2 using System.Collections.Generic;
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4 using System.Runtime.InteropServices;
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6 using System.Diagnostics;
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11 internal class CConfigIni
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15 public class CKeyAssign
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17 public class CKeyAssignPad
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19 public CConfigIni.CKeyAssign.STKEYASSIGN[] B
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23 return this.padBD_B;
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27 this.padBD_B = value;
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30 public CConfigIni.CKeyAssign.STKEYASSIGN[] BD
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34 return this.padBD_B;
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38 this.padBD_B = value;
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41 public CConfigIni.CKeyAssign.STKEYASSIGN[] Cancel
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45 return this.padFT_Cancel;
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49 this.padFT_Cancel = value;
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52 public CConfigIni.CKeyAssign.STKEYASSIGN[] CY
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56 return this.padCY_Decide;
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60 this.padCY_Decide = value;
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63 public CConfigIni.CKeyAssign.STKEYASSIGN[] Decide
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67 return this.padCY_Decide;
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71 this.padCY_Decide = value;
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74 public CConfigIni.CKeyAssign.STKEYASSIGN[] FT
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78 return this.padFT_Cancel;
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82 this.padFT_Cancel = value;
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85 public CConfigIni.CKeyAssign.STKEYASSIGN[] G
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89 return this.padSD_G;
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93 this.padSD_G = value;
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96 public CConfigIni.CKeyAssign.STKEYASSIGN[] HH
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100 return this.padHH_R;
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104 this.padHH_R = value;
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107 public CConfigIni.CKeyAssign.STKEYASSIGN[] HHO
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111 return this.padHHO;
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115 this.padHHO = value;
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118 public CConfigIni.CKeyAssign.STKEYASSIGN[] HT
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122 return this.padHT_Pick;
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126 this.padHT_Pick = value;
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129 public CConfigIni.CKeyAssign.STKEYASSIGN[] this[ int index ]
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136 return this.padHH_R;
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139 return this.padSD_G;
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142 return this.padBD_B;
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145 return this.padHT_Pick;
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148 return this.padLT_Wail;
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151 return this.padFT_Cancel;
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154 return this.padCY_Decide;
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157 return this.padHHO;
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165 throw new IndexOutOfRangeException();
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172 this.padHH_R = value;
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176 this.padSD_G = value;
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180 this.padBD_B = value;
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184 this.padHT_Pick = value;
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188 this.padLT_Wail = value;
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192 this.padFT_Cancel = value;
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196 this.padCY_Decide = value;
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200 this.padHHO = value;
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204 this.padRD = value;
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208 this.padLC = value;
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211 throw new IndexOutOfRangeException();
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214 public CConfigIni.CKeyAssign.STKEYASSIGN[] LC
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222 this.padLC = value;
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225 public CConfigIni.CKeyAssign.STKEYASSIGN[] LT
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229 return this.padLT_Wail;
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233 this.padLT_Wail = value;
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236 public CConfigIni.CKeyAssign.STKEYASSIGN[] Pick
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240 return this.padHT_Pick;
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244 this.padHT_Pick = value;
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247 public CConfigIni.CKeyAssign.STKEYASSIGN[] R
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251 return this.padHH_R;
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255 this.padHH_R = value;
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258 public CConfigIni.CKeyAssign.STKEYASSIGN[] RD
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266 this.padRD = value;
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269 public CConfigIni.CKeyAssign.STKEYASSIGN[] SD
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273 return this.padSD_G;
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277 this.padSD_G = value;
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280 public CConfigIni.CKeyAssign.STKEYASSIGN[] Wail
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284 return this.padLT_Wail;
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288 this.padLT_Wail = value;
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292 #region [ private ]
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293 //-----------------
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294 private CConfigIni.CKeyAssign.STKEYASSIGN[] padBD_B;
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295 private CConfigIni.CKeyAssign.STKEYASSIGN[] padCY_Decide;
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296 private CConfigIni.CKeyAssign.STKEYASSIGN[] padFT_Cancel;
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297 private CConfigIni.CKeyAssign.STKEYASSIGN[] padHH_R;
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298 private CConfigIni.CKeyAssign.STKEYASSIGN[] padHHO;
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299 private CConfigIni.CKeyAssign.STKEYASSIGN[] padHT_Pick;
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300 private CConfigIni.CKeyAssign.STKEYASSIGN[] padLC;
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301 private CConfigIni.CKeyAssign.STKEYASSIGN[] padLT_Wail;
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302 private CConfigIni.CKeyAssign.STKEYASSIGN[] padRD;
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303 private CConfigIni.CKeyAssign.STKEYASSIGN[] padSD_G;
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304 //-----------------
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308 [StructLayout( LayoutKind.Sequential )]
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309 public struct STKEYASSIGN
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311 public E入力デバイス 入力デバイス;
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314 public STKEYASSIGN( E入力デバイス DeviceType, int nID, int nCode )
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316 this.入力デバイス = DeviceType;
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322 public CKeyAssignPad Bass = new CKeyAssignPad();
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323 public CKeyAssignPad Drums = new CKeyAssignPad();
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324 public CKeyAssignPad Guitar = new CKeyAssignPad();
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325 public CKeyAssignPad this[ int index ]
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335 return this.Guitar;
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340 throw new IndexOutOfRangeException();
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347 this.Drums = value;
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351 this.Guitar = value;
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358 throw new IndexOutOfRangeException();
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366 #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
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367 //----------------------------------------
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368 public float[,] fGaugeFactor = new float[5,2];
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369 public float[] fDamageLevelFactor = new float[3];
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370 //----------------------------------------
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372 public int nBGAlpha;
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373 public bool bAVI有効;
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374 public bool bBGA有効;
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375 public bool bBGM音を発声する;
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376 public STDGBVALUE<bool> bHidden;
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377 public STDGBVALUE<bool> bLeft;
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378 public STDGBVALUE<bool> bLight;
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379 public bool bLogDTX詳細ログ出力;
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380 public bool bLog曲検索ログ出力;
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381 public bool bLog作成解放ログ出力;
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382 public STDGBVALUE<bool> bReverse;
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383 public bool bScoreIniを出力する;
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384 public bool bSTAGEFAILED有効;
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385 public STDGBVALUE<bool> bSudden;
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386 public bool bTight;
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387 public STDGBVALUE<bool> bGraph; // #24074 2011.01.23 add ikanick
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388 public bool bWave再生位置自動調整機能有効;
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389 public bool bシンバルフリー;
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390 public bool bストイックモード;
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391 public bool bドラム打音を発声する;
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392 public bool bフィルイン有効;
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393 public bool bランダムセレクトで子BOXを検索対象とする;
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395 public STDGBVALUE<bool> b演奏音を強調する;
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396 public bool b演奏情報を表示する;
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397 public bool b歓声を発声する;
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398 public bool b垂直帰線待ちを行う;
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399 public bool b選曲リストフォントを斜体にする;
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400 public bool b選曲リストフォントを太字にする;
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401 public bool b全画面モード;
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402 public int nウインドウwidth; // #23510 2010.10.31 yyagi add
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403 public int nウインドウheight; // #23510 2010.10.31 yyagi add
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404 public Dictionary<int, string> dicJoystick;
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405 public ECYGroup eCYGroup;
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406 public Eダークモード eDark;
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407 public EFTGroup eFTGroup;
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408 public EHHGroup eHHGroup;
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409 public E打ち分け時の再生の優先順位 eHitSoundPriorityCY;
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410 public E打ち分け時の再生の優先順位 eHitSoundPriorityFT;
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411 public E打ち分け時の再生の優先順位 eHitSoundPriorityHH;
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412 public STDGBVALUE<Eランダムモード> eRandom;
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413 public Eダメージレベル eダメージレベル;
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414 public CKeyAssign KeyAssign;
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415 public int n非フォーカス時スリープms; // #23568 2010.11.04 ikanick add
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417 public int n曲が選択されてからプレビュー音が鳴るまでのウェイトms;
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418 public int n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms;
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419 public int n自動再生音量;
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420 public int n手動再生音量;
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421 public int n選曲リストフォントのサイズdot;
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422 public STDGBVALUE<int> n表示可能な最小コンボ数;
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423 public STDGBVALUE<int> n譜面スクロール速度;
