics2.FillRectangle( Brushes.Black, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height );\r
3234                                 graphics2.Dispose();\r
3235                         }\r
3236                         #endregion\r
3237                         #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
3238                         try\r
3239                         {\r
3240                                 this.tx背景 = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );\r
3241                                 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
3242                                 {\r
3243                                         this.tx背景.n透明度 = 255 - CDTXMania.ConfigIni.n背景の透過度;       // 背景動画用\r
3244                                 }\r
3245                         }\r
3246                         catch ( CTextureCreateFailedException )\r
3247                         {\r
3248                                 Trace.TraceError( "背景テクスチャの生成に失敗しました。" );\r
3249                                 this.tx背景 = null;\r
3250                         }\r
3251                         #endregion\r
3252                         image.Dispose();\r
3253                 }\r
3254 \r
3255                 protected virtual void t入力処理_ギター()\r
3256                 {\r
3257                         t入力処理_ギターベース( E楽器パート.GUITAR );\r
3258                 }\r
3259                 protected virtual void t入力処理_ベース()\r
3260                 {\r
3261                         t入力処理_ギターベース( E楽器パート.BASS );\r
3262                 }\r
3263 \r
3264 \r
3265                 protected virtual void t入力処理_ギターベース(E楽器パート inst)\r
3266                 {\r
3267                         int indexInst = (int) inst;\r
3268                         #region [ スクロール速度変更 ]\r
3269                         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
3270                         {\r
3271                                 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
3272                         }\r
3273                         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
3274                         {\r
3275                                 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
3276                         }\r
3277                         #endregion\r
3278 \r
3279                         if ( !CDTXMania.ConfigIni.bGuitar有効 || !CDTXMania.DTX.bチップがある[indexInst] )\r
3280                         {\r
3281                                 return;\r
3282                         }\r
3283 \r
3284                         int R = ( inst == E楽器パート.GUITAR ) ? 0 : 3;\r
3285                         int G = R + 1;\r
3286                         int B = R + 2;\r
3287                         bool autoW =    ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtW : bIsAutoPlay.BsW;\r
3288                         bool autoR =    ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtR : bIsAutoPlay.BsR;\r
3289                         bool autoG =    ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtG : bIsAutoPlay.BsG;\r
3290                         bool autoB =    ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtB : bIsAutoPlay.BsB;\r
3291                         bool autoPick = ( inst == E楽器パート.GUITAR ) ? bIsAutoPlay.GtPick : bIsAutoPlay.BsPick;\r
3292                         int nAutoW = ( autoW ) ? 8 : 0;\r
3293                         int nAutoR = ( autoR ) ? 4 : 0;\r
3294                         int nAutoG = ( autoG ) ? 2 : 0;\r
3295                         int nAutoB = ( autoB ) ? 1 : 0;\r
3296                         int nAutoMask = nAutoW | nAutoR | nAutoG | nAutoB;\r
3297 \r
3298 //                      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
3299 //                      {\r
3300                         CDTX.CChip chip = this.r次に来る指定楽器Chipを更新して返す(inst);\r
3301                         if ( chip != null )     \r
3302                         {\r
3303                                 if ( ( chip.nチャンネル番号 & 4 ) != 0 && autoR )\r
3304                                 {\r
3305                                         this.actLaneFlushGB.Start( R );\r
3306                                         this.actRGB.Push( R );\r
3307                                 }\r
3308                                 if ( ( chip.nチャンネル番号 & 2 ) != 0 && autoG )\r
3309                                 {\r
3310                                         this.actLaneFlushGB.Start( G );\r
3311                                         this.actRGB.Push( G );\r
3312                                 }\r
3313                                 if ( ( chip.nチャンネル番号 & 1 ) != 0 && autoB )\r
3314                                 {\r
3315                                         this.actLaneFlushGB.Start( B );\r
3316                                         this.actRGB.Push( B );\r
3317                                 }\r
3318 //                      }\r
3319 \r
3320                         }\r
3321 //                      else\r
3322                         {\r
3323                                 int pushingR = CDTXMania.Pad.b押されている( inst, Eパッド.R ) ? 4 : 0;\r
3324                                 this.t入力メソッド記憶( inst );\r
3325                                 int pushingG = CDTXMania.Pad.b押されている( inst, Eパッド.G ) ? 2 : 0;\r
3326                                 this.t入力メソッド記憶( inst );\r
3327                                 int pushingB = CDTXMania.Pad.b押されている( inst, Eパッド.B ) ? 1 : 0;\r
3328                                 this.t入力メソッド記憶( inst );\r
3329                                 int flagRGB = pushingR | pushingG | pushingB;\r
3330                                 if ( pushingR != 0 )\r
3331                                 {\r
3332                                         this.actLaneFlushGB.Start( R );\r
3333                                         this.actRGB.Push( R );\r
3334                                 }\r
3335                                 if ( pushingG != 0 )\r
3336                                 {\r
3337                                         this.actLaneFlushGB.Start( G );\r
3338                                         this.actRGB.Push( G );\r
3339                                 }\r
3340                                 if ( pushingB != 0 )\r
3341                                 {\r
3342                                         this.actLaneFlushGB.Start( B );\r
3343                                         this.actRGB.Push( B );\r
3344                                 }\r
3345                                 // auto pickだとここから先に行かないので注意\r
3346                                 List<STInputEvent> events = CDTXMania.Pad.GetEvents( inst, Eパッド.Pick );\r
3347                                 if ( ( events != null ) && ( events.Count > 0 ) )\r
3348                                 {\r
3349                                         foreach ( STInputEvent eventPick in events )\r
3350                                         {\r
3351                                                 if ( !eventPick.b押された )\r
3352                                                 {\r
3353                                                         continue;\r
3354                                                 }\r
3355                                                 this.t入力メソッド記憶( inst );\r
