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Merge branch 'feature/37178_プロジェクトとソリューションファイルの英語化' into develop
[dtxmania/dtxmania.git] / DTXMania / コード / ステージ / 05.選曲 / CActSelectステータスパネル.cs
diff --git a/DTXMania/コード/ステージ/05.選曲/CActSelectステータスパネル.cs b/DTXMania/コード/ステージ/05.選曲/CActSelectステータスパネル.cs
new file mode 100644 (file)
index 0000000..bd96dc5
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@@ -0,0 +1,522 @@
+using System;
+using System.Collections.Generic;
+using System.Text;
+using System.Runtime.InteropServices;
+using System.Drawing;
+using FDK;
+
+namespace DTXMania
+{
+       internal class CActSelectステータスパネル : CActivity
+       {
+               // メソッド
+
+               public CActSelectステータスパネル()
+               {
+                       base.b活性化してない = true;
+               }
+               public void t選択曲が変更された()
+               {
+                       C曲リストノード c曲リストノード = CDTXMania.Instance.stage選曲.r現在選択中の曲;
+                       Cスコア cスコア = CDTXMania.Instance.stage選曲.r現在選択中のスコア;
+                       if ((c曲リストノード != null) && (cスコア != null))
+                       {
+                               this.n現在選択中の曲の難易度 = CDTXMania.Instance.stage選曲.n現在選択中の曲の難易度;
+                               for (EPart i = EPart.Drums; i <= EPart.Bass; i++)
+                               {
+                                       int nLevel = cスコア.譜面情報.レベル[i];
+                                       if (nLevel < 0)
+                                       {
+                                               nLevel = 0;
+                                       }
+                                       if (nLevel > 99)
+                                       {
+                                               nLevel = 99;
+                                       }
+                                       this.n現在選択中の曲のレベル[i] = nLevel;
+                                       this.n現在選択中の曲の最高ランク[i] = cスコア.譜面情報.最大ランク[i];
+                                       this.b現在選択中の曲がフルコンボ[i] = cスコア.譜面情報.フルコンボ[i];
+                                       this.db現在選択中の曲の最高スキル値[i] = cスコア.譜面情報.最大スキル[i];
+                               }
+                               for (int i = 0; i < 5; i++)
+                               {
+                                       this.str難易度ラベル[i] = c曲リストノード.ar難易度ラベル[i];
+                               }
+                               if (this.r直前の曲 != c曲リストノード)
+                               {
+                                       this.n難易度開始文字位置 = 0;
+                               }
+                               this.r直前の曲 = c曲リストノード;
+                       }
+               }
+
+
+               // CActivity 実装
+
+               public override void On活性化()
+               {
+                       this.n本体X = (int)(3 * Scale.X);
+                       this.n本体Y = (int)(0x15d * Scale.Y);
+                       this.n現在選択中の曲の難易度 = 0;
+                       for (EPart i = EPart.Drums; i <= EPart.Bass; i++)
+                       {
+                               this.n現在選択中の曲のレベル[i] = 0;
+                               this.n現在選択中の曲の最高ランク[i] = CScoreIni.ERANK.UNKNOWN;
+                               this.b現在選択中の曲がフルコンボ[i] = false;
+                               this.db現在選択中の曲の最高スキル値[i] = 0.0;
+                       }
+                       for (int j = 0; j < 5; j++)
+                       {
+                               this.str難易度ラベル[j] = "";
+                       }
+                       this.n難易度開始文字位置 = 0;
+                       this.r直前の曲 = null;
+                       base.On活性化();
+               }
+               public override void On非活性化()
+               {
+                       this.ct登場アニメ用 = null;
+                       this.ct難易度スクロール用 = null;
+                       this.ct難易度矢印用 = null;
+                       base.On非活性化();
+               }
+               public override void OnManagedリソースの作成()
+               {
+                       if (!base.b活性化してない)
+                       {
+                               this.txパネル本体 = TextureFactory.tテクスチャの生成(CSkin.Path(@"Graphics\ScreenSelect status panel.png"), true);
+                               this.txレベル数字 = TextureFactory.tテクスチャの生成(CSkin.Path(@"Graphics\ScreenSelect level numbers.png"), false);
+                               this.txスキルゲージ = TextureFactory.tテクスチャの生成(CSkin.Path(@"Graphics\ScreenSelect skill gauge.png"), false);
+                               this.txゲージ用数字他 = TextureFactory.tテクスチャの生成(CSkin.Path(@"Graphics\ScreenSelect skill number on gauge etc.png"), false);
+                               this.tx難易度用矢印 = TextureFactory.tテクスチャの生成(CSkin.Path(@"Graphics\ScreenSelect triangle arrow.png"), false);
+                               base.OnManagedリソースの作成();
+                       }
+               }
+               public override void OnManagedリソースの解放()
+               {
+                       if (!base.b活性化してない)
+                       {
+                               TextureFactory.tテクスチャの解放(ref this.txパネル本体);
+                               TextureFactory.tテクスチャの解放(ref this.txレベル数字);
+                               TextureFactory.tテクスチャの解放(ref this.txスキルゲージ);
+                               TextureFactory.tテクスチャの解放(ref this.txゲージ用数字他);
+                               TextureFactory.tテクスチャの解放(ref this.tx難易度用矢印);
+                               base.OnManagedリソースの解放();
+                       }
+               }
+               public override int On進行描画()
+               {
+                       if (!base.b活性化してない)
+                       {
+                               #region [ 初めての進行描画 ]
+                               //-----------------
+                               if (base.b初めての進行描画)
+                               {