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424 public string strDTXManiaのバージョン;
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425 public string str曲データ検索パス;
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426 public string str選曲リストフォント;
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427 public Eドラムコンボ文字の表示位置 ドラムコンボ文字の表示位置;
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428 public STDGBVALUE<E判定文字表示位置> 判定文字表示位置;
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429 // public int nハイハット切り捨て下限Velocity;
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430 // public int n切り捨て下限Velocity; // #23857 2010.12.12 yyagi VelocityMin
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431 public STDGBVALUE<int> nInputAdjustTimeMs; // #23580 2011.1.3 yyagi タイミングアジャスト機能
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432 public bool bバッファ入力を行う;
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433 public bool bConfigIniがないかDTXManiaのバージョンが異なる
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437 return ( !this.bConfigIniが存在している || !CDTXMania.VERSION.Equals( this.strDTXManiaのバージョン ) );
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440 public bool bDrums有効
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444 return this._bDrums有効;
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448 this._bDrums有効 = value;
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449 if( !this._bGuitar有効 && !this._bDrums有効 )
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451 this._bGuitar有効 = true;
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455 public bool bEnterがキー割り当てのどこにも使用されていない
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459 for( int i = 0; i < 3; i++ )
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461 for( int j = 0; j < 10; j++ )
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463 for( int k = 0; k < 0x10; k++ )
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465 if( ( this.KeyAssign[ i ][ j ][ k ].入力デバイス == E入力デバイス.キーボード ) && ( this.KeyAssign[ i ][ j ][ k ].コード == 0x75 ) )
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475 public bool bGuitar有効
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479 return this._bGuitar有効;
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483 this._bGuitar有効 = value;
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484 if( !this._bGuitar有効 && !this._bDrums有効 )
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486 this._bDrums有効 = true;
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490 public bool bウィンドウモード
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494 return !this.b全画面モード;
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498 this.b全画面モード = !value;
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501 public bool bギタレボモード
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505 return ( !this.bDrums有効 && this.bGuitar有効 );
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508 public bool bドラムが全部オートプレイである
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512 for( int i = 0; i < 8; i++ )
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514 if( !this.bAutoPlay[ i ] )
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522 public bool b演奏情報を表示しない
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526 return !this.b演奏情報を表示する;
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530 this.b演奏情報を表示する = !value;
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537 return this.nBGAlpha;
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545 else if( value > 0xff )
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547 this.nBGAlpha = 0xff;
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551 this.nBGAlpha = value;
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555 public bool bIsSwappedGuitarBass // #24063 2011.1.16 yyagi ギターとベースの切り替え中か否か
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560 public bool bIsSwappedGuitarBass_AutoFlagsAreSwapped // #24415 2011.2.21 yyagi FLIP中にalt-f4終了で、AUTOフラグがswapした状態でconfig.iniが出力されてしまうことを避けるためのフラグ
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565 public STAUTOPLAY bAutoPlay;
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566 [StructLayout( LayoutKind.Sequential )]
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567 public struct STAUTOPLAY
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577 public bool Guitar;
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579 public bool this[ int index ]
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610 return this.Guitar;
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615 throw new IndexOutOfRangeException();
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654 this.Guitar = value;
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661 throw new IndexOutOfRangeException();
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666 public STRANGE nヒット範囲ms;
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667 [StructLayout( LayoutKind.Sequential )]
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668 public struct STRANGE
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670 public int Perfect;
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674 public int this[ int index ]
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681 return this.Perfect;
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692 throw new IndexOutOfRangeException();
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699 this.Perfect = value;
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703 this.Great = value;
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714 throw new IndexOutOfRangeException();
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719 public STLANEVALUE nVelocityMin;
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720 [StructLayout( LayoutKind.Sequential )]
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721 public struct STLANEVALUE
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734 public int this[ int index ]
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768 return this.Guitar;
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773 throw new IndexOutOfRangeException();
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816 this.Guitar = value;
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823 throw new IndexOutOfRangeException();
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831 public CConfigIni()
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833 #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
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834 //----------------------------------------
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835 this.fGaugeFactor[0,0] = 0.004f;
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836 this.fGaugeFactor[0,1] = 0.006f;
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837 this.fGaugeFactor[1,0] = 0.002f;
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838 this.fGaugeFactor[1,1] = 0.003f;
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839 this.fGaugeFactor[2,0] = 0.000f;
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840 this.fGaugeFactor[2,1] = 0.000f;
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841 this.fGaugeFactor[3,0] = -0.020f;
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842 this.fGaugeFactor[3,1] = -0.030f;
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843 this.fGaugeFactor[4,0] = -0.050f;
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844 this.fGaugeFactor[4,1] = -0.050f;
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846 this.fDamageLevelFactor[0] = 0.5f;
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847 this.fDamageLevelFactor[1] = 1.0f;
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848 this.fDamageLevelFactor[2] = 1.5f;
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849 //----------------------------------------
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851 this.strDTXManiaのバージョン = "Unknown";
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852 this.str曲データ検索パス = @".\";
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853 this.b全画面モード = false;
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854 this.b垂直帰線待ちを行う = true;
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855 this.nウインドウwidth = 640; // #23510 2010.10.31 yyagi add
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856 this.nウインドウheight = 480; //
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857 this.n非フォーカス時スリープms = 1; // #23568 2010.11.04 ikanick add
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858 this._bGuitar有効 = true;
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859 this._bDrums有効 = true;
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860 this.nBGAlpha = 100;
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861 this.eダメージレベル = Eダメージレベル.普通;
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862 this.bSTAGEFAILED有効 = true;
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863 this.bAVI有効 = true;
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864 this.bBGA有効 = true;
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865 this.bフィルイン有効 = true;
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866 this.n曲が選択されてからプレビュー音が鳴るまでのウェイトms = 1000;
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867 this.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms = 100;
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868 this.bWave再生位置自動調整機能有効 = true;
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869 this.bBGM音を発声する = true;
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870 this.bドラム打音を発声する = true;
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871 this.b歓声を発声する = true;
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872 this.bScoreIniを出力する = true;
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873 this.bランダムセレクトで子BOXを検索対象とする = true;
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874 this.b演奏音を強調する = new STDGBVALUE<bool>();
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875 this.b演奏音を強調する.Drums = true;
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876 this.b演奏音を強調する.Guitar = true;
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877 this.b演奏音を強調する.Bass = true;
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878 this.n表示可能な最小コンボ数 = new STDGBVALUE<int>();
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879 this.n表示可能な最小コンボ数.Drums = 11;
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880 this.n表示可能な最小コンボ数.Guitar = 2;
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881 this.n表示可能な最小コンボ数.Bass = 2;
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882 this.str選曲リストフォント = "MS PGothic";
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883 this.n選曲リストフォントのサイズdot = 20;
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884 this.b選曲リストフォントを太字にする = true;
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886 this.n手動再生音量 = 100;
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888 this.bSudden = new STDGBVALUE<bool>();
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889 this.bSudden.Drums = false;
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890 this.bSudden.Guitar = false;
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891 this.bSudden.Bass = false;
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892 this.bHidden = new STDGBVALUE<bool>();
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893 this.bHidden.Drums = false;
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894 this.bHidden.Guitar = false;
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895 this.bHidden.Bass = false;
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896 this.bReverse = new STDGBVALUE<bool>();
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897 this.bReverse.Drums = false;
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898 this.bReverse.Guitar = false;
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899 this.bReverse.Bass = false;
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900 this.eRandom = new STDGBVALUE<Eランダムモード>();
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901 this.eRandom.Drums = Eランダムモード.OFF;
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902 this.eRandom.Guitar = Eランダムモード.OFF;
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903 this.eRandom.Bass = Eランダムモード.OFF;
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904 this.bLight = new STDGBVALUE<bool>();
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905 this.bLight.Drums = false;
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906 this.bLight.Guitar = false;
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907 this.bLight.Bass = false;
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908 this.bLeft = new STDGBVALUE<bool>();
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909 this.bLeft.Drums = false;
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910 this.bLeft.Guitar = false;
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911 this.bLeft.Bass = false;
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912 this.判定文字表示位置 = new STDGBVALUE<E判定文字表示位置>();
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913 this.判定文字表示位置.Drums = E判定文字表示位置.レーン上;
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914 this.判定文字表示位置.Guitar = E判定文字表示位置.レーン上;
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915 this.判定文字表示位置.Bass = E判定文字表示位置.レーン上;
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916 this.n譜面スクロール速度 = new STDGBVALUE<int>();
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917 this.n譜面スクロール速度.Drums = 1;
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918 this.n譜面スクロール速度.Guitar = 1;
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919 this.n譜面スクロール速度.Bass = 1;
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921 this.bAutoPlay = new STAUTOPLAY();
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922 this.bAutoPlay.HH = false;
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923 this.bAutoPlay.SD = false;
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924 this.bAutoPlay.BD = false;
