OSDN Git Service

DTXViewerのコードを追加
authoryyagi <yyagi.dtxmania@gmail.com>
Sat, 20 May 2017 07:13:12 +0000 (16:13 +0900)
committeryyagi <yyagi.dtxmania@gmail.com>
Sat, 20 May 2017 07:13:12 +0000 (16:13 +0900)
feature/36376_plugin_extの変更を、099系列にも適用。

1  2 
.gitignore
DTXManiaプロジェクト/コード/全体/CDTXMania.cs

diff --cc .gitignore
@@@ -1,8 -1,268 +1,10 @@@
 -## Ignore Visual Studio temporary files, build results, and
 -## files generated by popular Visual Studio add-ons.
 -
 -# User-specific files
 -*.suo
 -*.user
 -*.userosscache
 -*.sln.docstates
 -*.tlog
 -*.lastbuildstate
 -*.snk
 -Config.xml
 -DTXManiaLog.txt
 -songlist.db
 -songs.db
 -
 -# User-specific files (MonoDevelop/Xamarin Studio)
 -*.userprefs
 -
 -# Build results
 -[Dd]ebug/
 -[Dd]ebugPublic/
 -[Rr]elease/
 -[Rr]eleases/
 -x64/
 -x86/
 -bld/
 -[Bb]in/
 -[Oo]bj/
 -[Ll]og/
 -
 -# Visual Studio 2015 cache/options directory
 +DTXCreator/
 +DTXMania/
 +FDK/
 +obj/
 +bin/
  .vs/
 -# Uncomment if you have tasks that create the project's static files in wwwroot
 -#wwwroot/
 -
 -# MSTest test Results
 -[Tt]est[Rr]esult*/
 -[Bb]uild[Ll]og.*
 -
 -# NUNIT
 -*.VisualState.xml
 -TestResult.xml
 -
 -# Build Results of an ATL Project
 -[Dd]ebugPS/
 -[Rr]eleasePS/
 -dlldata.c
 -
 -# DNX
 -project.lock.json
 -project.fragment.lock.json
 -artifacts/
 -
 -*_i.c
 -*_p.c
 -*_i.h
 -*.ilk
 -*.meta
 -*.obj
 -*.pch
 -*.pdb
 -*.pgc
 -*.pgd
 -*.rsp
 -*.sbr
 -*.tlb
 -*.tli
 -*.tlh
 -*.tmp
 -*.tmp_proj
 -*.log
 -*.vspscc
 -*.vssscc
 -.builds
 -*.pidb
 -*.svclog
 -*.scc
 -
 -# Chutzpah Test files
 -_Chutzpah*
 -
 -# Visual C++ cache files
 -ipch/
 -*.aps
 -*.ncb
 -*.opendb
 -*.opensdf
 -*.sdf
 -*.cachefile
 -*.VC.db
 -*.VC.VC.opendb
 -
 -# Visual Studio profiler
 -*.psess
 -*.vsp
 -*.vspx
 -*.sap
 -
 -# TFS 2012 Local Workspace
 -$tf/
 -
 -# Guidance Automation Toolkit
 -*.gpState
 -
 -# ReSharper is a .NET coding add-in
 -_ReSharper*/
 -*.[Rr]e[Ss]harper
 -*.DotSettings.user
 -
 -# JustCode is a .NET coding add-in
 -.JustCode
 -
 -# TeamCity is a build add-in
 -_TeamCity*
 -
 -# DotCover is a Code Coverage Tool
 -*.dotCover
 -
 -# NCrunch
 -_NCrunch_*
 -.*crunch*.local.xml
 -nCrunchTemp_*
 -
 -# MightyMoose
 -*.mm.*
 -AutoTest.Net/
 -
 -# Web workbench (sass)
 -.sass-cache/
 -
 -# Installshield output folder
 -[Ee]xpress/
 -
 -# DocProject is a documentation generator add-in
 -DocProject/buildhelp/
 -DocProject/Help/*.HxT
 -DocProject/Help/*.HxC
 -DocProject/Help/*.hhc
 -DocProject/Help/*.hhk
 -DocProject/Help/*.hhp
 -DocProject/Help/Html2
 -DocProject/Help/html
 -
 -# Click-Once directory
 -publish/
 -
 -# Publish Web Output
 -*.[Pp]ublish.xml
 -*.azurePubxml
 -# TODO: Comment the next line if you want to checkin your web deploy settings
 -# but database connection strings (with potential passwords) will be unencrypted
 -#*.pubxml
 -*.publishproj
 -
 -# Microsoft Azure Web App publish settings. Comment the next line if you want to
 -# checkin your Azure Web App publish settings, but sensitive information contained
 -# in these scripts will be unencrypted
 -PublishScripts/
 -
 -# NuGet Packages
 -*.nupkg
 -# The packages folder can be ignored because of Package Restore
 -**/packages/*
 -# except build/, which is used as an MSBuild target.
 -!**/packages/build/
 -# Uncomment if necessary however generally it will be regenerated when needed
 -#!**/packages/repositories.config
 -# NuGet v3's project.json files produces more ignoreable files
 -*.nuget.props
 -*.nuget.targets
 -
 -# Microsoft Azure Build Output
 -csx/
 -*.build.csdef
 -
 -# Microsoft Azure Emulator
 -ecf/
 -rcf/
 -
 -# Windows Store app package directories and files
 -AppPackages/
 -BundleArtifacts/
 -Package.StoreAssociation.xml
 -_pkginfo.txt
 -
 -# Visual Studio cache files
 -# files ending in .cache can be ignored
 -*.[Cc]ache
 -# but keep track of directories ending in .cache
 -!*.[Cc]ache/
 -
 -# Others
 -ClientBin/
 -~$*
 -*~
 -*.dbmdl
 -*.dbproj.schemaview
 -*.jfm
 -*.pfx
 -*.publishsettings
 -node_modules/
 -orleans.codegen.cs
 -
 -# Since there are multiple workflows, uncomment next line to ignore bower_components
 -# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
 -#bower_components/
 -
 -# RIA/Silverlight projects
 -Generated_Code/
 -
 -# Backup & report files from converting an old project file
 -# to a newer Visual Studio version. Backup files are not needed,
 -# because we have git ;-)
 -_UpgradeReport_Files/
 -Backup*/
 -UpgradeLog*.XML
 -UpgradeLog*.htm
 -
 -# SQL Server files
 -*.mdf
 -*.ldf
 -
 -# Business Intelligence projects
 -*.rdl.data
 -*.bim.layout
 -*.bim_*.settings
 -
 -# Microsoft Fakes
 -FakesAssemblies/
 -
 -# GhostDoc plugin setting file
 -*.GhostDoc.xml
 -
 -# Node.js Tools for Visual Studio
 -.ntvs_analysis.dat
 -
 -# Visual Studio 6 build log
 -*.plg
 -
 -# Visual Studio 6 workspace options file
 -*.opt
 -
 -# Visual Studio LightSwitch build output
 -**/*.HTMLClient/GeneratedArtifacts
 -**/*.DesktopClient/GeneratedArtifacts
 -**/*.DesktopClient/ModelManifest.xml
 -**/*.Server/GeneratedArtifacts
 -**/*.Server/ModelManifest.xml
 -_Pvt_Extensions
 -
 -# Paket dependency manager
 -.paket/paket.exe
 -paket-files/
 -
 -# FAKE - F# Make
 -.fake/
 -
 -# JetBrains Rider
 -.idea/
 -*.sln.iml
 -
 -# CodeRush
 -.cr/
 -
 -# Python Tools for Visual Studio (PTVS)
 -__pycache__/
 -*.pyc
 +packages/
 +*.suo
++DTXMania.sln
++RuntimeResources/
index fd5c52c,0000000..7b36d52
mode 100644,000000..100644
--- /dev/null
@@@ -1,2826 -1,0 +1,2830 @@@
-               public static readonly string VERSION = "099f(160401)";\r
 +using System;\r
 +using System.Collections.Generic;\r
 +using System.Globalization;\r
 +using System.Text;\r
 +using System.Windows.Forms;\r
 +using System.Drawing;\r
 +using System.Diagnostics;\r
 +using System.Runtime.InteropServices;\r
 +using System.IO;\r
 +using System.Threading;\r
 +using System.Runtime.Serialization.Formatters.Binary;\r
 +using SlimDX;\r
 +using SlimDX.Direct3D9;\r
 +using FDK;\r
 +using SampleFramework;\r
 +\r
 +namespace DTXMania\r
 +{\r
 +      internal class CDTXMania : Game\r
 +      {\r
 +              // プロパティ\r
 +              #region [ properties ]\r
++              public static readonly string VERSION = "099f(170601)";\r
 +              public static readonly string SLIMDXDLL = "c_net20x86_Jun2010";\r
 +              public static readonly string D3DXDLL = "d3dx9_43.dll";         // June 2010\r
 +        //public static readonly string D3DXDLL = "d3dx9_42.dll";     // February 2010\r
 +        //public static readonly string D3DXDLL = "d3dx9_41.dll";     // March 2009\r
 +\r
 +              public static CDTXMania app\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static C文字コンソール act文字コンソール\r
 +              { \r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static bool bコンパクトモード\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CConfigIni ConfigIni\r
 +              {\r
 +                      get; \r
 +                      private set;\r
 +              }\r
 +              public static CDTX DTX\r
 +              {\r
 +                      get\r
 +                      {\r
 +                              return dtx;\r
 +                      }\r
 +                      set\r
 +                      {\r
 +                              if( ( dtx != null ) && ( app != null ) )\r
 +                              {\r
 +                                      dtx.On非活性化();\r
 +                                      app.listトップレベルActivities.Remove( dtx );\r
 +                              }\r
 +                              dtx = value;\r
 +                              if( ( dtx != null ) && ( app != null ) )\r
 +                              {\r
 +                                      app.listトップレベルActivities.Add( dtx );\r
 +                              }\r
 +                      }\r
 +              }\r
 +              public static CFPS FPS\r
 +              { \r
 +                      get; \r
 +                      private set;\r
 +              }\r
 +              public static CInput管理 Input管理 \r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              #region [ 入力範囲ms ]\r
 +              public static int nPerfect範囲ms\r
 +              {\r
 +                      get\r
 +                      {\r
 +                              if( stage選曲.r確定された曲 != null )\r
 +                              {\r
 +                                      C曲リストノード c曲リストノード = stage選曲.r確定された曲.r親ノード;\r
 +                                      if( ( ( c曲リストノード != null ) && ( c曲リストノード.eノード種別 == C曲リストノード.Eノード種別.BOX ) ) && ( c曲リストノード.nPerfect範囲ms >= 0 ) )\r
 +                                      {\r
 +                                              return c曲リストノード.nPerfect範囲ms;\r
 +                                      }\r
 +                              }\r
 +                              return ConfigIni.nヒット範囲ms.Perfect;\r
 +                      }\r
 +              }\r
 +              public static int nGreat範囲ms\r
 +              {\r
 +                      get\r
 +                      {\r
 +                              if( stage選曲.r確定された曲 != null )\r
 +                              {\r
 +                                      C曲リストノード c曲リストノード = stage選曲.r確定された曲.r親ノード;\r
 +                                      if( ( ( c曲リストノード != null ) && ( c曲リストノード.eノード種別 == C曲リストノード.Eノード種別.BOX ) ) && ( c曲リストノード.nGreat範囲ms >= 0 ) )\r
 +                                      {\r
 +                                              return c曲リストノード.nGreat範囲ms;\r
 +                                      }\r
 +                              }\r
 +                              return ConfigIni.nヒット範囲ms.Great;\r
 +                      }\r
 +              }\r
 +              public static int nGood範囲ms\r
 +              {\r
 +                      get\r
 +                      {\r
 +                              if( stage選曲.r確定された曲 != null )\r
 +                              {\r
 +                                      C曲リストノード c曲リストノード = stage選曲.r確定された曲.r親ノード;\r
 +                                      if( ( ( c曲リストノード != null ) && ( c曲リストノード.eノード種別 == C曲リストノード.Eノード種別.BOX ) ) && ( c曲リストノード.nGood範囲ms >= 0 ) )\r
 +                                      {\r
 +                                              return c曲リストノード.nGood範囲ms;\r
 +                                      }\r
 +                              }\r
 +                              return ConfigIni.nヒット範囲ms.Good;\r
 +                      }\r
 +              }\r
 +              public static int nPoor範囲ms\r
 +              {\r
 +                      get\r
 +                      {\r
 +                              if( stage選曲.r確定された曲 != null )\r
 +                              {\r
 +                                      C曲リストノード c曲リストノード = stage選曲.r確定された曲.r親ノード;\r
 +                                      if( ( ( c曲リストノード != null ) && ( c曲リストノード.eノード種別 == C曲リストノード.Eノード種別.BOX ) ) && ( c曲リストノード.nPoor範囲ms >= 0 ) )\r
 +                                      {\r
 +                                              return c曲リストノード.nPoor範囲ms;\r
 +                                      }\r
 +                              }\r
 +                              return ConfigIni.nヒット範囲ms.Poor;\r
 +                      }\r
 +              }\r
 +              #endregion\r
 +              public static CPad Pad \r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static Random Random\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CSkin Skin\r
 +              {\r
 +                      get; \r
 +                      private set;\r
 +              }\r
 +              public static CSongs管理 Songs管理 \r
 +              {\r
 +                      get;\r
 +                      set;    // 2012.1.26 yyagi private解除 CStage起動でのdesirialize読み込みのため\r
 +              }\r
 +              public static CEnumSongs EnumSongs\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CActEnumSongs actEnumSongs\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CActFlushGPU actFlushGPU\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +\r
 +              public static CSound管理 Sound管理\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CStage起動 stage起動 \r
 +              {\r
 +                      get; \r
 +                      private set;\r
 +              }\r
 +              public static CStageタイトル stageタイトル\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +//            public static CStageオプション stageオプション\r
 +//            { \r
 +//                    get;\r
 +//                    private set;\r
 +//            }\r
 +              public static CStageコンフィグ stageコンフィグ \r
 +              { \r
 +                      get; \r
 +                      private set;\r
 +              }\r
 +              public static CStage選曲 stage選曲\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CStage曲読み込み stage曲読み込み\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CStage演奏ギター画面 stage演奏ギター画面\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CStage演奏ドラム画面 stage演奏ドラム画面\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CStage結果 stage結果\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CStageChangeSkin stageChangeSkin\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CStage終了 stage終了\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static CStage r現在のステージ = null;\r
 +              public static CStage r直前のステージ = null;\r
 +              public static string strEXEのあるフォルダ \r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static string strコンパクトモードファイル\r
 +              { \r
 +                      get; \r
 +                      private set;\r
 +              }\r
 +              public static CTimer Timer\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public static Format TextureFormat = Format.A8R8G8B8;\r
 +              internal static IPluginActivity act現在入力を占有中のプラグイン = null;\r
 +              public bool bApplicationActive\r
 +              {\r
 +                      get; \r
 +                      private set;\r
 +              }\r
 +              public bool b次のタイミングで垂直帰線同期切り替えを行う\r
 +              {\r
 +                      get; \r
 +                      set;\r
 +              }\r
 +              public bool b次のタイミングで全画面・ウィンドウ切り替えを行う\r
 +              {\r
 +                      get;\r
 +                      set;\r
 +              }\r
 +              public Device Device\r
 +              {\r
 +                      get { return base.GraphicsDeviceManager.Direct3D9.Device; }\r
 +              }\r
 +              public CPluginHost PluginHost\r
 +              {\r
 +                      get;\r
 +                      private set;\r
 +              }\r
 +              public List<STPlugin> listプラグイン = new List<STPlugin>();\r
 +              public struct STPlugin\r
 +              {\r
 +                      public IPluginActivity plugin;\r
 +                      public string strプラグインフォルダ;\r
 +                      public string strアセンブリ簡易名;\r
 +                      public Version Version;\r
 +              }\r
 +              private static Size currentClientSize           // #23510 2010.10.27 add yyagi to keep current window size\r
 +              {\r
 +                      get;\r
 +                      set;\r
 +              }\r
 +              //              public static CTimer ct;\r
 +              public IntPtr WindowHandle                                      // 2012.10.24 yyagi; to add ASIO support\r
 +              {\r
 +                      get { return base.Window.Handle; }\r
 +              }\r
 +              public static CDTXVmode DTXVmode                        // #28821 2014.1.23 yyagi\r
 +              {\r
 +                      get;\r
 +                      set;\r
 +              }\r
 +              #endregion\r
 +\r
 +              // コンストラクタ\r
 +\r
 +              public CDTXMania()\r
 +              {\r
 +                      CDTXMania.app = this;\r
 +                      this.t起動処理();\r
 +              }\r
 +\r
 +\r
 +              // メソッド\r
 +\r
 +              public void t全画面・ウィンドウモード切り替え()\r
 +              {\r
 +#if WindowedFullscreen\r
 +                      if ( ConfigIni != null )\r
 +#else\r
 +                      DeviceSettings settings = base.GraphicsDeviceManager.CurrentSettings.Clone();\r
 +                      if ( ( ConfigIni != null ) && ( ConfigIni.bウィンドウモード != settings.Windowed ) )\r
 +#endif\r
 +                      {\r
 +#if !WindowedFullscreen\r
 +                              settings.Windowed = ConfigIni.bウィンドウモード;\r
 +#endif\r
 +                              if ( ConfigIni.bウィンドウモード == false )     // #23510 2010.10.27 yyagi: backup current window size before going fullscreen mode\r
 +                              {\r
 +                                      currentClientSize = this.Window.ClientSize;\r
 +                                      ConfigIni.nウインドウwidth = this.Window.ClientSize.Width;\r
 +                                      ConfigIni.nウインドウheight = this.Window.ClientSize.Height;\r
 +//                                    FDK.CTaskBar.ShowTaskBar( false );\r
 +                              }\r
 +#if !WindowedFullscreen\r
 +                              base.GraphicsDeviceManager.ChangeDevice( settings );\r
 +#endif\r
 +                              if ( ConfigIni.bウィンドウモード == true )      // #23510 2010.10.27 yyagi: to resume window size from backuped value\r
 +                              {\r
 +#if WindowedFullscreen\r
 +                                                                                                                      // #30666 2013.2.2 yyagi Don't use Fullscreen mode becasue NVIDIA GeForce is\r
 +                                                                                                                      // tend to delay drawing on Fullscreen mode. So DTXMania uses Maximized window\r
 +                                                                                                                      // in spite of using fullscreen mode.\r
 +                                      app.Window.WindowState = FormWindowState.Normal;\r
 +                                      app.Window.FormBorderStyle = FormBorderStyle.Sizable;\r
 +                                      app.Window.WindowState = FormWindowState.Normal;\r
 +#endif\r
 +                                      base.Window.ClientSize =\r
 +                                              new Size( currentClientSize.Width, currentClientSize.Height );\r
 +//                                    FDK.CTaskBar.ShowTaskBar( true );\r
 +                              }\r
 +#if WindowedFullscreen\r
 +                              else \r
 +                              {\r
 +                                      app.Window.WindowState = FormWindowState.Normal;\r
 +                                      app.Window.FormBorderStyle = FormBorderStyle.None;\r
 +                                      app.Window.WindowState = FormWindowState.Maximized;\r
 +                              }\r
 +                              if ( ConfigIni.bウィンドウモード )\r
 +                              {\r
 +                                  if ( !this.bマウスカーソル表示中 )\r
 +                                  {\r
 +                                      Cursor.Show();\r
 +                                      this.bマウスカーソル表示中 = true;\r
 +                                  }\r
 +                              }\r
 +                              else if ( this.bマウスカーソル表示中 )\r
 +                              {\r
 +                                  Cursor.Hide();\r
 +                                  this.bマウスカーソル表示中 = false;\r
 +                              }\r
 +#endif\r
 +                      }\r
 +              }\r
 +\r
 +              #region [ #24609 リザルト画像をpngで保存する ]              // #24609 2011.3.14 yyagi; to save result screen in case BestRank or HiSkill.\r
 +              /// <summary>\r
 +              /// リザルト画像のキャプチャと保存。\r
 +              /// </summary>\r
 +              /// <param name="strFilename">保存するファイル名(フルパス)</param>\r
 +              public bool SaveResultScreen( string strFullPath )\r
 +              {\r
 +                      string strSavePath = Path.GetDirectoryName( strFullPath );\r
 +                      if ( !Directory.Exists( strSavePath ) )\r
 +                      {\r
 +                              try\r
 +                              {\r
 +                                      Directory.CreateDirectory( strSavePath );\r
 +                              }\r
 +                              catch\r
 +                              {\r
 +                                      return false;\r
 +                              }\r
 +                      }\r
 +\r
 +                      // http://www.gamedev.net/topic/594369-dx9slimdxati-incorrect-saving-surface-to-file/\r
 +                      using ( Surface pSurface = CDTXMania.app.Device.GetRenderTarget( 0 ) )\r
 +                      {\r
 +                              Surface.ToFile( pSurface, strFullPath, ImageFileFormat.Png );\r
 +                      }\r
 +                      return true;\r
 +              }\r
 +              #endregion\r
 +\r
 +              // Game 実装\r
 +\r
 +              protected override void Initialize()\r
 +              {\r
 +//                    new GCBeep();\r
 +                      //sw.Start();\r
 +                      //swlist1 = new List<int>( 8192 );\r
 +                      //swlist2 = new List<int>( 8192 );\r
