using System; using System.Collections.Generic; using System.Text; using System.Runtime.InteropServices; using System.IO; using System.Diagnostics; using FDK; namespace DTXMania { internal class CConfigIni { // クラス public class CKeyAssign { public class CKeyAssignPad { public CConfigIni.CKeyAssign.STKEYASSIGN[] B { get { return this.padBD_B; } set { this.padBD_B = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] BD { get { return this.padBD_B; } set { this.padBD_B = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] Cancel { get { return this.padFT_Cancel; } set { this.padFT_Cancel = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] CY { get { return this.padCY_Decide; } set { this.padCY_Decide = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] Decide { get { return this.padCY_Decide; } set { this.padCY_Decide = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] FT { get { return this.padFT_Cancel; } set { this.padFT_Cancel = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] G { get { return this.padSD_G; } set { this.padSD_G = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] HH { get { return this.padHH_R; } set { this.padHH_R = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] HHO { get { return this.padHHO; } set { this.padHHO = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] HT { get { return this.padHT_Pick; } set { this.padHT_Pick = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] this[ int index ] { get { switch( index ) { case 0: return this.padHH_R; case 1: return this.padSD_G; case 2: return this.padBD_B; case 3: return this.padHT_Pick; case 4: return this.padLT_Wail; case 5: return this.padFT_Cancel; case 6: return this.padCY_Decide; case 7: return this.padHHO; case 8: return this.padRD; case 9: return this.padLC; } throw new IndexOutOfRangeException(); } set { switch( index ) { case 0: this.padHH_R = value; return; case 1: this.padSD_G = value; return; case 2: this.padBD_B = value; return; case 3: this.padHT_Pick = value; return; case 4: this.padLT_Wail = value; return; case 5: this.padFT_Cancel = value; return; case 6: this.padCY_Decide = value; return; case 7: this.padHHO = value; return; case 8: this.padRD = value; return; case 9: this.padLC = value; return; } throw new IndexOutOfRangeException(); } } public CConfigIni.CKeyAssign.STKEYASSIGN[] LC { get { return this.padLC; } set { this.padLC = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] LT { get { return this.padLT_Wail; } set { this.padLT_Wail = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] Pick { get { return this.padHT_Pick; } set { this.padHT_Pick = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] R { get { return this.padHH_R; } set { this.padHH_R = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] RD { get { return this.padRD; } set { this.padRD = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] SD { get { return this.padSD_G; } set { this.padSD_G = value; } } public CConfigIni.CKeyAssign.STKEYASSIGN[] Wail { get { return this.padLT_Wail; } set { this.padLT_Wail = value; } } #region [ private ] //----------------- private CConfigIni.CKeyAssign.STKEYASSIGN[] padBD_B; private CConfigIni.CKeyAssign.STKEYASSIGN[] padCY_Decide; private CConfigIni.CKeyAssign.STKEYASSIGN[] padFT_Cancel; private CConfigIni.CKeyAssign.STKEYASSIGN[] padHH_R; private CConfigIni.CKeyAssign.STKEYASSIGN[] padHHO; private CConfigIni.CKeyAssign.STKEYASSIGN[] padHT_Pick; private CConfigIni.CKeyAssign.STKEYASSIGN[] padLC; private CConfigIni.CKeyAssign.STKEYASSIGN[] padLT_Wail; private CConfigIni.CKeyAssign.STKEYASSIGN[] padRD; private CConfigIni.CKeyAssign.STKEYASSIGN[] padSD_G; //----------------- #endregion } [StructLayout( LayoutKind.Sequential )] public struct STKEYASSIGN { public E入力デバイス 入力デバイス; public int ID; public int コード; public STKEYASSIGN( E入力デバイス DeviceType, int nID, int nCode ) { this.入力デバイス = DeviceType; this.ID = nID; this.コード = nCode; } } public CKeyAssignPad Bass = new CKeyAssignPad(); public CKeyAssignPad Drums = new CKeyAssignPad(); public CKeyAssignPad Guitar = new CKeyAssignPad(); public CKeyAssignPad this[ int index ] { get { switch( index ) { case 0: return this.Drums; case 1: return this.Guitar; case 2: return this.Bass; } throw new IndexOutOfRangeException(); } set { switch( index ) { case 0: this.Drums = value; return; case 1: this.Guitar = value; return; case 2: this.Bass = value; return; } throw new IndexOutOfRangeException(); } } } // プロパティ #if false // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化 //---------------------------------------- public float[,] fGaugeFactor = new float[5,2]; public float[] fDamageLevelFactor = new float[3]; //---------------------------------------- #endif public int nBGAlpha; public bool bAVI有効; public bool bBGA有効; public bool bGraph有効; public bool bBGM音を発声する; public STDGBVALUE bHidden; public STDGBVALUE bLeft; public STDGBVALUE bLight; public bool bLogDTX詳細ログ出力; public bool bLog曲検索ログ出力; public bool bLog作成解放ログ出力; public STDGBVALUE bReverse; public bool bScoreIniを出力する; public bool bSTAGEFAILED有効; public STDGBVALUE bSudden; public bool bTight; public bool bWave再生位置自動調整機能有効; public bool bシンバルフリー; public bool bストイックモード; public bool bドラム打音を発声する; public bool bフィルイン有効; public bool bランダムセレクトで子BOXを検索対象とする; public bool bログ出力; public STDGBVALUE b演奏音を強調する; public bool b演奏情報を表示する; public bool b歓声を発声する; public bool b垂直帰線待ちを行う; public bool b選曲リストフォントを斜体にする; public bool b選曲リストフォントを太字にする; public bool b全画面モード; public int nウインドウwidth; // #23510 2010.10.31 yyagi add public int nウインドウheight; // #23510 2010.10.31 yyagi add public Dictionary dicJoystick; public ECYGroup eCYGroup; public Eダークモード eDark; public EFTGroup eFTGroup; public EHHGroup eHHGroup; public E打ち分け時の再生の優先順位 eHitSoundPriorityCY; public E打ち分け時の再生の優先順位 eHitSoundPriorityFT; public E打ち分け時の再生の優先順位 eHitSoundPriorityHH; public STDGBVALUE eRandom; public Eダメージレベル eダメージレベル; public CKeyAssign KeyAssign; public int n非フォーカス時スリープms; // #23568 2010.11.04 ikanick add public int n演奏速度; public int n曲が選択されてからプレビュー音が鳴るまでのウェイトms; public int n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms; public int n自動再生音量; public int n手動再生音量; public int n選曲リストフォントのサイズdot; public STDGBVALUE n表示可能な最小コンボ数; public STDGBVALUE n譜面スクロール速度; public string strDTXManiaのバージョン; public string str曲データ検索パス; public string str選曲リストフォント; public Eドラムコンボ文字の表示位置 ドラムコンボ文字の表示位置; public STDGBVALUE 判定文字表示位置; public int nハイハット切り捨て下限Velocity; public int n切り捨て下限Velocity; // #23857 2010.12.12 yyagi VelocityMin public STDGBVALUE nInputAdjustTimeMs; // #23580 2011.1.3 yyagi タイミングアジャスト機能 public bool bバッファ入力を行う; public bool bConfigIniがないかDTXManiaのバージョンが異なる { get { return ( !this.bConfigIniが存在している || !CDTXMania.VERSION.Equals( this.strDTXManiaのバージョン ) ); } } public bool bDrums有効 { get { return this._bDrums有効; } set { this._bDrums有効 = value; if( !this._bGuitar有効 && !this._bDrums有効 ) { this._bGuitar有効 = true; } } } public bool bEnterがキー割り当てのどこにも使用されていない { get { for( int i = 0; i < 3; i++ ) { for( int j = 0; j < 10; j++ ) { for( int k = 0; k < 0x10; k++ ) { if( ( this.KeyAssign[ i ][ j ][ k ].入力デバイス == E入力デバイス.キーボード ) && ( this.KeyAssign[ i ][ j ][ k ].