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925 this.bAutoPlay.HT = false;
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926 this.bAutoPlay.LT = false;
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927 this.bAutoPlay.FT = false;
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928 this.bAutoPlay.CY = false;
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929 this.bAutoPlay.LC = false;
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930 this.bAutoPlay.Guitar = true;
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931 this.bAutoPlay.Bass = true;
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932 this.nヒット範囲ms = new STRANGE();
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933 this.nヒット範囲ms.Perfect = 34;
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934 this.nヒット範囲ms.Great = 67;
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935 this.nヒット範囲ms.Good = 84;
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936 this.nヒット範囲ms.Poor = 117;
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937 this.ConfigIniファイル名 = "";
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938 this.dicJoystick = new Dictionary<int, string>( 10 );
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939 this.tデフォルトのキーアサインに設定する();
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940 this.nInputAdjustTimeMs = new STDGBVALUE<int>(); // #23580 2011.1.3 yyagi
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941 this.nInputAdjustTimeMs.Drums = 0;
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942 this.nInputAdjustTimeMs.Guitar = 0;
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943 this.nInputAdjustTimeMs.Bass = 0;
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944 // this.nハイハット切り捨て下限Velocity = 20;
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945 // this.n切り捨て下限Velocity = 0; // #23857 2010.12.12 yyagi VelocityMin
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946 this.nVelocityMin.LC = 0; // #23857 2011.1.31 yyagi VelocityMin
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947 this.nVelocityMin.HH = 20;
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948 this.nVelocityMin.SD = 0;
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949 this.nVelocityMin.BD = 0;
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950 this.nVelocityMin.HT = 0;
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951 this.nVelocityMin.LT = 0;
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952 this.nVelocityMin.FT = 0;
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953 this.nVelocityMin.CY = 0;
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954 this.nVelocityMin.RD = 0;
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956 this.bバッファ入力を行う = true;
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957 this.bIsSwappedGuitarBass = false; // #24063 2011.1.16 yyagi ギターとベースの切り替え
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959 public CConfigIni( string iniファイル名 )
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962 this.t読み込み( iniファイル名 );
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968 public void t指定した入力が既にアサイン済みである場合はそれを全削除する( E入力デバイス DeviceType, int nID, int nCode )
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970 for( int i = 0; i < 3; i++ )
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972 for( int j = 0; j < 10; j++ )
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974 for( int k = 0; k < 0x10; k++ )
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976 if( ( ( this.KeyAssign[ i ][ j ][ k ].入力デバイス == DeviceType ) && ( this.KeyAssign[ i ][ j ][ k ].ID == nID ) ) && ( this.KeyAssign[ i ][ j ][ k ].コード == nCode ) )
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978 for( int m = k; m < 15; m++ )
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980 this.KeyAssign[ i ][ j ][ m ] = this.KeyAssign[ i ][ j ][ m + 1 ];
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982 this.KeyAssign[ i ][ j ][ 15 ].入力デバイス = E入力デバイス.不明;
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983 this.KeyAssign[ i ][ j ][ 15 ].ID = 0;
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984 this.KeyAssign[ i ][ j ][ 15 ].コード = 0;
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991 public void t書き出し( string iniファイル名 )
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993 StreamWriter sw = new StreamWriter( iniファイル名, false, Encoding.GetEncoding( "shift-jis" ) );
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994 sw.WriteLine( ";-------------------" );
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995 sw.WriteLine( "[System]" );
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998 #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
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999 //------------------------------
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1000 sw.WriteLine("; ライフゲージのパラメータ調整(調整完了後削除予定)");
\r
1001 sw.WriteLine("; GaugeFactorD: ドラムのPerfect, Great,... の回復量(ライフMAXを1.0としたときの値を指定)");
\r
1002 sw.WriteLine("; GaugeFactorG: Gt/BsのPerfect, Great,... の回復量(ライフMAXを1.0としたときの値を指定)");
\r
1003 sw.WriteLine("; DamageFactorD: DamageLevelがSmall, Normal, Largeの時に対するダメージ係数");
\r
1004 sw.WriteLine("GaugeFactorD={0}, {1}, {2}, {3}, {4}", this.fGaugeFactor[0, 0], this.fGaugeFactor[1, 0], this.fGaugeFactor[2, 0], this.fGaugeFactor[3, 0], this.fGaugeFactor[4, 0]);
\r
1005 sw.WriteLine("GaugeFactorG={0}, {1}, {2}, {3}, {4}", this.fGaugeFactor[0, 1], this.fGaugeFactor[1, 1], this.fGaugeFactor[2, 1], this.fGaugeFactor[3, 1], this.fGaugeFactor[4, 1]);
\r
1006 sw.WriteLine("DamageFactor={0}, {1}, {2}", this.fDamageLevelFactor[0], this.fDamageLevelFactor[1], fDamageLevelFactor[2]);
\r
1008 //------------------------------
\r
1011 sw.WriteLine( "; リリースバージョン" );
\r
1012 sw.WriteLine( "Version={0}", CDTXMania.VERSION );
\r
1014 sw.WriteLine( "; 演奏データの格納されているフォルダへのパス。" );
\r
1015 sw.WriteLine( @"; セミコロン(;)で区切ることにより複数のパスを指定できます。(例: d:\DTXFiles1\;e:\DTXFiles2\)" );
\r
1016 sw.WriteLine( "DTXPath={0}", this.str曲データ検索パス );
\r
1018 sw.WriteLine( "; 画面モード(0:ウィンドウ, 1:全画面)" );
\r
1019 sw.WriteLine( "FullScreen={0}", this.b全画面モード ? 1 : 0 );
\r
1022 sw.WriteLine("; ウインドウモード時の画面幅"); // #23510 2010.10.31 yyagi add
\r
1023 sw.WriteLine("; A width size in the window mode."); //
\r
1024 sw.WriteLine("WindowWidth={0}", this.nウインドウwidth); //
\r
1025 sw.WriteLine(); //
\r
1026 sw.WriteLine("; ウインドウモード時の画面高さ"); //
\r
1027 sw.WriteLine("; A height size in the window mode."); //
\r
1028 sw.WriteLine("WindowHeight={0}", this.nウインドウheight); //
\r
1029 sw.WriteLine(); //
\r
1031 sw.WriteLine("; 垂直帰線同期(0:OFF,1:ON)");
\r
1032 sw.WriteLine( "VSyncWait={0}", this.b垂直帰線待ちを行う ? 1 : 0 );
\r
1035 sw.WriteLine("; 非フォーカス時のsleep値[ms]"); // #23568 2011.11.04 ikanick add
\r
1036 sw.WriteLine("; A sleep time[ms] while the window is inactive."); //
\r
1037 sw.WriteLine("BackSleep={0}", this.n非フォーカス時スリープms); // そのまま引用(苦笑)
\r
1038 sw.WriteLine(); //
\r
1040 sw.WriteLine( "; ギター/ベース有効(0:OFF,1:ON)" );
\r
1041 sw.WriteLine( "Guitar={0}", this.bGuitar有効 ? 1 : 0 );
\r
1043 sw.WriteLine( "; ドラム有効(0:OFF,1:ON)" );
\r
1044 sw.WriteLine( "Drums={0}", this.bDrums有効 ? 1 : 0 );
\r
1046 sw.WriteLine( "; 背景画像の半透明割合(0:透明~255:不透明)" );
\r
1047 sw.WriteLine( "BGAlpha={0}", this.nBGAlpha );
\r
1049 sw.WriteLine( "; Missヒット時のゲージ減少割合(0:少, 1:普通, 2:大)" );
\r
1050 sw.WriteLine( "DamageLevel={0}", (int) this.eダメージレベル );
\r
1052 sw.WriteLine( "; LC/HHC/HHO 打ち分けモード(0:LC|HHC|HHO, 1:LC&(HHC|HHO), 2:LC&HHC&HHO)" );
\r
1053 sw.WriteLine( "HHGroup={0}", (int) this.eHHGroup );
\r
1055 sw.WriteLine( "; LT/FT 打ち分けモード(0:LT|FT, 1:LT&FT)" );
\r
1056 sw.WriteLine( "FTGroup={0}", (int) this.eFTGroup );
\r
1058 sw.WriteLine( "; CY/RD 打ち分けモード(0:CY|RD, 1:CY&RD)" );
\r
1059 sw.WriteLine( "CYGroup={0}", (int) this.eCYGroup );
\r
1061 sw.WriteLine( "; 打ち分け時の再生音の優先順位(HHGroup)(0:Chip>Pad, 1:Pad>Chip)" );
\r
1062 sw.WriteLine( "HitSoundPriorityHH={0}", (int) this.eHitSoundPriorityHH );
\r
1064 sw.WriteLine( "; 打ち分け時の再生音の優先順位(FTGroup)(0:Chip>Pad, 1:Pad>Chip)" );
\r
1065 sw.WriteLine( "HitSoundPriorityFT={0}", (int) this.eHitSoundPriorityFT );
\r
1067 sw.WriteLine( "; 打ち分け時の再生音の優先順位(CYGroup)(0:Chip>Pad, 1:Pad>Chip)" );
\r
1068 sw.WriteLine( "HitSoundPriorityCY={0}", (int) this.eHitSoundPriorityCY );
\r
1070 sw.WriteLine( "; ゲージゼロでSTAGE FAILED (0:OFF, 1:ON)" );
\r
1071 sw.WriteLine( "StageFailed={0}", this.bSTAGEFAILED有効 ? 1 : 0 );
\r
1073 sw.WriteLine( "; AVIの表示(0:OFF, 1:ON)" );
\r
1074 sw.WriteLine( "AVI={0}", this.bAVI有効 ? 1 : 0 );
\r
1076 sw.WriteLine( "; BGAの表示(0:OFF, 1:ON)" );
\r
1077 sw.WriteLine( "BGA={0}", this.bBGA有効 ? 1 : 0 );
\r
1079 sw.WriteLine( "; フィルイン効果(0:OFF, 1:ON)" );
\r
1080 sw.WriteLine( "FillInEffect={0}", this.bフィルイン有効 ? 1 : 0 );
\r
1082 sw.WriteLine( "; 曲選択からプレビュー音の再生までのウェイト[ms]" );
\r
1083 sw.WriteLine( "PreviewSoundWait={0}", this.n曲が選択されてからプレビュー音が鳴るまでのウェイトms );
\r
1085 sw.WriteLine( "; 曲選択からプレビュー画像表示までのウェイト[ms]" );
\r
1086 sw.WriteLine( "PreviewImageWait={0}", this.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms );
\r
1088 sw.WriteLine( "; Waveの再生位置自動補正(0:OFF, 1:ON)" );
\r
1089 sw.WriteLine( "AdjustWaves={0}", this.bWave再生位置自動調整機能有効 ? 1 : 0 );
\r
1091 sw.WriteLine( "; BGM の再生(0:OFF, 1:ON)" );
\r
1092 sw.WriteLine( "BGMSound={0}", this.bBGM音を発声する ? 1 : 0 );
\r
1094 sw.WriteLine( "; ドラム打音の再生(0:OFF, 1:ON)" );
\r
1095 sw.WriteLine( "HitSound={0}", this.bドラム打音を発声する ? 1 : 0 );
\r
1097 sw.WriteLine( "; フィルイン達成時の歓声の再生(0:OFF, 1:ON)" );
\r
1098 sw.WriteLine( "AudienceSound={0}", this.b歓声を発声する ? 1 : 0 );
\r
1100 sw.WriteLine( "; 演奏記録(~.score.ini)の出力 (0:OFF, 1:ON)" );
\r
1101 sw.WriteLine( "SaveScoreIni={0}", this.bScoreIniを出力する ? 1 : 0 );
\r
1103 sw.WriteLine( "; RANDOM SELECT で子BOXを検索対象に含める (0:OFF, 1:ON)" );
\r
1104 sw.WriteLine( "RandomFromSubBox={0}", this.bランダムセレクトで子BOXを検索対象とする ? 1 : 0 );
\r
1106 sw.WriteLine( "; ドラム演奏時にドラム音を強調する (0:OFF, 1:ON)" );
\r
1107 sw.WriteLine( "SoundMonitorDrums={0}", this.b演奏音を強調する.Drums ? 1 : 0 );
\r
1109 sw.WriteLine( "; ギター演奏時にギター音を強調する (0:OFF, 1:ON)" );
\r
1110 sw.WriteLine( "SoundMonitorGuitar={0}", this.b演奏音を強調する.Guitar ? 1 : 0 );
\r
1112 sw.WriteLine( "; ベース演奏時にベース音を強調する (0:OFF, 1:ON)" );
\r
1113 sw.WriteLine( "SoundMonitorBass={0}", this.b演奏音を強調する.Bass ? 1 : 0 );
\r
1115 sw.WriteLine( "; ドラムの表示可能な最小コンボ数(1~99999)" );
\r
1116 sw.WriteLine( "MinComboDrums={0}", this.n表示可能な最小コンボ数.Drums );
\r
1118 sw.WriteLine( "; ギターの表示可能な最小コンボ数(1~99999)" );
\r
1119 sw.WriteLine( "MinComboGuitar={0}", this.n表示可能な最小コンボ数.Guitar );
\r
1121 sw.WriteLine( "; ベースの表示可能な最小コンボ数(1~99999)" );
\r
1122 sw.WriteLine( "MinComboBass={0}", this.n表示可能な最小コンボ数.Bass );
\r
1124 sw.WriteLine( "; 演奏情報を表示する (0:OFF, 1:ON)" );
\r
1125 sw.WriteLine( "ShowDebugStatus={0}", this.b演奏情報を表示する ? 1 : 0 );
\r
1127 sw.WriteLine( "; 選曲リストのフォント名" );
\r
1128 sw.WriteLine( "SelectListFontName={0}", this.str選曲リストフォント );
\r
1130 sw.WriteLine( "; 選曲リストのフォントのサイズ[dot]" );
\r
1131 sw.WriteLine( "SelectListFontSize={0}", this.n選曲リストフォントのサイズdot );
\r
1133 sw.WriteLine( "; 選曲リストのフォントを斜体にする (0:OFF, 1:ON)" );
\r
1134 sw.WriteLine( "SelectListFontItalic={0}", this.b選曲リストフォントを斜体にする ? 1 : 0 );
\r
1136 sw.WriteLine( "; 選曲リストのフォントを太字にする (0:OFF, 1:ON)" );
\r
1137 sw.WriteLine( "SelectListFontBold={0}", this.b選曲リストフォントを太字にする ? 1 : 0 );
\r
1139 sw.WriteLine( "; 打音の音量(0~100%)" );
\r
1140 sw.WriteLine( "ChipVolume={0}", this.n手動再生音量 );
\r
1142 sw.WriteLine( "; 自動再生音の音量(0~100%)" );
\r
1143 sw.WriteLine( "AutoChipVolume={0}", this.n自動再生音量 );
\r
1145 sw.WriteLine( "; ストイックモード(0:OFF, 1:ON)" );
\r
1146 sw.WriteLine( "StoicMode={0}", this.bストイックモード ? 1 : 0 );
\r
1148 sw.WriteLine( "; シンバルフリーモード(0:OFF, 1:ON)" );
\r
1149 sw.WriteLine( "CymbalFree={0}", this.bシンバルフリー ? 1 : 0 );
\r
1151 sw.WriteLine( "; バッファ入力モード(0:OFF, 1:ON)" );
\r
1152 sw.WriteLine( "BufferedInput={0}", this.bバッファ入力を行う ? 1 : 0 );
\r
1154 sw.WriteLine("; 判定タイミング調整(ドラム, ギター, ベース)(-99~0)[ms]"); // #23580 2011.1.3 yyagi
\r
1155 sw.WriteLine("; Revision value to adjust judgement timing for the drums, guitar and bass."); //
\r
1156 sw.WriteLine("InputAdjustTimeDrums={0}", this.nInputAdjustTimeMs.Drums); //
\r
1157 sw.WriteLine("InputAdjustTimeGuitar={0}", this.nInputAdjustTimeMs.Guitar); //
\r
1158 sw.WriteLine("InputAdjustTimeBass={0}", this.nInputAdjustTimeMs.Bass); //
\r
1160 sw.WriteLine( "; LC, HH, SD,...の入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi
\r
1161 sw.WriteLine( "; Minimum velocity value for LC, HH, SD, ... to accept." ); //
\r
1162 sw.WriteLine( "LCVelocityMin={0}", this.nVelocityMin.LC ); //
\r
1163 sw.WriteLine("HHVelocityMin={0}", this.nVelocityMin.HH ); //
\r
1164 // sw.WriteLine("; ハイハット以外の入力切り捨て下限Velocity値(0~127)"); // #23857 2010.12.12 yyagi
\r
1165 // sw.WriteLine("; Minimum velocity value to accept. (except HiHat)"); //
\r
1166 // sw.WriteLine("VelocityMin={0}", this.n切り捨て下限Velocity); //
\r
1167 // sw.WriteLine(); //
\r
1168 sw.WriteLine( "SDVelocityMin={0}", this.nVelocityMin.SD ); //
\r
1169 sw.WriteLine( "BDVelocityMin={0}", this.nVelocityMin.BD ); //
\r
1170 sw.WriteLine( "HTVelocityMin={0}", this.nVelocityMin.HT ); //
\r
1171 sw.WriteLine( "LTVelocityMin={0}", this.nVelocityMin.LT ); //
\r
1172 sw.WriteLine( "FTVelocityMin={0}", this.nVelocityMin.FT ); //
\r
1173 sw.WriteLine( "CYVelocityMin={0}", this.nVelocityMin.CY ); //
\r
1174 sw.WriteLine( "RDVelocityMin={0}", this.nVelocityMin.RD ); //
\r
1175 sw.WriteLine(); //
\r
1176 sw.WriteLine( ";-------------------" );
\r
1177 sw.WriteLine( "[Log]" );
\r
1179 sw.WriteLine( "; Log出力(0:OFF, 1:ON)" );
\r
1180 sw.WriteLine( "OutputLog={0}", this.bログ出力 ? 1 : 0 );
\r
1182 sw.WriteLine( "; 曲データ検索に関するLog出力(0:OFF, 1:ON)" );
\r
1183 sw.WriteLine( "TraceSongSearch={0}", this.bLog曲検索ログ出力 ? 1 : 0 );
\r
1185 sw.WriteLine( "; 画像やサウンドの作成・解放に関するLog出力(0:OFF, 1:ON)" );
\r
1186 sw.WriteLine( "TraceCreatedDisposed={0}", this.bLog作成解放ログ出力 ? 1 : 0 );
\r
1188 sw.WriteLine( "; DTX読み込み詳細に関するLog出力(0:OFF, 1:ON)" );
\r
1189 sw.WriteLine( "TraceDTXDetails={0}", this.bLogDTX詳細ログ出力 ? 1 : 0 );
\r
1191 sw.WriteLine( ";-------------------" );
\r
1192 sw.WriteLine( "[PlayOption]" );
\r
1194 sw.WriteLine( "; DARKモード(0:OFF, 1:HALF, 2:FULL)" );