 +                      //swlist3 = new List<int>( 8192 );\r
 +                      //swlist4 = new List<int>( 8192 );\r
 +                      //swlist5 = new List<int>( 8192 );\r
 +                      if ( this.listトップレベルActivities != null )\r
 +                      {\r
 +                              foreach( CActivity activity in this.listトップレベルActivities )\r
 +                                      activity.OnManagedリソースの作成();\r
 +                      }\r
 +\r
 +                      foreach( STPlugin st in this.listプラグイン )\r
 +                      {\r
 +                              Directory.SetCurrentDirectory( st.strプラグインフォルダ );\r
 +                              st.plugin.OnManagedリソースの作成();\r
 +                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                      }\r
 +#if GPUFlushAfterPresent\r
 +                      FrameEnd += dtxmania_FrameEnd;\r
 +#endif\r
 +              }\r
 +#if GPUFlushAfterPresent\r
 +              void dtxmania_FrameEnd( object sender, EventArgs e )    // GraphicsDeviceManager.game_FrameEnd()後に実行される\r
 +              {                                                                                                               // → Present()直後にGPUをFlushする\r
 +                                                                                                                              // → 画面のカクツキが頻発したため、ここでのFlushは行わない\r
 +                      actFlushGPU.On進行描画();           // Flush GPU\r
 +              }\r
 +#endif\r
 +              protected override void LoadContent()\r
 +              {\r
 +                      if ( ConfigIni.bウィンドウモード )\r
 +                      {\r
 +                              if( !this.bマウスカーソル表示中 )\r
 +                              {\r
 +                                      Cursor.Show();\r
 +                                      this.bマウスカーソル表示中 = true;\r
 +                              }\r
 +                      }\r
 +                      else if( this.bマウスカーソル表示中 )\r
 +                      {\r
 +                              Cursor.Hide();\r
 +                              this.bマウスカーソル表示中 = false;\r
 +                      }\r
 +                      this.Device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(0f, 0f, (float)(-SampleFramework.GameWindowSize.Height / 2 * Math.Sqrt(3.0))), new Vector3(0f, 0f, 0f), new Vector3(0f, 1f, 0f)));\r
 +                      this.Device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH(C変換.DegreeToRadian((float)60f), ((float)this.Device.Viewport.Width) / ((float)this.Device.Viewport.Height), -100f, 100f));\r
 +                      this.Device.SetRenderState(RenderState.Lighting, false);\r
 +                      this.Device.SetRenderState( RenderState.ZEnable, false );\r
 +                      this.Device.SetRenderState( RenderState.AntialiasedLineEnable, false );\r
 +                      this.Device.SetRenderState( RenderState.AlphaTestEnable, true );\r
 +                      this.Device.SetRenderState( RenderState.AlphaRef, 10 );\r
 +\r
 +                      this.Device.SetRenderState( RenderState.MultisampleAntialias, true );\r
 +                      this.Device.SetSamplerState( 0, SamplerState.MinFilter, TextureFilter.Linear );\r
 +                      this.Device.SetSamplerState( 0, SamplerState.MagFilter, TextureFilter.Linear );\r
 +\r
 +                      this.Device.SetRenderState<Compare>( RenderState.AlphaFunc, Compare.Greater );\r
 +                      this.Device.SetRenderState( RenderState.AlphaBlendEnable, true );\r
 +                      this.Device.SetRenderState<Blend>( RenderState.SourceBlend, Blend.SourceAlpha );\r
 +                      this.Device.SetRenderState<Blend>( RenderState.DestinationBlend, Blend.InverseSourceAlpha );\r
 +                      this.Device.SetTextureStageState( 0, TextureStage.AlphaOperation, TextureOperation.Modulate );\r
 +                      this.Device.SetTextureStageState( 0, TextureStage.AlphaArg1, 2 );\r
 +                      this.Device.SetTextureStageState( 0, TextureStage.AlphaArg2, 1 );\r
 +\r
 +                      if( this.listトップレベルActivities != null )\r
 +                      {\r
 +                              foreach( CActivity activity in this.listトップレベルActivities )\r
 +                                      activity.OnUnmanagedリソースの作成();\r
 +                      }\r
 +\r
 +                      foreach( STPlugin st in this.listプラグイン )\r
 +                      {\r
 +                              Directory.SetCurrentDirectory( st.strプラグインフォルダ );\r
 +                              st.plugin.OnUnmanagedリソースの作成();\r
 +                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                      }\r
 +              }\r
 +              protected override void UnloadContent()\r
 +              {\r
 +                      if( this.listトップレベルActivities != null )\r
 +                      {\r
 +                              foreach( CActivity activity in this.listトップレベルActivities )\r
 +                                      activity.OnUnmanagedリソースの解放();\r
 +                      }\r
 +\r
 +                      foreach( STPlugin st in this.listプラグイン )\r
 +                      {\r
 +                              Directory.SetCurrentDirectory( st.strプラグインフォルダ );\r
 +                              st.plugin.OnUnmanagedリソースの解放();\r
 +                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                      }\r
 +              }\r
 +              protected override void OnExiting( EventArgs e )\r
 +              {\r
 +                      CPowerManagement.tEnableMonitorSuspend();               // スリープ抑止状態を解除\r
 +                      this.t終了処理();\r
 +                      base.OnExiting( e );\r
 +              }\r
 +              protected override void Update( GameTime gameTime )\r
 +              {\r
 +              }\r
 +              protected override void Draw( GameTime gameTime )\r
 +              {\r
 +                      Sound管理.t再生中の処理をする();\r
 +\r
 +                      if( Timer != null )\r
 +                              Timer.t更新();\r
 +            if (CSound管理.rc演奏用タイマ != null)\r
 +                CSound管理.rc演奏用タイマ.t更新();\r
 +\r
 +                      if( Input管理 != null )\r
 +                              Input管理.tポーリング( this.bApplicationActive, CDTXMania.ConfigIni.bバッファ入力を行う );\r
 +\r
 +                      if( FPS != null )\r
 +                              FPS.tカウンタ更新();\r
 +\r
 +                      //if( Pad != null )                                     ポーリング時にクリアしたらダメ!曲の開始時に1回だけクリアする。(2010.9.11)\r
 +                      //      Pad.st検知したデバイス.Clear();\r
 +\r
 +                      if( this.Device == null )\r
 +                              return;\r
 +\r
 +                      if ( this.bApplicationActive )  // DTXMania本体起動中の本体/モニタの省電力モード移行を抑止\r
 +                              CPowerManagement.tDisableMonitorSuspend();\r
 +\r
 +                      // #xxxxx 2013.4.8 yyagi; sleepの挿入位置を、EndScnene~Present間から、BeginScene前に移動。描画遅延を小さくするため。\r
 +                      #region [ スリープ ]\r
 +                      if ( ConfigIni.nフレーム毎スリープms >= 0 )                    // #xxxxx 2011.11.27 yyagi\r
 +                      {\r
 +                              Thread.Sleep( ConfigIni.nフレーム毎スリープms );\r
 +                      }\r
 +                      #endregion\r
 +\r
 +                      #region [ DTXCreatorからの指示 ]\r
 +                      if ( this.Window.IsReceivedMessage )    // ウインドウメッセージで、\r
 +                      {\r
 +                              string strMes = this.Window.strMessage;\r
 +                              this.Window.IsReceivedMessage = false;\r
 +\r
 +                              if ( strMes != null )\r
 +                              {\r
 +                                      DTXVmode.ParseArguments( strMes );\r
 +\r
 +                                      if ( DTXVmode.Enabled )\r
 +                                      {\r
 +                                              bコンパクトモード = true;\r
 +                                              strコンパクトモードファイル = DTXVmode.filename;\r
 +                                              if ( DTXVmode.Command == CDTXVmode.ECommand.Preview )\r
 +                                              {\r
 +                                                      // preview soundの再生\r
 +                                                      string strPreviewFilename = DTXVmode.previewFilename;\r
 +//Trace.TraceInformation( "Preview Filename=" + DTXVmode.previewFilename );\r
 +                                                      try\r
 +                                                      {\r
 +                                                              if ( this.previewSound != null )\r
 +                                                              {\r
 +                                                                      this.previewSound.tサウンドを停止する();\r
 +                                                                      this.previewSound.Dispose();\r
 +                                                                      this.previewSound = null;\r
 +                                                              }\r
 +                                                              this.previewSound = CDTXMania.Sound管理.tサウンドを生成する( strPreviewFilename );\r
 +                                                              this.previewSound.n音量 = DTXVmode.previewVolume;\r
 +                                                              this.previewSound.n位置 = DTXVmode.previewPan;\r
 +                                                              this.previewSound.t再生を開始する();\r
 +                                                              Trace.TraceInformation( "DTXCからの指示で、サウンドを生成しました。({0})", strPreviewFilename );\r
 +                                                      }\r
 +                                                      catch\r
 +                                                      {\r
 +                                                              Trace.TraceError( "DTXCからの指示での、サウンドの生成に失敗しました。({0})", strPreviewFilename );\r
 +                                                              if ( this.previewSound != null )\r
 +                                                              {\r
 +                                                                      this.previewSound.Dispose();\r
 +                                                              }\r
 +                                                              this.previewSound = null;\r
 +                                                      }\r
 +                                              }\r
 +                                      }\r
 +                              }\r
 +                      }\r
 +                      #endregion\r
 +\r
 +                      this.Device.BeginScene();\r
 +                      this.Device.Clear( ClearFlags.ZBuffer | ClearFlags.Target, Color.Black, 1f, 0 );\r
 +\r
 +                      if( r現在のステージ != null )\r
 +                      {\r
 +                              this.n進行描画の戻り値 = ( r現在のステージ != null ) ? r現在のステージ.On進行描画() : 0;\r
 +\r
 +                              #region [ プラグインの進行描画 ]\r
 +                              //---------------------\r
 +                              foreach( STPlugin sp in this.listプラグイン )\r
 +                              {\r
 +                                      Directory.SetCurrentDirectory( sp.strプラグインフォルダ );\r
 +\r
 +                                      if( CDTXMania.act現在入力を占有中のプラグイン == null || CDTXMania.act現在入力を占有中のプラグイン == sp.plugin )\r
 +                                              sp.plugin.On進行描画( CDTXMania.Pad, CDTXMania.Input管理.Keyboard );\r
 +                                      else\r
 +                                              sp.plugin.On進行描画( null, null );\r
 +\r
 +                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +\r
 +\r
 +                              CScoreIni scoreIni = null;\r
 +\r
 +                              if ( Control.IsKeyLocked( Keys.CapsLock ) )                             // #30925 2013.3.11 yyagi; capslock=ON時は、EnumSongsしないようにして、起動負荷とASIOの音切れの関係を確認する\r
 +                              {                                                                                                               // → songs.db等の書き込み時だと音切れするっぽい\r
 +                                      actEnumSongs.On非活性化();\r
 +                                      EnumSongs.SongListEnumCompletelyDone();\r
 +                                      CDTXMania.stage選曲.bIsEnumeratingSongs = false;\r
 +                              }\r
 +                              #region [ 曲検索スレッドの起動/終了 ]                                       // ここに"Enumerating Songs..."表示を集約\r
 +                              if ( !CDTXMania.bコンパクトモード )\r
 +                              {\r
 +                                      actEnumSongs.On進行描画();                                                  // "Enumerating Songs..."アイコンの描画\r
 +                              }\r
 +                              switch ( r現在のステージ.eステージID )\r
 +                              {\r
 +                                      case CStage.Eステージ.タイトル:\r
 +                                      case CStage.Eステージ.コンフィグ:\r
 +                                      case CStage.Eステージ.選曲:\r
 +                                      case CStage.Eステージ.曲読み込み:\r
 +                                              if ( EnumSongs != null )\r
 +                                              {\r
 +                                                      #region [ (特定条件時) 曲検索スレッドの起動・開始 ]\r
 +                                                      if ( r現在のステージ.eステージID == CStage.Eステージ.タイトル &&\r
 +                                                               r直前のステージ.eステージID == CStage.Eステージ.起動 &&\r
 +                                                               this.n進行描画の戻り値 == (int) CStageタイトル.E戻り値.継続 &&\r
 +                                                               !EnumSongs.IsSongListEnumStarted )\r
 +                                                      {\r
 +                                                              actEnumSongs.On活性化();\r
 +                                                              CDTXMania.stage選曲.bIsEnumeratingSongs = true;\r
 +                                                              EnumSongs.Init( CDTXMania.Songs管理.listSongsDB, CDTXMania.Songs管理.nSongsDBから取得できたスコア数 );   // songs.db情報と、取得した曲数を、新インスタンスにも与える\r
 +                                                              EnumSongs.StartEnumFromDisk();          // 曲検索スレッドの起動・開始\r
 +                                                              if ( CDTXMania.Songs管理.nSongsDBから取得できたスコア数 == 0 )     // もし初回起動なら、検索スレッドのプライオリティをLowestでなくNormalにする\r
 +                                                              {\r
 +                                                                      EnumSongs.ChangeEnumeratePriority( ThreadPriority.Normal );\r
 +                                                              }\r
 +                                                      }\r
 +                                                      #endregion\r
 +                                                      \r
 +                                                      #region [ 曲検索の中断と再開 ]\r
 +                                                      if ( r現在のステージ.eステージID == CStage.Eステージ.選曲 && !EnumSongs.IsSongListEnumCompletelyDone )\r
 +                                                      {\r
 +                                                              switch ( this.n進行描画の戻り値 )\r
 +                                                              {\r
 +                                                                      case 0:         // 何もない\r
 +                                                                              //if ( CDTXMania.stage選曲.bIsEnumeratingSongs )\r
 +                                                                              if ( !CDTXMania.stage選曲.bIsPlayingPremovie )\r
 +                                                                              {\r
 +                                                                                      EnumSongs.Resume();                                             // #27060 2012.2.6 yyagi 中止していたバックグランド曲検索を再開\r
 +                                                                                      EnumSongs.IsSlowdown = false;\r
 +                                                                              }\r
 +                                                                              else\r
 +                                                                              {\r
 +                                                                                      // EnumSongs.Suspend();                                 // #27060 2012.3.2 yyagi #PREMOVIE再生中は曲検索を低速化\r
 +                                                                                      EnumSongs.IsSlowdown = true;\r
 +                                                                              }\r
 +                                                                              actEnumSongs.On活性化();\r
 +                                                                              break;\r
 +\r
 +                                                                      case 2:         // 曲決定\r
 +                                                                              EnumSongs.Suspend();                                            // #27060 バックグラウンドの曲検索を一時停止\r
 +                                                                              actEnumSongs.On非活性化();\r
 +                                                                              break;\r
 +                                                              }\r
 +                                                      }\r
 +                                                      #endregion\r
 +\r
 +                                                      #region [ 曲探索中断待ち待機 ]\r
 +                                                      if ( r現在のステージ.eステージID == CStage.Eステージ.曲読み込み && !EnumSongs.IsSongListEnumCompletelyDone &&\r
 +                                                              EnumSongs.thDTXFileEnumerate != null )                                                  // #28700 2012.6.12 yyagi; at Compact mode, enumerating thread does not exist.\r
 +                                                      {\r
 +                                                              EnumSongs.WaitUntilSuspended();                                                                 // 念のため、曲検索が一時中断されるまで待機\r
 +                                                      }\r
 +                                                      #endregion\r
 +\r
 +                                                      #region [ 曲検索が完了したら、実際の曲リストに反映する ]\r
 +                                                      // CStage選曲.On活性化() に回した方がいいかな?\r
 +                                                      if ( EnumSongs.IsSongListEnumerated )\r
 +                                                      {\r
 +                                                              actEnumSongs.On非活性化();\r
 +                                                              CDTXMania.stage選曲.bIsEnumeratingSongs = false;\r
 +\r
 +                                                              bool bRemakeSongTitleBar = ( r現在のステージ.eステージID == CStage.Eステージ.選曲 ) ? true : false;\r
 +                                                              CDTXMania.stage選曲.Refresh( EnumSongs.Songs管理, bRemakeSongTitleBar );\r
 +                                                              EnumSongs.SongListEnumCompletelyDone();\r
 +                                                      }\r
 +                                                      #endregion\r
 +                                              }\r
 +                                              break;\r
 +                              }\r
 +                              #endregion\r
 +\r
 +                              switch ( r現在のステージ.eステージID )\r
 +                              {\r
 +                                      case CStage.Eステージ.何もしない:\r
 +                                              break;\r
 +\r
 +                                      case CStage.Eステージ.起動:\r
 +                                              #region [ *** ]\r
 +                                              //-----------------------------\r
 +                                              if( this.n進行描画の戻り値 != 0 )\r
 +                                              {\r
 +                                                      if( !bコンパクトモード )\r
 +                                                      {\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ タイトル" );\r
 +                                                              stageタイトル.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stageタイトル;\r
 +                                                      }\r
 +                                                      else\r
 +                                                      {\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ 曲読み込み" );\r
 +                                                              stage曲読み込み.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage曲読み込み;\r
 +\r
 +                                                      }\r