コード == 0x75 ) ) { return false; } } } } return true; } } public bool bGuitar有効 { get { return this._bGuitar有効; } set { this._bGuitar有効 = value; if( !this._bGuitar有効 && !this._bDrums有効 ) { this._bDrums有効 = true; } } } public bool bウィンドウモード { get { return !this.b全画面モード; } set { this.b全画面モード = !value; } } public bool bギタレボモード { get { return ( !this.bDrums有効 && this.bGuitar有効 ); } } public bool bドラムが全部オートプレイである { get { for( int i = 0; i < 8; i++ ) { if( !this.bAutoPlay[ i ] ) { return false; } } return true; } } public bool b演奏情報を表示しない { get { return !this.b演奏情報を表示する; } set { this.b演奏情報を表示する = !value; } } public int n背景の透過度 { get { return this.nBGAlpha; } set { if( value < 0 ) { this.nBGAlpha = 0; } else if( value > 0xff ) { this.nBGAlpha = 0xff; } else { this.nBGAlpha = value; } } } public bool bIsSwappedGuitarBass // #24063 2011.1.16 yyagi ギターとベースの切り替え中か否か { get; private set; } public STAUTOPLAY bAutoPlay; [StructLayout( LayoutKind.Sequential )] public struct STAUTOPLAY { public bool LC; public bool HH; public bool SD; public bool BD; public bool HT; public bool LT; public bool FT; public bool CY; public bool Guitar; public bool Bass; public bool this[ int index ] { get { switch( index ) { case 0: return this.LC; case 1: return this.HH; case 2: return this.SD; case 3: return this.BD; case 4: return this.HT; case 5: return this.LT; case 6: return this.FT; case 7: return this.CY; case 8: return this.Guitar; case 9: return this.Bass; } throw new IndexOutOfRangeException(); } set { switch( index ) { case 0: this.LC = value; return; case 1: this.HH = value; return; case 2: this.SD = value; return; case 3: this.BD = value; return; case 4: this.HT = value; return; case 5: this.LT = value; return; case 6: this.FT = value; return; case 7: this.CY = value; return; case 8: this.Guitar = value; return; case 9: this.Bass = value; return; } throw new IndexOutOfRangeException(); } } } public STRANGE nヒット範囲ms; [StructLayout( LayoutKind.Sequential )] public struct STRANGE { public int Perfect; public int Great; public int Good; public int Poor; public int this[ int index ] { get { switch( index ) { case 0: return this.Perfect; case 1: return this.Great; case 2: return this.Good; case 3: return this.Poor; } throw new IndexOutOfRangeException(); } set { switch( index ) { case 0: this.Perfect = value; return; case 1: this.Great = value; return; case 2: this.Good = value; return; case 3: this.Poor = value; return; } throw new IndexOutOfRangeException(); } } } // コンストラクタ public CConfigIni() { #if false // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化 //---------------------------------------- this.fGaugeFactor[0,0] = 0.004f; this.fGaugeFactor[0,1] = 0.006f; this.fGaugeFactor[1,0] = 0.002f; this.fGaugeFactor[1,1] = 0.003f; this.fGaugeFactor[2,0] = 0.000f; this.fGaugeFactor[2,1] = 0.000f; this.fGaugeFactor[3,0] = -0.020f; this.fGaugeFactor[3,1] = -0.030f; this.fGaugeFactor[4,0] = -0.050f; this.fGaugeFactor[4,1] = -0.050f; this.fDamageLevelFactor[0] = 0.5f; this.fDamageLevelFactor[1] = 1.0f; this.fDamageLevelFactor[2] = 1.5f; //---------------------------------------- #endif this.strDTXManiaのバージョン = "Unknown"; this.str曲データ検索パス = @".\"; this.b全画面モード = false; this.b垂直帰線待ちを行う = true; this.nウインドウwidth = 640; // #23510 2010.10.31 yyagi add this.nウインドウheight = 480; // this.n非フォーカス時スリープms = 1; // #23568 2010.11.04 ikanick add this._bGuitar有効 = true; this._bDrums有効 = true; this.nBGAlpha = 100; this.eダメージレベル = Eダメージレベル.普通; this.bSTAGEFAILED有効 = true; this.bAVI有効 = true; this.bBGA有効 = true; this.bフィルイン有効 = true; this.n曲が選択されてからプレビュー音が鳴るまでのウェイトms = 1000; this.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms = 100; this.bWave再生位置自動調整機能有効 = true; this.bBGM音を発声する = true; this.bドラム打音を発声する = true; this.b歓声を発声する = true; this.bScoreIniを出力する = true; this.bランダムセレクトで子BOXを検索対象とする = true; this.b演奏音を強調する = new STDGBVALUE(); this.b演奏音を強調する.Drums = true; this.b演奏音を強調する.Guitar = true; this.b演奏音を強調する.Bass = true; this.n表示可能な最小コンボ数 = new STDGBVALUE(); this.n表示可能な最小コンボ数.Drums = 11; this.n表示可能な最小コンボ数.Guitar = 2; this.n表示可能な最小コンボ数.Bass = 2; this.str選曲リストフォント = "MS PGothic"; this.n選曲リストフォントのサイズdot = 20; this.b選曲リストフォントを太字にする = true; this.n自動再生音量 = 80; this.n手動再生音量 = 100; this.bログ出力 = true; this.bSudden = new STDGBVALUE(); this.bSudden.Drums = false; this.bSudden.Guitar = false; this.bSudden.Bass = false; this.bHidden = new STDGBVALUE(); this.bHidden.Drums = false; this.bHidden.Guitar = false; this.bHidden.Bass = false; this.bReverse = new STDGBVALUE(); this.bReverse.Drums = false; this.bReverse.Guitar = false; this.bReverse.Bass = false; this.eRandom = new STDGBVALUE(); this.eRandom.Drums = Eランダムモード.OFF; this.eRandom.Guitar = Eランダムモード.OFF; this.eRandom.Bass = Eランダムモード.OFF; this.bLight = new STDGBVALUE(); this.bLight.Drums = false; this.bLight.Guitar = false; this.bLight.Bass = false; this.bLeft = new STDGBVALUE(); this.bLeft.Drums = false; this.bLeft.Guitar = false; this.bLeft.Bass = false; this.判定文字表示位置 = new STDGBVALUE(); this.判定文字表示位置.Drums = E判定文字表示位置.レーン上; this.判定文字表示位置.Guitar = E判定文字表示位置.レーン上; this.判定文字表示位置.Bass = E判定文字表示位置.レーン上; this.n譜面スクロール速度 = new STDGBVALUE(); this.n譜面スクロール速度.Drums = 1; this.n譜面スクロール速度.Guitar = 1; this.n譜面スクロール速度.Bass = 1; this.n演奏速度 = 20; this.bAutoPlay = new STAUTOPLAY(); this.bAutoPlay.HH = false; this.bAutoPlay.SD = false; this.bAutoPlay.BD = false; this.bAutoPlay.HT = false; this.bAutoPlay.LT = false; this.bAutoPlay.FT = false; this.bAutoPlay.CY = false; this.bAutoPlay.LC = false; this.bAutoPlay.Guitar = true; this.bAutoPlay.Bass = true; this.nヒット範囲ms = new STRANGE(); this.nヒット範囲ms.Perfect = 34; this.nヒット範囲ms.Great = 67; this.nヒット範囲ms.Good = 84; this.nヒット範囲ms.Poor = 117; this.ConfigIniファイル名 = ""; this.dicJoystick = new Dictionary( 10 ); this.tデフォルトのキーアサインに設定する(); this.nInputAdjustTimeMs = new STDGBVALUE(); // #23580 2011.1.3 yyagi this.nInputAdjustTimeMs.Drums = 0; this.nInputAdjustTimeMs.Guitar = 0; this.nInputAdjustTimeMs.Bass = 0; this.nハイハット切り捨て下限Velocity = 20; this.n切り捨て下限Velocity = 0; // #23857 2010.12.12 yyagi VelocityMin this.bバッファ入力を行う = true; this.bIsSwappedGuitarBass = false; // #24063 2011.1.16 yyagi ギターとベースの切り替え } public CConfigIni( string iniファイル名 ) : this() { this.t読み込み( iniファイル名 ); } // メソッド public void t指定した入力が既にアサイン済みである場合はそれを全削除する( E入力デバイス DeviceType, int nID, int nCode ) { for( int i = 0; i < 3; i++ ) { for( int j = 0; j < 10; j++ ) { for( int k = 0; k < 0x10; k++ ) { if( ( ( this.KeyAssign[ i ][ j ][ k ].入力デバイス == DeviceType ) && ( this.KeyAssign[ i ][ j ][ k ].ID == nID ) ) && ( this.KeyAssign[ i ][ j ][ k ].コード == nCode ) ) { for( int m = k; m < 15; m++ ) { this.KeyAssign[ i ][ j ][ m ] = this.KeyAssign[ i ][ j ][ m + 1 ]; } this.KeyAssign[ i ][ j ][ 15 ].入力デバイス = E入力デバイス.不明; this.KeyAssign[ i ][ j ][ 15 ].ID = 0; this.KeyAssign[ i ][ j ][ 15 ].コード = 0; k--; } } } } } public void t書き出し( string iniファイル名 ) { StreamWriter sw = new StreamWriter( iniファイル名, false, Encoding.GetEncoding( "shift-jis" ) ); sw.WriteLine( ";-------------------" ); sw.WriteLine( "[System]" ); sw.WriteLine(); #if false // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化 //------------------------------ sw.WriteLine("; ライフゲージのパラメータ調整(調整完了後削除予定)"); sw.WriteLine("; GaugeFactorD: ドラムのPerfect, Great,... の回復量(ライフMAXを1.0としたときの値を指定)"); sw.WriteLine("; GaugeFactorG: Gt/BsのPerfect, Great,... の回復量(ライフMAXを1.0としたときの値を指定)"); sw.WriteLine("; DamageFactorD: DamageLevelがSmall, Normal, Largeの時に対するダメージ係数"); sw.WriteLine("GaugeFactorD={0}, {1}, {2}, {3}, {4}", this.fGaugeFactor[0, 0], this.fGaugeFactor[1, 0], this.fGaugeFactor[2, 0], this.fGaugeFactor[3, 0], this.fGaugeFactor[4, 0]); sw.WriteLine("GaugeFactorG={0}, {1}, {2}, {3}, {4}", this.fGaugeFactor[0, 1], this.fGaugeFactor[1, 1], this.fGaugeFactor[2, 1], this.fGaugeFactor[3, 1], this.fGaugeFactor[4, 1]); sw.WriteLine("DamageFactor={0}, {1}, {2}", this.fDamageLevelFactor[0], this.fDamageLevelFactor[1], fDamageLevelFactor[2]); sw.WriteLine(); //------------------------------ #endif sw.WriteLine( "; リリースバージョン" ); sw.WriteLine( "Version={0}", CDTXMania.VERSION ); sw.WriteLine(); sw.WriteLine( "; 演奏データの格納されているフォルダへのパス。" ); sw.WriteLine( @"; セミコロン(;)で区切ることにより複数のパスを指定できます。(例: d:\DTXFiles1\;e:\DTXFiles2\)" ); sw.WriteLine( "DTXPath={0}", this.str曲データ検索パス ); sw.WriteLine(); sw.WriteLine( "; 画面モード(0:ウィンドウ, 1:全画面)" ); sw.WriteLine( "FullScreen={0}", this.b全画面モード ? 1 : 0 ); sw.WriteLine(); sw.WriteLine("; ウインドウモード時の画面幅"); // #23510 2010.10.31 yyagi add sw.WriteLine("; A width size in the window mode."); // sw.WriteLine("WindowWidth={0}", this.nウインドウwidth); // sw.WriteLine(); // sw.WriteLine("; ウインドウモード時の画面高さ"); // sw.WriteLine("; A height size in the window mode."); // sw.WriteLine("WindowHeight={0}", this.nウインドウheight); // sw.WriteLine(); // sw.WriteLine("; 垂直帰線同期(0:OFF,1:ON)"); sw.WriteLine( "VSyncWait={0}", this.b垂直帰線待ちを行う ? 