\r
1195 sw.WriteLine( "Dark={0}", (int) this.eDark );
\r
1197 sw.WriteLine( "; ドラムSUDDENモード(0:OFF, 1:ON)" );
\r
1198 sw.WriteLine( "DrumsSudden={0}", this.bSudden.Drums ? 1 : 0 );
\r
1200 sw.WriteLine( "; ギターSUDDENモード(0:OFF, 1:ON)" );
\r
1201 sw.WriteLine( "GuitarSudden={0}", this.bSudden.Guitar ? 1 : 0 );
\r
1203 sw.WriteLine( "; ベースSUDDENモード(0:OFF, 1:ON)" );
\r
1204 sw.WriteLine( "BassSudden={0}", this.bSudden.Bass ? 1 : 0 );
\r
1206 sw.WriteLine( "; ドラムHIDDENモード(0:OFF, 1:ON)" );
\r
1207 sw.WriteLine( "DrumsHidden={0}", this.bHidden.Drums ? 1 : 0 );
\r
1209 sw.WriteLine( "; ギターHIDDENモード(0:OFF, 1:ON)" );
\r
1210 sw.WriteLine( "GuitarHidden={0}", this.bHidden.Guitar ? 1 : 0 );
\r
1212 sw.WriteLine( "; ベースHIDDENモード(0:OFF, 1:ON)" );
\r
1213 sw.WriteLine( "BassHidden={0}", this.bHidden.Bass ? 1 : 0 );
\r
1215 sw.WriteLine( "; ドラムREVERSEモード(0:OFF, 1:ON)" );
\r
1216 sw.WriteLine( "DrumsReverse={0}", this.bReverse.Drums ? 1 : 0 );
\r
1218 sw.WriteLine( "; ギターREVERSEモード(0:OFF, 1:ON)" );
\r
1219 sw.WriteLine( "GuitarReverse={0}", this.bReverse.Guitar ? 1 : 0 );
\r
1221 sw.WriteLine( "; ベースREVERSEモード(0:OFF, 1:ON)" );
\r
1222 sw.WriteLine( "BassReverse={0}", this.bReverse.Bass ? 1 : 0 );
\r
1224 sw.WriteLine( "; ギターRANDOMモード(0:OFF, 1:Random, 2:SuperRandom, 3:HyperRandom)" );
\r
1225 sw.WriteLine( "GuitarRandom={0}", (int) this.eRandom.Guitar );
\r
1227 sw.WriteLine( "; ベースRANDOMモード(0:OFF, 1:Random, 2:SuperRandom, 3:HyperRandom)" );
\r
1228 sw.WriteLine( "BassRandom={0}", (int) this.eRandom.Bass );
\r
1230 sw.WriteLine( "; ギターLIGHTモード(0:OFF, 1:ON)" );
\r
1231 sw.WriteLine( "GuitarLight={0}", this.bLight.Guitar ? 1 : 0 );
\r
1233 sw.WriteLine( "; ベースLIGHTモード(0:OFF, 1:ON)" );
\r
1234 sw.WriteLine( "BassLight={0}", this.bLight.Bass ? 1 : 0 );
\r
1236 sw.WriteLine( "; ギターLEFTモード(0:OFF, 1:ON)" );
\r
1237 sw.WriteLine( "GuitarLeft={0}", this.bLeft.Guitar ? 1 : 0 );
\r
1239 sw.WriteLine( "; ベースLEFTモード(0:OFF, 1:ON)" );
\r
1240 sw.WriteLine( "BassLeft={0}", this.bLeft.Bass ? 1 : 0 );
\r
1242 sw.WriteLine( "; ドラム判定文字表示位置(0:レーン上,1:判定ライン上,2:表示OFF)" );
\r
1243 sw.WriteLine( "DrumsPosition={0}", (int) this.判定文字表示位置.Drums );
\r
1245 sw.WriteLine( "; ギター判定文字表示位置(0:レーン上,1:判定ライン横,2:表示OFF)" );
\r
1246 sw.WriteLine( "GuitarPosition={0}", (int) this.判定文字表示位置.Guitar );
\r
1248 sw.WriteLine( "; ベース判定文字表示位置(0:レーン上,1:判定ライン横,2:表示OFF)" );
\r
1249 sw.WriteLine( "BassPosition={0}", (int) this.判定文字表示位置.Bass );
\r
1251 sw.WriteLine( "; ドラム譜面スクロール速度(0:x0.5, 1:x1.0, 2:x1.5,…,1999:x1000.0)" );
\r
1252 sw.WriteLine( "DrumsScrollSpeed={0}", this.n譜面スクロール速度.Drums );
\r
1254 sw.WriteLine( "; ギター譜面スクロール速度(0:x0.5, 1:x1.0, 2:x1.5,…,1999:x1000.0)" );
\r
1255 sw.WriteLine( "GuitarScrollSpeed={0}", this.n譜面スクロール速度.Guitar );
\r
1257 sw.WriteLine( "; ベース譜面スクロール速度(0:x0.5, 1:x1.0, 2:x1.5,…,1999:x1000.0)" );
\r
1258 sw.WriteLine( "BassScrollSpeed={0}", this.n譜面スクロール速度.Bass );
\r
1260 sw.WriteLine( "; 演奏速度(5~40)(→x5/20~x40/20)" );
\r
1261 sw.WriteLine( "PlaySpeed={0}", this.n演奏速度 );
\r
1263 sw.WriteLine( "; ドラムCOMBO文字表示位置(0:左, 1:中, 2:右, 3:OFF)" );
\r
1264 sw.WriteLine( "ComboPosition={0}", (int) this.ドラムコンボ文字の表示位置 );
\r
1267 // #24074 2011.01.23 add ikanick
\r
1268 sw.WriteLine( "; ドラムグラフ表示(0:OFF, 1:ON)" );
\r
1269 sw.WriteLine( "DrumsGraph={0}", this.bGraph.Drums ? 1 : 0 );
\r
1272 sw.WriteLine( ";-------------------" );
\r
1273 sw.WriteLine( "[AutoPlay]" );
\r
1275 sw.WriteLine( "; 自動演奏(0:OFF, 1:ON)" );
\r
1277 sw.WriteLine( "; Drums" );
\r
1278 sw.WriteLine( "LC={0}", this.bAutoPlay.LC ? 1 : 0 );
\r
1279 sw.WriteLine( "HH={0}", this.bAutoPlay.HH ? 1 : 0 );
\r
1280 sw.WriteLine( "SD={0}", this.bAutoPlay.SD ? 1 : 0 );
\r
1281 sw.WriteLine( "BD={0}", this.bAutoPlay.BD ? 1 : 0 );
\r
1282 sw.WriteLine( "HT={0}", this.bAutoPlay.HT ? 1 : 0 );
\r
1283 sw.WriteLine( "LT={0}", this.bAutoPlay.LT ? 1 : 0 );
\r
1284 sw.WriteLine( "FT={0}", this.bAutoPlay.FT ? 1 : 0 );
\r
1285 sw.WriteLine( "CY={0}", this.bAutoPlay.CY ? 1 : 0 );
\r
1287 sw.WriteLine( "; Guitar" );
\r
1288 sw.WriteLine( "Guitar={0}", this.bAutoPlay.Guitar ? 1 : 0 );
\r
1290 sw.WriteLine( "; Bass" );
\r
1291 sw.WriteLine( "Bass={0}", this.bAutoPlay.Bass ? 1 : 0 );
\r
1293 sw.WriteLine( ";-------------------" );
\r
1294 sw.WriteLine( "[HitRange]" );
\r
1296 sw.WriteLine( "; Perfect~Poor とみなされる範囲[ms]" );
\r
1297 sw.WriteLine( "Perfect={0}", this.nヒット範囲ms.Perfect );
\r
1298 sw.WriteLine( "Great={0}", this.nヒット範囲ms.Great );
\r
1299 sw.WriteLine( "Good={0}", this.nヒット範囲ms.Good );
\r
1300 sw.WriteLine( "Poor={0}", this.nヒット範囲ms.Poor );
\r
1302 sw.WriteLine( ";-------------------" );
\r
1303 sw.WriteLine( "[GUID]" );
\r
1305 foreach( KeyValuePair<int, string> pair in this.dicJoystick )
\r
1307 sw.WriteLine( "JoystickID={0},{1}", pair.Key, pair.Value );
\r
1310 sw.WriteLine( ";-------------------" );
\r
1311 sw.WriteLine( "; キーアサイン" );
\r
1312 sw.WriteLine( "; 項 目:Keyboard → 'K'+'0'+キーコード(10進数)" );
\r
1313 sw.WriteLine( "; Mouse → 'N'+'0'+ボタン番号(0~7)" );
\r
1314 sw.WriteLine( "; MIDI In → 'M'+デバイス番号1桁(0~9,A~Z)+ノート番号(10進数)" );
\r
1315 sw.WriteLine( "; Joystick → 'J'+デバイス番号1桁(0~9,A~Z)+ 0 ...... X減少(左)ボタン" );
\r
1316 sw.WriteLine( "; 1 ...... X増加(右)ボタン" );
\r
1317 sw.WriteLine( "; 2 ...... Y減少(上)ボタン" );
\r
1318 sw.WriteLine( "; 3 ...... Y増加(下)ボタン" );
\r
1319 sw.WriteLine( "; 4 ...... Z減少(前)ボタン" );
\r
1320 sw.WriteLine( "; 5 ...... Z増加(後)ボタン" );
\r
1321 sw.WriteLine( "; 6~133.. ボタン1~128" );
\r
1322 sw.WriteLine( "; これらの項目を 16 個まで指定可能(',' で区切って記述)。" );
\r
1323 sw.WriteLine( ";" );
\r
1324 sw.WriteLine( "; 表記例:HH=K044,M042,J16" );
\r
1325 sw.WriteLine( "; → HiHat を Keyboard の 44 ('Z'), MidiIn#0 の 42, JoyPad#1 の 6(ボタン1) に割当て" );
\r
1326 sw.WriteLine( ";" );
\r
1327 sw.WriteLine( "; ※Joystick のデバイス番号とデバイスとの関係は [GUID] セクションに記してあるものが有効。" );
\r
1328 sw.WriteLine( ";" );
\r
1330 sw.WriteLine( "[DrumsKeyAssign]" );
\r
1332 sw.Write( "HH=" );
\r
1333 this.tキーの書き出し( sw, this.KeyAssign.Drums.HH );
\r
1335 sw.Write( "SD=" );
\r
1336 this.tキーの書き出し( sw, this.KeyAssign.Drums.SD );
\r
1338 sw.Write( "BD=" );
\r
1339 this.tキーの書き出し( sw, this.KeyAssign.Drums.BD );
\r
1341 sw.Write( "HT=" );
\r
1342 this.tキーの書き出し( sw, this.KeyAssign.Drums.HT );
\r
1344 sw.Write( "LT=" );
\r
1345 this.tキーの書き出し( sw, this.KeyAssign.Drums.LT );
\r
1347 sw.Write( "FT=" );
\r
1348 this.tキーの書き出し( sw, this.KeyAssign.Drums.FT );
\r
1350 sw.Write( "CY=" );
\r
1351 this.tキーの書き出し( sw, this.KeyAssign.Drums.CY );
\r
1353 sw.Write( "HO=" );
\r
1354 this.tキーの書き出し( sw, this.KeyAssign.Drums.HHO );
\r
1356 sw.Write( "RD=" );
\r
1357 this.tキーの書き出し( sw, this.KeyAssign.Drums.RD );
\r
1359 sw.Write( "LC=" );
\r
1360 this.tキーの書き出し( sw, this.KeyAssign.Drums.LC );
\r
1363 sw.WriteLine( "[GuitarKeyAssign]" );
\r
1366 this.tキーの書き出し( sw, this.KeyAssign.Guitar.R );
\r
1369 this.tキーの書き出し( sw, this.KeyAssign.Guitar.G );
\r
1372 this.tキーの書き出し( sw, this.KeyAssign.Guitar.B );
\r
1374 sw.Write( "Pick=" );
\r
1375 this.tキーの書き出し( sw, this.KeyAssign.Guitar.Pick );
\r
1377 sw.Write( "Wail=" );
\r
1378 this.tキーの書き出し( sw, this.KeyAssign.Guitar.Wail );
\r
1380 sw.Write( "Decide=" );
\r
1381 this.tキーの書き出し( sw, this.KeyAssign.Guitar.Decide );
\r
1383 sw.Write( "Cancel=" );
\r
1384 this.tキーの書き出し( sw, this.KeyAssign.Guitar.Cancel );
\r
1387 sw.WriteLine( "[BassKeyAssign]" );
\r
1390 this.tキーの書き出し( sw, this.KeyAssign.Bass.R );
\r
1393 this.tキーの書き出し( sw, this.KeyAssign.Bass.G );
\r
1396 this.tキーの書き出し( sw, this.KeyAssign.Bass.B );
\r
1398 sw.Write( "Pick=" );
\r
1399 this.tキーの書き出し( sw, this.KeyAssign.Bass.Pick );
\r
1401 sw.Write( "Wail=" );
\r
1402 this.tキーの書き出し( sw, this.KeyAssign.Bass.Wail );
\r
1404 sw.Write( "Decide=" );
\r
1405 this.tキーの書き出し( sw, this.KeyAssign.Bass.Decide );
\r
1407 sw.Write( "Cancel=" );
\r
1408 this.tキーの書き出し( sw, this.KeyAssign.Bass.Cancel );
\r
1413 public void t読み込み( string iniファイル名 )
\r
1415 this.ConfigIniファイル名 = iniファイル名;
\r
1416 this.bConfigIniが存在している = File.Exists( this.ConfigIniファイル名 );
\r
1417 if( this.bConfigIniが存在している )
\r
1420 this.tキーアサインを全部クリアする();
\r
1421 Eセクション種別 unknown = Eセクション種別.Unknown;
\r
1422 StreamReader reader = new StreamReader( this.ConfigIniファイル名, Encoding.GetEncoding( "shift-jis" ) );
\r
1423 while( ( str = reader.ReadLine() ) != null )
\r
1425 str = str.Replace( '\t', ' ' ).TrimStart( new char[] { '\t', ' ' } );
\r
1426 if( ( str.Length != 0 ) && ( str[ 0 ] != ';' ) )
\r
1432 if( str[ 0 ] == '[' )
\r
1434 #region [ セクションの変更 ]
\r
1435 //-----------------------------
\r
1436 StringBuilder builder = new StringBuilder( 0x20 );
\r
1438 while( ( num < str.Length ) && ( str[ num ] != ']' ) )
\r
1440 builder.Append( str[ num++ ] );
\r
1442 string str2 = builder.ToString();
\r
1443 if( str2.Equals( "System" ) )
\r
1445 unknown = Eセクション種別.System;
\r
1447 else if( str2.Equals( "Log" ) )
\r
1449 unknown = Eセクション種別.Log;
\r
1451 else if( str2.Equals( "PlayOption" ) )
\r
1453 unknown = Eセクション種別.PlayOption;
\r
1455 else if( str2.Equals( "AutoPlay" ) )
\r
1457 unknown = Eセクション種別.AutoPlay;
\r
1459 else if( str2.Equals( "HitRange" ) )
\r
1461 unknown = Eセクション種別.HitRange;
\r
1463 else if( str2.Equals( "GUID" ) )
\r
1465 unknown = Eセクション種別.GUID;
\r
1467 else if( str2.Equals( "DrumsKeyAssign" ) )
\r
1469 unknown = Eセクション種別.DrumsKeyAssign;
\r
1471 else if( str2.Equals( "GuitarKeyAssign" ) )
\r
1473 unknown = Eセクション種別.GuitarKeyAssign;
\r
1475 else if( str2.Equals( "BassKeyAssign" ) )
\r
1477 unknown = Eセクション種別.BassKeyAssign;
\r
1481 unknown = Eセクション種別.Unknown;
\r
1483 //-----------------------------
\r
1488 string[] strArray = str.Split( new char[] { '=' } );
\r
1489 if( strArray.Length == 2 )
\r
1491 str3 = strArray[ 0 ].Trim();
\r
1492 str4 = strArray[ 1 ].Trim();
\r
1495 #region [ [System] ]
\r
1496 //-----------------------------
\r
1497 case Eセクション種別.System:
\r
1499 #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
1500 //----------------------------------------
\r
1501 if (str3.Equals("GaugeFactorD"))
\r
1504 string[] splittedFactor = str4.Split(',');
\r
1505 foreach (string s in splittedFactor) {
\r
1506 this.fGaugeFactor[p++, 0] = Convert.ToSingle(s);
\r
1509 if (str3.Equals("GaugeFactorG"))
\r
1512 string[] splittedFactor = str4.Split(',');
\r
1513 foreach (string s in splittedFactor)
\r
1515 this.fGaugeFactor[p++, 1] = Convert.ToSingle(s);
\r
1519 if (str3.Equals("DamageFactor"))
\r
1522 string[] splittedFactor = str4.Split(',');
\r
1523 foreach (string s in splittedFactor)
\r
1525 this.fDamageLevelFactor[p++] = Convert.ToSingle(s);
\r
1529 //----------------------------------------
\r
1531 if( str3.Equals( "Version" ) )
\r
1533 this.strDTXManiaのバージョン = str4;
\r
1535 else if( str3.Equals( "DTXPath" ) )
\r
1537 this.str曲データ検索パス = str4;
\r
1539 else if( str3.Equals( "FullScreen" ) )
\r
1541 this.b全画面モード = C変換.bONorOFF( str4[ 0 ] );
\r
1543 else if (str3.Equals("WindowWidth")) // #23510 2010.10.31 yyagi add
\r
1545 this.nウインドウwidth = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, 1, 65535, this.nウインドウwidth);
\r
1546 if (this.nウインドウwidth <= 0)
\r
1548 this.nウインドウwidth = 640;
\r
1551 else if (str3.Equals("WindowHeight")) // #23510 2010.10.31 yyagi add
\r
1553 this.nウインドウheight = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, 1, 65535, this.nウインドウheight);
\r
1554 if (this.nウインドウheight <= 0)
\r
1556 this.nウインドウheight = 480;
\r
1559 else if (str3.Equals("VSyncWait"))
\r
1561 this.b垂直帰線待ちを行う = C変換.bONorOFF( str4[ 0 ] );
\r
1563 else if (str3.Equals("BackSleep")) // #23568 2010.11.04 ikanick add
\r
1565 this.n非フォーカス時スリープms = C変換.n値を文字列から取得して範囲内にちゃんと丸めて返す(str4, 0, 50, this.n非フォーカス時スリープms);
\r
1567 else if( str3.Equals( "Guitar" ) )
\r
1569 this.bGuitar有効 = C変換.bONorOFF( str4[ 0 ] );
\r
1571 else if( str3.Equals( "Drums" ) )
\r
1573 this.bDrums有効 = C変換.bONorOFF( str4[ 0 ] );
\r
1575 else if( str3.Equals( "BGAlpha" ) )
\r
1577 this.n背景の透過度 = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0xff, this.n背景の透過度 );
\r
1579 else if( str3.Equals( "DamageLevel" ) )
\r
1581 this.eダメージレベル = (Eダメージレベル) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.eダメージレベル );
\r
1583 else if( str3.Equals( "HHGroup" ) )
\r
1585 this.eHHGroup = (EHHGroup) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 3, (int) this.eHHGroup );
\r
1587 else if( str3.Equals( "FTGroup" ) )
\r
1589 this.eFTGroup = (EFTGroup) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.eFTGroup );
\r
1591 else if( str3.Equals( "CYGroup" ) )
\r
1593 this.eCYGroup = (ECYGroup) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.eCYGroup );
\r
1595 else if( str3.Equals( "HitSoundPriorityHH" ) )
\r
1597 this.eHitSoundPriorityHH = (E打ち分け時の再生の優先順位) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, (int) this.eHitSoundPriorityHH );
\r
1599 else if( str3.Equals( "HitSoundPriorityFT" ) )
\r
1601 this.eHitSoundPriorityFT = (E打ち分け時の再生の優先順位) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, (int) this.eHitSoundPriorityFT );
\r
1603 else if( str3.Equals( "HitSoundPriorityCY" ) )
\r
1605 this.eHitSoundPriorityCY = (E打ち分け時の再生の優先順位) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, (int) this.eHitSoundPriorityCY );
\r
1607 else if( str3.Equals( "StageFailed" ) )
\r
1609 this.bSTAGEFAILED有効 = C変換.bONorOFF( str4[ 0 ] );
\r
1611 else if( str3.Equals( "AVI" ) )
\r
1613 this.bAVI有効 = C変換.bONorOFF( str4[ 0 ] );
\r
1615 else if( str3.Equals( "BGA" ) )
\r
1617 this.bBGA有効 = C変換.bONorOFF( str4[ 0 ] );
\r
1619 else if( str3.Equals( "FillInEffect" ) )
\r
1621 this.bフィルイン有効 = C変換.bONorOFF( str4[ 0 ] );
\r
1623 else if( str3.Equals( "PreviewSoundWait" ) )
\r
1625 this.n曲が選択されてからプレビュー音が鳴るまでのウェイトms = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x5f5e0ff, this.n曲が選択されてからプレビュー音が鳴るまでのウェイトms );
\r
1627 else if( str3.Equals( "PreviewImageWait" ) )
\r
1629 this.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x5f5e0ff, this.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms );
\r
1631 else if( str3.Equals( "AdjustWaves" ) )
\r
1633 this.bWave再生位置自動調整機能有効 = C変換.bONorOFF( str4[ 0 ] );
\r
1635 else if( str3.Equals( "BGMSound" ) )
\r
1637 this.bBGM音を発声する = C変換.bONorOFF( str4[ 0 ] );
\r
1639 else if( str3.Equals( "HitSound" ) )
\r
1641 this.bドラム打音を発声する = C変換.bONorOFF( str4[ 0 ] );
\r
1643 else if( str3.Equals( "AudienceSound" ) )
\r
1645 this.b歓声を発声する = C変換.bONorOFF( str4[ 0 ] );
\r
1647 else if( str3.Equals( "SaveScoreIni" ) )