+                                       this.ct登場アニメ用 = new CCounter(0, 100, 5, CDTXMania.Instance.Timer);
+                                       this.ct難易度スクロール用 = new CCounter(0, 20, 1, CDTXMania.Instance.Timer);
+                                       this.ct難易度矢印用 = new CCounter(0, 5, 80, CDTXMania.Instance.Timer);
+                                       base.b初めての進行描画 = false;
+                               }
+                               //-----------------
+                               #endregion
+
+                               // 進行
+
+                               this.ct登場アニメ用.t進行();
+
+                               this.ct難易度スクロール用.t進行();
+                               if (this.ct難易度スクロール用.b終了値に達した)
+                               {
+                                       int num = this.n現在の難易度ラベルが完全表示されているかを調べてスクロール方向を返す();
+                                       if (num < 0)
+                                       {
+                                               this.n難易度開始文字位置--;
+                                       }
+                                       else if (num > 0)
+                                       {
+                                               this.n難易度開始文字位置++;
+                                       }
+                                       this.ct難易度スクロール用.n現在の値 = 0;
+                               }
+
+                               this.ct難易度矢印用.t進行Loop();
+
+                               // 描画
+
+                               #region [ パネル本体の描画 ]
+                               //-----------------
+                               if (this.txパネル本体 != null)
+                               {
+                                       if (this.ct登場アニメ用.b終了値に達した)
+                                       {
+                                               this.n本体X = (int)(3 * Scale.X);
+                                               this.n本体Y = (int)(0x15d * Scale.Y);
+                                       }
+                                       else
+                                       {
+                                               double num2 = ((double)((int)(100 * Scale.X) - this.ct登場アニメ用.n現在の値)) / 100.0;
+                                               double num3 = Math.Sin(Math.PI / 2 * num2);
+                                               this.n本体X = 3 - ((int)((this.txパネル本体.sz画像サイズ.Width * num3) * num3));
+                                               this.n本体Y = (int)(0x15d * Scale.Y);
+                                       }
+                                       this.txパネル本体.t2D描画(CDTXMania.Instance.Device, this.n本体X, this.n本体Y);
+                               }
+                               //-----------------
+                               #endregion
+
+                               #region [ 難易度文字列の描画 ]
+                               //-----------------
+
+                               #region [ chArray ← 難易度文字列を並べたもの、index ← その文字数 ]
+                               //-----------------
+                               char[] chArray = new char[0x100];
+                               C文字コンソール.Eフォント種別[] eフォント種別Array = new C文字コンソール.Eフォント種別[0x100];
+                               bool flag = false;
+                               bool flag2 = true;
+                               int index = 0;
+                               for (int i = 0; i < 5; i++)
+                               {
+                                       if ((this.str難易度ラベル[i] != null) && (this.str難易度ラベル[i].Length > 0))
+                                       {
+                                               string str = this.str難易度ラベル[i];
+                                               char[] chArray2 = new char[0x100];
+                                               int num6 = 0;
+                                               while ((num6 < 0xff) && (num6 < this.str難易度ラベル[i].Length))
+                                               {
+                                                       chArray2[num6] = str[num6];
+                                                       num6++;
+                                               }
+                                               chArray2[num6] = '\0';
+                                               if (!flag2)
+                                               {
+                                                       if (index < 0xff)
+                                                       {
+                                                               chArray[index] = ' ';
+                                                               eフォント種別Array[index] = C文字コンソール.Eフォント種別.白;
+                                                               index++;
+                                                       }
+                                                       if (index < 0xff)
+                                                       {
+                                                               chArray[index] = ' ';
+                                                               eフォント種別Array[index] = C文字コンソール.Eフォント種別.白;
+                                                               index++;
+                                                       }
+                                               }
+                                               flag2 = false;
+                                               num6 = 0;
+                                               while ((chArray2[num6] != '\0') && (index < 0xff))
+                                               {
+                                                       chArray[index] = chArray2[num6++];
+                                                       eフォント種別Array[index] = (this.n現在選択中の曲の難易度 == i) ? C文字コンソール.Eフォント種別.赤 : C文字コンソール.Eフォント種別.白;