 +                                                      foreach( STPlugin pg in this.listプラグイン )\r
 +                                                      {\r
 +                                                              Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                              pg.plugin.Onステージ変更();\r
 +                                                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                      }\r
 +\r
 +                                                      this.tガベージコレクションを実行する();\r
 +                                              }\r
 +                                              //-----------------------------\r
 +                                              #endregion\r
 +                                              break;\r
 +\r
 +                                      case CStage.Eステージ.タイトル:\r
 +                                              #region [ *** ]\r
 +                                              //-----------------------------\r
 +                                              switch( this.n進行描画の戻り値 )\r
 +                                              {\r
 +                                                      case (int)CStageタイトル.E戻り値.GAMESTART:\r
 +                                                              #region [ 選曲処理へ ]\r
 +                                                              //-----------------------------\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ 選曲" );\r
 +                                                              stage選曲.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage選曲;\r
 +                                                              //-----------------------------\r
 +                                                              #endregion\r
 +                                                              break;\r
 +\r
 +                                                      #region [ OPTION: 廃止済 ]\r
 +//                                                    case 2:                                                                 // #24525 OPTIONとCONFIGの統合に伴い、OPTIONは廃止\r
 +//                                                            #region [ *** ]\r
 +//                                                            //-----------------------------\r
 +//                                                            r現在のステージ.On非活性化();\r
 +//                                                            Trace.TraceInformation( "----------------------" );\r
 +//                                                            Trace.TraceInformation( "■ オプション" );\r
 +//                                                            stageオプション.On活性化();\r
 +//                                                            r直前のステージ = r現在のステージ;\r
 +//                                                            r現在のステージ = stageオプション;\r
 +//                                                            //-----------------------------\r
 +//                                                            #endregion\r
 +                                                      //                                                              break;\r
 +                                                      #endregion\r
 +\r
 +                                                      case (int)CStageタイトル.E戻り値.CONFIG:\r
 +                                                              #region [ *** ]\r
 +                                                              //-----------------------------\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ コンフィグ" );\r
 +                                                              stageコンフィグ.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stageコンフィグ;\r
 +                                                              //-----------------------------\r
 +                                                              #endregion\r
 +                                                              break;\r
 +\r
 +                                                      case (int)CStageタイトル.E戻り値.EXIT:\r
 +                                                              #region [ *** ]\r
 +                                                              //-----------------------------\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ 終了" );\r
 +                                                              stage終了.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage終了;\r
 +                                                              //-----------------------------\r
 +                                                              #endregion\r
 +                                                              break;\r
 +                                              }\r
 +\r
 +                                              foreach( STPlugin pg in this.listプラグイン )\r
 +                                              {\r
 +                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                      pg.plugin.Onステージ変更();\r
 +                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                              }\r
 +\r
 +                                              //this.tガベージコレクションを実行する();                // #31980 2013.9.3 yyagi タイトル画面でだけ、毎フレームGCを実行して重くなっていた問題の修正\r
 +                                              //-----------------------------\r
 +                                              #endregion\r
 +                                              break;\r
 +\r
 +//                                    case CStage.Eステージ.オプション:\r
 +                                              #region [ *** ]\r
 +//                                            //-----------------------------\r
 +//                                            if( this.n進行描画の戻り値 != 0 )\r
 +//                                            {\r
 +//                                                    switch( r直前のステージ.eステージID )\r
 +//                                                    {\r
 +//                                                            case CStage.Eステージ.タイトル:\r
 +//                                                                    #region [ *** ]\r
 +//                                                                    //-----------------------------\r
 +//                                                                    r現在のステージ.On非活性化();\r
 +//                                                                    Trace.TraceInformation( "----------------------" );\r
 +//                                                                    Trace.TraceInformation( "■ タイトル" );\r
 +//                                                                    stageタイトル.On活性化();\r
 +//                                                                    r直前のステージ = r現在のステージ;\r
 +//                                                                    r現在のステージ = stageタイトル;\r
 +//                                            \r
 +//                                                                    foreach( STPlugin pg in this.listプラグイン )\r
 +//                                                                    {\r
 +//                                                                            Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +//                                                                            pg.plugin.Onステージ変更();\r
 +//                                                                            Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +//                                                                    }\r
 +//                                            \r
 +//                                                                    this.tガベージコレクションを実行する();\r
 +//                                                                    break;\r
 +//                                                            //-----------------------------\r
 +//                                                                    #endregion\r
 +//\r
 +//                                                            case CStage.Eステージ.選曲:\r
 +//                                                                    #region [ *** ]\r
 +//                                                                    //-----------------------------\r
 +//                                                                    r現在のステージ.On非活性化();\r
 +//                                                                    Trace.TraceInformation( "----------------------" );\r
 +//                                                                    Trace.TraceInformation( "■ 選曲" );\r
 +//                                                                    stage選曲.On活性化();\r
 +//                                                                    r直前のステージ = r現在のステージ;\r
 +//                                                                    r現在のステージ = stage選曲;\r
 +//\r
 +//                                                                    foreach( STPlugin pg in this.listプラグイン )\r
 +//                                                                    {\r
 +//                                                                            Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +//                                                                            pg.plugin.Onステージ変更();\r
 +//                                                                            Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +//                                                                    }\r
 +//\r
 +//                                                                    this.tガベージコレクションを実行する();\r
 +//                                                                    break;\r
 +//                                                            //-----------------------------\r
 +//                                                                    #endregion\r
 +//                                                    }\r
 +//                                            }\r
 +//                                            //-----------------------------\r
 +                                              #endregion\r
 +//                                            break;\r
 +\r
 +                                      case CStage.Eステージ.コンフィグ:\r
 +                                              #region [ *** ]\r
 +                                              //-----------------------------\r
 +                                              if( this.n進行描画の戻り値 != 0 )\r
 +                                              {\r
 +                                                      switch( r直前のステージ.eステージID )\r
 +                                                      {\r
 +                                                              case CStage.Eステージ.タイトル:\r
 +                                                                      #region [ *** ]\r
 +                                                                      //-----------------------------\r
 +                                                                      r現在のステージ.On非活性化();\r
 +                                                                      Trace.TraceInformation( "----------------------" );\r
 +                                                                      Trace.TraceInformation( "■ タイトル" );\r
 +                                                                      stageタイトル.On活性化();\r
 +                                                                      r直前のステージ = r現在のステージ;\r
 +                                                                      r現在のステージ = stageタイトル;\r
 +\r
 +                                                                      foreach( STPlugin pg in this.listプラグイン )\r
 +                                                                      {\r
 +                                                                              Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                              pg.plugin.Onステージ変更();\r
 +                                                                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                                      }\r
 +\r
 +                                                                      this.tガベージコレクションを実行する();\r
 +                                                                      break;\r
 +                                                              //-----------------------------\r
 +                                                                      #endregion\r
 +\r
 +                                                              case CStage.Eステージ.選曲:\r
 +                                                                      #region [ *** ]\r
 +                                                                      //-----------------------------\r
 +                                                                      r現在のステージ.On非活性化();\r
 +                                                                      Trace.TraceInformation( "----------------------" );\r
 +                                                                      Trace.TraceInformation( "■ 選曲" );\r
 +                                                                      stage選曲.On活性化();\r
 +                                                                      r直前のステージ = r現在のステージ;\r
 +                                                                      r現在のステージ = stage選曲;\r
 +\r
 +                                                                      foreach( STPlugin pg in this.listプラグイン )\r
 +                                                                      {\r
 +                                                                              Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                              pg.plugin.Onステージ変更();\r
 +                                                                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                                      }\r
 +\r
 +                                                                      this.tガベージコレクションを実行する();\r
 +                                                                      break;\r
 +                                                              //-----------------------------\r
 +                                                                      #endregion\r
 +                                                      }\r
 +                                              }\r
 +                                              //-----------------------------\r
 +                                              #endregion\r
 +                                              break;\r
 +\r
 +                                      case CStage.Eステージ.選曲:\r
 +                                              #region [ *** ]\r
 +                                              //-----------------------------\r
 +                                              switch( this.n進行描画の戻り値 )\r
 +                                              {\r
 +                                                      case (int) CStage選曲.E戻り値.タイトルに戻る:\r
 +                                                              #region [ *** ]\r
 +                                                              //-----------------------------\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ タイトル" );\r
 +                                                              stageタイトル.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stageタイトル;\r
 +\r
 +                                                              foreach( STPlugin pg in this.listプラグイン )\r
 +                                                              {\r
 +                                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                      pg.plugin.Onステージ変更();\r
 +                                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                              }\r
 +\r
 +                                                              this.tガベージコレクションを実行する();\r
 +                                                              break;\r
 +                                                      //-----------------------------\r
 +                                                              #endregion\r
 +\r
 +                                                      case (int) CStage選曲.E戻り値.選曲した:\r
 +                                                              #region [ *** ]\r
 +                                                              //-----------------------------\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ 曲読み込み" );\r
 +                                                              stage曲読み込み.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage曲読み込み;\r
 +\r
 +                                                              foreach( STPlugin pg in this.listプラグイン )\r
 +                                                              {\r
 +                                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                      pg.plugin.Onステージ変更();\r
 +                                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                              }\r
 +\r
 +                                                              this.tガベージコレクションを実行する();\r
 +                                                              break;\r
 +                                                      //-----------------------------\r
 +                                                              #endregion\r
 +\r
 +//                                                    case (int) CStage選曲.E戻り値.オプション呼び出し:\r
 +                                                              #region [ *** ]\r
 +//                                                            //-----------------------------\r
 +//                                                            r現在のステージ.On非活性化();\r
 +//                                                            Trace.TraceInformation( "----------------------" );\r
 +//                                                            Trace.TraceInformation( "■ オプション" );\r
 +//                                                            stageオプション.On活性化();\r
 +//                                                            r直前のステージ = r現在のステージ;\r
 +//                                                            r現在のステージ = stageオプション;\r
 +//\r
 +//                                                            foreach( STPlugin pg in this.listプラグイン )\r
 +//                                                            {\r
 +//                                                                    Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +//                                                                    pg.plugin.Onステージ変更();\r
 +//                                                                    Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +//                                                            }\r
 +//\r
 +//                                                            this.tガベージコレクションを実行する();\r
 +//                                                            break;\r
 +//                                                    //-----------------------------\r
 +                                                              #endregion\r
 +\r
 +                                                      case (int) CStage選曲.E戻り値.コンフィグ呼び出し:\r
 +                                                              #region [ *** ]\r
 +                                                              //-----------------------------\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ コンフィグ" );\r
 +                                                              stageコンフィグ.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stageコンフィグ;\r
 +\r
 +                                                              foreach( STPlugin pg in this.listプラグイン )\r
 +                                                              {\r
 +                                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                      pg.plugin.Onステージ変更();\r
 +                                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                              }\r
 +\r
 +                                                              this.tガベージコレクションを実行する();\r
 +                                                              break;\r
 +                                                      //-----------------------------\r
 +                                                              #endregion\r
 +\r
 +                                                      case (int) CStage選曲.E戻り値.スキン変更:\r
 +\r
 +                                                              #region [ *** ]\r
 +                                                              //-----------------------------\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ スキン切り替え" );\r
 +                                                              stageChangeSkin.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stageChangeSkin;\r
 +                                                              break;\r
 +                                                      //-----------------------------\r
 +                                                              #endregion\r
 +                                              }\r
 +                                              //-----------------------------\r
 +                                              #endregion\r
 +                                              break;\r
 +\r