\r
1649 this.bScoreIniを出力する = C変換.bONorOFF( str4[ 0 ] );
\r
1651 else if( str3.Equals( "RandomFromSubBox" ) )
\r
1653 this.bランダムセレクトで子BOXを検索対象とする = C変換.bONorOFF( str4[ 0 ] );
\r
1655 else if( str3.Equals( "SoundMonitorDrums" ) )
\r
1657 this.b演奏音を強調する.Drums = C変換.bONorOFF( str4[ 0 ] );
\r
1659 else if( str3.Equals( "SoundMonitorGuitar" ) )
\r
1661 this.b演奏音を強調する.Guitar = C変換.bONorOFF( str4[ 0 ] );
\r
1663 else if( str3.Equals( "SoundMonitorBass" ) )
\r
1665 this.b演奏音を強調する.Bass = C変換.bONorOFF( str4[ 0 ] );
\r
1667 else if( str3.Equals( "MinComboDrums" ) )
\r
1669 this.n表示可能な最小コンボ数.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 1, 0x1869f, this.n表示可能な最小コンボ数.Drums );
\r
1671 else if( str3.Equals( "MinComboGuitar" ) )
\r
1673 this.n表示可能な最小コンボ数.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 1, 0x1869f, this.n表示可能な最小コンボ数.Guitar );
\r
1675 else if( str3.Equals( "MinComboBass" ) )
\r
1677 this.n表示可能な最小コンボ数.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 1, 0x1869f, this.n表示可能な最小コンボ数.Bass );
\r
1679 else if( str3.Equals( "ShowDebugStatus" ) )
\r
1681 this.b演奏情報を表示する = C変換.bONorOFF( str4[ 0 ] );
\r
1683 else if( str3.Equals( "SelectListFontName" ) )
\r
1685 this.str選曲リストフォント = str4;
\r
1687 else if( str3.Equals( "SelectListFontSize" ) )
\r
1689 this.n選曲リストフォントのサイズdot = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 1, 0x3e7, this.n選曲リストフォントのサイズdot );
\r
1691 else if( str3.Equals( "SelectListFontItalic" ) )
\r
1693 this.b選曲リストフォントを斜体にする = C変換.bONorOFF( str4[ 0 ] );
\r
1695 else if( str3.Equals( "SelectListFontBold" ) )
\r
1697 this.b選曲リストフォントを太字にする = C変換.bONorOFF( str4[ 0 ] );
\r
1699 else if( str3.Equals( "ChipVolume" ) )
\r
1701 this.n手動再生音量 = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 100, this.n手動再生音量 );
\r
1703 else if( str3.Equals( "AutoChipVolume" ) )
\r
1705 this.n自動再生音量 = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 100, this.n自動再生音量 );
\r
1707 else if( str3.Equals( "StoicMode" ) )
\r
1709 this.bストイックモード = C変換.bONorOFF( str4[ 0 ] );
\r
1711 else if( str3.Equals( "CymbalFree" ) )
\r
1713 this.bシンバルフリー = C変換.bONorOFF( str4[ 0 ] );
\r
1715 else if ( str3.Equals("InputAdjustTimeDrums") ) // #23580 2011.1.3 yyagi
\r
1717 this.nInputAdjustTimeMs.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 0, this.nInputAdjustTimeMs.Drums);
\r
1719 else if ( str3.Equals("InputAdjustTimeGuitar") ) // #23580 2011.1.3 yyagi
\r
1721 this.nInputAdjustTimeMs.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 0, this.nInputAdjustTimeMs.Guitar);
\r
1723 else if ( str3.Equals("InputAdjustTimeBass") ) // #23580 2011.1.3 yyagi
\r
1725 this.nInputAdjustTimeMs.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 0, this.nInputAdjustTimeMs.Bass);
\r
1727 else if ( str3.Equals("BufferedInput") ) {
\r
1728 this.bバッファ入力を行う = C変換.bONorOFF(str4[0]);
\r
1730 else if ( str3.Equals( "LCVelocityMin" ) ) // #23857 2010.12.12 yyagi
\r
1732 this.nVelocityMin.LC = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 127, this.nVelocityMin.LC );
\r
1734 else if ( str3.Equals( "HHVelocityMin" ) )
\r
1736 this.nVelocityMin.HH = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, 0, 127, this.nVelocityMin.HH);
\r
1738 else if ( str3.Equals( "SDVelocityMin" ) ) // #23857 2011.1.31 yyagi
\r
1740 this.nVelocityMin.SD = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 127, this.nVelocityMin.SD );
\r
1742 else if ( str3.Equals( "BDVelocityMin" ) ) // #23857 2011.1.31 yyagi
\r
1744 this.nVelocityMin.BD = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 127, this.nVelocityMin.BD );
\r
1746 else if ( str3.Equals( "HTVelocityMin" ) ) // #23857 2011.1.31 yyagi
\r
1748 this.nVelocityMin.HT = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 127, this.nVelocityMin.HT );
\r
1750 else if ( str3.Equals( "LTVelocityMin" ) ) // #23857 2011.1.31 yyagi
\r
1752 this.nVelocityMin.LT = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 127, this.nVelocityMin.LT );
\r
1754 else if ( str3.Equals( "FTVelocityMin" ) ) // #23857 2011.1.31 yyagi
\r
1756 this.nVelocityMin.FT = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 127, this.nVelocityMin.FT );
\r
1758 else if ( str3.Equals( "CYVelocityMin" ) ) // #23857 2011.1.31 yyagi
\r
1760 this.nVelocityMin.CY = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 127, this.nVelocityMin.CY );
\r
1762 else if ( str3.Equals( "RDVelocityMin" ) ) // #23857 2011.1.31 yyagi
\r
1764 this.nVelocityMin.RD = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 127, this.nVelocityMin.RD );
\r
1768 //-----------------------------
\r
1772 //-----------------------------
\r
1773 case Eセクション種別.Log:
\r
1775 if( str3.Equals( "OutputLog" ) )
\r
1777 this.bログ出力 = C変換.bONorOFF( str4[ 0 ] );
\r
1779 else if( str3.Equals( "TraceCreatedDisposed" ) )
\r
1781 this.bLog作成解放ログ出力 = C変換.bONorOFF( str4[ 0 ] );
\r
1783 else if( str3.Equals( "TraceDTXDetails" ) )
\r
1785 this.bLogDTX詳細ログ出力 = C変換.bONorOFF( str4[ 0 ] );
\r
1787 else if( str3.Equals( "TraceSongSearch" ) )
\r
1789 this.bLog曲検索ログ出力 = C変換.bONorOFF( str4[ 0 ] );
\r
1793 //-----------------------------
\r
1796 #region [ [PlayOption] ]
\r
1797 //-----------------------------
\r
1798 case Eセクション種別.PlayOption:
\r
1800 if( str3.Equals( "Dark" ) )
\r
1802 this.eDark = (Eダークモード) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.eDark );
\r
1804 else if( str3.Equals( "DrumsTight" ) )
\r
1806 this.bTight = C変換.bONorOFF( str4[ 0 ] );
\r
1808 else if( str3.Equals( "DrumsGraph" ) ) // #24074 2011.01.23 addikanick
\r
1810 this.bGraph.Drums = C変換.bONorOFF( str4[ 0 ] );
\r
1812 else if( str3.Equals( "DrumsSudden" ) )
\r
1814 this.bSudden.Drums = C変換.bONorOFF( str4[ 0 ] );
\r
1816 else if( str3.Equals( "GuitarSudden" ) )
\r
1818 this.bSudden.Guitar = C変換.bONorOFF( str4[ 0 ] );
\r
1820 else if( str3.Equals( "BassSudden" ) )
\r
1822 this.bSudden.Bass = C変換.bONorOFF( str4[ 0 ] );
\r
1824 else if( str3.Equals( "DrumsHidden" ) )
\r
1826 this.bHidden.Drums = C変換.bONorOFF( str4[ 0 ] );
\r
1828 else if( str3.Equals( "GuitarHidden" ) )
\r
1830 this.bHidden.Guitar = C変換.bONorOFF( str4[ 0 ] );
\r
1832 else if( str3.Equals( "BassHidden" ) )
\r
1834 this.bHidden.Bass = C変換.bONorOFF( str4[ 0 ] );
\r
1836 else if( str3.Equals( "DrumsReverse" ) )
\r
1838 this.bReverse.Drums = C変換.bONorOFF( str4[ 0 ] );
\r
1840 else if( str3.Equals( "GuitarReverse" ) )
\r
1842 this.bReverse.Guitar = C変換.bONorOFF( str4[ 0 ] );
\r
1844 else if( str3.Equals( "BassReverse" ) )
\r
1846 this.bReverse.Bass = C変換.bONorOFF( str4[ 0 ] );
\r
1848 else if( str3.Equals( "GuitarRandom" ) )
\r
1850 this.eRandom.Guitar = (Eランダムモード) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 3, (int) this.eRandom.Guitar );
\r
1852 else if( str3.Equals( "BassRandom" ) )
\r
1854 this.eRandom.Bass = (Eランダムモード) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 3, (int) this.eRandom.Bass );
\r
1856 else if( str3.Equals( "GuitarLight" ) )
\r
1858 this.bLight.Guitar = C変換.bONorOFF( str4[ 0 ] );
\r
1860 else if( str3.Equals( "BassLight" ) )
\r
1862 this.bLight.Bass = C変換.bONorOFF( str4[ 0 ] );
\r
1864 else if( str3.Equals( "GuitarLeft" ) )
\r
1866 this.bLeft.Guitar = C変換.bONorOFF( str4[ 0 ] );
\r
1868 else if( str3.Equals( "BassLeft" ) )
\r
1870 this.bLeft.Bass = C変換.bONorOFF( str4[ 0 ] );
\r
1872 else if( str3.Equals( "DrumsPosition" ) )
\r
1874 this.判定文字表示位置.Drums = (E判定文字表示位置) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.判定文字表示位置.Drums );
\r
1876 else if( str3.Equals( "GuitarPosition" ) )
\r
1878 this.判定文字表示位置.Guitar = (E判定文字表示位置) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.判定文字表示位置.Guitar );
\r
1880 else if( str3.Equals( "BassPosition" ) )
\r
1882 this.判定文字表示位置.Bass = (E判定文字表示位置) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 2, (int) this.判定文字表示位置.Bass );
\r
1884 else if( str3.Equals( "DrumsScrollSpeed" ) )
\r
1886 this.n譜面スクロール速度.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x7cf, this.n譜面スクロール速度.Drums );
\r
1888 else if( str3.Equals( "GuitarScrollSpeed" ) )
\r
1890 this.n譜面スクロール速度.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x7cf, this.n譜面スクロール速度.Guitar );
\r
1892 else if( str3.Equals( "BassScrollSpeed" ) )
\r
1894 this.n譜面スクロール速度.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x7cf, this.n譜面スクロール速度.Bass );
\r
1896 else if( str3.Equals( "PlaySpeed" ) )
\r
1898 this.n演奏速度 = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 5, 40, this.n演奏速度 );
\r
1900 else if( str3.Equals( "ComboPosition" ) )
\r
1902 this.ドラムコンボ文字の表示位置 = (Eドラムコンボ文字の表示位置) C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 3, (int) this.ドラムコンボ文字の表示位置 );
\r
1906 //-----------------------------
\r
1909 #region [ [AutoPlay] ]
\r
1910 //-----------------------------
\r
1911 case Eセクション種別.AutoPlay:
\r
1913 if( str3.Equals( "LC" ) )
\r
1915 this.bAutoPlay.LC = C変換.bONorOFF( str4[ 0 ] );
\r
1917 if( str3.Equals( "HH" ) )
\r
1919 this.bAutoPlay.HH = C変換.bONorOFF( str4[ 0 ] );
\r
1921 else if( str3.Equals( "SD" ) )
\r
1923 this.bAutoPlay.SD = C変換.bONorOFF( str4[ 0 ] );
\r
1925 else if( str3.Equals( "BD" ) )
\r
1927 this.bAutoPlay.BD = C変換.bONorOFF( str4[ 0 ] );
\r
1929 else if( str3.Equals( "HT" ) )
\r
1931 this.bAutoPlay.HT = C変換.bONorOFF( str4[ 0 ] );
\r
1933 else if( str3.Equals( "LT" ) )
\r
1935 this.bAutoPlay.LT = C変換.bONorOFF( str4[ 0 ] );
\r
1937 else if( str3.Equals( "FT" ) )
\r
1939 this.bAutoPlay.FT = C変換.bONorOFF( str4[ 0 ] );
\r
1941 else if( str3.Equals( "CY" ) )
\r
1943 this.bAutoPlay.CY = C変換.bONorOFF( str4[ 0 ] );
\r
1945 else if( str3.Equals( "Guitar" ) )
\r
1947 this.bAutoPlay.Guitar = C変換.bONorOFF( str4[ 0 ] );
\r
1949 else if( str3.Equals( "Bass" ) )
\r
1951 this.bAutoPlay.Bass = C変換.bONorOFF( str4[ 0 ] );
\r
1955 //-----------------------------
\r
1958 #region [ [HitRange] ]
\r
1959 //-----------------------------
\r
1960 case Eセクション種別.HitRange:
\r
1962 if( str3.Equals( "Perfect" ) )
\r
1964 this.nヒット範囲ms.Perfect = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x3e7, this.nヒット範囲ms.Perfect );
\r
1966 else if( str3.Equals( "Great" ) )
\r
1968 this.nヒット範囲ms.Great = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x3e7, this.nヒット範囲ms.Great );
\r
1970 else if( str3.Equals( "Good" ) )
\r
1972 this.nヒット範囲ms.Good = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x3e7, this.nヒット範囲ms.Good );
\r
1974 else if( str3.Equals( "Poor" ) )
\r
1976 this.nヒット範囲ms.Poor = C変換.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 0x3e7, this.nヒット範囲ms.Poor );
\r
1980 //-----------------------------
\r
1983 #region [ [GUID] ]
\r
1984 //-----------------------------
\r
1985 case Eセクション種別.GUID:
\r
1987 if( str3.Equals( "JoystickID" ) )
\r
1989 this.tJoystickIDの取得( str4 );
\r
1993 //-----------------------------
\r
1996 #region [ [DrumsKeyAssign] ]
\r
1997 //-----------------------------
\r
1998 case Eセクション種別.DrumsKeyAssign:
\r
2000 if( str3.Equals( "HH" ) )
\r
2002 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HH );
\r
2004 else if( str3.Equals( "SD" ) )
\r
2006 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.SD );
\r
2008 else if( str3.Equals( "BD" ) )
\r
2010 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.BD );
\r
2012 else if( str3.Equals( "HT" ) )
\r
2014 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HT );
\r
2016 else if( str3.Equals( "LT" ) )
\r
2018 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.LT );
\r
2020 else if( str3.Equals( "FT" ) )
\r
2022 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.FT );
\r
2024 else if( str3.Equals( "CY" ) )
\r
2026 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.CY );
\r
2028 else if( str3.Equals( "HO" ) )
\r
2030 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.HHO );
\r
2032 else if( str3.Equals( "RD" ) )
\r
2034 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.RD );
\r
2036 else if( str3.Equals( "LC" ) )
\r
2038 this.tキーの読み出しと設定( str4, this.KeyAssign.Drums.LC );
\r
2042 //-----------------------------
\r
2045 #region [ GuitarKeyAssign ]
\r
2046 //-----------------------------
\r
2047 case Eセクション種別.GuitarKeyAssign:
\r
2049 if( str3.Equals( "R" ) )
\r
2051 this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.R );
\r
2053 else if( str3.Equals( "G" ) )
\r
2055 this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.G );
\r
2057 else if( str3.Equals( "B" ) )
\r
2059 this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.B );
\r
2061 else if( str3.Equals( "Pick" ) )
\r
2063 this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Pick );
\r
2065 else if( str3.Equals( "Wail" ) )
\r
2067 this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Wail );
\r
2069 else if( str3.Equals( "Decide" ) )
\r
2071 this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Decide );
\r
2073 else if( str3.Equals( "Cancel" ) )
\r
2075 this.tキーの読み出しと設定( str4, this.KeyAssign.Guitar.Cancel );
\r
2079 //-----------------------------
\r
2082 #region [ [BassKeyAssign ]
\r
2083 //-----------------------------
\r
2084 case Eセクション種別.BassKeyAssign:
\r
2086 if( str3.Equals( "R" ) )
\r
2088 this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.R );
\r
2090 else if( str3.Equals( "G" ) )
\r
2092 this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.G );
\r
2094 else if( str3.Equals( "B" ) )
\r
2096 this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.B );
\r
2098 else if( str3.Equals( "Pick" ) )
\r
2100 this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Pick );
\r
2102 else if( str3.Equals( "Wail" ) )
\r
2104 this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Wail );
\r
2106 else if( str3.Equals( "Decide" ) )
\r
2108 this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Decide );
\r
2110 else if( str3.Equals( "Cancel" ) )
\r
2112 this.tキーの読み出しと設定( str4, this.KeyAssign.Bass.Cancel );
\r
2116 //-----------------------------
\r
2123 catch( Exception exception )
\r
2125 Trace.TraceError( exception.Message );
\r
2130 CDTXVersion version = new CDTXVersion( this.strDTXManiaのバージョン );
\r
2131 if( version.n整数部 <= 69 )
\r
2133 this.tデフォルトのキーアサインに設定する();
\r
2139 /// ギターとベースのキーアサイン入れ替え
\r
2141 public void SwapGuitarBassKeyAssign() // #24063 2011.1.16 yyagi
\r
2143 for ( int j = 0; j < 10; j++ )
\r
2145 CKeyAssign.STKEYASSIGN t; //= new CConfigIni.CKeyAssign.STKEYASSIGN();
\r