1 : 0 ); sw.WriteLine(); sw.WriteLine("; 非フォーカス時のsleep値[ms]"); // #23568 2011.11.04 ikanick add sw.WriteLine("; A sleep time[ms] while the window is inactive."); // sw.WriteLine("BackSleep={0}", this.n非フォーカス時スリープms); // そのまま引用(苦笑) sw.WriteLine(); // sw.WriteLine( "; ギター/ベース有効(0:OFF,1:ON)" ); sw.WriteLine( "Guitar={0}", this.bGuitar有効 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ドラム有効(0:OFF,1:ON)" ); sw.WriteLine( "Drums={0}", this.bDrums有効 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; 背景画像の半透明割合(0:透明~255:不透明)" ); sw.WriteLine( "BGAlpha={0}", this.nBGAlpha ); sw.WriteLine(); sw.WriteLine( "; Missヒット時のゲージ減少割合(0:少, 1:普通, 2:大)" ); sw.WriteLine( "DamageLevel={0}", (int) this.eダメージレベル ); sw.WriteLine(); sw.WriteLine( "; LC/HHC/HHO 打ち分けモード(0:LC|HHC|HHO, 1:LC&(HHC|HHO), 2:LC&HHC&HHO)" ); sw.WriteLine( "HHGroup={0}", (int) this.eHHGroup ); sw.WriteLine(); sw.WriteLine( "; LT/FT 打ち分けモード(0:LT|FT, 1:LT&FT)" ); sw.WriteLine( "FTGroup={0}", (int) this.eFTGroup ); sw.WriteLine(); sw.WriteLine( "; CY/RD 打ち分けモード(0:CY|RD, 1:CY&RD)" ); sw.WriteLine( "CYGroup={0}", (int) this.eCYGroup ); sw.WriteLine(); sw.WriteLine( "; 打ち分け時の再生音の優先順位(HHGroup)(0:Chip>Pad, 1:Pad>Chip)" ); sw.WriteLine( "HitSoundPriorityHH={0}", (int) this.eHitSoundPriorityHH ); sw.WriteLine(); sw.WriteLine( "; 打ち分け時の再生音の優先順位(FTGroup)(0:Chip>Pad, 1:Pad>Chip)" ); sw.WriteLine( "HitSoundPriorityFT={0}", (int) this.eHitSoundPriorityFT ); sw.WriteLine(); sw.WriteLine( "; 打ち分け時の再生音の優先順位(CYGroup)(0:Chip>Pad, 1:Pad>Chip)" ); sw.WriteLine( "HitSoundPriorityCY={0}", (int) this.eHitSoundPriorityCY ); sw.WriteLine(); sw.WriteLine( "; ゲージゼロでSTAGE FAILED (0:OFF, 1:ON)" ); sw.WriteLine( "StageFailed={0}", this.bSTAGEFAILED有効 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; AVIの表示(0:OFF, 1:ON)" ); sw.WriteLine( "AVI={0}", this.bAVI有効 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; BGAの表示(0:OFF, 1:ON)" ); sw.WriteLine( "BGA={0}", this.bBGA有効 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; フィルイン効果(0:OFF, 1:ON)" ); sw.WriteLine( "FillInEffect={0}", this.bフィルイン有効 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; 曲選択からプレビュー音の再生までのウェイト[ms]" ); sw.WriteLine( "PreviewSoundWait={0}", this.n曲が選択されてからプレビュー音が鳴るまでのウェイトms ); sw.WriteLine(); sw.WriteLine( "; 曲選択からプレビュー画像表示までのウェイト[ms]" ); sw.WriteLine( "PreviewImageWait={0}", this.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms ); sw.WriteLine(); sw.WriteLine( "; Waveの再生位置自動補正(0:OFF, 1:ON)" ); sw.WriteLine( "AdjustWaves={0}", this.bWave再生位置自動調整機能有効 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; BGM の再生(0:OFF, 1:ON)" ); sw.WriteLine( "BGMSound={0}", this.bBGM音を発声する ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ドラム打音の再生(0:OFF, 1:ON)" ); sw.WriteLine( "HitSound={0}", this.bドラム打音を発声する ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; フィルイン達成時の歓声の再生(0:OFF, 1:ON)" ); sw.WriteLine( "AudienceSound={0}", this.b歓声を発声する ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; 演奏記録(~.score.ini)の出力 (0:OFF, 1:ON)" ); sw.WriteLine( "SaveScoreIni={0}", this.bScoreIniを出力する ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; RANDOM SELECT で子BOXを検索対象に含める (0:OFF, 1:ON)" ); sw.WriteLine( "RandomFromSubBox={0}", this.bランダムセレクトで子BOXを検索対象とする ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ドラム演奏時にドラム音を強調する (0:OFF, 1:ON)" ); sw.WriteLine( "SoundMonitorDrums={0}", this.b演奏音を強調する.Drums ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ギター演奏時にギター音を強調する (0:OFF, 1:ON)" ); sw.WriteLine( "SoundMonitorGuitar={0}", this.b演奏音を強調する.Guitar ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ベース演奏時にベース音を強調する (0:OFF, 1:ON)" ); sw.WriteLine( "SoundMonitorBass={0}", this.b演奏音を強調する.Bass ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ドラムの表示可能な最小コンボ数(1~99999)" ); sw.WriteLine( "MinComboDrums={0}", this.n表示可能な最小コンボ数.Drums ); sw.WriteLine(); sw.WriteLine( "; ギターの表示可能な最小コンボ数(1~99999)" ); sw.WriteLine( "MinComboGuitar={0}", this.n表示可能な最小コンボ数.Guitar ); sw.WriteLine(); sw.WriteLine( "; ベースの表示可能な最小コンボ数(1~99999)" ); sw.WriteLine( "MinComboBass={0}", this.n表示可能な最小コンボ数.Bass ); sw.WriteLine(); sw.WriteLine( "; 演奏情報を表示する (0:OFF, 1:ON)" ); sw.WriteLine( "ShowDebugStatus={0}", this.b演奏情報を表示する ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; 選曲リストのフォント名" ); sw.WriteLine( "SelectListFontName={0}", this.str選曲リストフォント ); sw.WriteLine(); sw.WriteLine( "; 選曲リストのフォントのサイズ[dot]" ); sw.WriteLine( "SelectListFontSize={0}", this.n選曲リストフォントのサイズdot ); sw.WriteLine(); sw.WriteLine( "; 選曲リストのフォントを斜体にする (0:OFF, 1:ON)" ); sw.WriteLine( "SelectListFontItalic={0}", this.b選曲リストフォントを斜体にする ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; 選曲リストのフォントを太字にする (0:OFF, 1:ON)" ); sw.WriteLine( "SelectListFontBold={0}", this.b選曲リストフォントを太字にする ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; 打音の音量(0~100%)" ); sw.WriteLine( "ChipVolume={0}", this.n手動再生音量 ); sw.WriteLine(); sw.WriteLine( "; 自動再生音の音量(0~100%)" ); sw.WriteLine( "AutoChipVolume={0}", this.n自動再生音量 ); sw.WriteLine(); sw.WriteLine( "; ストイックモード(0:OFF, 1:ON)" ); sw.WriteLine( "StoicMode={0}", this.bストイックモード ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; シンバルフリーモード(0:OFF, 1:ON)" ); sw.WriteLine( "CymbalFree={0}", this.bシンバルフリー ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; バッファ入力モード(0:OFF, 1:ON)" ); sw.WriteLine( "BufferedInput={0}", this.bバッファ入力を行う ? 1 : 0 ); sw.WriteLine(); sw.WriteLine("; 判定タイミング調整(ドラム)(-99~99)[ms]"); // #23580 2011.1.3 yyagi sw.WriteLine("; Revision value to adjust judgement timing for the drums."); // sw.WriteLine("InputAdjustTimeDrums={0}", this.nInputAdjustTimeMs.Drums); // sw.WriteLine(); sw.WriteLine("; 判定タイミング調整(ギター)(-99~99)[ms]"); // #23580 2011.1.3 yyagi sw.WriteLine("; Revision value to adjust judgement timing for the guitar."); // sw.WriteLine("InputAdjustTimeGuitar={0}", this.nInputAdjustTimeMs.Guitar); // sw.WriteLine(); sw.WriteLine("; 判定タイミング調整(ベース)(-99~99)[ms]"); // #23580 2011.1.3 yyagi sw.WriteLine("; Revision value to adjust judgement timing for the bass."); // sw.WriteLine("InputAdjustTimeBass={0}", this.nInputAdjustTimeMs.Bass); // sw.WriteLine(); sw.WriteLine("; ハイハット入力切り捨て下限Velocity値(0~127)"); // #23857 2010.12.12 yyagi sw.WriteLine("; Minimum velocity value to accept. (especially for HiHat)"); // sw.WriteLine("HHVelocityMin={0}", this.nハイハット切り捨て下限Velocity); // sw.WriteLine(); sw.WriteLine("; ハイハット以外の入力切り捨て下限Velocity値(0~127)"); // #23857 2010.12.12 yyagi sw.WriteLine("; Minimum velocity value to accept. (except HiHat)"); // sw.WriteLine("VelocityMin={0}", this.n切り捨て下限Velocity); // sw.WriteLine(); // sw.WriteLine(";-------------------"); sw.WriteLine( "[Log]" ); sw.WriteLine(); sw.WriteLine( "; Log出力(0:OFF, 1:ON)" ); sw.WriteLine( "OutputLog={0}", this.bログ出力 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; 曲データ検索に関するLog出力(0:OFF, 1:ON)" ); sw.WriteLine( "TraceSongSearch={0}", this.bLog曲検索ログ出力 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; 画像やサウンドの作成・解放に関するLog出力(0:OFF, 1:ON)" ); sw.WriteLine( "TraceCreatedDisposed={0}", this.bLog作成解放ログ出力 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; DTX読み込み詳細に関するLog出力(0:OFF, 1:ON)" ); sw.WriteLine( "TraceDTXDetails={0}", this.bLogDTX詳細ログ出力 ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( ";-------------------" ); sw.WriteLine( "[PlayOption]" ); sw.WriteLine(); sw.WriteLine( "; DARKモード(0:OFF, 1:HALF, 2:FULL)" ); sw.WriteLine( "Dark={0}", (int) this.eDark ); sw.WriteLine(); sw.WriteLine( "; ドラムSUDDENモード(0:OFF, 1:ON)" ); sw.WriteLine( "DrumsSudden={0}", this.bSudden.Drums ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ギターSUDDENモード(0:OFF, 1:ON)" ); sw.WriteLine( "GuitarSudden={0}", this.bSudden.Guitar ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ベースSUDDENモード(0:OFF, 1:ON)" ); sw.WriteLine( "BassSudden={0}", this.bSudden.Bass ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ドラムHIDDENモード(0:OFF, 1:ON)" ); sw.WriteLine( "DrumsHidden={0}", this.bHidden.Drums ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ギターHIDDENモード(0:OFF, 1:ON)" ); sw.WriteLine( "GuitarHidden={0}", this.bHidden.Guitar ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ベースHIDDENモード(0:OFF, 1:ON)" ); sw.WriteLine( "BassHidden={0}", this.bHidden.Bass ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ドラムREVERSEモード(0:OFF, 1:ON)" ); sw.WriteLine( "DrumsReverse={0}", this.bReverse.Drums ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ギターREVERSEモード(0:OFF, 1:ON)" ); sw.WriteLine( "GuitarReverse={0}", this.bReverse.Guitar ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ベースREVERSEモード(0:OFF, 1:ON)" ); sw.WriteLine( "BassReverse={0}", this.bReverse.Bass ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ギターRANDOMモード(0:OFF, 1:Random, 2:SuperRandom, 3:HyperRandom)" ); sw.WriteLine( "GuitarRandom={0}", (int) this.eRandom.Guitar ); sw.WriteLine(); sw.WriteLine( "; ベースRANDOMモード(0:OFF, 1:Random, 2:SuperRandom, 3:HyperRandom)" ); sw.WriteLine( "BassRandom={0}", (int) this.eRandom.Bass ); sw.WriteLine(); sw.WriteLine( "; ギターLIGHTモード(0:OFF, 1:ON)" ); sw.WriteLine( "GuitarLight={0}", this.bLight.Guitar ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ベースLIGHTモード(0:OFF, 1:ON)" ); sw.WriteLine( "BassLight={0}", this.bLight.Bass ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ギターLEFTモード(0:OFF, 1:ON)" ); sw.WriteLine( "GuitarLeft={0}", this.bLeft.Guitar ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ベースLEFTモード(0:OFF, 1:ON)" ); sw.WriteLine( "BassLeft={0}", this.bLeft.Bass ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; ドラム判定文字表示位置(0:レーン上,1:判定ライン上,2:表示OFF)" ); sw.WriteLine( "DrumsPosition={0}", (int) this.