3356                                                 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
3357                                                 int chWailingSound = ( inst == E楽器パート.GUITAR ) ? 0x2F : 0xAF;\r
3358                                                 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
3359                                                 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
3360 //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
3361                                                 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
3362                                                 {\r
3363                                                         bool bChipHasR = ( ( pChip.nチャンネル番号 & 4 ) > 0 );\r
3364                                                         bool bChipHasG = ( ( pChip.nチャンネル番号 & 2 ) > 0 );\r
3365                                                         bool bChipHasB = ( ( pChip.nチャンネル番号 & 1 ) > 0 );\r
3366                                                         bool bChipHasW = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x08 );\r
3367                                                         bool bChipIsO = ( ( pChip.nチャンネル番号 & 0x0F ) == 0x00 );\r
3368                                                         bool bSuccessOPEN = bChipIsO && ( autoR || pushingR == 0 ) && ( autoG || pushingG == 0 ) && ( autoB || pushingB == 0 );\r
3369                                                         if ( ( bChipHasR && ( autoR || pushingR != 0 ) ) || bSuccessOPEN )\r
3370                                                         //if ( ( pushingR != 0 ) || autoR || ( flagRGB == 0 ) )\r
3371                                                         {\r
3372                                                                 this.actChipFireGB.Start( R, 演奏判定ライン座標 );\r
3373                                                         }\r
3374                                                         if ( ( bChipHasG && ( autoG || pushingG != 0 ) ) || bSuccessOPEN )\r
3375                                                         //if ( ( pushingG != 0 ) || autoG || ( flagRGB == 0 ) )\r
3376                                                         {\r
3377                                                                 this.actChipFireGB.Start( G, 演奏判定ライン座標 );\r
3378                                                         }\r
3379                                                         if ( ( bChipHasB && ( autoB || pushingB != 0 ) ) || bSuccessOPEN )\r
3380                                                         //if ( ( pushingB != 0 ) || autoB || ( flagRGB == 0 ) )\r
3381                                                         {\r
3382                                                                 this.actChipFireGB.Start( B, 演奏判定ライン座標 );\r
3383                                                         }\r
3384                                                         this.tチップのヒット処理( nTime, pChip );\r
3385                                                         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
3386                                                         int chWailingChip = ( inst == E楽器パート.GUITAR ) ? 0x28 : 0xA8;\r
3387                                                         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
3388                                                         if ( item != null )\r
3389                                                         {\r
3390                                                                 this.queWailing[indexInst].Enqueue( item );\r
3391                                                         }\r
3392                                                         continue;\r
3393                                                 }\r
3394 \r
3395                                                 // 以下、間違いレーンでのピック時\r
3396                                                 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
3397                                                 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
3398                                                 {\r
3399                                                         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
3400                                                 }\r
3401                                                 if ( !CDTXMania.ConfigIni.bLight[indexInst] )\r
3402                                                 {\r
3403                                                         this.tチップのヒット処理_BadならびにTight時のMiss( inst );\r
3404                                                 }\r
3405                                         }\r
3406                                 }\r
3407                                 List<STInputEvent> list = CDTXMania.Pad.GetEvents(inst, Eパッド.Wail );\r
3408                                 if ( ( list != null ) && ( list.Count > 0 ) )\r
3409                                 {\r
3410                                         foreach ( STInputEvent eventWailed in list )\r
3411                                         {\r
3412                                                 if ( !eventWailed.b押された )\r
3413                                                 {\r
3414                                                         continue;\r
3415                                                 }\r
3416                                                 DoWailingFromQueue( inst, eventWailed.nTimeStamp,  autoW );\r
3417                                         }\r
3418                                 }\r
3419                         }\r
3420                 }\r
3421 \r
3422                 private void DoWailingFromQueue( E楽器パート inst, long nTimeStamp_Wailed,  bool autoW )\r
3423                 {\r
3424                         int indexInst = (int) inst;\r
3425                         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
3426                         CDTX.CChip chipWailing;\r
3427                         while ( ( this.queWailing[ indexInst ].Count > 0 ) && ( ( chipWailing = this.queWailing[ indexInst ].Dequeue() ) != null ) )\r
3428                         {\r
3429                                 if ( ( nTimeWailed - chipWailing.n発声時刻ms ) <= 1000 )            // #24245 2011.1.26 yyagi: 800 -> 1000\r
3430                                 {\r
3431                                         chipWailing.bHit = true;\r
3432                                         this.actWailingBonus.Start( inst, this.r現在の歓声Chip[ indexInst ] );\r
3433                                         //if ( !bIsAutoPlay[indexInst] )\r
3434                                         if ( !autoW )\r
3435                                         {\r
3436                                                 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
3437                                                 this.actScore.Add( inst, bIsAutoPlay, nCombo * 3000L );         // #24245 2011.1.26 yyagi changed DRUMS->BASS, add nCombo conditions\r
3438                                         }\r
3439                                 }\r
3440                         }\r
3441                 }\r
3442         #endregion\r
3443         }\r
3444 }\r