+                                                       index++;
+                                               }
+                                               chArray[index] = '\0';
+                                       }
+                               }
+                               //-----------------
+                               #endregion
+
+                               if (index > 0)
+                               {
+                                       int x = this.n本体X + (int)(20 * Scale.X);
+                                       int y = this.n本体Y + (int)(0x10 * Scale.Y);
+                                       index = this.n難易度開始文字位置;
+                                       flag = true;
+                                       while (index < (this.n難易度開始文字位置 + 55))   // 0x24 -> 55
+                                       {
+                                               CDTXMania.Instance.act文字コンソール.tPrint(
+                                                       x,
+                                                       y + 5,
+                                                       eフォント種別Array[index],
+                                                       chArray[index].ToString()
+                                               );
+                                               x += 8 * 2;
+                                               index++;
+                                               if (chArray[index] == '\0')
+                                               {
+                                                       flag = false;
+                                                       break;
+                                               }
+                                       }
+                                       if (this.n難易度開始文字位置 > 0)
+                                       {
+                                               int num9 = (this.n本体X + (int)(12 * Scale.X)) - (int)(this.ct難易度矢印用.n現在の値 * Scale.X);
+                                               int num10 = (this.n本体Y + (int)(0x10 * Scale.Y)) + (int)(5 * Scale.Y);
+                                               if (this.tx難易度用矢印 != null)
+                                               {
+                                                       this.tx難易度用矢印.t2D描画(CDTXMania.Instance.Device, num9, num10, new Rectangle(0, 0, (int)(8 * Scale.X), (int)(0x10 * Scale.Y)));
+                                               }
+                                       }
+                                       if (flag)
+                                       {
+                                               int num11 = ((this.n本体X + (int)(20 * Scale.X)) + (int)(0x120 * Scale.X)) + (int)(this.ct難易度矢印用.n現在の値 * Scale.Y);
+                                               int num12 = (this.n本体Y + (int)(0x10 * Scale.Y)) + (int)(5 * Scale.Y);
+                                               if (this.tx難易度用矢印 != null)
+                                               {
+                                                       this.tx難易度用矢印.t2D描画(CDTXMania.Instance.Device, num11, num12, new Rectangle((int)(8 * Scale.X), 0, (int)(8 * Scale.X), (int)(0x10 * Scale.Y)));
+                                               }
+                                       }
+                               }
+                               //-----------------
+                               #endregion
+
+                               Cスコア cスコア = CDTXMania.Instance.stage選曲.r現在選択中のスコア;
+
+                               #region [ 選択曲の Lv の描画 ]
+                               //-----------------
+                               if ((cスコア != null) && (this.txレベル数字 != null))
+                               {
+                                       for (EPart i = EPart.Drums; i <= EPart.Bass; i++)
+                                       {
+                                               Rectangle rect十の位;
+                                               Rectangle rect一の位;
+                                               int nDispPosX = this.n本体X + (int)(66 * Scale.X);
+                                               int nDispPosY = this.n本体Y + (int)(50 * Scale.Y) + CDTXMania.Instance.Coordinates.OffsetGuitarBassSwap[(CDTXMania.Instance.ConfigIni.bIsSwappedGuitarBass ? 1 : 0)][i].Y;
+                                               int nLevel = this.n現在選択中の曲のレベル[i];
+                                               if (nLevel < 0)
+                                               {
+                                                       nLevel = 0;
+                                               }
+                                               else if (nLevel > 99)
+                                               {
+                                                       nLevel = 99;
+                                               }
+                                               // Lv25刻みで、白→オレンジ→黄色→赤、と色を変える
+                                               // 
+                                               int nRectOffsetX = ((nLevel / 25) < 2) ? (int)(64 * Scale.X) : 0;
+                                               int nRectOffsetY = (((nLevel / 25) % 2) == 0) ? (int)(64 * Scale.Y) : 0;
+                                               if (nLevel == 0)
+                                               {
+                                                       rect十の位 = this.rc数字[11];    // "--"
+                                                       rect一の位 = this.rc数字[11];    // "-- "
+                                               }
+                                               else if (cスコア.譜面情報.レベルを非表示にする)
+                                               {
+                                                       rect十の位 = this.rc数字[10];    // "?"