 +                                      case CStage.Eステージ.曲読み込み:\r
 +                                              #region [ *** ]\r
 +                                              //-----------------------------\r
 +                                              DTXVmode.Refreshed = false;             // 曲のリロード中に発生した再リロードは、無視する。\r
 +                                              if( this.n進行描画の戻り値 != 0 )\r
 +                                              {\r
 +                                                      CDTXMania.Pad.st検知したデバイス.Clear();       // 入力デバイスフラグクリア(2010.9.11)\r
 +                                                      r現在のステージ.On非活性化();\r
 +                                                      #region [ ESC押下時は、曲の読み込みを中止して選曲画面に戻る ]\r
 +                                                      if ( this.n進行描画の戻り値 == (int) E曲読込画面の戻り値.読込中止 )\r
 +                                                      {\r
 +                                                              //DTX.t全チップの再生停止();\r
 +                                                              DTX.On非活性化();\r
 +                                                              Trace.TraceInformation( "曲の読み込みを中止しました。" );\r
 +                                                              this.tガベージコレクションを実行する();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ 選曲" );\r
 +                                                              stage選曲.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage選曲;\r
 +                                                              foreach ( STPlugin pg in this.listプラグイン )\r
 +                                                              {\r
 +                                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                      pg.plugin.Onステージ変更();\r
 +                                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                              }\r
 +                                                              break;\r
 +                                                      }\r
 +                                                      #endregion\r
 +\r
 +                                                      if( !ConfigIni.bギタレボモード )\r
 +                                                      {\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ 演奏(ドラム画面)" );\r
 +#if false             // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化\r
 +for (int i = 0; i < 5; i++)\r
 +{\r
 +      for (int j = 0; j < 2; j++)\r
 +      {\r
 +              stage演奏ドラム画面.fDamageGaugeDelta[i, j] = ConfigIni.fGaugeFactor[i, j];\r
 +      }\r
 +}\r
 +for (int i = 0; i < 3; i++) {\r
 +      stage演奏ドラム画面.fDamageLevelFactor[i] = ConfigIni.fDamageLevelFactor[i];\r
 +}             \r
 +#endif\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage演奏ドラム画面;\r
 +                                                      }\r
 +                                                      else\r
 +                                                      {\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ 演奏(ギター画面)" );\r
 +#if false             // #23625 2011.1.11 Config.iniからダメージ/回復値の定数変更を行う場合はここを有効にする 087リリースに合わせ機能無効化\r
 +for (int i = 0; i < 5; i++)\r
 +{\r
 +      for (int j = 0; j < 2; j++)\r
 +      {\r
 +              stage演奏ギター画面.fDamageGaugeDelta[i, j] = ConfigIni.fGaugeFactor[i, j];\r
 +      }\r
 +}\r
 +for (int i = 0; i < 3; i++) {\r
 +      stage演奏ギター画面.fDamageLevelFactor[i] = ConfigIni.fDamageLevelFactor[i];\r
 +}             \r
 +#endif\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage演奏ギター画面;\r
 +                                                      }\r
 +\r
 +                                                      foreach( STPlugin pg in this.listプラグイン )\r
 +                                                      {\r
 +                                                              Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                              pg.plugin.Onステージ変更();\r
 +                                                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                      }\r
 +\r
 +                                                      this.tガベージコレクションを実行する();\r
 +                                              }\r
 +                                              //-----------------------------\r
 +                                              #endregion\r
 +                                              break;\r
 +\r
 +                                      case CStage.Eステージ.演奏:\r
 +                                              #region [ *** ]\r
 +                                              //-----------------------------\r
 +                                              //long n1 = FDK.CSound管理.rc演奏用タイマ.nシステム時刻ms;\r
 +                                              //long n2 = FDK.CSound管理.SoundDevice.n経過時間ms;\r
 +                                              //long n3 = FDK.CSound管理.SoundDevice.tmシステムタイマ.nシステム時刻ms;\r
 +                                              //long n4 = FDK.CSound管理.rc演奏用タイマ.n現在時刻;\r
 +                                              //long n5 = FDK.CSound管理.SoundDevice.n経過時間を更新したシステム時刻ms;\r
 +\r
 +                                              //swlist1.Add( Convert.ToInt32(n1) );\r
 +                                              //swlist2.Add( Convert.ToInt32(n2) );\r
 +                                              //swlist3.Add( Convert.ToInt32( n3 ) );\r
 +                                              //swlist4.Add( Convert.ToInt32( n4 ) );\r
 +                                              //swlist5.Add( Convert.ToInt32( n5 ) );\r
 +\r
 +                                              #region [ DTXVモード中にDTXCreatorから指示を受けた場合の処理 ]\r
 +                                              if ( DTXVmode.Enabled && DTXVmode.Refreshed )\r
 +                                              {\r
 +                                                      DTXVmode.Refreshed = false;\r
 +\r
 +                                                      if ( DTXVmode.Command == CDTXVmode.ECommand.Stop )\r
 +                                                      {\r
 +                                                              if ( !ConfigIni.bギタレボモード )\r
 +                                                              {\r
 +                                                                      CDTXMania.stage演奏ドラム画面.t停止();\r
 +                                                              }\r
 +                                                              else\r
 +                                                              {\r
 +                                                                      CDTXMania.stage演奏ギター画面.t停止();\r
 +                                                              }\r
 +                                                              if ( previewSound != null )\r
 +                                                              {\r
 +                                                                      this.previewSound.tサウンドを停止する();\r
 +                                                                      this.previewSound.Dispose();\r
 +                                                                      this.previewSound = null;\r
 +                                                              }\r
 +                                                              //{\r
 +                                                              //    int lastd = 0;\r
 +                                                              //    int f = 0;\r
 +                                                              //    for ( int i = 0; i < swlist1.Count; i++ )\r
 +                                                              //    {\r
 +                                                              //        int d1 = swlist1[ i ];\r
 +                                                              //        int d2 = swlist2[ i ];\r
 +                                                              //        int d3 = swlist3[ i ];\r
 +                                                              //        int d4 = swlist4[ i ];\r
 +                                                              //        int d5 = swlist5[ i ];\r
 +\r
 +                                                              //        int dif = d1 - lastd;\r
 +                                                              //        string s = "";\r
 +                                                              //        if ( 16 <= dif && dif <= 17 )\r
 +                                                              //        {\r
 +                                                              //        }\r
 +                                                              //        else\r
 +                                                              //        {\r
 +                                                              //            s = "★";\r
 +                                                              //        }\r
 +                                                              //        Trace.TraceInformation( "frame {0:D4}: {1:D3} ( {2:D3}, {3:D3} - {7:D3}, {4:D3} ) {5}, n現在時刻={6}", f, dif, d1, d2, d3, s, d4, d5 );\r
 +                                                              //        lastd = d1;\r
 +                                                              //        f++;\r
 +                                                              //    }\r
 +                                                              //    swlist1.Clear();\r
 +                                                              //    swlist2.Clear();\r
 +                                                              //    swlist3.Clear();\r
 +                                                              //    swlist4.Clear();\r
 +                                                              //    swlist5.Clear();\r
 +\r
 +                                                              //}\r
 +                                                      }\r
 +                                                      else if ( DTXVmode.Command == CDTXVmode.ECommand.Play )\r
 +                                                      {\r
 +                                                              if ( DTXVmode.NeedReload )\r
 +                                                              {\r
 +                                                                      if ( !ConfigIni.bギタレボモード )\r
 +                                                                      {\r
 +                                                                              CDTXMania.stage演奏ドラム画面.t再読込();\r
 +                                                                      }\r
 +                                                                      else\r
 +                                                                      {\r
 +                                                                              CDTXMania.stage演奏ギター画面.t再読込();\r
 +                                                                      }\r
 +\r
 +                                                                      CDTXMania.ConfigIni.bDrums有効 = !DTXVmode.GRmode;\r
 +                                                                      CDTXMania.ConfigIni.bGuitar有効 = true;\r
 +                                                                      CDTXMania.ConfigIni.bTimeStretch = DTXVmode.TimeStretch;\r
 +                                                                      CSound管理.bIsTimeStretch = DTXVmode.TimeStretch;\r
 +                                                                      if ( CDTXMania.ConfigIni.b垂直帰線待ちを行う != DTXVmode.VSyncWait )\r
 +                                                                      {\r
 +                                                                              CDTXMania.ConfigIni.b垂直帰線待ちを行う = DTXVmode.VSyncWait;\r
 +                                                                              CDTXMania.app.b次のタイミングで垂直帰線同期切り替えを行う = true;\r
 +                                                                      }\r
 +                                                              }\r
 +                                                              else\r
 +                                                              {\r
 +                                                                      if ( !ConfigIni.bギタレボモード )\r
 +                                                                      {\r
 +                                                                              CDTXMania.stage演奏ドラム画面.t演奏位置の変更( CDTXMania.DTXVmode.nStartBar );\r
 +                                                                      }\r
 +                                                                      else\r
 +                                                                      {\r
 +                                                                              CDTXMania.stage演奏ギター画面.t演奏位置の変更( CDTXMania.DTXVmode.nStartBar );\r
 +                                                                      }\r
 +                                                              }\r
 +                                                      }\r
 +                                              }\r
 +                                              #endregion\r
 +\r
 +                                              switch( this.n進行描画の戻り値 )\r
 +                                              {\r
 +                                                      case (int) E演奏画面の戻り値.再読込・再演奏:\r
 +                                                              #region [ DTXファイルを再読み込みして、再演奏 ]\r
 +                                                              DTX.t全チップの再生停止();\r
 +                                                              DTX.On非活性化();\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              stage曲読み込み.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage曲読み込み;\r
 +                                                              this.tガベージコレクションを実行する();\r
 +                                                              break;\r
 +                                                              #endregion\r
 +\r
 +                                                      //case (int) E演奏画面の戻り値.再演奏:\r
 +                                                      #region [ 再読み込み無しで、再演奏 ]\r
 +                                                      #endregion\r
 +                                                      //      break;\r
 +\r
 +                                                      case (int) E演奏画面の戻り値.継続:\r
 +                                                              break;\r
 +\r
 +                                                      case (int) E演奏画面の戻り値.演奏中断:\r
 +                                                              #region [ 演奏キャンセル ]\r
 +                                                              //-----------------------------\r
 +                                                              scoreIni = this.tScoreIniへBGMAdjustとHistoryとPlayCountを更新( "Play canceled" );\r
 +\r
 +                                                              //int lastd = 0;\r
 +                                                              //int f = 0;\r
 +                                                              //for (int i = 0; i < swlist1.Count; i++)\r
 +                                                              //{\r
 +                                                              //    int d1 = swlist1[ i ];\r
 +                                                              //    int d2 = swlist2[ i ];\r
 +                                                              //    int d3 = swlist3[ i ];\r
 +                                                              //    int d4 = swlist4[ i ];\r
 +\r
 +                                                              //    int dif = d1 - lastd;\r
 +                                                              //    string s = "";\r
 +                                                              //    if ( 16 <= dif && dif <= 17 )\r
 +                                                              //    {\r
 +                                                              //    }\r
 +                                                              //    else\r
 +                                                              //    {\r
 +                                                              //        s = "★";\r
 +                                                              //    }\r
 +                                                              //    Trace.TraceInformation( "frame {0:D4}: {1:D3} ( {2:D3}, {3:D3}, {4:D3} ) {5}, n現在時刻={6}", f, dif, d1, d2, d3, s, d4 );\r
 +                                                              //    lastd = d1;\r
 +                                                              //    f++;\r
 +                                                              //}\r
 +                                                              //swlist1.Clear();\r
 +                                                              //swlist2.Clear();\r
 +                                                              //swlist3.Clear();\r
 +                                                              //swlist4.Clear();\r
 +              \r
 +                                                              #region [ プラグイン On演奏キャンセル() の呼び出し ]\r
 +                                                              //---------------------\r
 +                                                              foreach( STPlugin pg in this.listプラグイン )\r
 +                                                              {\r
 +                                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                      pg.plugin.On演奏キャンセル( scoreIni );\r
 +                                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                              }\r
 +                                                              //---------------------\r
 +                                                              #endregion\r
 +\r
 +                                                              DTX.t全チップの再生停止();\r
 +                                                              DTX.On非活性化();\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              if( bコンパクトモード )\r
 +                                                              {\r
 +                                                                      base.Window.Close();\r
 +                                                              }\r
 +                                                              else\r
 +                                                              {\r
 +                                                                      Trace.TraceInformation( "----------------------" );\r
 +                                                                      Trace.TraceInformation( "■ 選曲" );\r
 +                                                                      stage選曲.On活性化();\r
 +                                                                      r直前のステージ = r現在のステージ;\r
 +                                                                      r現在のステージ = stage選曲;\r
 +\r
 +                                                                      #region [ プラグイン Onステージ変更() の呼び出し ]\r
 +                                                                      //---------------------\r
 +                                                                      foreach( STPlugin pg in this.listプラグイン )\r
 +                                                                      {\r
 +                                                                              Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                              pg.plugin.Onステージ変更();\r
 +                                                                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                                      }\r
 +                                                                      //---------------------\r
 +                                                                      #endregion\r
 +\r
 +                                                                      this.tガベージコレクションを実行する();\r
 +                                                              }\r
 +                                                              break;\r
 +                                                              //-----------------------------\r
 +                                                              #endregion\r
 +\r
 +                                                      case (int) E演奏画面の戻り値.ステージ失敗:\r
 +                                                              #region [ 演奏失敗(StageFailed) ]\r
 +                                                              //-----------------------------\r
 +                                                              scoreIni = this.tScoreIniへBGMAdjustとHistoryとPlayCountを更新( "Stage failed" );\r
 +\r
 +                                                              #region [ プラグイン On演奏失敗() の呼び出し ]\r
 +                                                              //---------------------\r
 +                                                              foreach( STPlugin pg in this.listプラグイン )\r
 +                                                              {\r