判定文字表示位置.Drums ); sw.WriteLine(); sw.WriteLine( "; ギター判定文字表示位置(0:レーン上,1:判定ライン横,2:表示OFF)" ); sw.WriteLine( "GuitarPosition={0}", (int) this.判定文字表示位置.Guitar ); sw.WriteLine(); sw.WriteLine( "; ベース判定文字表示位置(0:レーン上,1:判定ライン横,2:表示OFF)" ); sw.WriteLine( "BassPosition={0}", (int) this.判定文字表示位置.Bass ); sw.WriteLine(); sw.WriteLine( "; ドラム譜面スクロール速度(0:x0.5, 1:x1.0, 2:x1.5,…,1999:x1000.0)" ); sw.WriteLine( "DrumsScrollSpeed={0}", this.n譜面スクロール速度.Drums ); sw.WriteLine(); sw.WriteLine( "; ギター譜面スクロール速度(0:x0.5, 1:x1.0, 2:x1.5,…,1999:x1000.0)" ); sw.WriteLine( "GuitarScrollSpeed={0}", this.n譜面スクロール速度.Guitar ); sw.WriteLine(); sw.WriteLine( "; ベース譜面スクロール速度(0:x0.5, 1:x1.0, 2:x1.5,…,1999:x1000.0)" ); sw.WriteLine( "BassScrollSpeed={0}", this.n譜面スクロール速度.Bass ); sw.WriteLine(); sw.WriteLine( "; 演奏速度(5~40)(→x5/20~x40/20)" ); sw.WriteLine( "PlaySpeed={0}", this.n演奏速度 ); sw.WriteLine(); sw.WriteLine( "; ドラムCOMBO文字表示位置(0:左, 1:中, 2:右, 3:OFF)" ); sw.WriteLine( "ComboPosition={0}", (int) this.ドラムコンボ文字の表示位置 ); sw.WriteLine(); sw.WriteLine( ";-------------------" ); sw.WriteLine( "[AutoPlay]" ); sw.WriteLine(); sw.WriteLine( "; 自動演奏(0:OFF, 1:ON)" ); sw.WriteLine(); sw.WriteLine( "; Drums" ); sw.WriteLine( "LC={0}", this.bAutoPlay.LC ? 1 : 0 ); sw.WriteLine( "HH={0}", this.bAutoPlay.HH ? 1 : 0 ); sw.WriteLine( "SD={0}", this.bAutoPlay.SD ? 1 : 0 ); sw.WriteLine( "BD={0}", this.bAutoPlay.BD ? 1 : 0 ); sw.WriteLine( "HT={0}", this.bAutoPlay.HT ? 1 : 0 ); sw.WriteLine( "LT={0}", this.bAutoPlay.LT ? 1 : 0 ); sw.WriteLine( "FT={0}", this.bAutoPlay.FT ? 1 : 0 ); sw.WriteLine( "CY={0}", this.bAutoPlay.CY ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; Guitar" ); sw.WriteLine( "Guitar={0}", this.bAutoPlay.Guitar ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( "; Bass" ); sw.WriteLine( "Bass={0}", this.bAutoPlay.Bass ? 1 : 0 ); sw.WriteLine(); sw.WriteLine( ";-------------------" ); sw.WriteLine( "[HitRange]" ); sw.WriteLine(); sw.WriteLine( "; Perfect~Poor とみなされる範囲[ms]" ); sw.WriteLine( "Perfect={0}", this.nヒット範囲ms.Perfect ); sw.WriteLine( "Great={0}", this.nヒット範囲ms.Great ); sw.WriteLine( "Good={0}", this.nヒット範囲ms.Good ); sw.WriteLine( "Poor={0}", this.nヒット範囲ms.Poor ); sw.WriteLine(); sw.WriteLine( ";-------------------" ); sw.WriteLine( "[GUID]" ); sw.WriteLine(); foreach( KeyValuePair pair in this.dicJoystick ) { sw.WriteLine( "JoystickID={0},{1}", pair.Key, pair.Value ); } sw.WriteLine(); sw.WriteLine( ";-------------------" ); sw.WriteLine( "; キーアサイン" ); sw.WriteLine( "; 項 目:Keyboard → 'K'+'0'+キーコード(10進数)" ); sw.WriteLine( "; Mouse → 'N'+'0'+ボタン番号(0~7)" ); sw.WriteLine( "; MIDI In → 'M'+デバイス番号1桁(0~9,A~Z)+ノート番号(10進数)" ); sw.WriteLine( "; Joystick → 'J'+デバイス番号1桁(0~9,A~Z)+ 0 ...... X減少(左)ボタン" ); sw.WriteLine( "; 1 ...... X増加(右)ボタン" ); sw.WriteLine( "; 2 ...... Y減少(上)ボタン" ); sw.WriteLine( "; 3 ...... Y増加(下)ボタン" ); sw.WriteLine( "; 4 ...... Z減少(前)ボタン" ); sw.WriteLine( "; 5 ...... Z増加(後)ボタン" ); sw.WriteLine( "; 6~133.. ボタン1~128" ); sw.WriteLine( "; これらの項目を 16 個まで指定可能(',' で区切って記述)。" ); sw.WriteLine( ";" ); sw.WriteLine( "; 表記例:HH=K044,M042,J16" ); sw.WriteLine( "; → HiHat を Keyboard の 44 ('Z'), MidiIn#0 の 42, JoyPad#1 の 6(ボタン1) に割当て" ); sw.WriteLine( ";" ); sw.WriteLine( "; ※Joystick のデバイス番号とデバイスとの関係は [GUID] セクションに記してあるものが有効。" ); sw.WriteLine( ";" ); sw.WriteLine(); sw.WriteLine( "[DrumsKeyAssign]" ); sw.WriteLine(); sw.Write( "HH=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.HH ); sw.WriteLine(); sw.Write( "SD=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.SD ); sw.WriteLine(); sw.Write( "BD=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.BD ); sw.WriteLine(); sw.Write( "HT=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.HT ); sw.WriteLine(); sw.Write( "LT=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.LT ); sw.WriteLine(); sw.Write( "FT=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.FT ); sw.WriteLine(); sw.Write( "CY=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.CY ); sw.WriteLine(); sw.Write( "HO=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.HHO ); sw.WriteLine(); sw.Write( "RD=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.RD ); sw.WriteLine(); sw.Write( "LC=" ); this.tキーの書き出し( sw, this.KeyAssign.Drums.LC ); sw.WriteLine(); sw.WriteLine(); sw.WriteLine( "[GuitarKeyAssign]" ); sw.WriteLine(); sw.Write( "R=" ); this.tキーの書き出し( sw, this.KeyAssign.Guitar.R ); sw.WriteLine(); sw.Write( "G=" ); this.tキーの書き出し( sw, this.KeyAssign.Guitar.G ); sw.WriteLine(); sw.Write( "B=" ); this.tキーの書き出し( sw, this.KeyAssign.Guitar.B ); sw.WriteLine(); sw.Write( "Pick=" ); this.tキーの書き出し( sw, this.KeyAssign.Guitar.Pick ); sw.WriteLine(); sw.Write( "Wail=" ); this.tキーの書き出し( sw, this.KeyAssign.Guitar.Wail ); sw.WriteLine(); sw.Write( "Decide=" ); this.tキーの書き出し( sw, this.KeyAssign.Guitar.Decide ); sw.WriteLine(); sw.Write( "Cancel=" ); this.tキーの書き出し( sw, this.KeyAssign.Guitar.Cancel ); sw.WriteLine(); sw.WriteLine(); sw.WriteLine( "[BassKeyAssign]" ); sw.WriteLine(); sw.Write( "R=" ); this.tキーの書き出し( sw, this.KeyAssign.Bass.R ); sw.WriteLine(); sw.Write( "G=" ); this.tキーの書き出し( sw, this.KeyAssign.Bass.G ); sw.WriteLine(); sw.Write( "B=" ); this.tキーの書き出し( sw, this.KeyAssign.Bass.B ); sw.WriteLine(); sw.Write( "Pick=" ); this.tキーの書き出し( sw, this.KeyAssign.Bass.Pick ); sw.WriteLine(); sw.Write( "Wail=" ); this.tキーの書き出し( sw, this.KeyAssign.Bass.Wail ); sw.WriteLine(); sw.Write( "Decide=" ); this.tキーの書き出し( sw, this.KeyAssign.Bass.Decide ); sw.WriteLine(); sw.Write( "Cancel=" ); this.tキーの書き出し( sw, this.KeyAssign.Bass.Cancel ); sw.WriteLine(); sw.WriteLine(); sw.Close(); } public void t読み込み( string iniファイル名 ) { this.ConfigIniファイル名 = iniファイル名; this.bConfigIniが存在している = File.Exists( this.ConfigIniファイル名 ); if( this.bConfigIniが存在している ) { string str; this.tキーアサインを全部クリアする(); Eセクション種別 unknown = Eセクション種別.Unknown; StreamReader reader = new StreamReader( this.ConfigIniファイル名, Encoding.GetEncoding( "shift-jis" ) ); while( ( str = reader.ReadLine() ) != null ) { str = str.Replace( '\t', ' ' ).TrimStart( new char[] { '\t', ' ' } ); if( ( str.Length != 0 ) && ( str[ 0 ] != ';' ) ) { try { string str3; string str4; if( str[ 0 ] == '[' ) { #region [ セクションの変更 ] //----------------------------- StringBuilder builder = new StringBuilder( 0x20 ); int num = 1; while( ( num < str.Length ) && ( str[ num ] != ']' ) ) { builder.Append( str[ num++ ] ); } string str2 = builder.ToString(); if( str2.Equals( "System" ) ) { unknown = Eセクション種別.System; } else if( str2.Equals( "Log" ) ) { unknown = Eセクション種別.Log; } else if( str2.Equals( "PlayOption" ) ) { unknown = Eセクション種別.PlayOption; } else if( str2.Equals( "AutoPlay" ) ) { unknown = Eセクション種別.AutoPlay; } else if( str2.Equals( "HitRange" ) ) { unknown = Eセクション種別.HitRange; } else if( str2.Equals( "GUID" ) ) { unknown = Eセクション種別.GUID; } else if( str2.Equals( "DrumsKeyAssign" ) ) { unknown = Eセクション種別.DrumsKeyAssign; } else if( str2.Equals( "GuitarKeyAssign" ) ) { unknown = Eセクション種別.GuitarKeyAssign; } else if( str2.Equals( "BassKeyAssign" ) ) { unknown = Eセクション種別.BassKeyAssign; } else { unknown = Eセクション種別.Unknown; } //----------------------------- #endregion } else { string[] strArray = str.Split( new char[] { '=' } ); if( strArray.Length == 2 ) { str3 = strArray[ 0 ].Trim(); str4 = strArray[ 1 ].Trim(); switch( unknown ) { #region [ [System] ] //----------------------------- case Eセクション種別.System: { #if false // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化 //---------------------------------------- if (str3.Equals("GaugeFactorD")) { int p = 0; string[] splittedFactor = str4.Split(','); foreach (string s in splittedFactor) { this.fGaugeFactor[p++, 0] = Convert.ToSingle(s); } } else if (str3.Equals("GaugeFactorG")) { int p = 0; string[] splittedFactor = str4.Split(','); foreach (string s in splittedFactor) { this.fGaugeFactor[p++, 1] = Convert.ToSingle(s); } } else if (str3.Equals("DamageFactor")) { int p = 0; string[] splittedFactor = str4.Split(','); foreach (string s in splittedFactor) { this.fDamageLevelFactor[p++] = Convert.ToSingle(s); } } else //---------------------------------------- #endif if( str3.Equals( "Version" ) ) { this.strDTXManiaのバージョン = str4; } else if( str3.Equals( "DTXPath" ) ) { this.str曲データ検索パス = str4; } else if( str3.Equals( "FullScreen" ) ) { this.b全画面モード = C変換.bONorOFF( str4[ 0 ] ); } else if (str3.Equals("WindowWidth")) // #23510 2010.10.31 yyagi add { this.nウインドウwidth = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, 1, 65535, this.nウインドウwidth); if (this.nウインドウwidth <= 0) { this.nウインドウwidth = 640; } } else if (str3.Equals("WindowHeight")) // #23510 2010.10.31 yyagi add { this.nウインドウheight = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, 1, 65535, this.nウインドウheight); if (this.nウインドウheight <= 0) { this.nウインドウheight = 480; } } else if (str3.Equals("VSyncWait")) { this.b垂直帰線待ちを行う = C変換.bONorOFF( str4[ 0 ] ); } else if (str3.Equals("BackSleep")) // #23568 2010.11.04 ikanick add { this.n非フォーカス時スリープms = C変換.n値を文字列から取得して範囲内にちゃんと丸めて返す(str4, 0, 50, this.n非フォーカス時スリープms); } else if( str3.Equals( "Guitar" ) ) { this.bGuitar有効 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "Drums" ) ) { this.bDrums有効 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "BGAlpha" ) ) { this.n背景の透過度 = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0xff, this.n背景の透過度 ); } else if( str3.Equals( "DamageLevel" ) ) { this.eダメージレベル = (Eダメージレベル) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.eダメージレベル ); } else if( str3.Equals( "HHGroup" ) ) { this.eHHGroup = (EHHGroup) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 3, (int) this.eHHGroup ); } else if( str3.Equals( "FTGroup" ) ) { this.eFTGroup = (EFTGroup) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.eFTGroup ); } else if( str3.Equals( "CYGroup" ) ) { this.eCYGroup = (ECYGroup) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.eCYGroup ); } else if( str3.Equals( "HitSoundPriorityHH" ) ) { this.eHitSoundPriorityHH = (E打ち分け時の再生の優先順位) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, (int) this.eHitSoundPriorityHH ); } else if( str3.Equals( "HitSoundPriorityFT" ) ) { this.eHitSoundPriorityFT = (E打ち分け時の再生の優先順位) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, (int) this.eHitSoundPriorityFT ); } else if( str3.Equals( "HitSoundPriorityCY" ) ) { this.eHitSoundPriorityCY = (E打ち分け時の再生の優先順位) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, (int) this.eHitSoundPriorityCY ); } else if( str3.Equals( "StageFailed" ) ) { this.bSTAGEFAILED有効 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "AVI" ) ) { this.bAVI有効 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "BGA" ) ) { this.bBGA有効 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "FillInEffect" ) ) { this.bフィルイン有効 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "PreviewSoundWait" ) ) { this.n曲が選択されてからプレビュー音が鳴るまでのウェイトms = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x5f5e0ff, this.n曲が選択されてからプレビュー音が鳴るまでのウェイトms ); } else if( str3.Equals( "PreviewImageWait" ) ) { this.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x5f5e0ff, this.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms ); } else if( str3.Equals( "AdjustWaves" ) ) { this.bWave再生位置自動調整機能有効 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "BGMSound" ) ) { this.bBGM音を発声する = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "HitSound" ) ) { this.bドラム打音を発声する = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "AudienceSound" ) ) { this.b歓声を発声する = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "SaveScoreIni" ) ) { this.bScoreIniを出力する = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "RandomFromSubBox" ) ) { this.bランダムセレクトで子BOXを検索対象とする = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "SoundMonitorDrums" ) ) { this.b演奏音を強調する.Drums = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "SoundMonitorGuitar" ) ) { this.b演奏音を強調する.Guitar = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "SoundMonitorBass" ) ) { this.b演奏音を強調する.Bass = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "MinComboDrums" ) ) { this.n表示可能な最小コンボ数.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 1, 0x1869f, this.n表示可能な最小コンボ数.Drums ); } else if( str3.Equals( "MinComboGuitar" ) ) { this.n表示可能な最小コンボ数.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 1, 0x1869f, this.n表示可能な最小コンボ数.Guitar ); } else if( str3.Equals( "MinComboBass" ) ) { this.n表示可能な最小コンボ数.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 1, 0x1869f, this.n表示可能な最小コンボ数.Bass ); } else if( str3.Equals( "ShowDebugStatus" ) ) { this.b演奏情報を表示する = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "SelectListFontName" ) ) { this.str選曲リストフォント = str4; } else if( str3.Equals( "SelectListFontSize" ) ) { this.n選曲リストフォントのサイズdot = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 1, 0x3e7, this.n選曲リストフォントのサイズdot ); } else if( str3.Equals( "SelectListFontItalic" ) ) { this.b選曲リストフォントを斜体にする = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "SelectListFontBold" ) ) { this.b選曲リストフォントを太字にする = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "ChipVolume" ) ) { this.n手動再生音量 = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 100, this.n手動再生音量 ); } else if( str3.Equals( "AutoChipVolume" ) ) { this.n自動再生音量 = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 100, this.n自動再生音量 ); } else if( str3.Equals( "StoicMode" ) ) { this.bストイックモード = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "CymbalFree" ) ) { this.bシンバルフリー = C変換.bONorOFF( str4[ 0 ] ); } else if ( str3.Equals("InputAdjustTimeDrums") ) // #23580 2011.1.3 yyagi { this.nInputAdjustTimeMs.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 99, this.nInputAdjustTimeMs.Drums); } else if ( str3.Equals("InputAdjustTimeGuitar") ) // #23580 2011.1.3 yyagi { this.nInputAdjustTimeMs.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 99, this.nInputAdjustTimeMs.Guitar); } else if ( str3.Equals("InputAdjustTimeBass") ) // #23580 2011.1.3 yyagi { this.nInputAdjustTimeMs.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 99, this.nInputAdjustTimeMs.Bass); } else if ( str3.Equals("BufferedInput") ) { this.bバッファ入力を行う = C変換.bONorOFF(str4[0]); } else if ( str3.Equals("HHVelocityMin") ) { this.nハイハット切り捨て下限Velocity = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, 0, 127, this.nハイハット切り捨て下限Velocity); } else if ( str3.Equals("VelocityMin") ) // #23857 2010 12.12 yyagi { this.n切り捨て下限Velocity = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, 0, 127, this.n切り捨て下限Velocity); } continue; } //----------------------------- #endregion #region [ [Log] ] //----------------------------- case Eセクション種別.Log: { if( str3.Equals( "OutputLog" ) ) { this.bログ出力 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "TraceCreatedDisposed" ) ) { this.bLog作成解放ログ出力 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "TraceDTXDetails" ) ) { this.bLogDTX詳細ログ出力 = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "TraceSongSearch" ) ) { this.bLog曲検索ログ出力 = C変換.bONorOFF( str4[ 0 ] ); } continue; } //----------------------------- #endregion #region [ [PlayOption] ] //----------------------------- case Eセクション種別.PlayOption: { if( str3.Equals( "Dark" ) ) { this.eDark = (Eダークモード) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.eDark ); } else if( str3.Equals( "DrumsTight" ) ) { this.bTight = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "DrumsSudden" ) ) { this.bSudden.Drums = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "GuitarSudden" ) ) { this.bSudden.Guitar = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "BassSudden" ) ) { this.bSudden.Bass = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "DrumsHidden" ) ) { this.bHidden.Drums = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "GuitarHidden" ) ) { this.bHidden.Guitar = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "BassHidden" ) ) { this.bHidden.Bass = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "DrumsReverse" ) ) { this.bReverse.Drums = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "GuitarReverse" ) ) { this.bReverse.Guitar = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "BassReverse" ) ) { this.bReverse.Bass = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "GuitarRandom" ) ) { this.eRandom.Guitar = (Eランダムモード) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 3, (int) this.eRandom.Guitar ); } else if( str3.Equals( "BassRandom" ) ) { this.eRandom.Bass = (Eランダムモード) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 3, (int) this.eRandom.Bass ); } else if( str3.Equals( "GuitarLight" ) ) { this.bLight.Guitar = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "BassLight" ) ) { this.bLight.Bass = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "GuitarLeft" ) ) { this.bLeft.Guitar = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "BassLeft" ) ) { this.bLeft.Bass = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "DrumsPosition" ) ) { this.