+                                                       rect一の位 = this.rc数字[10];    // "?"
+                                               }
+                                               else
+                                               {
+                                                       rect十の位 = this.rc数字[nLevel / 10];
+                                                       rect一の位 = this.rc数字[nLevel % 10];
+                                               }
+                                               rect十の位.X += nRectOffsetX;
+                                               rect十の位.Y += nRectOffsetY;
+                                               rect一の位.X += nRectOffsetX;
+                                               rect一の位.Y += nRectOffsetY;
+                                               this.txレベル数字.t2D描画(CDTXMania.Instance.Device, nDispPosX, nDispPosY, rect十の位);
+                                               this.txレベル数字.t2D描画(CDTXMania.Instance.Device, nDispPosX + (int)(13 * Scale.X), nDispPosY, rect一の位);
+                                       }
+                               }
+                               //-----------------
+                               #endregion
+                               #region [ 選択曲の 最高スキル値ゲージ+数値の描画 ]
+                               //-----------------
+                               for (EPart i = EPart.Drums; i <= EPart.Bass; i++)
+                               {
+                                       if (this.n現在選択中の曲のレベル[i] != 0)
+                                       {
+                                               double dMaxSkill = this.db現在選択中の曲の最高スキル値[i];
+                                               if (dMaxSkill != 0.0)
+                                               {
+                                                       int nDispPosX = this.n本体X + (int)(100 * Scale.X);
+                                                       int nDispPosY = this.n本体Y + (int)(53 * Scale.Y) + +CDTXMania.Instance.Coordinates.OffsetGuitarBassSwap[(CDTXMania.Instance.ConfigIni.bIsSwappedGuitarBass ? 1 : 0)][i].Y;
+                                                       this.txスキルゲージ.t2D描画(CDTXMania.Instance.Device, nDispPosX, nDispPosY,
+                                                                                                               new Rectangle(0, 0, (int)(170.0 * Scale.X * dMaxSkill / 100.0), (int)(10 * Scale.Y)));
+                                               }
+                                               string sMaxSkillString = dMaxSkill.ToString("##0.00");
+                                               int nMaxSkillStringWidth = 0;
+                                               foreach (char ch in sMaxSkillString)
+                                               {
+                                                       for (int j = 0; j < 12; j++)
+                                                       {
+                                                               if (ch == this.st数字[j].ch)
+                                                               {
+                                                                       nMaxSkillStringWidth += this.st数字[j].rc.Width - 1;
+                                                                       break;
+                                                               }
+                                                       }
+                                               }
+                                               int x = this.n本体X + (int)(182 * Scale.X) - nMaxSkillStringWidth / 2;
+                                               int y = this.n本体Y + (int)(53 * Scale.Y) + +CDTXMania.Instance.Coordinates.OffsetGuitarBassSwap[(CDTXMania.Instance.ConfigIni.bIsSwappedGuitarBass ? 1 : 0)][i].Y;
+                                               foreach (char ch in sMaxSkillString)
+                                               {
+                                                       for (int j = 0; j < 12; j++)
+                                                       {
+                                                               if (ch == this.st数字[j].ch)
+                                                               {
+                                                                       if (this.txゲージ用数字他 != null)
+                                                                       {
+                                                                               this.txゲージ用数字他.t2D描画(CDTXMania.Instance.Device, x, y, this.st数字[j].rc);