2146 for ( int k = 0; k < 16; k++ )
\r
2148 t = this.KeyAssign[ 1 ][ j ][ k ];
\r
2149 this.KeyAssign[ 1 ][ j ][ k ] = this.KeyAssign[ 2 ][ j ][ k ];
\r
2150 this.KeyAssign[ 2 ][ j ][ k ] = t;
\r
2153 this.bIsSwappedGuitarBass = !bIsSwappedGuitarBass;
\r
2159 #region [ private ]
\r
2160 //-----------------
\r
2161 private enum Eセクション種別
\r
2175 private bool _bDrums有効;
\r
2176 private bool _bGuitar有効;
\r
2177 private bool bConfigIniが存在している;
\r
2178 private string ConfigIniファイル名;
\r
2180 private void tJoystickIDの取得( string strキー記述 )
\r
2182 string[] strArray = strキー記述.Split( new char[] { ',' } );
\r
2183 if( strArray.Length >= 2 )
\r
2186 if( ( int.TryParse( strArray[ 0 ], out result ) && ( result >= 0 ) ) && ( result <= 9 ) )
\r
2188 if( this.dicJoystick.ContainsKey( result ) )
\r
2190 this.dicJoystick.Remove( result );
\r
2192 this.dicJoystick.Add( result, strArray[ 1 ] );
\r
2196 private void tキーアサインを全部クリアする()
\r
2198 this.KeyAssign = new CKeyAssign();
\r
2199 for( int i = 0; i < 3; i++ )
\r
2201 for( int j = 0; j < 10; j++ )
\r
2203 this.KeyAssign[ i ][ j ] = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2204 for( int k = 0; k < 0x10; k++ )
\r
2206 this.KeyAssign[ i ][ j ][ k ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2211 private void tキーの書き出し( StreamWriter sw, CKeyAssign.STKEYASSIGN[] assign )
\r
2214 for( int i = 0; i < 0x10; i++ )
\r
2216 if( assign[ i ].入力デバイス == E入力デバイス.不明 )
\r
2225 switch( assign[ i ].入力デバイス )
\r
2227 case E入力デバイス.キーボード:
\r
2231 case E入力デバイス.MIDI入力:
\r
2235 case E入力デバイス.ジョイパッド:
\r
2243 sw.Write( "{0}{1}", "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ".Substring( assign[ i ].ID, 1 ), assign[ i ].コード ); // #24166 2011.1.15 yyagi: to support ID > 10, change 2nd character from Decimal to 36-numeral system. (e.g. J1023 -> JA23)
\r
2246 private void tキーの読み出しと設定( string strキー記述, CKeyAssign.STKEYASSIGN[] assign )
\r
2248 string[] strArray = strキー記述.Split( new char[] { ',' } );
\r
2249 for( int i = 0; ( i < strArray.Length ) && ( i < 0x10 ); i++ )
\r
2254 string str = strArray[ i ].Trim().ToUpper();
\r
2255 if ( str.Length >= 3 )
\r
2257 e入力デバイス = E入力デバイス.不明;
\r
2258 switch ( str[ 0 ] )
\r
2261 e入力デバイス = E入力デバイス.ジョイパッド;
\r
2265 e入力デバイス = E入力デバイス.キーボード;
\r
2272 e入力デバイス = E入力デバイス.MIDI入力;
\r
2276 e入力デバイス = E入力デバイス.マウス;
\r
2284 id = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ".IndexOf( str[ 1 ] ); // #24166 2011.1.15 yyagi: to support ID > 10, change 2nd character from Decimal to 36-numeral system. (e.g. J1023 -> JA23)
\r
2285 if( ( ( id >= 0 ) && int.TryParse( str.Substring( 2 ), out code ) ) && ( ( code >= 0 ) && ( code <= 0xff ) ) )
\r
2287 this.t指定した入力が既にアサイン済みである場合はそれを全削除する( e入力デバイス, id, code );
\r
2288 assign[ i ].入力デバイス = e入力デバイス;
\r
2289 assign[ i ].ID = id;
\r
2290 assign[ i ].コード = code;
\r
2294 private void tデフォルトのキーアサインに設定する()
\r
2296 this.tキーアサインを全部クリアする();
\r
2297 CKeyAssign.STKEYASSIGN[] stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2298 CKeyAssign.STKEYASSIGN stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2299 CKeyAssign.STKEYASSIGN stkeyassign = stkeyassign63;
\r
2300 stkeyassign.入力デバイス = E入力デバイス.キーボード;
\r
2301 stkeyassign.ID = 0;
\r
2302 stkeyassign.コード = 0x23;
\r
2303 stkeyassignArray[ 0 ] = stkeyassign;
\r
2304 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2305 CKeyAssign.STKEYASSIGN stkeyassign2 = stkeyassign63;
\r
2306 stkeyassign2.入力デバイス = E入力デバイス.MIDI入力;
\r
2307 stkeyassign2.ID = 0;
\r
2308 stkeyassign2.コード = 0x2a;
\r
2309 stkeyassignArray[ 1 ] = stkeyassign2;
\r
2310 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2311 CKeyAssign.STKEYASSIGN stkeyassign3 = stkeyassign63;
\r
2312 stkeyassign3.入力デバイス = E入力デバイス.MIDI入力;
\r
2313 stkeyassign3.ID = 0;
\r
2314 stkeyassign3.コード = 0x5d;
\r
2315 stkeyassignArray[ 2 ] = stkeyassign3;
\r
2316 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2317 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2318 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2319 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2320 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2321 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2322 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2323 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2324 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2325 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2326 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2327 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2328 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2329 this.KeyAssign.Drums.HH = stkeyassignArray;
\r
2330 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2331 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2332 CKeyAssign.STKEYASSIGN stkeyassign4 = stkeyassign63;
\r
2333 stkeyassign4.入力デバイス = E入力デバイス.キーボード;
\r
2334 stkeyassign4.ID = 0;
\r
2335 stkeyassign4.コード = 0x21;
\r
2336 stkeyassignArray[ 0 ] = stkeyassign4;
\r
2337 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2338 CKeyAssign.STKEYASSIGN stkeyassign5 = stkeyassign63;
\r
2339 stkeyassign5.入力デバイス = E入力デバイス.MIDI入力;
\r
2340 stkeyassign5.ID = 0;
\r
2341 stkeyassign5.コード = 0x19;
\r
2342 stkeyassignArray[ 1 ] = stkeyassign5;
\r
2343 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2344 CKeyAssign.STKEYASSIGN stkeyassign6 = stkeyassign63;
\r
2345 stkeyassign6.入力デバイス = E入力デバイス.MIDI入力;
\r
2346 stkeyassign6.ID = 0;
\r
2347 stkeyassign6.コード = 0x1a;
\r
2348 stkeyassignArray[ 2 ] = stkeyassign6;
\r
2349 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2350 CKeyAssign.STKEYASSIGN stkeyassign7 = stkeyassign63;
\r
2351 stkeyassign7.入力デバイス = E入力デバイス.MIDI入力;
\r
2352 stkeyassign7.ID = 0;
\r
2353 stkeyassign7.コード = 0x1b;
\r
2354 stkeyassignArray[ 3 ] = stkeyassign7;
\r
2355 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2356 CKeyAssign.STKEYASSIGN stkeyassign8 = stkeyassign63;
\r
2357 stkeyassign8.入力デバイス = E入力デバイス.MIDI入力;
\r
2358 stkeyassign8.ID = 0;
\r
2359 stkeyassign8.コード = 0x1c;
\r
2360 stkeyassignArray[ 4 ] = stkeyassign8;
\r
2361 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2362 CKeyAssign.STKEYASSIGN stkeyassign9 = stkeyassign63;
\r
2363 stkeyassign9.入力デバイス = E入力デバイス.MIDI入力;
\r
2364 stkeyassign9.ID = 0;
\r
2365 stkeyassign9.コード = 0x1d;
\r
2366 stkeyassignArray[ 5 ] = stkeyassign9;
\r
2367 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2368 CKeyAssign.STKEYASSIGN stkeyassign10 = stkeyassign63;
\r
2369 stkeyassign10.入力デバイス = E入力デバイス.MIDI入力;
\r
2370 stkeyassign10.ID = 0;
\r
2371 stkeyassign10.コード = 0x1f;
\r
2372 stkeyassignArray[ 6 ] = stkeyassign10;
\r
2373 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2374 CKeyAssign.STKEYASSIGN stkeyassign11 = stkeyassign63;
\r
2375 stkeyassign11.入力デバイス = E入力デバイス.MIDI入力;
\r
2376 stkeyassign11.ID = 0;
\r
2377 stkeyassign11.コード = 0x20;
\r
2378 stkeyassignArray[ 7 ] = stkeyassign11;
\r
2379 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2380 CKeyAssign.STKEYASSIGN stkeyassign12 = stkeyassign63;
\r
2381 stkeyassign12.入力デバイス = E入力デバイス.MIDI入力;
\r
2382 stkeyassign12.ID = 0;
\r
2383 stkeyassign12.コード = 0x22;
\r
2384 stkeyassignArray[ 8 ] = stkeyassign12;
\r
2385 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2386 CKeyAssign.STKEYASSIGN stkeyassign13 = stkeyassign63;
\r
2387 stkeyassign13.入力デバイス = E入力デバイス.MIDI入力;
\r
2388 stkeyassign13.ID = 0;
\r
2389 stkeyassign13.コード = 0x25;
\r
2390 stkeyassignArray[ 9 ] = stkeyassign13;
\r
2391 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2392 CKeyAssign.STKEYASSIGN stkeyassign14 = stkeyassign63;
\r
2393 stkeyassign14.入力デバイス = E入力デバイス.MIDI入力;
\r
2394 stkeyassign14.ID = 0;
\r
2395 stkeyassign14.コード = 0x26;
\r
2396 stkeyassignArray[ 10 ] = stkeyassign14;
\r
2397 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2398 CKeyAssign.STKEYASSIGN stkeyassign15 = stkeyassign63;
\r
2399 stkeyassign15.入力デバイス = E入力デバイス.MIDI入力;
\r
2400 stkeyassign15.ID = 0;
\r
2401 stkeyassign15.コード = 40;
\r
2402 stkeyassignArray[ 11 ] = stkeyassign15;
\r
2403 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2404 CKeyAssign.STKEYASSIGN stkeyassign16 = stkeyassign63;
\r
2405 stkeyassign16.入力デバイス = E入力デバイス.MIDI入力;
\r
2406 stkeyassign16.ID = 0;
\r
2407 stkeyassign16.コード = 0x71;
\r
2408 stkeyassignArray[ 12 ] = stkeyassign16;
\r
2409 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2410 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2411 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2412 this.KeyAssign.Drums.SD = stkeyassignArray;
\r
2413 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2414 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2415 CKeyAssign.STKEYASSIGN stkeyassign17 = stkeyassign63;
\r
2416 stkeyassign17.入力デバイス = E入力デバイス.キーボード;
\r
2417 stkeyassign17.ID = 0;
\r
2418 stkeyassign17.コード = 12;
\r
2419 stkeyassignArray[ 0 ] = stkeyassign17;
\r
2420 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2421 CKeyAssign.STKEYASSIGN stkeyassign18 = stkeyassign63;
\r
2422 stkeyassign18.入力デバイス = E入力デバイス.キーボード;
\r
2423 stkeyassign18.ID = 0;
\r
2424 stkeyassign18.コード = 0x7e;
\r
2425 stkeyassignArray[ 1 ] = stkeyassign18;
\r
2426 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2427 CKeyAssign.STKEYASSIGN stkeyassign19 = stkeyassign63;
\r
2428 stkeyassign19.入力デバイス = E入力デバイス.MIDI入力;
\r
2429 stkeyassign19.ID = 0;
\r
2430 stkeyassign19.コード = 0x21;
\r
2431 stkeyassignArray[ 2 ] = stkeyassign19;
\r
2432 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2433 CKeyAssign.STKEYASSIGN stkeyassign20 = stkeyassign63;
\r
2434 stkeyassign20.入力デバイス = E入力デバイス.MIDI入力;
\r
2435 stkeyassign20.ID = 0;
\r
2436 stkeyassign20.コード = 0x23;
\r
2437 stkeyassignArray[ 3 ] = stkeyassign20;
\r
2438 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2439 CKeyAssign.STKEYASSIGN stkeyassign21 = stkeyassign63;
\r
2440 stkeyassign21.入力デバイス = E入力デバイス.MIDI入力;
\r
2441 stkeyassign21.ID = 0;
\r
2442 stkeyassign21.コード = 0x24;
\r
2443 stkeyassignArray[ 4 ] = stkeyassign21;
\r
2444 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2445 CKeyAssign.STKEYASSIGN stkeyassign22 = stkeyassign63;
\r
2446 stkeyassign22.入力デバイス = E入力デバイス.MIDI入力;
\r
2447 stkeyassign22.ID = 0;
\r
2448 stkeyassign22.コード = 0x70;
\r
2449 stkeyassignArray[ 5 ] = stkeyassign22;
\r
2450 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2451 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2452 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2453 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2454 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2455 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2456 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2457 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2458 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2459 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2460 this.KeyAssign.Drums.BD = stkeyassignArray;
\r
2461 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2462 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2463 CKeyAssign.STKEYASSIGN stkeyassign23 = stkeyassign63;
\r
2464 stkeyassign23.入力デバイス = E入力デバイス.キーボード;
\r
2465 stkeyassign23.ID = 0;
\r
2466 stkeyassign23.コード = 0x1f;
\r
2467 stkeyassignArray[ 0 ] = stkeyassign23;
\r
2468 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2469 CKeyAssign.STKEYASSIGN stkeyassign24 = stkeyassign63;
\r
2470 stkeyassign24.入力デバイス = E入力デバイス.MIDI入力;
\r
2471 stkeyassign24.ID = 0;
\r
2472 stkeyassign24.コード = 0x30;
\r
2473 stkeyassignArray[ 1 ] = stkeyassign24;
\r
2474 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2475 CKeyAssign.STKEYASSIGN stkeyassign25 = stkeyassign63;
\r
2476 stkeyassign25.入力デバイス = E入力デバイス.MIDI入力;
\r
2477 stkeyassign25.ID = 0;
\r
2478 stkeyassign25.コード = 50;
\r
2479 stkeyassignArray[ 2 ] = stkeyassign25;
\r
2480 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2481 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2482 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2483 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2484 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2485 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2486 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2487 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2488 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2489 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2490 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2491 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2492 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2493 this.KeyAssign.Drums.HT = stkeyassignArray;
\r
2494 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2495 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2496 CKeyAssign.STKEYASSIGN stkeyassign26 = stkeyassign63;
\r
2497 stkeyassign26.入力デバイス = E入力デバイス.キーボード;
\r
2498 stkeyassign26.ID = 0;
\r
2499 stkeyassign26.コード = 11;
\r
2500 stkeyassignArray[ 0 ] = stkeyassign26;
\r
2501 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2502 CKeyAssign.STKEYASSIGN stkeyassign27 = stkeyassign63;
\r
2503 stkeyassign27.入力デバイス = E入力デバイス.MIDI入力;
\r
2504 stkeyassign27.ID = 0;
\r
2505 stkeyassign27.コード = 0x2f;
\r
2506 stkeyassignArray[ 1 ] = stkeyassign27;
\r
2507 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2508 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2509 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2510 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2511 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2512 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2513 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2514 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2515 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2516 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2517 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2518 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2519 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2520 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2521 this.KeyAssign.Drums.LT = stkeyassignArray;
\r
2522 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2523 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2524 CKeyAssign.STKEYASSIGN stkeyassign28 = stkeyassign63;
\r