判定文字表示位置.Drums = (E判定文字表示位置) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.判定文字表示位置.Drums ); } else if( str3.Equals( "GuitarPosition" ) ) { this.判定文字表示位置.Guitar = (E判定文字表示位置) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.判定文字表示位置.Guitar ); } else if( str3.Equals( "BassPosition" ) ) { this.判定文字表示位置.Bass = (E判定文字表示位置) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.判定文字表示位置.Bass ); } else if( str3.Equals( "DrumsScrollSpeed" ) ) { this.n譜面スクロール速度.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x7cf, this.n譜面スクロール速度.Drums ); } else if( str3.Equals( "GuitarScrollSpeed" ) ) { this.n譜面スクロール速度.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x7cf, this.n譜面スクロール速度.Guitar ); } else if( str3.Equals( "BassScrollSpeed" ) ) { this.n譜面スクロール速度.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x7cf, this.n譜面スクロール速度.Bass ); } else if( str3.Equals( "PlaySpeed" ) ) { this.n演奏速度 = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 5, 40, this.n演奏速度 ); } else if( str3.Equals( "ComboPosition" ) ) { this.ドラムコンボ文字の表示位置 = (Eドラムコンボ文字の表示位置) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 3, (int) this.ドラムコンボ文字の表示位置 ); } continue; } //----------------------------- #endregion #region [ [AutoPlay] ] //----------------------------- case Eセクション種別.AutoPlay: { if( str3.Equals( "LC" ) ) { this.bAutoPlay.LC = C変換.bONorOFF( str4[ 0 ] ); } if( str3.Equals( "HH" ) ) { this.bAutoPlay.HH = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "SD" ) ) { this.bAutoPlay.SD = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "BD" ) ) { this.bAutoPlay.BD = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "HT" ) ) { this.bAutoPlay.HT = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "LT" ) ) { this.bAutoPlay.LT = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "FT" ) ) { this.bAutoPlay.FT = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "CY" ) ) { this.bAutoPlay.CY = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "Guitar" ) ) { this.bAutoPlay.Guitar = C変換.bONorOFF( str4[ 0 ] ); } else if( str3.Equals( "Bass" ) ) { this.bAutoPlay.Bass = C変換.bONorOFF( str4[ 0 ] ); } continue; } //----------------------------- #endregion #region [ [HitRange] ] //----------------------------- case Eセクション種別.HitRange: { if( str3.Equals( "Perfect" ) ) { this.nヒット範囲ms.Perfect = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x3e7, this.nヒット範囲ms.Perfect ); } else if( str3.Equals( "Great" ) ) { this.nヒット範囲ms.Great = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x3e7, this.nヒット範囲ms.Great ); } else if( str3.Equals( "Good" ) ) { this.nヒット範囲ms.Good = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x3e7, this.nヒット範囲ms.Good ); } else if( str3.Equals( "Poor" ) ) { this.nヒット範囲ms.Poor = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x3e7, this.nヒット範囲ms.Poor ); } continue; } //----------------------------- #endregion #region [ [GUID] ] //----------------------------- case Eセクション種別.GUID: { if( str3.Equals( "JoystickID" ) ) { this.tJoystickIDの取得( str4 ); } continue; } //----------------------------- #endregion #region [ [DrumsKeyAssign] ] //----------------------------- case Eセクション種別.DrumsKeyAssign: { if( str3.Equals( "HH" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HH ); } else if( str3.Equals( "SD" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.SD ); } else if( str3.Equals( "BD" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.BD ); } else if( str3.Equals( "HT" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HT ); } else if( str3.Equals( "LT" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.LT ); } else if( str3.Equals( "FT" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.FT ); } else if( str3.Equals( "CY" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.CY ); } else if( str3.Equals( "HO" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HHO ); } else if( str3.Equals( "RD" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.RD ); } else if( str3.Equals( "LC" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.LC ); } continue; } //----------------------------- #endregion #region [ GuitarKeyAssign ] //----------------------------- case Eセクション種別.GuitarKeyAssign: { if( str3.Equals( "R" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.R ); } else if( str3.Equals( "G" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.G ); } else if( str3.Equals( "B" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.B ); } else if( str3.Equals( "Pick" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Pick ); } else if( str3.Equals( "Wail" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Wail ); } else if( str3.Equals( "Decide" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Decide ); } else if( str3.Equals( "Cancel" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Cancel ); } continue; } //----------------------------- #endregion #region [ [BassKeyAssign ] //----------------------------- case Eセクション種別.BassKeyAssign: { if( str3.Equals( "R" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.R ); } else if( str3.Equals( "G" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.G ); } else if( str3.Equals( "B" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.B ); } else if( str3.Equals( "Pick" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Pick ); } else if( str3.Equals( "Wail" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Wail ); } else if( str3.Equals( "Decide" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Decide ); } else if( str3.Equals( "Cancel" ) ) { this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Cancel ); } continue; } //----------------------------- #endregion } } } continue; } catch( Exception exception ) { Trace.TraceError( exception.Message ); continue; } } } CDTXVersion version = new CDTXVersion( this.strDTXManiaのバージョン ); if( version.n整数部 <= 69 ) { this.tデフォルトのキーアサインに設定する(); } } } /// /// ギターとベースのキーアサイン入れ替え /// public void SwapGuitarBassKeyAssign() // #24063 2011.1.16 yyagi { for ( int j = 0; j < 10; j++ ) { CKeyAssign.STKEYASSIGN t; //= new CConfigIni.CKeyAssign.STKEYASSIGN(); for ( int k = 0; k < 16; k++ ) { t = this.KeyAssign[ 1 ][ j ][ k ]; this.KeyAssign[ 1 ][ j ][ k ] = this.KeyAssign[ 2 ][ j ][ k ]; this.KeyAssign[ 2 ][ j ][ k ] = t; } } this.bIsSwappedGuitarBass = !bIsSwappedGuitarBass; } // その他 #region [ private ] //----------------- private enum Eセクション種別 { Unknown, System, Log, PlayOption, AutoPlay, HitRange, GUID, DrumsKeyAssign, GuitarKeyAssign, BassKeyAssign } private bool _bDrums有効; private bool _bGuitar有効; private bool bConfigIniが存在している; private string ConfigIniファイル名; private void tJoystickIDの取得( string strキー記述 ) { string[] strArray = strキー記述.Split( new char[] { ',' } ); if( strArray.Length >= 2 ) { int result = 0; if( ( int.TryParse( strArray[ 0 ], out result ) && ( result >= 0 ) ) && ( result <= 9 ) ) { if( this.dicJoystick.ContainsKey( result ) ) { this.dicJoystick.Remove( result ); } this.dicJoystick.Add( result, strArray[ 1 ] ); } } } private void tキーアサインを全部クリアする() { this.KeyAssign = new CKeyAssign(); for( int i = 0; i < 3; i++ ) { for( int j = 0; j < 10; j++ ) { this.KeyAssign[ i ][ j ] = new CKeyAssign.STKEYASSIGN[ 0x10 ]; for( int k = 0; k < 0x10; k++ ) { this.KeyAssign[ i ][ j ][ k ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); } } } } private void tキーの書き出し( StreamWriter sw, CKeyAssign.STKEYASSIGN[] assign ) { bool flag = true; for( int i = 0; i < 0x10; i++ ) { if( assign[ i ].