+                                                                       }
+                                                                       x += this.st数字[j].rc.Width - 1;
+                                                                       break;
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       else
+                                       {
+                                               int x = this.n本体X + (int)((182 - 20) * Scale.X);
+                                               int y = this.n本体Y + (int)(53 * Scale.Y) + +CDTXMania.Instance.Coordinates.OffsetGuitarBassSwap[(CDTXMania.Instance.ConfigIni.bIsSwappedGuitarBass ? 1 : 0)][i].Y;
+                                               if (this.txゲージ用数字他 != null)
+                                               {
+                                                       this.txゲージ用数字他.t2D描画(CDTXMania.Instance.Device, x, y, new Rectangle(0, (int)(22 * Scale.Y), (int)(42 * Scale.X), (int)(10 * Scale.Y)));
+                                               }
+                                       }
+                               }
+                               //-----------------
+                               #endregion
+                               #region [ 選択曲の 最高ランクの描画 ]
+                               //-----------------
+                               for (EPart i = EPart.Drums; i <= EPart.Bass; i++)
+                               {
+                                       CScoreIni.ERANK nMaxRank = this.n現在選択中の曲の最高ランク[i];
+                                       if (nMaxRank != CScoreIni.ERANK.UNKNOWN)
+                                       {
+                                               int x = this.n本体X + (int)(278 * Scale.X);
+                                               int y = this.n本体Y + (int)(55 * Scale.Y) + +CDTXMania.Instance.Coordinates.OffsetGuitarBassSwap[(CDTXMania.Instance.ConfigIni.bIsSwappedGuitarBass ? 1 : 0)][i].Y;
+                                               if (this.txゲージ用数字他 != null)
+                                               {
+                                                       this.txゲージ用数字他.t2D描画(CDTXMania.Instance.Device, x, y, this.rcランク[(int)nMaxRank]);
+                                               }
+                                       }
+                               }
+                               //-----------------
+                               #endregion
+                               #region [ 選択曲の FullCombo の 描画 ]
+                               //-----------------
+                               Rectangle rectFullCombo = new Rectangle((int)(30 * Scale.X), (int)(32 * Scale.Y), (int)(30 * Scale.X), (int)(16 * Scale.Y));
+                               for (EPart i = EPart.Drums; i <= EPart.Bass; i++)
+                               {
+                                       if (this.b現在選択中の曲がフルコンボ[i])
+                                       {
+                                               int x = this.n本体X + (int)(290 * Scale.X);
+                                               int y = this.n本体Y + (int)(53 * Scale.Y) + +CDTXMania.Instance.Coordinates.OffsetGuitarBassSwap[(CDTXMania.Instance.ConfigIni.bIsSwappedGuitarBass ? 1 : 0)][i].Y;
+                                               if (this.txゲージ用数字他 != null)
+                                               {
+                                                       this.txゲージ用数字他.t2D描画(CDTXMania.Instance.Device, x, y, rectFullCombo);
+                                               }
+                                       }
+                               }
+                               //-----------------
+                               #endregion
+                       }
+                       return 0;
+               }
+
+
+               // その他
+
+               #region [ private ]
+               //-----------------
+               [StructLayout(LayoutKind.Sequential)]
+               private struct ST数字
+               {
+                       public char ch;
+                       public Rectangle rc;
+                       public ST数字(char ch, Rectangle rc)
+                       {
+                               this.ch = ch;
+                               this.rc = rc;
+                       }
+               }
+
+               private STDGBSValue<bool> b現在選択中の曲がフルコンボ;
+               private CCounter ct登場アニメ用;