2525 stkeyassign28.入力デバイス = E入力デバイス.キーボード;
\r
2526 stkeyassign28.ID = 0;
\r
2527 stkeyassign28.コード = 0x17;
\r
2528 stkeyassignArray[ 0 ] = stkeyassign28;
\r
2529 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2530 CKeyAssign.STKEYASSIGN stkeyassign29 = stkeyassign63;
\r
2531 stkeyassign29.入力デバイス = E入力デバイス.MIDI入力;
\r
2532 stkeyassign29.ID = 0;
\r
2533 stkeyassign29.コード = 0x29;
\r
2534 stkeyassignArray[ 1 ] = stkeyassign29;
\r
2535 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2536 CKeyAssign.STKEYASSIGN stkeyassign30 = stkeyassign63;
\r
2537 stkeyassign30.入力デバイス = E入力デバイス.MIDI入力;
\r
2538 stkeyassign30.ID = 0;
\r
2539 stkeyassign30.コード = 0x2b;
\r
2540 stkeyassignArray[ 2 ] = stkeyassign30;
\r
2541 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2542 CKeyAssign.STKEYASSIGN stkeyassign31 = stkeyassign63;
\r
2543 stkeyassign31.入力デバイス = E入力デバイス.MIDI入力;
\r
2544 stkeyassign31.ID = 0;
\r
2545 stkeyassign31.コード = 0x2d;
\r
2546 stkeyassignArray[ 3 ] = stkeyassign31;
\r
2547 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2548 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2549 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2550 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2551 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2552 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2553 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2554 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2555 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2556 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2557 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2558 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2559 this.KeyAssign.Drums.FT = stkeyassignArray;
\r
2560 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2561 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2562 CKeyAssign.STKEYASSIGN stkeyassign32 = stkeyassign63;
\r
2563 stkeyassign32.入力デバイス = E入力デバイス.キーボード;
\r
2564 stkeyassign32.ID = 0;
\r
2565 stkeyassign32.コード = 0x16;
\r
2566 stkeyassignArray[ 0 ] = stkeyassign32;
\r
2567 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2568 CKeyAssign.STKEYASSIGN stkeyassign33 = stkeyassign63;
\r
2569 stkeyassign33.入力デバイス = E入力デバイス.MIDI入力;
\r
2570 stkeyassign33.ID = 0;
\r
2571 stkeyassign33.コード = 0x31;
\r
2572 stkeyassignArray[ 1 ] = stkeyassign33;
\r
2573 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2574 CKeyAssign.STKEYASSIGN stkeyassign34 = stkeyassign63;
\r
2575 stkeyassign34.入力デバイス = E入力デバイス.MIDI入力;
\r
2576 stkeyassign34.ID = 0;
\r
2577 stkeyassign34.コード = 0x34;
\r
2578 stkeyassignArray[ 2 ] = stkeyassign34;
\r
2579 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2580 CKeyAssign.STKEYASSIGN stkeyassign35 = stkeyassign63;
\r
2581 stkeyassign35.入力デバイス = E入力デバイス.MIDI入力;
\r
2582 stkeyassign35.ID = 0;
\r
2583 stkeyassign35.コード = 0x37;
\r
2584 stkeyassignArray[ 3 ] = stkeyassign35;
\r
2585 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2586 CKeyAssign.STKEYASSIGN stkeyassign36 = stkeyassign63;
\r
2587 stkeyassign36.入力デバイス = E入力デバイス.MIDI入力;
\r
2588 stkeyassign36.ID = 0;
\r
2589 stkeyassign36.コード = 0x39;
\r
2590 stkeyassignArray[ 4 ] = stkeyassign36;
\r
2591 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2592 CKeyAssign.STKEYASSIGN stkeyassign37 = stkeyassign63;
\r
2593 stkeyassign37.入力デバイス = E入力デバイス.MIDI入力;
\r
2594 stkeyassign37.ID = 0;
\r
2595 stkeyassign37.コード = 0x5b;
\r
2596 stkeyassignArray[ 5 ] = stkeyassign37;
\r
2597 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2598 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2599 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2600 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2601 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2602 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2603 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2604 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2605 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2606 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2607 this.KeyAssign.Drums.CY = stkeyassignArray;
\r
2608 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2609 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2610 CKeyAssign.STKEYASSIGN stkeyassign38 = stkeyassign63;
\r
2611 stkeyassign38.入力デバイス = E入力デバイス.キーボード;
\r
2612 stkeyassign38.ID = 0;
\r
2613 stkeyassign38.コード = 10;
\r
2614 stkeyassignArray[ 0 ] = stkeyassign38;
\r
2615 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2616 CKeyAssign.STKEYASSIGN stkeyassign39 = stkeyassign63;
\r
2617 stkeyassign39.入力デバイス = E入力デバイス.MIDI入力;
\r
2618 stkeyassign39.ID = 0;
\r
2619 stkeyassign39.コード = 0x2e;
\r
2620 stkeyassignArray[ 1 ] = stkeyassign39;
\r
2621 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2622 CKeyAssign.STKEYASSIGN stkeyassign40 = stkeyassign63;
\r
2623 stkeyassign40.入力デバイス = E入力デバイス.MIDI入力;
\r
2624 stkeyassign40.ID = 0;
\r
2625 stkeyassign40.コード = 0x5c;
\r
2626 stkeyassignArray[ 2 ] = stkeyassign40;
\r
2627 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2628 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2629 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2630 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2631 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2632 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2633 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2634 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2635 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2636 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2637 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2638 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2639 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2640 this.KeyAssign.Drums.HHO = stkeyassignArray;
\r
2641 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2642 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2643 CKeyAssign.STKEYASSIGN stkeyassign41 = stkeyassign63;
\r
2644 stkeyassign41.入力デバイス = E入力デバイス.キーボード;
\r
2645 stkeyassign41.ID = 0;
\r
2646 stkeyassign41.コード = 20;
\r
2647 stkeyassignArray[ 0 ] = stkeyassign41;
\r
2648 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2649 CKeyAssign.STKEYASSIGN stkeyassign42 = stkeyassign63;
\r
2650 stkeyassign42.入力デバイス = E入力デバイス.MIDI入力;
\r
2651 stkeyassign42.ID = 0;
\r
2652 stkeyassign42.コード = 0x33;
\r
2653 stkeyassignArray[ 1 ] = stkeyassign42;
\r
2654 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2655 CKeyAssign.STKEYASSIGN stkeyassign43 = stkeyassign63;
\r
2656 stkeyassign43.入力デバイス = E入力デバイス.MIDI入力;
\r
2657 stkeyassign43.ID = 0;
\r
2658 stkeyassign43.コード = 0x35;
\r
2659 stkeyassignArray[ 2 ] = stkeyassign43;
\r
2660 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2661 CKeyAssign.STKEYASSIGN stkeyassign44 = stkeyassign63;
\r
2662 stkeyassign44.入力デバイス = E入力デバイス.MIDI入力;
\r
2663 stkeyassign44.ID = 0;
\r
2664 stkeyassign44.コード = 0x3b;
\r
2665 stkeyassignArray[ 3 ] = stkeyassign44;
\r
2666 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2667 CKeyAssign.STKEYASSIGN stkeyassign45 = stkeyassign63;
\r
2668 stkeyassign45.入力デバイス = E入力デバイス.MIDI入力;
\r
2669 stkeyassign45.ID = 0;
\r
2670 stkeyassign45.コード = 0x59;
\r
2671 stkeyassignArray[ 4 ] = stkeyassign45;
\r
2672 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2673 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2674 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2675 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2676 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2677 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2678 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2679 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2680 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2681 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2682 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2683 this.KeyAssign.Drums.RD = stkeyassignArray;
\r
2684 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2685 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2686 CKeyAssign.STKEYASSIGN stkeyassign46 = stkeyassign63;
\r
2687 stkeyassign46.入力デバイス = E入力デバイス.キーボード;
\r
2688 stkeyassign46.ID = 0;
\r
2689 stkeyassign46.コード = 0x1a;
\r
2690 stkeyassignArray[ 0 ] = stkeyassign46;
\r
2691 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2692 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2693 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2694 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2695 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2696 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2697 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2698 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2699 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2700 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2701 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2702 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2703 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2704 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2705 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2706 this.KeyAssign.Drums.LC = stkeyassignArray;
\r
2707 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2708 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2709 CKeyAssign.STKEYASSIGN stkeyassign47 = stkeyassign63;
\r
2710 stkeyassign47.入力デバイス = E入力デバイス.キーボード;
\r
2711 stkeyassign47.ID = 0;
\r
2712 stkeyassign47.コード = 0x37;
\r
2713 stkeyassignArray[ 0 ] = stkeyassign47;
\r
2714 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2715 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2716 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2717 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2718 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2719 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2720 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2721 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2722 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2723 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2724 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2725 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2726 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2727 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2728 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2729 this.KeyAssign.Guitar.R = stkeyassignArray;
\r
2730 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2731 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2732 CKeyAssign.STKEYASSIGN stkeyassign48 = stkeyassign63;
\r
2733 stkeyassign48.入力デバイス = E入力デバイス.キーボード;
\r
2734 stkeyassign48.ID = 0;
\r
2735 stkeyassign48.コード = 0x38;
\r
2736 stkeyassignArray[ 0 ] = stkeyassign48;
\r
2737 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2738 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2739 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2740 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2741 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2742 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2743 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2744 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2745 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2746 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2747 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2748 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2749 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2750 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2751 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2752 this.KeyAssign.Guitar.G = stkeyassignArray;
\r
2753 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2754 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2755 CKeyAssign.STKEYASSIGN stkeyassign49 = stkeyassign63;
\r
2756 stkeyassign49.入力デバイス = E入力デバイス.キーボード;
\r
2757 stkeyassign49.ID = 0;
\r
2758 stkeyassign49.コード = 0x39;
\r
2759 stkeyassignArray[ 0 ] = stkeyassign49;
\r
2760 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2761 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2762 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2763 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2764 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2765 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2766 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2767 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2768 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2769 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2770 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2771 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2772 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2773 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2774 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2775 this.KeyAssign.Guitar.B = stkeyassignArray;
\r
2776 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2777 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2778 CKeyAssign.STKEYASSIGN stkeyassign50 = stkeyassign63;
\r
2779 stkeyassign50.入力デバイス = E入力デバイス.キーボード;
\r
2780 stkeyassign50.ID = 0;
\r
2781 stkeyassign50.コード = 0x73;
\r
2782 stkeyassignArray[ 0 ] = stkeyassign50;
\r
2783 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2784 CKeyAssign.STKEYASSIGN stkeyassign51 = stkeyassign63;
\r
2785 stkeyassign51.入力デバイス = E入力デバイス.キーボード;
\r
2786 stkeyassign51.ID = 0;
\r
2787 stkeyassign51.コード = 0x2e;
\r
2788 stkeyassignArray[ 1 ] = stkeyassign51;
\r
2789 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2790 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2791 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2792 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2793 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2794 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2795 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2796 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2797 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2798 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2799 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2800 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2801 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2802 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2803 this.KeyAssign.Guitar.Pick = stkeyassignArray;