 +                                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                      pg.plugin.On演奏失敗( scoreIni );\r
 +                                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                              }\r
 +                                                              //---------------------\r
 +                                                              #endregion\r
 +\r
 +                                                              DTX.t全チップの再生停止();\r
 +                                                              DTX.On非活性化();\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              if( bコンパクトモード )\r
 +                                                              {\r
 +                                                                      base.Window.Close();\r
 +                                                              }\r
 +                                                              else\r
 +                                                              {\r
 +                                                                      Trace.TraceInformation( "----------------------" );\r
 +                                                                      Trace.TraceInformation( "■ 選曲" );\r
 +                                                                      stage選曲.On活性化();\r
 +                                                                      r直前のステージ = r現在のステージ;\r
 +                                                                      r現在のステージ = stage選曲;\r
 +\r
 +                                                                      #region [ プラグイン Onステージ変更() の呼び出し ]\r
 +                                                                      //---------------------\r
 +                                                                      foreach( STPlugin pg in this.listプラグイン )\r
 +                                                                      {\r
 +                                                                              Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                              pg.plugin.Onステージ変更();\r
 +                                                                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                                      }\r
 +                                                                      //---------------------\r
 +                                                                      #endregion\r
 +\r
 +                                                                      this.tガベージコレクションを実行する();\r
 +                                                              }\r
 +                                                              break;\r
 +                                                              //-----------------------------\r
 +                                                              #endregion\r
 +\r
 +                                                      case (int) E演奏画面の戻り値.ステージクリア:\r
 +                                                              #region [ 演奏クリア ]\r
 +                                                              //-----------------------------\r
 +                                                              CScoreIni.C演奏記録 c演奏記録_Drums, c演奏記録_Guitar, c演奏記録_Bass;\r
 +                                                              CDTX.CChip[] chipArray = new CDTX.CChip[ 10 ];\r
 +                                                              if( ConfigIni.bギタレボモード )\r
 +                                                              {\r
 +                                                                      stage演奏ギター画面.t演奏結果を格納する( out c演奏記録_Drums, out c演奏記録_Guitar, out c演奏記録_Bass );\r
 +                                                              }\r
 +                                                              else\r
 +                                                              {\r
 +                                                                      stage演奏ドラム画面.t演奏結果を格納する( out c演奏記録_Drums, out c演奏記録_Guitar, out c演奏記録_Bass, out chipArray );\r
 +                                                              }\r
 +\r
 +                                                              if ( CDTXMania.ConfigIni.bIsSwappedGuitarBass )         // #24063 2011.1.24 yyagi Gt/Bsを入れ替えていたなら、演奏結果も入れ替える\r
 +                                                              {\r
 +                                                                      CScoreIni.C演奏記録 t;\r
 +                                                                      t = c演奏記録_Guitar;\r
 +                                                                      c演奏記録_Guitar = c演奏記録_Bass;\r
 +                                                                      c演奏記録_Bass = t;\r
 +\r
 +                                                                      CDTXMania.DTX.SwapGuitarBassInfos();                    // 譜面情報も元に戻す\r
 +                                                                      CDTXMania.ConfigIni.SwapGuitarBassInfos_AutoFlags();    // #24415 2011.2.27 yyagi\r
 +                                                                                                                                                                      // リザルト集計時のみ、Auto系のフラグも元に戻す。\r
 +                                                                                                                                                                      // これを戻すのは、リザルト集計後。\r
 +                                                              }                                                                                                       // "case CStage.Eステージ.結果:"のところ。\r
 +\r
 +                                                              double ps = 0.0, gs = 0.0;\r
 +                                                              if ( !c演奏記録_Drums.b全AUTOである && c演奏記録_Drums.n全チップ数 > 0) {\r
 +                                                                      ps = c演奏記録_Drums.db演奏型スキル値;\r
 +                                                                      gs = c演奏記録_Drums.dbゲーム型スキル値;\r
 +                                                              }\r
 +                                                              else if ( !c演奏記録_Guitar.b全AUTOである && c演奏記録_Guitar.n全チップ数 > 0) {\r
 +                                                                      ps = c演奏記録_Guitar.db演奏型スキル値;\r
 +                                                                      gs = c演奏記録_Guitar.dbゲーム型スキル値;\r
 +                                                              }\r
 +                                                              else\r
 +                                                              {\r
 +                                                                      ps = c演奏記録_Bass.db演奏型スキル値;\r
 +                                                                      gs = c演奏記録_Bass.dbゲーム型スキル値;\r
 +                                                              }\r
 +                                                              string str = "Cleared";\r
 +                                                              switch( CScoreIni.t総合ランク値を計算して返す( c演奏記録_Drums, c演奏記録_Guitar, c演奏記録_Bass ) )\r
 +                                                              {\r
 +                                                                      case (int)CScoreIni.ERANK.SS:\r
 +                                                                              str = string.Format( "Cleared (SS: {0:F2})", ps );\r
 +                                                                              break;\r
 +\r
 +                                                                      case (int) CScoreIni.ERANK.S:\r
 +                                                                              str = string.Format( "Cleared (S: {0:F2})", ps );\r
 +                                                                              break;\r
 +\r
 +                                                                      case (int) CScoreIni.ERANK.A:\r
 +                                                                              str = string.Format( "Cleared (A: {0:F2})", ps );\r
 +                                                                              break;\r
 +\r
 +                                                                      case (int) CScoreIni.ERANK.B:\r
 +                                                                              str = string.Format( "Cleared (B: {0:F2})", ps );\r
 +                                                                              break;\r
 +\r
 +                                                                      case (int) CScoreIni.ERANK.C:\r
 +                                                                              str = string.Format( "Cleared (C: {0:F2})", ps );\r
 +                                                                              break;\r
 +\r
 +                                                                      case (int) CScoreIni.ERANK.D:\r
 +                                                                              str = string.Format( "Cleared (D: {0:F2})", ps );\r
 +                                                                              break;\r
 +\r
 +                                                                      case (int) CScoreIni.ERANK.E:\r
 +                                                                              str = string.Format( "Cleared (E: {0:F2})", ps );\r
 +                                                                              break;\r
 +\r
 +                                                                      case (int)CScoreIni.ERANK.UNKNOWN:      // #23534 2010.10.28 yyagi add: 演奏チップが0個のとき\r
 +                                                                              str = "Cleared (No chips)";\r
 +                                                                              break;\r
 +                                                              }\r
 +\r
 +                                                              scoreIni = this.tScoreIniへBGMAdjustとHistoryとPlayCountを更新( str );\r
 +\r
 +                                                              #region [ プラグイン On演奏クリア() の呼び出し ]\r
 +                                                              //---------------------\r
 +                                                              foreach( STPlugin pg in this.listプラグイン )\r
 +                                                              {\r
 +                                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                      pg.plugin.On演奏クリア( scoreIni );\r
 +                                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                              }\r
 +                                                              //---------------------\r
 +                                                              #endregion\r
 +\r
 +                                                              r現在のステージ.On非活性化();\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ 結果" );\r
 +                                                              stage結果.st演奏記録.Drums = c演奏記録_Drums;\r
 +                                                              stage結果.st演奏記録.Guitar = c演奏記録_Guitar;\r
 +                                                              stage結果.st演奏記録.Bass = c演奏記録_Bass;\r
 +                                                              stage結果.r空うちドラムチップ = chipArray;\r
 +                                                              stage結果.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage結果;\r
 +\r
 +                                                              #region [ プラグイン Onステージ変更() の呼び出し ]\r
 +                                                              //---------------------\r
 +                                                              foreach( STPlugin pg in this.listプラグイン )\r
 +                                                              {\r
 +                                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                      pg.plugin.Onステージ変更();\r
 +                                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                              }\r
 +                                                              //---------------------\r
 +                                                              #endregion\r
 +\r
 +                                                              break;\r
 +                                                              //-----------------------------\r
 +                                                              #endregion\r
 +                                              }\r
 +                                              //-----------------------------\r
 +                                              #endregion\r
 +                                              break;\r
 +\r
 +                                      case CStage.Eステージ.結果:\r
 +                                              #region [ *** ]\r
 +                                              //-----------------------------\r
 +                                              if( this.n進行描画の戻り値 != 0 )\r
 +                                              {\r
 +                                                      if ( CDTXMania.ConfigIni.bIsSwappedGuitarBass )         // #24415 2011.2.27 yyagi Gt/Bsを入れ替えていたなら、Auto状態をリザルト画面終了後に元に戻す\r
 +                                                      {\r
 +                                                              CDTXMania.ConfigIni.SwapGuitarBassInfos_AutoFlags();    // Auto入れ替え\r
 +                                                      }\r
 +\r
 +                                                      DTX.t全チップの再生一時停止();\r
 +                                                      DTX.On非活性化();\r
 +                                                      r現在のステージ.On非活性化();\r
 +                                                      if( !bコンパクトモード )\r
 +                                                      {\r
 +                                                              Trace.TraceInformation( "----------------------" );\r
 +                                                              Trace.TraceInformation( "■ 選曲" );\r
 +                                                              stage選曲.On活性化();\r
 +                                                              r直前のステージ = r現在のステージ;\r
 +                                                              r現在のステージ = stage選曲;\r
 +\r
 +                                                              foreach( STPlugin pg in this.listプラグイン )\r
 +                                                              {\r
 +                                                                      Directory.SetCurrentDirectory( pg.strプラグインフォルダ );\r
 +                                                                      pg.plugin.Onステージ変更();\r
 +                                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                                              }\r
 +\r
 +                                                              this.tガベージコレクションを実行する();\r
 +                                                      }\r
 +                                                      else\r
 +                                                      {\r
 +                                                              base.Window.Close();\r
 +                                                      }\r
 +                                              }\r
 +                                              //-----------------------------\r
 +                                              #endregion\r
 +                                              break;\r
 +\r
 +                                      case CStage.Eステージ.ChangeSkin:\r
 +                                              #region [ *** ]\r
 +                                              //-----------------------------\r
 +                                              if ( this.n進行描画の戻り値 != 0 )\r
 +                                              {\r
 +                                                      r現在のステージ.On非活性化();\r
 +                                                      Trace.TraceInformation( "----------------------" );\r
 +                                                      Trace.TraceInformation( "■ 選曲" );\r
 +                                                      stage選曲.On活性化();\r
 +                                                      r直前のステージ = r現在のステージ;\r
 +                                                      r現在のステージ = stage選曲;\r
 +                                                      this.tガベージコレクションを実行する();\r
 +                                              }\r
 +                                              //-----------------------------\r
 +                                              #endregion\r
 +                                              break;\r
 +\r
 +                                      case CStage.Eステージ.終了:\r
 +                                              #region [ *** ]\r
 +                                              //-----------------------------\r
 +                                              if( this.n進行描画の戻り値 != 0 )\r
 +                                              {\r
 +                                                      base.Exit();\r
 +                                              }\r
 +                                              //-----------------------------\r
 +                                              #endregion\r
 +                                              break;\r
 +                              }\r
 +                      }\r
 +                      this.Device.EndScene();                 // Present()は game.csのOnFrameEnd()に登録された、GraphicsDeviceManager.game_FrameEnd() 内で実行されるので不要\r
 +                                                                                      // (つまり、Present()は、Draw()完了後に実行される)\r
 +#if !GPUFlushAfterPresent\r
 +                      actFlushGPU.On進行描画();           // Flush GPU    // EndScene()~Present()間 (つまりVSync前) でFlush実行\r
 +#endif\r
 +                      if ( Sound管理.GetCurrentSoundDeviceType() != "DirectSound" )\r
 +                      {\r
 +                              Sound管理.t再生中の処理をする();     // サウンドバッファの更新; 画面描画と同期させることで、スクロールをスムーズにする\r
 +                      }\r
 +\r
 +\r
 +                      #region [ 全画面・ウインドウ切り替え ]\r
 +                      if ( this.b次のタイミングで全画面・ウィンドウ切り替えを行う )\r
 +                      {\r
 +                              ConfigIni.b全画面モード = !ConfigIni.b全画面モード;\r
 +                              app.t全画面・ウィンドウモード切り替え();\r
 +                              this.b次のタイミングで全画面・ウィンドウ切り替えを行う = false;\r
 +                      }\r
 +                      #endregion\r
 +                      #region [ 垂直基線同期切り替え ]\r
 +                      if ( this.b次のタイミングで垂直帰線同期切り替えを行う )\r
 +                      {\r
 +                              bool bIsMaximized = this.Window.IsMaximized;                                                                                    // #23510 2010.11.3 yyagi: to backup current window mode before changing VSyncWait\r
 +                              currentClientSize = this.Window.ClientSize;                                                                                             // #23510 2010.11.3 yyagi: to backup current window size before changing VSyncWait\r
 +                              DeviceSettings currentSettings = app.GraphicsDeviceManager.CurrentSettings;\r
 +                              currentSettings.EnableVSync = ConfigIni.b垂直帰線待ちを行う;\r
 +                              app.GraphicsDeviceManager.ChangeDevice( currentSettings );\r
 +                              this.b次のタイミングで垂直帰線同期切り替えを行う = false;\r
 +                              base.Window.ClientSize = new Size(currentClientSize.Width, currentClientSize.Height);   // #23510 2010.11.3 yyagi: to resume window size after changing VSyncWait\r
 +                              if (bIsMaximized)\r
 +                              {\r
 +                                      this.Window.WindowState = FormWindowState.Maximized;                                                            // #23510 2010.11.3 yyagi: to resume window mode after changing VSyncWait\r
 +                              }\r
 +                      }\r
 +                      #endregion\r
 +              }\r
 +\r
 +              // その他\r
 +\r
 +              #region [ 汎用ヘルパー ]\r
 +              //-----------------\r
 +              public static CTexture tテクスチャの生成( string fileName )\r
 +              {\r
 +                      return tテクスチャの生成( fileName, false );\r
 +              }\r
 +              public static CTexture tテクスチャの生成( string fileName, bool b黒を透過する )\r
 +              {\r
 +                      if ( app == null )\r
 +                      {\r
 +                              return null;\r
 +                      }\r
 +                      try\r
 +                      {\r
 +                              return new CTexture( app.Device, fileName, TextureFormat, b黒を透過する );\r
 +                      }\r
 +                      catch ( CTextureCreateFailedException )\r
 +                      {\r
 +                              Trace.TraceError( "テクスチャの生成に失敗しました。({0})", fileName );\r
 +                              return null;\r
 +                      }\r