入力デバイス == E入力デバイス.不明 ) { continue; } if( !flag ) { sw.Write( ',' ); } flag = false; switch( assign[ i ].入力デバイス ) { case E入力デバイス.キーボード: sw.Write( 'K' ); break; case E入力デバイス.MIDI入力: sw.Write( 'M' ); break; case E入力デバイス.ジョイパッド: sw.Write( 'J' ); break; case E入力デバイス.マウス: sw.Write( 'N' ); break; } sw.Write( "{0}{1}", "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ".Substring( assign[ i ].ID, 1 ), assign[ i ].コード ); // #24166 2011.1.15 yyagi: to support ID > 10, change 2nd character from Decimal to 36-numeral system. (e.g. J1023 -> JA23) } } private void tキーの読み出しと設定( string strキー記述, CKeyAssign.STKEYASSIGN[] assign ) { string[] strArray = strキー記述.Split( new char[] { ',' } ); for( int i = 0; ( i < strArray.Length ) && ( i < 0x10 ); i++ ) { E入力デバイス e入力デバイス; int id; int code; string str = strArray[ i ].Trim().ToUpper(); if ( str.Length >= 3 ) { e入力デバイス = E入力デバイス.不明; switch ( str[ 0 ] ) { case 'J': e入力デバイス = E入力デバイス.ジョイパッド; break; case 'K': e入力デバイス = E入力デバイス.キーボード; break; case 'L': continue; case 'M': e入力デバイス = E入力デバイス.MIDI入力; break; case 'N': e入力デバイス = E入力デバイス.マウス; break; } } else { continue; } id = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ".IndexOf( str[ 1 ] ); // #24166 2011.1.15 yyagi: to support ID > 10, change 2nd character from Decimal to 36-numeral system. (e.g. J1023 -> JA23) if( ( ( id >= 0 ) && int.TryParse( str.Substring( 2 ), out code ) ) && ( ( code >= 0 ) && ( code <= 0xff ) ) ) { this.t指定した入力が既にアサイン済みである場合はそれを全削除する( e入力デバイス, id, code ); assign[ i ].入力デバイス = e入力デバイス; assign[ i ].ID = id; assign[ i ].コード = code; } } } private void tデフォルトのキーアサインに設定する() { this.tキーアサインを全部クリアする(); CKeyAssign.STKEYASSIGN[] stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; CKeyAssign.STKEYASSIGN stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign = stkeyassign63; stkeyassign.入力デバイス = E入力デバイス.キーボード; stkeyassign.ID = 0; stkeyassign.コード = 0x23; stkeyassignArray[ 0 ] = stkeyassign; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign2 = stkeyassign63; stkeyassign2.入力デバイス = E入力デバイス.MIDI入力; stkeyassign2.ID = 0; stkeyassign2.コード = 0x2a; stkeyassignArray[ 1 ] = stkeyassign2; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign3 = stkeyassign63; stkeyassign3.入力デバイス = E入力デバイス.MIDI入力; stkeyassign3.ID = 0; stkeyassign3.コード = 0x5d; stkeyassignArray[ 2 ] = stkeyassign3; stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.HH = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign4 = stkeyassign63; stkeyassign4.入力デバイス = E入力デバイス.キーボード; stkeyassign4.ID = 0; stkeyassign4.コード = 0x21; stkeyassignArray[ 0 ] = stkeyassign4; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign5 = stkeyassign63; stkeyassign5.入力デバイス = E入力デバイス.MIDI入力; stkeyassign5.ID = 0; stkeyassign5.コード = 0x19; stkeyassignArray[ 1 ] = stkeyassign5; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign6 = stkeyassign63; stkeyassign6.入力デバイス = E入力デバイス.MIDI入力; stkeyassign6.ID = 0; stkeyassign6.コード = 0x1a; stkeyassignArray[ 2 ] = stkeyassign6; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign7 = stkeyassign63; stkeyassign7.入力デバイス = E入力デバイス.MIDI入力; stkeyassign7.ID = 0; stkeyassign7.コード = 0x1b; stkeyassignArray[ 3 ] = stkeyassign7; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign8 = stkeyassign63; stkeyassign8.入力デバイス = E入力デバイス.MIDI入力; stkeyassign8.ID = 0; stkeyassign8.コード = 0x1c; stkeyassignArray[ 4 ] = stkeyassign8; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign9 = stkeyassign63; stkeyassign9.入力デバイス = E入力デバイス.MIDI入力; stkeyassign9.ID = 0; stkeyassign9.コード = 0x1d; stkeyassignArray[ 5 ] = stkeyassign9; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign10 = stkeyassign63; stkeyassign10.入力デバイス = E入力デバイス.MIDI入力; stkeyassign10.ID = 0; stkeyassign10.コード = 0x1f; stkeyassignArray[ 6 ] = stkeyassign10; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign11 = stkeyassign63; stkeyassign11.入力デバイス = E入力デバイス.MIDI入力; stkeyassign11.ID = 0; stkeyassign11.コード = 0x20; stkeyassignArray[ 7 ] = stkeyassign11; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign12 = stkeyassign63; stkeyassign12.入力デバイス = E入力デバイス.MIDI入力; stkeyassign12.ID = 0; stkeyassign12.コード = 0x22; stkeyassignArray[ 8 ] = stkeyassign12; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign13 = stkeyassign63; stkeyassign13.入力デバイス = E入力デバイス.MIDI入力; stkeyassign13.ID = 0; stkeyassign13.コード = 0x25; stkeyassignArray[ 9 ] = stkeyassign13; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign14 = stkeyassign63; stkeyassign14.入力デバイス = E入力デバイス.MIDI入力; stkeyassign14.ID = 0; stkeyassign14.コード = 0x26; stkeyassignArray[ 10 ] = stkeyassign14; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign15 = stkeyassign63; stkeyassign15.入力デバイス = E入力デバイス.MIDI入力; stkeyassign15.ID = 0; stkeyassign15.コード = 40; stkeyassignArray[ 11 ] = stkeyassign15; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign16 = stkeyassign63; stkeyassign16.入力デバイス = E入力デバイス.MIDI入力; stkeyassign16.ID = 0; stkeyassign16.コード = 0x71; stkeyassignArray[ 12 ] = stkeyassign16; stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.SD = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign17 = stkeyassign63; stkeyassign17.入力デバイス = E入力デバイス.キーボード; stkeyassign17.ID = 0; stkeyassign17.コード = 12; stkeyassignArray[ 0 ] = stkeyassign17; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign18 = stkeyassign63; stkeyassign18.入力デバイス = E入力デバイス.キーボード; stkeyassign18.ID = 0; stkeyassign18.コード = 0x7e; stkeyassignArray[ 1 ] = stkeyassign18; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign19 = stkeyassign63; stkeyassign19.入力デバイス = E入力デバイス.MIDI入力; stkeyassign19.ID = 0; stkeyassign19.コード = 0x21; stkeyassignArray[ 2 ] = stkeyassign19; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign20 = stkeyassign63; stkeyassign20.入力デバイス = E入力デバイス.MIDI入力; stkeyassign20.ID = 0; stkeyassign20.コード = 0x23; stkeyassignArray[ 3 ] = stkeyassign20; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign21 = stkeyassign63; stkeyassign21.入力デバイス = E入力デバイス.MIDI入力; stkeyassign21.ID = 0; stkeyassign21.コード = 0x24; stkeyassignArray[ 4 ] = stkeyassign21; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign22 = stkeyassign63; stkeyassign22.入力デバイス = E入力デバイス.MIDI入力; stkeyassign22.ID = 0; stkeyassign22.コード = 0x70; stkeyassignArray[ 5 ] = stkeyassign22; stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.BD = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign23 = stkeyassign63; stkeyassign23.入力デバイス = E入力デバイス.キーボード; stkeyassign23.ID = 0; stkeyassign23.コード = 0x1f; stkeyassignArray[ 0 ] = stkeyassign23; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign24 = stkeyassign63; stkeyassign24.入力デバイス = E入力デバイス.MIDI入力; stkeyassign24.ID = 0; stkeyassign24.コード = 0x30; stkeyassignArray[ 1 ] = stkeyassign24; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign25 = stkeyassign63; stkeyassign25.入力デバイス = E入力デバイス.MIDI入力; stkeyassign25.ID = 0; stkeyassign25.コード = 50; stkeyassignArray[ 2 ] = stkeyassign25; stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.HT = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign26 = stkeyassign63; stkeyassign26.入力デバイス = E入力デバイス.キーボード; stkeyassign26.ID = 0; stkeyassign26.コード = 11; stkeyassignArray[ 0 ] = stkeyassign26; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign27 = stkeyassign63; stkeyassign27.入力デバイス = E入力デバイス.MIDI入力; stkeyassign27.ID = 0; stkeyassign27.コード = 0x2f; stkeyassignArray[ 1 ] = stkeyassign27; stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.LT = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign28 = stkeyassign63; stkeyassign28.入力デバイス = E入力デバイス.キーボード; stkeyassign28.ID = 0; stkeyassign28.コード = 0x17; stkeyassignArray[ 0 ] = stkeyassign28; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign29 = stkeyassign63; stkeyassign29.入力デバイス = E入力デバイス.MIDI入力; stkeyassign29.ID = 0; stkeyassign29.コード = 0x29; stkeyassignArray[ 1 ] = stkeyassign29; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign30 = stkeyassign63; stkeyassign30.入力デバイス = E入力デバイス.MIDI入力; stkeyassign30.ID = 0; stkeyassign30.コード = 0x2b; stkeyassignArray[ 2 ] = stkeyassign30; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign31 = stkeyassign63; stkeyassign31.