\r
2804 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2805 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2806 CKeyAssign.STKEYASSIGN stkeyassign52 = stkeyassign63;
\r
2807 stkeyassign52.入力デバイス = E入力デバイス.キーボード;
\r
2808 stkeyassign52.ID = 0;
\r
2809 stkeyassign52.コード = 0x74;
\r
2810 stkeyassignArray[ 0 ] = stkeyassign52;
\r
2811 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2812 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2813 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2814 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2815 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2816 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2817 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2818 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2819 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2820 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2821 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2822 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2823 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2824 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2825 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2826 this.KeyAssign.Guitar.Wail = stkeyassignArray;
\r
2827 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2828 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2829 CKeyAssign.STKEYASSIGN stkeyassign53 = stkeyassign63;
\r
2830 stkeyassign53.入力デバイス = E入力デバイス.キーボード;
\r
2831 stkeyassign53.ID = 0;
\r
2832 stkeyassign53.コード = 0x3d;
\r
2833 stkeyassignArray[ 0 ] = stkeyassign53;
\r
2834 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2835 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2836 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2837 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2838 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2839 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2840 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2841 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2842 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2843 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2844 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2845 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2846 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2847 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2848 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2849 this.KeyAssign.Guitar.Cancel = stkeyassignArray;
\r
2850 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2851 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2852 CKeyAssign.STKEYASSIGN stkeyassign54 = stkeyassign63;
\r
2853 stkeyassign54.入力デバイス = E入力デバイス.キーボード;
\r
2854 stkeyassign54.ID = 0;
\r
2855 stkeyassign54.コード = 60;
\r
2856 stkeyassignArray[ 0 ] = stkeyassign54;
\r
2857 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2858 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2859 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2860 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2861 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2862 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2863 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2864 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2865 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2866 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2867 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2868 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2869 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2870 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2871 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2872 this.KeyAssign.Guitar.Decide = stkeyassignArray;
\r
2873 stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };
\r
2874 this.KeyAssign.Guitar[ 7 ] = stkeyassignArray;
\r
2875 stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };
\r
2876 this.KeyAssign.Guitar[ 8 ] = stkeyassignArray;
\r
2877 stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };
\r
2878 this.KeyAssign.Guitar[ 9 ] = stkeyassignArray;
\r
2879 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2880 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2881 CKeyAssign.STKEYASSIGN stkeyassign55 = stkeyassign63;
\r
2882 stkeyassign55.入力デバイス = E入力デバイス.キーボード;
\r
2883 stkeyassign55.ID = 0;
\r
2884 stkeyassign55.コード = 90;
\r
2885 stkeyassignArray[ 0 ] = stkeyassign55;
\r
2886 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2887 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2888 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2889 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2890 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2891 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2892 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2893 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2894 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2895 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2896 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2897 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2898 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2899 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2900 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2901 this.KeyAssign.Bass.R = stkeyassignArray;
\r
2902 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2903 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2904 CKeyAssign.STKEYASSIGN stkeyassign56 = stkeyassign63;
\r
2905 stkeyassign56.入力デバイス = E入力デバイス.キーボード;
\r
2906 stkeyassign56.ID = 0;
\r
2907 stkeyassign56.コード = 0x5b;
\r
2908 stkeyassignArray[ 0 ] = stkeyassign56;
\r
2909 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2910 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2911 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2912 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2913 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2914 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2915 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2916 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2917 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2918 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2919 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2920 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2921 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2922 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2923 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2924 this.KeyAssign.Bass.G = stkeyassignArray;
\r
2925 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2926 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2927 CKeyAssign.STKEYASSIGN stkeyassign57 = stkeyassign63;
\r
2928 stkeyassign57.入力デバイス = E入力デバイス.キーボード;
\r
2929 stkeyassign57.ID = 0;
\r
2930 stkeyassign57.コード = 0x5c;
\r
2931 stkeyassignArray[ 0 ] = stkeyassign57;
\r
2932 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2933 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2934 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2935 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2936 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2937 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2938 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2939 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2940 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2941 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2942 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2943 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2944 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2945 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2946 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2947 this.KeyAssign.Bass.B = stkeyassignArray;
\r
2948 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2949 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2950 CKeyAssign.STKEYASSIGN stkeyassign58 = stkeyassign63;
\r
2951 stkeyassign58.入力デバイス = E入力デバイス.キーボード;
\r
2952 stkeyassign58.ID = 0;
\r
2953 stkeyassign58.コード = 0x67;
\r
2954 stkeyassignArray[ 0 ] = stkeyassign58;
\r
2955 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2956 CKeyAssign.STKEYASSIGN stkeyassign59 = stkeyassign63;
\r
2957 stkeyassign59.入力デバイス = E入力デバイス.キーボード;
\r
2958 stkeyassign59.ID = 0;
\r
2959 stkeyassign59.コード = 100;
\r
2960 stkeyassignArray[ 1 ] = stkeyassign59;
\r
2961 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2962 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2963 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2964 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2965 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2966 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2967 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2968 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2969 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2970 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2971 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2972 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2973 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2974 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2975 this.KeyAssign.Bass.Pick = stkeyassignArray;
\r
2976 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
2977 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
2978 CKeyAssign.STKEYASSIGN stkeyassign60 = stkeyassign63;
\r
2979 stkeyassign60.入力デバイス = E入力デバイス.キーボード;
\r
2980 stkeyassign60.ID = 0;
\r
2981 stkeyassign60.コード = 0x59;
\r
2982 stkeyassignArray[ 0 ] = stkeyassign60;
\r
2983 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2984 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2985 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2986 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2987 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2988 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2989 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2990 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2991 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2992 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2993 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2994 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2995 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2996 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2997 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
2998 this.KeyAssign.Bass.Wail = stkeyassignArray;
\r
2999 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
3000 stkeyassign63 = new CKeyAssign.STKEYASSIGN();
\r
3001 CKeyAssign.STKEYASSIGN stkeyassign61 = stkeyassign63;
\r
3002 stkeyassign61.入力デバイス = E入力デバイス.キーボード;
\r
3003 stkeyassign61.ID = 0;
\r
3004 stkeyassign61.コード = 0x61;
\r
3005 stkeyassignArray[ 0 ] = stkeyassign61;
\r
3006 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3007 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3008 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3009 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3010 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3011 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3012 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3013 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3014 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3015 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3016 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3017 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3018 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3019 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3020 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3021 this.KeyAssign.Bass.Cancel = stkeyassignArray;
\r
3022 stkeyassignArray = new CKeyAssign.STKEYASSIGN[ 0x10 ];
\r
3023 CKeyAssign.STKEYASSIGN stkeyassign62 = new CKeyAssign.STKEYASSIGN();
\r
3024 stkeyassign62.入力デバイス = E入力デバイス.キーボード;
\r
3025 stkeyassign62.ID = 0;
\r
3026 stkeyassign62.コード = 0x60;
\r
3027 stkeyassignArray[ 0 ] = stkeyassign62;
\r
3028 stkeyassignArray[ 1 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3029 stkeyassignArray[ 2 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3030 stkeyassignArray[ 3 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3031 stkeyassignArray[ 4 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3032 stkeyassignArray[ 5 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3033 stkeyassignArray[ 6 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3034 stkeyassignArray[ 7 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3035 stkeyassignArray[ 8 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3036 stkeyassignArray[ 9 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3037 stkeyassignArray[ 10 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3038 stkeyassignArray[ 11 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3039 stkeyassignArray[ 12 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3040 stkeyassignArray[ 13 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3041 stkeyassignArray[ 14 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3042 stkeyassignArray[ 15 ] = new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 );
\r
3043 this.KeyAssign.Bass.Decide = stkeyassignArray;
\r
3044 stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };
\r
3045 this.KeyAssign.Bass[ 7 ] = stkeyassignArray;
\r
3046 stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };
\r
3047 this.KeyAssign.Bass[ 8 ] = stkeyassignArray;
\r
3048 stkeyassignArray = new CKeyAssign.STKEYASSIGN[] { new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ), new CKeyAssign.STKEYASSIGN( E入力デバイス.不明, 0, 0 ) };
\r
3049 this.KeyAssign.Bass[ 9 ] = stkeyassignArray;
\r
3051 //-----------------
\r