 +                      catch ( FileNotFoundException )\r
 +                      {\r
 +                              Trace.TraceError( "テクスチャファイルが見つかりませんでした。({0})", fileName );\r
 +                              return null;\r
 +                      }\r
 +              }\r
 +              public static void tテクスチャの解放( ref CTexture tx )\r
 +              {\r
 +                      CDTXMania.t安全にDisposeする( ref tx );\r
 +              }\r
 +\r
 +              public static CTexture tテクスチャの生成( byte[] txData )\r
 +              {\r
 +                      return tテクスチャの生成( txData, false );\r
 +              }\r
 +              public static CTexture tテクスチャの生成( byte[] txData, bool b黒を透過する )\r
 +              {\r
 +                      if ( app == null )\r
 +                      {\r
 +                              return null;\r
 +                      }\r
 +                      try\r
 +                      {\r
 +                              return new CTexture( app.Device, txData, TextureFormat, b黒を透過する );\r
 +                      }\r
 +                      catch ( CTextureCreateFailedException )\r
 +                      {\r
 +                              Trace.TraceError( "テクスチャの生成に失敗しました。(txData)" );\r
 +                              return null;\r
 +                      }\r
 +              }\r
 +\r
 +              public static CTexture tテクスチャの生成( Bitmap bitmap )\r
 +              {\r
 +                      return tテクスチャの生成( bitmap, false );\r
 +              }\r
 +              public static CTexture tテクスチャの生成( Bitmap bitmap, bool b黒を透過する )\r
 +              {\r
 +                      if ( app == null )\r
 +                      {\r
 +                              return null;\r
 +                      }\r
 +                      try\r
 +                      {\r
 +                              return new CTexture( app.Device, bitmap, TextureFormat, b黒を透過する );\r
 +                      }\r
 +                      catch ( CTextureCreateFailedException )\r
 +                      {\r
 +                              Trace.TraceError( "テクスチャの生成に失敗しました。(txData)" );\r
 +                              return null;\r
 +                      }\r
 +              }\r
 +\r
 +              /// <summary>プロパティ、インデクサには ref は使用できないので注意。</summary>\r
 +              public static void t安全にDisposeする<T>( ref T obj )\r
 +              {\r
 +                      if ( obj == null )\r
 +                              return;\r
 +\r
 +                      var d = obj as IDisposable;\r
 +\r
 +                      if ( d != null )\r
 +                              d.Dispose();\r
 +\r
 +                      obj = default( T );\r
 +              }\r
 +              //-----------------\r
 +              #endregion\r
 +\r
 +              #region [ private ]\r
 +              //-----------------\r
 +              private bool bマウスカーソル表示中 = true;\r
 +              private bool b終了処理完了済み;\r
 +              private static CDTX dtx;\r
 +              private List<CActivity> listトップレベルActivities;\r
 +              private int n進行描画の戻り値;\r
 +              private MouseButtons mb = System.Windows.Forms.MouseButtons.Left;\r
 +              private string strWindowTitle\r
 +              {\r
 +                      get\r
 +                      {\r
 +                              if ( DTXVmode.Enabled )\r
 +                              {\r
 +                                      return "DTXViewer release " + VERSION;\r
 +                              }\r
 +                              else\r
 +                              {\r
 +                                      return "DTXMania .NET style release " + VERSION;\r
 +                              }\r
 +                      }\r
 +              }\r
 +              private CSound previewSound;\r
 +\r
 +              private void t起動処理()\r
 +              {\r
 +                      #region [ strEXEのあるフォルダを決定する ]\r
 +                      //-----------------\r
 +// BEGIN #23629 2010.11.13 from: デバッグ時は Application.ExecutablePath が ($SolutionDir)/bin/x86/Debug/ などになり System/ の読み込みに失敗するので、カレントディレクトリを採用する。(プロジェクトのプロパティ→デバッグ→作業ディレクトリが有効になる)\r
 +#if DEBUG\r
 +                      strEXEのあるフォルダ = Environment.CurrentDirectory + @"\";\r
 +                      //strEXEのあるフォルダ = Path.GetDirectoryName( Environment.GetCommandLineArgs()[ 0 ] ) + @"\";\r
 +#else\r
 +                      strEXEのあるフォルダ = Path.GetDirectoryName( Application.ExecutablePath ) + @"\";       // #23629 2010.11.9 yyagi: set correct pathname where DTXManiaGR.exe is.\r
 +#endif\r
 +// END #23629 2010.11.13 from\r
 +                      //-----------------\r
 +                      #endregion\r
 +\r
 +                      #region [ Config.ini の読込み ]\r
 +                      //---------------------\r
 +                      ConfigIni = new CConfigIni();\r
 +                      string path = strEXEのあるフォルダ + "Config.ini";\r
 +                      if( File.Exists( path ) )\r
 +                      {\r
 +                              try\r
 +                              {\r
 +                                      ConfigIni.tファイルから読み込み( path );\r
 +                              }\r
 +                              catch\r
 +                              {\r
 +                                      //ConfigIni = new CConfigIni(); // 存在してなければ新規生成\r
 +                              }\r
 +                      }\r
 +                      this.Window.EnableSystemMenu = CDTXMania.ConfigIni.bIsEnabledSystemMenu;        // #28200 2011.5.1 yyagi\r
 +                      // 2012.8.22 Config.iniが無いときに初期値が適用されるよう、この設定行をifブロック外に移動\r
 +\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ ログ出力開始 ]\r
 +                      //---------------------\r
 +                      Trace.AutoFlush = true;\r
 +                      if( ConfigIni.bログ出力 )\r
 +                      {\r
 +                              try\r
 +                              {\r
 +                                      Trace.Listeners.Add( new CTraceLogListener( new StreamWriter( System.IO.Path.Combine( strEXEのあるフォルダ, "DTXManiaLog.txt" ), false, Encoding.GetEncoding( "Shift_JIS" ) ) ) );\r
 +                              }\r
 +                              catch ( System.UnauthorizedAccessException )                    // #24481 2011.2.20 yyagi\r
 +                              {\r
 +                                      int c = (CultureInfo.CurrentCulture.TwoLetterISOLanguageName == "ja")? 0 : 1;\r
 +                                      string[] mes_writeErr = {\r
 +                                              "DTXManiaLog.txtへの書き込みができませんでした。書き込みできるようにしてから、再度起動してください。",\r
 +                                              "Failed to write DTXManiaLog.txt. Please set it writable and try again."\r
 +                                      };\r
 +                                      MessageBox.Show( mes_writeErr[c], "DTXMania boot error", MessageBoxButtons.OK, MessageBoxIcon.Error );\r
 +                                      Environment.Exit(1);\r
 +                              }\r
 +                      }\r
 +                      Trace.WriteLine("");\r
 +                      Trace.WriteLine( "DTXMania powered by YAMAHA Silent Session Drums" );\r
 +                      Trace.WriteLine( string.Format( "Release: {0}", VERSION ) );\r
 +                      Trace.WriteLine( "" );\r
 +                      Trace.TraceInformation( "----------------------" );\r
 +                      Trace.TraceInformation( "■ アプリケーションの初期化" );\r
 +                      Trace.TraceInformation( "OS Version: " + Environment.OSVersion );\r
 +                      Trace.TraceInformation( "ProcessorCount: " + Environment.ProcessorCount.ToString() );\r
 +                      Trace.TraceInformation( "CLR Version: " + Environment.Version.ToString() );\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ DTXVmodeクラス の初期化 ]\r
 +                      //---------------------\r
 +                      //Trace.TraceInformation( "DTXVモードの初期化を行います。" );\r
 +                      //Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              DTXVmode = new CDTXVmode();\r
 +                              DTXVmode.Enabled = false;\r
 +                              //Trace.TraceInformation( "DTXVモードの初期化を完了しました。" );\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              //Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ コンパクトモードスイッチの有無、もしくは、DTXViewerとしての起動 ]\r
 +                      //---------------------\r
 +                      bコンパクトモード = false;\r
 +                      strコンパクトモードファイル = "";\r
 +                      string[] commandLineArgs = Environment.GetCommandLineArgs();\r
 +                      if( ( commandLineArgs != null ) && ( commandLineArgs.Length > 1 ) )\r
 +                      {\r
 +                              bコンパクトモード = true;\r
 +                              string arg = "";\r
 +\r
 +                              for ( int i = 1; i < commandLineArgs.Length; i++ )\r
 +                              {\r
 +                                      if ( i != 1 )\r
 +                                      {\r
 +                                              arg += " " + "\"" + commandLineArgs[ i ] + "\"";\r
 +                                      }\r
 +                                      else\r
 +                                      {\r
 +                                              arg += commandLineArgs[ i ];\r
 +                                      }\r
 +                              }\r
 +                              DTXVmode.ParseArguments( arg );\r
 +                              \r
 +                              if ( DTXVmode.Enabled )\r
 +                              {\r
 +                                      DTXVmode.Refreshed = false;                                                             // 初回起動時は再読み込みに走らせない\r
 +                                      strコンパクトモードファイル = DTXVmode.filename;\r
 +                                      switch ( DTXVmode.soundDeviceType )                                             // サウンド再生方式の設定\r
 +                                      {\r
 +                                              case ESoundDeviceType.DirectSound:\r
 +                                                      ConfigIni.nSoundDeviceType = 0;\r
 +                                                      break;\r
 +                                              case ESoundDeviceType.ExclusiveWASAPI:\r
 +                                                      ConfigIni.nSoundDeviceType = 2;\r
 +                                                      break;\r
 +                                              case ESoundDeviceType.ASIO:\r
 +                                                      ConfigIni.nSoundDeviceType = 1;\r
 +                                                      ConfigIni.nASIODevice = DTXVmode.nASIOdevice;\r
 +                                                      break;\r
 +                                      }\r
 +\r
 +                                      CDTXMania.ConfigIni.b垂直帰線待ちを行う = DTXVmode.VSyncWait;\r
 +                                      CDTXMania.ConfigIni.bTimeStretch = DTXVmode.TimeStretch;\r
 +                                      CDTXMania.ConfigIni.bDrums有効 = !DTXVmode.GRmode;\r
 +                                      CDTXMania.ConfigIni.bGuitar有効 = true;\r
 +                              }\r
 +                              else                                                                                                            // 通常のコンパクトモード\r
 +                              {\r
 +                                      strコンパクトモードファイル = commandLineArgs[ 1 ];\r
 +                              }\r
 +\r
 +                              if ( !File.Exists( strコンパクトモードファイル ) )          // #32985 2014.1.23 yyagi \r
 +                              {\r
 +                                      Trace.TraceError( "コンパクトモードで指定されたファイルが見つかりません。DTXManiaを終了します。[{0}]", strコンパクトモードファイル );\r
 +#if DEBUG\r
 +                                      Environment.Exit( -1 );\r
 +#else\r
 +                                      if ( strコンパクトモードファイル == "" )    // DTXMania未起動状態で、DTXCで再生停止ボタンを押した場合は、何もせず終了\r
 +                                      {\r
 +                                              Environment.Exit( -1 );\r
 +                                      }\r
 +                                      else\r
 +                                      {\r
 +                                              throw new FileNotFoundException( "コンパクトモードで指定されたファイルが見つかりません。DTXManiaを終了します。", strコンパクトモードファイル );\r
 +                                      }\r
 +#endif\r
 +                              }\r
 +                              if ( DTXVmode.Enabled )\r
 +                              {\r
 +                                      Trace.TraceInformation( "DTXVモードで起動します。[{0}]", strコンパクトモードファイル );\r
 +                              }\r
 +                              else\r
 +                              {\r
 +                                      Trace.TraceInformation( "コンパクトモードで起動します。[{0}]", strコンパクトモードファイル );\r
 +                              }\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +\r
 +                      #region [ ウィンドウ初期化 ]\r
 +                      //---------------------\r
 +                      base.Window.StartPosition = FormStartPosition.Manual;                                                       // #30675 2013.02.04 ikanick add\r
 +                      base.Window.Location = new Point( ConfigIni.n初期ウィンドウ開始位置X, ConfigIni.n初期ウィンドウ開始位置Y );   // #30675 2013.02.04 ikanick add\r
 +\r
 +                      base.Window.Text = this.strWindowTitle;         // 事前にDTXVmodeの実体を作っておくこと\r
 +\r
 +                      base.Window.StartPosition = FormStartPosition.Manual;                                                       // #30675 2013.02.04 ikanick add\r
 +            base.Window.Location = new Point(ConfigIni.n初期ウィンドウ開始位置X, ConfigIni.n初期ウィンドウ開始位置Y);   // #30675 2013.02.04 ikanick add\r
 +\r
 +                      base.Window.ClientSize = new Size(ConfigIni.nウインドウwidth, ConfigIni.nウインドウheight);   // #34510 yyagi 2010.10.31 to change window size got from Config.ini\r
 +#if !WindowedFullscreen\r
 +                      if (!ConfigIni.bウィンドウモード)                                               // #23510 2010.11.02 yyagi: add; to recover window size in case bootup with fullscreen mode\r
 +                      {                                                                                                               // #30666 2013.02.02 yyagi: currentClientSize should be always made\r
 +#endif\r
 +                              currentClientSize = new Size( ConfigIni.nウインドウwidth, ConfigIni.nウインドウheight );\r
 +#if !WindowedFullscreen\r
 +                      }\r
 +#endif\r
 +                      base.Window.MaximizeBox = true;                                                 // #23510 2010.11.04 yyagi: to support maximizing window\r
 +                      base.Window.FormBorderStyle = FormBorderStyle.Sizable;  // #23510 2010.10.27 yyagi: changed from FixedDialog to Sizable, to support window resize\r
 +                                                                                                                                              // #30666 2013.02.02 yyagi: moved the code to t全画面・ウインドウモード切り替え()\r
 +                      base.Window.ShowIcon = true;\r
 +                      base.Window.Icon = Properties.Resources.dtx;\r
 +                      base.Window.KeyDown += new KeyEventHandler( this.Window_KeyDown );\r
 +                      base.Window.MouseUp +=new MouseEventHandler( this.Window_MouseUp);\r
 +                      base.Window.MouseDoubleClick += new MouseEventHandler(this.Window_MouseDoubleClick);    // #23510 2010.11.13 yyagi: to go fullscreen mode\r
 +                      base.Window.ResizeEnd += new EventHandler(this.Window_ResizeEnd);                                               // #23510 2010.11.20 yyagi: to set resized window size in Config.ini\r
 +                      base.Window.ApplicationActivated += new EventHandler(this.Window_ApplicationActivated);\r
 +                      base.Window.ApplicationDeactivated += new EventHandler( this.Window_ApplicationDeactivated );\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ Direct3D9Exを使うかどうか判定 ]\r
 +                      #endregion\r
 +                      #region [ Direct3D9 デバイスの生成 ]\r
 +                      //---------------------\r
 +                      DeviceSettings settings = new DeviceSettings();\r
 +#if WindowedFullscreen\r
 +                      settings.Windowed = true;                                                               // #30666 2013.2.2 yyagi: Fullscreenmode is "Maximized window" mode\r
 +#else\r
 +                      settings.Windowed = ConfigIni.bウィンドウモード;\r
 +#endif\r
 +                      settings.BackBufferWidth = SampleFramework.GameWindowSize.Width;\r
 +                      settings.BackBufferHeight = SampleFramework.GameWindowSize.Height;\r
 +//                    settings.BackBufferCount = 3;\r
 +                      settings.EnableVSync = ConfigIni.b垂直帰線待ちを行う;\r
 +//                    settings.BackBufferFormat = Format.A8R8G8B8;\r
 +//                    settings.MultisampleType = MultisampleType.FourSamples;\r
 +//                    settings.MultisampleQuality = 4;\r
 +//                    settings.MultisampleType = MultisampleType.None;\r
 +//                    settings.MultisampleQuality = 0;\r
 +                      \r
 +                      try\r
 +                      {\r
 +                              base.GraphicsDeviceManager.ChangeDevice(settings);\r
 +                      }\r
 +                      catch (DeviceCreationException e)\r
 +                      {\r
 +                              Trace.TraceError(e.ToString());\r
 +                              MessageBox.Show(e.Message + e.ToString(), "DTXMania failed to boot: DirectX9 Initialize Error", MessageBoxButtons.OK, MessageBoxIcon.Error);\r
 +                              Environment.Exit(-1);\r
 +                      }\r
 +                      \r
 +                      base.IsFixedTimeStep = false;\r
 +//                    base.TargetElapsedTime = TimeSpan.FromTicks( 10000000 / 75 );\r
 +                      base.Window.ClientSize = new Size(ConfigIni.nウインドウwidth, ConfigIni.nウインドウheight);   // #23510 2010.10.31 yyagi: to recover window size. width and height are able to get from Config.ini.\r
 +                      base.InactiveSleepTime = TimeSpan.FromMilliseconds((float)(ConfigIni.n非フォーカス時スリープms));    // #23568 2010.11.3 yyagi: to support valiable sleep value when !IsActive\r
 +                                                                                                                                                                                                                              // #23568 2010.11.4 ikanick changed ( 1 -> ConfigIni )\r
 +#if WindowedFullscreen\r
 +                      this.t全画面・ウィンドウモード切り替え();                               // #30666 2013.2.2 yyagi: finalize settings for "Maximized window mode"\r
 +#endif\r
 +                      actFlushGPU = new CActFlushGPU();\r
 +                      //---------------------\r
 +                      #endregion\r
 +\r
 +                      DTX = null;\r
 +\r
 +                      #region [ Skin の初期化 ]\r
 +                      //---------------------\r
 +                      Trace.TraceInformation( "スキンの初期化を行います。" );\r
 +                      Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              Skin = new CSkin( CDTXMania.ConfigIni.strSystemSkinSubfolderFullName, CDTXMania.ConfigIni.bUseBoxDefSkin );\r
 +                              CDTXMania.ConfigIni.strSystemSkinSubfolderFullName = CDTXMania.Skin.GetCurrentSkinSubfolderFullName( true );    // 旧指定のSkinフォルダが消滅していた場合に備える\r
 +                              Trace.TraceInformation( "スキンの初期化を完了しました。" );\r
 +                      }\r
 +                      catch\r
 +                      {\r
 +                              Trace.TraceInformation( "スキンの初期化に失敗しました。" );\r
 +                              throw;\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      //-----------\r
 +                      #region [ Timer の初期化 ]\r
 +                      //---------------------\r
 +                      Trace.TraceInformation( "タイマの初期化を行います。" );\r
 +                      Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              Timer = new CTimer( CTimer.E種別.MultiMedia );\r
 +                              Trace.TraceInformation( "タイマの初期化を完了しました。" );\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      //-----------\r
 +\r
 +                      #region [ FPS カウンタの初期化 ]\r
 +                      //---------------------\r
 +                      Trace.TraceInformation( "FPSカウンタの初期化を行います。" );\r
 +                      Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              FPS = new CFPS();\r
 +                              Trace.TraceInformation( "FPSカウンタを生成しました。" );\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ act文字コンソールの初期化 ]\r
 +                      //---------------------\r
 +                      Trace.TraceInformation( "文字コンソールの初期化を行います。" );\r
 +                      Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              act文字コンソール = new C文字コンソール();\r
 +                              Trace.TraceInformation( "文字コンソールを生成しました。" );\r