入力デバイス = E入力デバイス.MIDI入力; stkeyassign31.ID = 0; stkeyassign31.コード = 0x2d; stkeyassignArray[ 3 ] = stkeyassign31; stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.FT = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign32 = stkeyassign63; stkeyassign32.入力デバイス = E入力デバイス.キーボード; stkeyassign32.ID = 0; stkeyassign32.コード = 0x16; stkeyassignArray[ 0 ] = stkeyassign32; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign33 = stkeyassign63; stkeyassign33.入力デバイス = E入力デバイス.MIDI入力; stkeyassign33.ID = 0; stkeyassign33.コード = 0x31; stkeyassignArray[ 1 ] = stkeyassign33; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign34 = stkeyassign63; stkeyassign34.入力デバイス = E入力デバイス.MIDI入力; stkeyassign34.ID = 0; stkeyassign34.コード = 0x34; stkeyassignArray[ 2 ] = stkeyassign34; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign35 = stkeyassign63; stkeyassign35.入力デバイス = E入力デバイス.MIDI入力; stkeyassign35.ID = 0; stkeyassign35.コード = 0x37; stkeyassignArray[ 3 ] = stkeyassign35; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign36 = stkeyassign63; stkeyassign36.入力デバイス = E入力デバイス.MIDI入力; stkeyassign36.ID = 0; stkeyassign36.コード = 0x39; stkeyassignArray[ 4 ] = stkeyassign36; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign37 = stkeyassign63; stkeyassign37.入力デバイス = E入力デバイス.MIDI入力; stkeyassign37.ID = 0; stkeyassign37.コード = 0x5b; stkeyassignArray[ 5 ] = stkeyassign37; stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.CY = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign38 = stkeyassign63; stkeyassign38.入力デバイス = E入力デバイス.キーボード; stkeyassign38.ID = 0; stkeyassign38.コード = 10; stkeyassignArray[ 0 ] = stkeyassign38; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign39 = stkeyassign63; stkeyassign39.入力デバイス = E入力デバイス.MIDI入力; stkeyassign39.ID = 0; stkeyassign39.コード = 0x2e; stkeyassignArray[ 1 ] = stkeyassign39; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign40 = stkeyassign63; stkeyassign40.入力デバイス = E入力デバイス.MIDI入力; stkeyassign40.ID = 0; stkeyassign40.コード = 0x5c; stkeyassignArray[ 2 ] = stkeyassign40; stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.HHO = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign41 = stkeyassign63; stkeyassign41.入力デバイス = E入力デバイス.キーボード; stkeyassign41.ID = 0; stkeyassign41.コード = 20; stkeyassignArray[ 0 ] = stkeyassign41; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign42 = stkeyassign63; stkeyassign42.入力デバイス = E入力デバイス.MIDI入力; stkeyassign42.ID = 0; stkeyassign42.コード = 0x33; stkeyassignArray[ 1 ] = stkeyassign42; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign43 = stkeyassign63; stkeyassign43.入力デバイス = E入力デバイス.MIDI入力; stkeyassign43.ID = 0; stkeyassign43.コード = 0x35; stkeyassignArray[ 2 ] = stkeyassign43; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign44 = stkeyassign63; stkeyassign44.入力デバイス = E入力デバイス.MIDI入力; stkeyassign44.ID = 0; stkeyassign44.コード = 0x3b; stkeyassignArray[ 3 ] = stkeyassign44; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign45 = stkeyassign63; stkeyassign45.入力デバイス = E入力デバイス.MIDI入力; stkeyassign45.ID = 0; stkeyassign45.コード = 0x59; stkeyassignArray[ 4 ] = stkeyassign45; stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.RD = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign46 = stkeyassign63; stkeyassign46.入力デバイス = E入力デバイス.キーボード; stkeyassign46.ID = 0; stkeyassign46.コード = 0x1a; stkeyassignArray[ 0 ] = stkeyassign46; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Drums.LC = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign47 = stkeyassign63; stkeyassign47.入力デバイス = E入力デバイス.キーボード; stkeyassign47.ID = 0; stkeyassign47.コード = 0x37; stkeyassignArray[ 0 ] = stkeyassign47; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Guitar.R = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign48 = stkeyassign63; stkeyassign48.入力デバイス = E入力デバイス.キーボード; stkeyassign48.ID = 0; stkeyassign48.コード = 0x38; stkeyassignArray[ 0 ] = stkeyassign48; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Guitar.G = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign49 = stkeyassign63; stkeyassign49.入力デバイス = E入力デバイス.キーボード; stkeyassign49.ID = 0; stkeyassign49.コード = 0x39; stkeyassignArray[ 0 ] = stkeyassign49; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Guitar.B = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign50 = stkeyassign63; stkeyassign50.入力デバイス = E入力デバイス.キーボード; stkeyassign50.ID = 0; stkeyassign50.コード = 0x73; stkeyassignArray[ 0 ] = stkeyassign50; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign51 = stkeyassign63; stkeyassign51.入力デバイス = E入力デバイス.キーボード; stkeyassign51.ID = 0; stkeyassign51.コード = 0x2e; stkeyassignArray[ 1 ] = stkeyassign51; stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Guitar.Pick = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign52 = stkeyassign63; stkeyassign52.入力デバイス = E入力デバイス.キーボード; stkeyassign52.ID = 0; stkeyassign52.コード = 0x74; stkeyassignArray[ 0 ] = stkeyassign52; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Guitar.Wail = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign53 = stkeyassign63; stkeyassign53.入力デバイス = E入力デバイス.キーボード; stkeyassign53.ID = 0; stkeyassign53.コード = 0x3d; stkeyassignArray[ 0 ] = stkeyassign53; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Guitar.Cancel = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign54 = stkeyassign63; stkeyassign54.入力デバイス = E入力デバイス.キーボード; stkeyassign54.ID = 0; stkeyassign54.コード = 60; stkeyassignArray[ 0 ] = stkeyassign54; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Guitar.Decide = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) }; this.KeyAssign.Guitar[ 7 ] = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) }; this.KeyAssign.Guitar[ 8 ] = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) }; this.KeyAssign.Guitar[ 9 ] = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign55 = stkeyassign63; stkeyassign55.入力デバイス = E入力デバイス.キーボード; stkeyassign55.ID = 0; stkeyassign55.コード = 90; stkeyassignArray[ 0 ] = stkeyassign55; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Bass.R = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign56 = stkeyassign63; stkeyassign56.入力デバイス = E入力デバイス.キーボード; stkeyassign56.ID = 0; stkeyassign56.コード = 0x5b; stkeyassignArray[ 0 ] = stkeyassign56; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Bass.G = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign57 = stkeyassign63; stkeyassign57.入力デバイス = E入力デバイス.キーボード; stkeyassign57.ID = 0; stkeyassign57.コード = 0x5c; stkeyassignArray[ 0 ] = stkeyassign57; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Bass.B = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign58 = stkeyassign63; stkeyassign58.入力デバイス = E入力デバイス.キーボード; stkeyassign58.ID = 0; stkeyassign58.コード = 0x67; stkeyassignArray[ 0 ] = stkeyassign58; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign59 = stkeyassign63; stkeyassign59.入力デバイス = E入力デバイス.キーボード; stkeyassign59.ID = 0; stkeyassign59.コード = 100; stkeyassignArray[ 1 ] = stkeyassign59; stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Bass.Pick = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign60 = stkeyassign63; stkeyassign60.入力デバイス = E入力デバイス.キーボード; stkeyassign60.ID = 0; stkeyassign60.コード = 0x59; stkeyassignArray[ 0 ] = stkeyassign60; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Bass.Wail = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; stkeyassign63 = new CKeyAssign.STKEYASSIGN(); CKeyAssign.STKEYASSIGN stkeyassign61 = stkeyassign63; stkeyassign61.入力デバイス = E入力デバイス.キーボード; stkeyassign61.ID = 0; stkeyassign61.コード = 0x61; stkeyassignArray[ 0 ] = stkeyassign61; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Bass.Cancel = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ]; CKeyAssign.STKEYASSIGN stkeyassign62 = new CKeyAssign.STKEYASSIGN(); stkeyassign62.入力デバイス = E入力デバイス.キーボード; stkeyassign62.ID = 0; stkeyassign62.コード = 0x60; stkeyassignArray[ 0 ] = stkeyassign62; stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ); this.KeyAssign.Bass.Decide = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) }; this.KeyAssign.Bass[ 7 ] = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) }; this.KeyAssign.Bass[ 8 ] = stkeyassignArray; stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) }; this.KeyAssign.Bass[ 9 ] = stkeyassignArray; } //----------------- #endregion } }