 +                              act文字コンソール.On活性化();\r
 +                              Trace.TraceInformation( "文字コンソールを活性化しました。" );\r
 +                              Trace.TraceInformation( "文字コンソールの初期化を完了しました。" );\r
 +                      }\r
 +                      catch( Exception exception )\r
 +                      {\r
 +                              Trace.TraceError( exception.Message );\r
 +                              Trace.TraceError( "文字コンソールの初期化に失敗しました。" );\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ Input管理 の初期化 ]\r
 +                      //---------------------\r
 +                      Trace.TraceInformation( "DirectInput, MIDI入力の初期化を行います。" );\r
 +                      Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              bool bUseMIDIIn = !DTXVmode.Enabled;\r
 +                              Input管理 = new CInput管理( base.Window.Handle, bUseMIDIIn );\r
 +                              foreach( IInputDevice device in Input管理.list入力デバイス )\r
 +                              {\r
 +                                      if( ( device.e入力デバイス種別 == E入力デバイス種別.Joystick ) && !ConfigIni.dicJoystick.ContainsValue( device.GUID ) )\r
 +                                      {\r
 +                                              int key = 0;\r
 +                                              while( ConfigIni.dicJoystick.ContainsKey( key ) )\r
 +                                              {\r
 +                                                      key++;\r
 +                                              }\r
 +                                              ConfigIni.dicJoystick.Add( key, device.GUID );\r
 +                                      }\r
 +                              }\r
 +                              foreach( IInputDevice device2 in Input管理.list入力デバイス )\r
 +                              {\r
 +                                      if( device2.e入力デバイス種別 == E入力デバイス種別.Joystick )\r
 +                                      {\r
 +                                              foreach( KeyValuePair<int, string> pair in ConfigIni.dicJoystick )\r
 +                                              {\r
 +                                                      if( device2.GUID.Equals( pair.Value ) )\r
 +                                                      {\r
 +                                                              ( (CInputJoystick) device2 ).SetID( pair.Key );\r
 +                                                              break;\r
 +                                                      }\r
 +                                              }\r
 +                                              continue;\r
 +                                      }\r
 +                              }\r
 +                              Trace.TraceInformation( "DirectInput の初期化を完了しました。" );\r
 +                      }\r
 +                      catch( Exception exception2 )\r
 +                      {\r
 +                              Trace.TraceError( exception2.Message );\r
 +                              Trace.TraceError( "DirectInput, MIDI入力の初期化に失敗しました。" );\r
 +                              throw;\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ Pad の初期化 ]\r
 +                      //---------------------\r
 +                      Trace.TraceInformation( "パッドの初期化を行います。" );\r
 +                      Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              Pad = new CPad( ConfigIni, Input管理 );\r
 +                              Trace.TraceInformation( "パッドの初期化を完了しました。" );\r
 +                      }\r
 +                      catch( Exception exception3 )\r
 +                      {\r
 +                              Trace.TraceError( exception3.Message );\r
 +                              Trace.TraceError( "パッドの初期化に失敗しました。" );\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ Sound管理 の初期化 ]\r
 +                      //---------------------\r
 +                      Trace.TraceInformation( "サウンドデバイスの初期化を行います。" );\r
 +                      Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              ESoundDeviceType soundDeviceType;\r
 +                              switch ( CDTXMania.ConfigIni.nSoundDeviceType )\r
 +                              {\r
 +                                      case 0:\r
 +                                              soundDeviceType = ESoundDeviceType.DirectSound;\r
 +                                              break;\r
 +                                      case 1:\r
 +                                              soundDeviceType = ESoundDeviceType.ASIO;\r
 +                                              break;\r
 +                                      case 2:\r
 +                                              soundDeviceType = ESoundDeviceType.ExclusiveWASAPI;\r
 +                                              break;\r
 +                                      default:\r
 +                                              soundDeviceType = ESoundDeviceType.Unknown;\r
 +                                              break;\r
 +                              }\r
 +                              Sound管理 = new CSound管理( base.Window.Handle,\r
 +                                                                                      soundDeviceType,\r
 +                                                                                      CDTXMania.ConfigIni.nWASAPIBufferSizeMs,\r
 +                                                                                      // 0,\r
 +                                      // CDTXMania.ConfigIni.nASIOBufferSizeMs,\r
 +                                                                                      0,\r
 +                                                                                      CDTXMania.ConfigIni.nASIODevice,\r
 +                                                                                      CDTXMania.ConfigIni.bUseOSTimer\r
 +                              );\r
 +                              //Sound管理 = FDK.CSound管理.Instance;\r
 +                              //Sound管理.t初期化( soundDeviceType, 0, 0, CDTXMania.ConfigIni.nASIODevice, base.Window.Handle );\r
 +      \r
 +                              ShowWindowTitleWithSoundType();\r
 +                              FDK.CSound管理.bIsTimeStretch = CDTXMania.ConfigIni.bTimeStretch;\r
 +                              Sound管理.nMasterVolume = CDTXMania.ConfigIni.nMasterVolume;\r
 +                              //FDK.CSound管理.bIsMP3DecodeByWindowsCodec = CDTXMania.ConfigIni.bNoMP3Streaming;\r
 +                              Trace.TraceInformation( "サウンドデバイスの初期化を完了しました。" );\r
 +                      }\r
 +                      catch (Exception e)\r
 +                      {\r
 +                              Trace.TraceError( e.Message );\r
 +                              throw;\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ Songs管理 の初期化 ]\r
 +                      //---------------------\r
 +                      Trace.TraceInformation( "曲リストの初期化を行います。" );\r
 +                      Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              Songs管理 = new CSongs管理();\r
 +//                            Songs管理_裏読 = new CSongs管理();\r
 +                              EnumSongs = new CEnumSongs();\r
 +                              actEnumSongs = new CActEnumSongs();\r
 +                              Trace.TraceInformation( "曲リストの初期化を完了しました。" );\r
 +                      }\r
 +                      catch( Exception e )\r
 +                      {\r
 +                              Trace.TraceError( e.Message );\r
 +                              Trace.TraceError( "曲リストの初期化に失敗しました。" );\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ CAvi の初期化 ]\r
 +                      //---------------------\r
 +                      CAvi.t初期化();\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ Random の初期化 ]\r
 +                      //---------------------\r
 +                      Random = new Random( (int) Timer.nシステム時刻 );\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ ステージの初期化 ]\r
 +                      //---------------------\r
 +                      r現在のステージ = null;\r
 +                      r直前のステージ = null;\r
 +                      stage起動 = new CStage起動();\r
 +                      stageタイトル = new CStageタイトル();\r
 +//                    stageオプション = new CStageオプション();\r
 +                      stageコンフィグ = new CStageコンフィグ();\r
 +                      stage選曲 = new CStage選曲();\r
 +                      stage曲読み込み = new CStage曲読み込み();\r
 +                      stage演奏ドラム画面 = new CStage演奏ドラム画面();\r
 +                      stage演奏ギター画面 = new CStage演奏ギター画面();\r
 +                      stage結果 = new CStage結果();\r
 +                      stageChangeSkin = new CStageChangeSkin();\r
 +                      stage終了 = new CStage終了();\r
 +                      this.listトップレベルActivities = new List<CActivity>();\r
 +                      this.listトップレベルActivities.Add( actEnumSongs );\r
 +                      this.listトップレベルActivities.Add( act文字コンソール );\r
 +                      this.listトップレベルActivities.Add( stage起動 );\r
 +                      this.listトップレベルActivities.Add( stageタイトル );\r
 +//                    this.listトップレベルActivities.Add( stageオプション );\r
 +                      this.listトップレベルActivities.Add( stageコンフィグ );\r
 +                      this.listトップレベルActivities.Add( stage選曲 );\r
 +                      this.listトップレベルActivities.Add( stage曲読み込み );\r
 +                      this.listトップレベルActivities.Add( stage演奏ドラム画面 );\r
 +                      this.listトップレベルActivities.Add( stage演奏ギター画面 );\r
 +                      this.listトップレベルActivities.Add( stage結果 );\r
 +                      this.listトップレベルActivities.Add( stageChangeSkin );\r
 +                      this.listトップレベルActivities.Add( stage終了 );\r
 +                      this.listトップレベルActivities.Add( actFlushGPU );\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ プラグインの検索と生成 ]\r
 +                      //---------------------\r
 +                      PluginHost = new CPluginHost();\r
 +\r
 +                      Trace.TraceInformation( "プラグインの検索と生成を行います。" );\r
 +                      Trace.Indent();\r
 +                      try\r
 +                      {\r
 +                              this.tプラグイン検索と生成();\r
 +                              Trace.TraceInformation( "プラグインの検索と生成を完了しました。" );\r
 +                      }\r
 +                      finally\r
 +                      {\r
 +                              Trace.Unindent();\r
 +                      }\r
 +                      //---------------------\r
 +                      #endregion\r
 +                      #region [ プラグインの初期化 ]\r
 +                      //---------------------\r
 +                      if( this.listプラグイン != null && this.listプラグイン.Count > 0 )\r
 +                      {\r
 +                              Trace.TraceInformation( "プラグインの初期化を行います。" );\r
 +                              Trace.Indent();\r
 +                              try\r
 +                              {\r
 +                                      foreach( STPlugin st in this.listプラグイン )\r
 +                                      {\r
 +                                              Directory.SetCurrentDirectory( st.strプラグインフォルダ );\r
 +                                              st.plugin.On初期化( this.PluginHost );\r
 +                                              st.plugin.OnManagedリソースの作成();\r
 +                                              st.plugin.OnUnmanagedリソースの作成();\r
 +                                              Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                      }\r
 +                                      Trace.TraceInformation( "すべてのプラグインの初期化を完了しました。" );\r
 +                              }\r
 +                              catch\r
 +                              {\r
 +                                      Trace.TraceError( "プラグインのどれかの初期化に失敗しました。" );\r
 +                                      throw;\r
 +                              }\r
 +                              finally\r
 +                              {\r
 +                                      Trace.Unindent();\r
 +                              }\r
 +                      }\r
 +\r
 +                      //---------------------\r
 +                      #endregion\r
 +\r
 +                      Trace.TraceInformation( "アプリケーションの初期化を完了しました。" );\r
 +                      \r
 +                      #region [ 最初のステージの起動 ]\r
 +                      //---------------------\r
 +                      Trace.TraceInformation( "----------------------" );\r
 +                      Trace.TraceInformation( "■ 起動" );\r
 +\r
 +                      if ( CDTXMania.bコンパクトモード )\r
 +                      {\r
 +                              r現在のステージ = stage曲読み込み;\r
 +                      }\r
 +                      else\r
 +                      {\r
 +                              r現在のステージ = stage起動;\r
 +                      }\r
 +                      r現在のステージ.On活性化();\r
 +                      //---------------------\r
 +                      #endregion\r
 +              }\r
 +\r
 +              public void ShowWindowTitleWithSoundType()\r
 +              {\r
 +                      string delay = "";\r
 +                      if ( Sound管理.GetCurrentSoundDeviceType() != "DirectSound" )\r
 +                      {\r
 +                              delay = "(" + Sound管理.GetSoundDelay() + "ms)";\r
 +                      }\r
 +                      base.Window.Text = strWindowTitle + " (" + Sound管理.GetCurrentSoundDeviceType() + delay + ")";\r
 +              }\r
 +\r
 +              private void t終了処理()\r
 +              {\r
 +                      if( !this.b終了処理完了済み )\r
 +                      {\r
 +                              Trace.TraceInformation( "----------------------" );\r
 +                              Trace.TraceInformation( "■ アプリケーションの終了" );\r
 +                              #region [ 曲検索の終了処理 ]\r
 +                              //---------------------\r
 +                              if ( actEnumSongs != null )\r
 +                              {\r
 +                                      Trace.TraceInformation( "曲検索actの終了処理を行います。" );\r
 +                                      Trace.Indent();\r
 +                                      try\r
 +                                      {\r
 +                                              actEnumSongs.On非活性化();\r
 +                                              actEnumSongs= null;\r
 +                                              Trace.TraceInformation( "曲検索actの終了処理を完了しました。" );\r
 +                                      }\r
 +                                      catch ( Exception e )\r
 +                                      {\r
 +                                              Trace.TraceError( e.Message );\r
 +                                              Trace.TraceError( "曲検索actの終了処理に失敗しました。" );\r
 +                                      }\r
 +                                      finally\r
 +                                      {\r
 +                                              Trace.Unindent();\r
 +                                      }\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ 現在のステージの終了処理 ]\r
 +                              //---------------------\r
 +                              if( CDTXMania.r現在のステージ != null && CDTXMania.r現在のステージ.b活性化してる )          // #25398 2011.06.07 MODIFY FROM\r
 +                              {\r
 +                                      Trace.TraceInformation( "現在のステージを終了します。" );\r
 +                                      Trace.Indent();\r
 +                                      try\r
 +                                      {\r
 +                                              r現在のステージ.On非活性化();\r
 +                                              Trace.TraceInformation( "現在のステージの終了処理を完了しました。" );\r
 +                                      }\r
 +                                      finally\r
 +                                      {\r
 +                                              Trace.Unindent();\r
 +                                      }\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ プラグインの終了処理 ]\r
 +                              //---------------------\r
 +                              if (this.listプラグイン != null && this.listプラグイン.Count > 0)\r
 +                              {\r
 +                                      Trace.TraceInformation( "すべてのプラグインを終了します。" );\r
 +                                      Trace.Indent();\r
 +                                      try\r
 +                                      {\r
 +                                              foreach( STPlugin st in this.listプラグイン )\r
 +                                              {\r
 +                                                      Directory.SetCurrentDirectory( st.strプラグインフォルダ );\r
 +                                                      st.plugin.OnUnmanagedリソースの解放();\r
 +                                                      st.plugin.OnManagedリソースの解放();\r
 +                                                      st.plugin.On終了();\r
 +                                                      Directory.SetCurrentDirectory( CDTXMania.strEXEのあるフォルダ );\r
 +                                              }\r
 +                                              PluginHost = null;\r
 +                                              Trace.TraceInformation( "すべてのプラグインの終了処理を完了しました。" );\r
 +                                      }\r
 +                                      finally\r
 +                                      {\r
 +                                              Trace.Unindent();\r
 +                                      }\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ 曲リストの終了処理 ]\r
 +                              //---------------------\r
 +                              if (Songs管理 != null)\r
 +                              {\r
 +                                      Trace.TraceInformation( "曲リストの終了処理を行います。" );\r
 +                                      Trace.Indent();\r
 +                                      try\r
 +                                      {\r
 +                                              Songs管理 = null;\r
 +                                              Trace.TraceInformation( "曲リストの終了処理を完了しました。" );\r
 +                                      }\r
 +                                      catch( Exception exception )\r
 +                                      {\r
 +                                              Trace.TraceError( exception.Message );\r
 +                                              Trace.TraceError( "曲リストの終了処理に失敗しました。" );\r
 +                                      }\r
 +                                      finally\r
 +                                      {\r
 +                                              Trace.Unindent();\r
 +                                      }\r
 +                              }\r
 +                              CAvi.t終了();\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ スキンの終了処理 ]\r
 +                              //---------------------\r
 +                              if (Skin != null)\r
 +                              {\r
 +                                      Trace.TraceInformation( "スキンの終了処理を行います。" );\r
 +                                      Trace.Indent();\r
 +                                      try\r
 +                                      {\r
 +                                              Skin.Dispose();\r
 +                                              Skin = null;\r
 +                                              Trace.TraceInformation( "スキンの終了処理を完了しました。" );\r
 +                                      }\r
 +                                      catch( Exception exception2 )\r
 +                                      {\r
 +                                              Trace.TraceError( exception2.Message );\r
 +                                              Trace.TraceError( "スキンの終了処理に失敗しました。" );\r
 +                                      }\r
 +                                      finally\r
 +                                      {\r
 +                                              Trace.Unindent();\r
 +                                      }\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ DirectSoundの終了処理 ]\r
 +                              //---------------------\r
 +                              if (Sound管理 != null)\r
 +                              {\r
 +                                      Trace.TraceInformation( "DirectSound の終了処理を行います。" );\r
 +                                      Trace.Indent();\r
 +                                      try\r
 +                                      {\r
 +                                              Sound管理.Dispose();\r
 +                                              Sound管理 = null;\r
 +                                              Trace.TraceInformation( "DirectSound の終了処理を完了しました。" );\r
 +                                      }\r
 +                                      catch( Exception exception3 )\r
 +                                      {\r
 +                                              Trace.TraceError( exception3.Message );\r
 +                                              Trace.TraceError( "DirectSound の終了処理に失敗しました。" );\r
 +                                      }\r
 +                                      finally\r
 +                                      {\r
 +                                              Trace.Unindent();\r
 +                                      }\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ パッドの終了処理 ]\r
 +                              //---------------------\r
 +                              if (Pad != null)\r
 +                              {\r
 +                                      Trace.TraceInformation( "パッドの終了処理を行います。" );\r
 +                                      Trace.Indent();\r
 +                                      try\r
 +                                      {\r
 +                                              Pad = null;\r
 +                                              Trace.TraceInformation( "パッドの終了処理を完了しました。" );\r
 +                                      }\r
 +                                      catch( Exception exception4 )\r
 +                                      {\r
 +                                              Trace.TraceError( exception4.Message );\r
 +                                              Trace.TraceError( "パッドの終了処理に失敗しました。" );\r
 +                                      }\r
 +                                      finally\r
 +                                      {\r
 +                                              Trace.Unindent();\r
 +                                      }\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ DirectInput, MIDI入力の終了処理 ]\r
 +                              //---------------------\r
 +                              if (Input管理 != null)\r
 +                              {\r
 +                                      Trace.TraceInformation( "DirectInput, MIDI入力の終了処理を行います。" );\r
 +                                      Trace.Indent();\r
 +                                      try\r
 +                                      {\r
 +                                              Input管理.Dispose();\r
 +                                              Input管理 = null;\r
 +                                              Trace.TraceInformation( "DirectInput, MIDI入力の終了処理を完了しました。" );\r
 +                                      }\r
 +                                      catch( Exception exception5 )\r
 +                                      {\r
 +                                              Trace.TraceError( exception5.Message );\r
 +                                              Trace.TraceError( "DirectInput, MIDI入力の終了処理に失敗しました。" );\r
 +                                      }\r
 +                                      finally\r
 +                                      {\r
 +                                              Trace.Unindent();\r
 +                                      }\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ 文字コンソールの終了処理 ]\r
 +                              //---------------------\r
 +                              if (act文字コンソール != null)\r
 +                              {\r
 +                                      Trace.TraceInformation( "文字コンソールの終了処理を行います。" );\r
 +                                      Trace.Indent();\r
 +                                      try\r
 +                                      {\r
 +                                              act文字コンソール.On非活性化();\r
 +                                              act文字コンソール = null;\r
 +                                              Trace.TraceInformation( "文字コンソールの終了処理を完了しました。" );\r
 +                                      }\r
 +                                      catch( Exception exception6 )\r
 +                                      {\r
 +                                              Trace.TraceError( exception6.Message );\r
 +                                              Trace.TraceError( "文字コンソールの終了処理に失敗しました。" );\r
 +                                      }\r
 +                                      finally\r
 +                                      {\r
 +                                              Trace.Unindent();\r
 +                                      }\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ FPSカウンタの終了処理 ]\r
 +                              //---------------------\r
 +                              Trace.TraceInformation("FPSカウンタの終了処理を行います。");\r
 +                              Trace.Indent();\r
 +                              try\r
 +                              {\r
 +                                      if( FPS != null )\r
 +                                      {\r
 +                                              FPS = null;\r
 +                                      }\r
 +                                      Trace.TraceInformation( "FPSカウンタの終了処理を完了しました。" );\r
 +                              }\r
 +                              finally\r
 +                              {\r
 +                                      Trace.Unindent();\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ タイマの終了処理 ]\r
 +                              //---------------------\r
 +                              Trace.TraceInformation("タイマの終了処理を行います。");\r
 +                              Trace.Indent();\r
 +                              try\r
 +                              {\r
 +                                      if( Timer != null )\r
 +                                      {\r
 +                                              Timer.Dispose();\r
 +                                              Timer = null;\r
 +                                              Trace.TraceInformation( "タイマの終了処理を完了しました。" );\r
 +                                      }\r
 +                                      else\r
 +                                      {\r
 +                                              Trace.TraceInformation( "タイマは使用されていません。" );\r
 +                                      }\r
 +                              }\r
 +                              finally\r
 +                              {\r
 +                                      Trace.Unindent();\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ Config.iniの出力 ]\r
 +                              //---------------------\r
 +                              Trace.TraceInformation("Config.ini を出力します。");\r
 +//                            if ( ConfigIni.bIsSwappedGuitarBass )                   // #24063 2011.1.16 yyagi ギターベースがスワップしているときは元に戻す\r
 +                              if ( ConfigIni.bIsSwappedGuitarBass_AutoFlagsAreSwapped )       // #24415 2011.2.21 yyagi FLIP中かつ演奏中にalt-f4で終了したときは、AUTOのフラグをswapして戻す\r
 +                              {\r
 +                                  ConfigIni.SwapGuitarBassInfos_AutoFlags();\r
 +                              }\r
 +                              string str = strEXEのあるフォルダ + "Config.ini";\r
 +                              Trace.Indent();\r
 +                              try\r
 +                              {\r
 +                                      if ( DTXVmode.Enabled )\r
 +                                      {\r
 +                                              DTXVmode.tUpdateConfigIni();\r
 +                                              Trace.TraceInformation( "DTXVモードの設定情報を、Config.iniに保存しました。" );\r
 +                                      }\r
 +                                      else\r
 +                                      {\r
 +                                              ConfigIni.t書き出し( str );\r
 +                                              Trace.TraceInformation( "保存しました。({0})", str );\r
 +                                      }\r
 +                              }\r
 +                              catch( Exception e )\r
 +                              {\r
 +                                      Trace.TraceError( e.Message );\r
 +                                      Trace.TraceError( "Config.ini の出力に失敗しました。({0})", str );\r
 +                              }\r
 +                              finally\r
 +                              {\r
 +                                      Trace.Unindent();\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              #region [ DTXVmodeの終了処理 ]\r
 +                              //---------------------\r
 +                              //Trace.TraceInformation( "DTXVモードの終了処理を行います。" );\r
 +                              //Trace.Indent();\r
 +                              try\r
 +                              {\r
 +                                      if ( DTXVmode != null )\r
 +                                      {\r
 +                                              DTXVmode = null;\r
 +                                              //Trace.TraceInformation( "DTXVモードの終了処理を完了しました。" );\r
 +                                      }\r
 +                                      else\r
 +                                      {\r
 +                                              //Trace.TraceInformation( "DTXVモードは使用されていません。" );\r
 +                                      }\r
 +                              }\r
 +                              finally\r
 +                              {\r
 +                                      //Trace.Unindent();\r
 +                              }\r
 +                              //---------------------\r
 +                              #endregion\r
 +                              Trace.TraceInformation( "アプリケーションの終了処理を完了しました。" );\r
 +\r
 +\r
 +                              this.b終了処理完了済み = true;\r
 +                      }\r
 +              }\r
 +              private CScoreIni tScoreIniへBGMAdjustとHistoryとPlayCountを更新(string str新ヒストリ行)\r
 +              {\r
 +                      bool bIsUpdatedDrums, bIsUpdatedGuitar, bIsUpdatedBass;\r
 +                      string strFilename = DTX.strファイル名の絶対パス + ".score.ini";\r
 +                      CScoreIni ini = new CScoreIni( strFilename );\r
 +                      if( !File.Exists( strFilename ) )\r
 +                      {\r
 +                              ini.stファイル.Title = DTX.TITLE;\r
 +                              ini.stファイル.Name = DTX.strファイル名;\r
 +                              ini.stファイル.Hash = CScoreIni.tファイルのMD5を求めて返す( DTX.strファイル名の絶対パス );\r
 +                              for( int i = 0; i < 6; i++ )\r
 +                              {\r
 +                                      ini.stセクション[ i ].nPerfectになる範囲ms = nPerfect範囲ms;\r
 +                                      ini.stセクション[ i ].nGreatになる範囲ms = nGreat範囲ms;\r
 +                                      ini.stセクション[ i ].nGoodになる範囲ms = nGood範囲ms;\r
 +                                      ini.stセクション[ i ].nPoorになる範囲ms = nPoor範囲ms;\r
 +                              }\r
 +                      }\r
 +                      ini.stファイル.BGMAdjust = DTX.nBGMAdjust;\r
 +                      CScoreIni.t更新条件を取得する( out bIsUpdatedDrums, out bIsUpdatedGuitar, out bIsUpdatedBass );\r
 +                      if( bIsUpdatedDrums || bIsUpdatedGuitar || bIsUpdatedBass )\r
 +                      {\r
 +                              if( bIsUpdatedDrums )\r
 +                              {\r
 +                                      ini.stファイル.PlayCountDrums++;\r
 +                              }\r
 +                              if( bIsUpdatedGuitar )\r
 +                              {\r
 +                                      ini.stファイル.PlayCountGuitar++;\r
 +                              }\r
 +                              if( bIsUpdatedBass )\r
 +                              {\r
 +                                      ini.stファイル.PlayCountBass++;\r
 +                              }\r
 +                              ini.tヒストリを追加する( str新ヒストリ行 );\r
 +                              if( !bコンパクトモード )\r
 +                              {\r
 +                                      stage選曲.r現在選択中のスコア.譜面情報.演奏回数.Drums = ini.stファイル.PlayCountDrums;\r
 +                                      stage選曲.r現在選択中のスコア.譜面情報.演奏回数.Guitar = ini.stファイル.PlayCountGuitar;\r
 +                                      stage選曲.r現在選択中のスコア.譜面情報.演奏回数.Bass = ini.stファイル.PlayCountBass;\r
 +                                      for( int j = 0; j < ini.stファイル.History.Length; j++ )\r
 +                                      {\r
 +                                              stage選曲.r現在選択中のスコア.譜面情報.演奏履歴[ j ] = ini.stファイル.History[ j ];\r
 +                                      }\r
 +                              }\r
 +                      }\r
 +                      if( ConfigIni.bScoreIniを出力する )\r
 +                      {\r
 +                              ini.t書き出し( strFilename );\r
 +                      }\r
 +\r
 +                      return ini;\r
 +              }\r
 +              private void tガベージコレクションを実行する()\r
 +              {\r
 +                      GC.Collect();\r
 +                      GC.WaitForPendingFinalizers();\r
 +                      GC.Collect();\r
 +                      GC.WaitForPendingFinalizers();\r
 +              }\r
 +              private void tプラグイン検索と生成()\r
 +              {\r
 +                      this.listプラグイン = new List<STPlugin>();\r
 +\r
 +                      string strIPluginActivityの名前 = typeof( IPluginActivity ).FullName;\r
 +                      string strプラグインフォルダパス = strEXEのあるフォルダ + "Plugins\\";\r
 +\r
 +                      this.t指定フォルダ内でのプラグイン検索と生成( strプラグインフォルダパス, strIPluginActivityの名前 );\r
 +\r
 +                      if( this.listプラグイン.Count > 0 )\r
 +                              Trace.TraceInformation( this.listプラグイン.Count + " 個のプラグインを読み込みました。" );\r
 +              }\r
 +              #region [ Windowイベント処理 ]\r
 +              private void t指定フォルダ内でのプラグイン検索と生成( string strプラグインフォルダパス, string strプラグイン型名 )\r
 +              {\r
 +                      // 指定されたパスが存在しないとエラー\r
 +                      if( !Directory.Exists( strプラグインフォルダパス ) )\r
 +                      {\r
 +                              Trace.TraceWarning( "プラグインフォルダが存在しません。(" + strプラグインフォルダパス + ")" );\r
 +                              return;\r
 +                      }\r
 +\r
 +                      // (1) すべての *.dll について…\r
 +                      string[] strDLLs = System.IO.Directory.GetFiles( strプラグインフォルダパス, "*.dll" );\r
 +                      foreach( string dllName in strDLLs )\r
 +                      {\r
++                              if (Path.GetExtension(dllName).ToLower() != ".dll")\r
++                              {\r
++                                      continue;\r
++                              }\r
 +                              try\r
 +                              {\r
 +                                      // (1-1) dll をアセンブリとして読み込む。\r
 +                                      System.Reflection.Assembly asm = System.Reflection.Assembly.LoadFrom( dllName );\r
 +\r
 +                                      // (1-2) アセンブリ内のすべての型について、プラグインとして有効か調べる\r
 +                                      foreach( Type t in asm.GetTypes() )\r
 +                                      {\r
 +                                              //  (1-3) ↓クラスであり↓Publicであり↓抽象クラスでなく↓IPlugin型のインスタンスが作れる 型を持っていれば有効\r
 +                                              if( t.IsClass && t.IsPublic && !t.IsAbstract && t.GetInterface( strプラグイン型名 ) != null )\r
 +                                              {\r
 +                                                      // (1-4) クラス名からインスタンスを作成する\r
 +                                                      var st = new STPlugin() {\r
 +                                                              plugin = (IPluginActivity) asm.CreateInstance( t.FullName ),\r
 +                                                              strプラグインフォルダ = Path.GetDirectoryName( dllName ),\r
 +                                                              strアセンブリ簡易名 = asm.GetName().Name,\r
 +                                                              Version = asm.GetName().Version,\r
 +                                                      };\r
 +\r
 +                                                      // (1-5) プラグインリストへ登録\r
 +                                                      this.listプラグイン.Add( st );\r
 +                                                      Trace.TraceInformation( "プラグイン {0} ({1}, {2}, {3}) を読み込みました。", t.FullName, Path.GetFileName( dllName ), st.strアセンブリ簡易名, st.Version.ToString() );\r
 +                                              }\r
 +                                      }\r
 +                              }\r
 +                              catch\r
 +                              {\r
 +                                      Trace.TraceInformation( dllName + " からプラグインを生成することに失敗しました。スキップします。" );\r
 +                              }\r
 +                      }\r
 +\r
 +                      // (2) サブフォルダがあれば再帰する\r
 +                      string[] strDirs = Directory.GetDirectories( strプラグインフォルダパス, "*" );\r
 +                      foreach( string dir in strDirs )\r
 +                              this.t指定フォルダ内でのプラグイン検索と生成( dir + "\\", strプラグイン型名 );\r
 +              }\r
 +              //-----------------\r
 +              private void Window_ApplicationActivated( object sender, EventArgs e )\r
 +              {\r
 +                      this.bApplicationActive = true;\r
 +              }\r
 +              private void Window_ApplicationDeactivated( object sender, EventArgs e )\r
 +              {\r
 +                      this.bApplicationActive = false;\r
 +              }\r
 +              private void Window_KeyDown( object sender, KeyEventArgs e )\r
 +              {\r
 +                      if ( e.KeyCode == Keys.Menu )\r
 +                      {\r
 +                              e.Handled = true;\r
 +                              e.SuppressKeyPress = true;\r
 +                      }\r
 +                      else if ( ( e.KeyCode == Keys.Return ) && e.Alt )\r
 +                      {\r
 +                              if ( ConfigIni != null )\r
 +                              {\r
 +                                      ConfigIni.bウィンドウモード = !ConfigIni.bウィンドウモード;\r
 +                                      this.t全画面・ウィンドウモード切り替え();\r
 +                              }\r
 +                              e.Handled = true;\r
 +                              e.SuppressKeyPress = true;\r
 +                      }\r
 +                      else\r
 +                      {\r
 +                              for ( int i = 0; i < 0x10; i++ )\r
 +                              {\r
 +                                      if ( ConfigIni.KeyAssign.System.Capture[ i ].コード > 0 &&\r
 +                                               e.KeyCode == DeviceConstantConverter.KeyToKeyCode( (SlimDX.DirectInput.Key) ConfigIni.KeyAssign.System.Capture[ i ].コード ) )\r
 +                                      {\r
 +                                              // Debug.WriteLine( "capture: " + string.Format( "{0:2x}", (int) e.KeyCode ) + " " + (int) e.KeyCode );\r
 +                                              string strFullPath =\r
 +                                                 Path.Combine( CDTXMania.strEXEのあるフォルダ, "Capture_img" );\r
 +                                              strFullPath = Path.Combine( strFullPath, DateTime.Now.ToString( "yyyyMMddHHmmss" ) + ".png" );\r
 +                                              SaveResultScreen( strFullPath );\r
 +                                      }\r
 +                              }\r
 +                      }\r
 +              }\r
 +              private void Window_MouseUp( object sender, MouseEventArgs e )\r
 +              {\r
 +                      mb = e.Button;\r
 +              }\r
 +\r
 +              private void Window_MouseDoubleClick( object sender, MouseEventArgs e)  // #23510 2010.11.13 yyagi: to go full screen mode\r
 +              {\r
 +                      if ( mb.Equals(MouseButtons.Left) && ConfigIni.bIsAllowedDoubleClickFullscreen )        // #26752 2011.11.27 yyagi\r
 +                      {\r
 +                              ConfigIni.bウィンドウモード = false;\r
 +                              this.t全画面・ウィンドウモード切り替え();\r
 +                      }\r
 +              }\r
 +              private void Window_ResizeEnd(object sender, EventArgs e)                               // #23510 2010.11.20 yyagi: to get resized window size\r
 +              {\r
 +                      if ( ConfigIni.bウィンドウモード )\r
 +                      {\r
 +                              ConfigIni.n初期ウィンドウ開始位置X = base.Window.Location.X; // #30675 2013.02.04 ikanick add\r
 +                              ConfigIni.n初期ウィンドウ開始位置Y = base.Window.Location.Y; //\r
 +                      }\r
 +\r
 +                      ConfigIni.nウインドウwidth = (ConfigIni.bウィンドウモード) ? base.Window.ClientSize.Width : currentClientSize.Width;       // #23510 2010.10.31 yyagi add\r
 +                      ConfigIni.nウインドウheight = (ConfigIni.bウィンドウモード) ? base.Window.ClientSize.Height : currentClientSize.Height;\r
 +              }\r
 +              #endregion\r
 +\r
 +              //internal sealed class GCBeep  // GC発生の度にbeep\r
 +              //{\r
 +              //    ~GCBeep()\r
 +              //    {\r
 +              //        Console.Beep();\r
 +              //        if ( !AppDomain.CurrentDomain.IsFinalizingForUnload()\r
 +              //            && !Environment.HasShutdownStarted )\r
 +              //        {\r
 +              //            new GCBeep();\r
 +              //        }\r
 +              //    }\r
 +              //}\r
 +      \r
 +              //-----------------\r
 +\r
 +              //Stopwatch sw = new Stopwatch();\r
 +              //List<int> swlist1, swlist2, swlist3, swlist4, swlist5;\r
 +\r
 +              #endregion\r
 +      }\r
 +}\r