+               private CCounter ct難易度スクロール用;
+               private CCounter ct難易度矢印用;
+               private STDGBSValue<double> db現在選択中の曲の最高スキル値;
+               private STDGBSValue<int> n現在選択中の曲のレベル;
+               private STDGBSValue<CScoreIni.ERANK> n現在選択中の曲の最高ランク;
+               private int n現在選択中の曲の難易度;
+               private int n難易度開始文字位置;
+               private const int n難易度表示可能文字数 = 0x24;
+               private int n本体X;
+               private int n本体Y;
+               private readonly Rectangle[] rcランク = new Rectangle[] {
+                       new Rectangle( (int)(0 * Scale.X), (int)(0x20 * Scale.Y), (int)(10 * Scale.X), (int)(10 * Scale.Y) ),
+                       new Rectangle( (int)(10 * Scale.X), (int)(0x20 * Scale.Y), (int)(10 * Scale.X), (int)(10 * Scale.Y) ),
+                       new Rectangle( (int)(20 * Scale.X), (int)(0x20 * Scale.Y), (int)(10 * Scale.X), (int)(10 * Scale.Y) ),
+                       new Rectangle( (int)(0 * Scale.X), (int)(0x2a * Scale.Y), (int)(10 * Scale.X), (int)(10 * Scale.Y) ),
+                       new Rectangle( (int)(10 * Scale.X), (int)(0x2a * Scale.Y), (int)(10 * Scale.X), (int)(10 * Scale.Y) ),
+                       new Rectangle( (int)(20 * Scale.X), (int)(0x2a * Scale.Y), (int)(10 * Scale.X), (int)(10 * Scale.Y) ),
+                       new Rectangle( (int)(0 * Scale.X), (int)(0x34 * Scale.Y), (int)(10 * Scale.X), (int)(10 * Scale.Y) )
+               };
+               private readonly Rectangle[] rc数字 = new Rectangle[] {
+                       new Rectangle( (int)(0 * Scale.X), (int)(0 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(15 * Scale.X), (int)(0 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(30 * Scale.X), (int)(0 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(0x2d * Scale.X), (int)(0 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(0 * Scale.X), (int)(0x13 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(15 * Scale.X), (int)(0x13 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(30 * Scale.X), (int)(0x13 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(0x2d * Scale.X), (int)(0x13 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(0 * Scale.X), (int)(0x26 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(15 * Scale.X),(int)(0x26 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(30 * Scale.X), (int)(0x26 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) ),
+                       new Rectangle( (int)(0x2d * Scale.X), (int)(0x26 * Scale.Y), (int)(15 * Scale.X), (int)(0x13 * Scale.Y) )
+               };
+               private C曲リストノード r直前の曲;
+               private string[] str難易度ラベル = new string[] { "", "", "", "", "" };
+               private readonly ST数字[] st数字 = new ST数字[] {
+                       new ST数字( '0', new Rectangle( (int)(0 * Scale.X), (int)(0 * Scale.Y), (int)(8 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( '1', new Rectangle( (int)(8 * Scale.X), (int)(0 * Scale.Y), (int)(8 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( '2', new Rectangle( (int)(0x10 * Scale.X), (int)(0 * Scale.Y), (int)(8 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( '3', new Rectangle( (int)(0x18 * Scale.X), (int)(0 * Scale.Y), (int)(8 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( '4', new Rectangle( (int)(0x20 * Scale.X), (int)(0 * Scale.Y), (int)(8 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( '5', new Rectangle( (int)(40 * Scale.X), (int)(0 * Scale.Y), (int)(8 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( '6', new Rectangle( (int)(0 * Scale.X), (int)(11 * Scale.Y), (int)(8 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( '7', new Rectangle( (int)(8 * Scale.X), (int)(11 * Scale.Y), (int)(8 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( '8', new Rectangle( (int)(0x10 * Scale.X), (int)(11 * Scale.Y), (int)(8 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( '9', new Rectangle( (int)(0x18 * Scale.X), (int)(11 * Scale.Y), (int)(8 * Scale.X),(int)( 11 * Scale.Y) ) ),
+                       new ST数字( '.', new Rectangle( (int)(0x20 * Scale.X), (int)(11 * Scale.Y), (int)(4 * Scale.X), (int)(11 * Scale.Y) ) ),
+                       new ST数字( 'p', new Rectangle( (int)(0x24 * Scale.X), (int)(11 * Scale.Y), (int)(15 * Scale.X), (int)(11 * Scale.Y) ) )
+               };
+               private CTexture txゲージ用数字他;
+               private CTexture txスキルゲージ;
+               private CTexture txパネル本体;
+               private CTexture txレベル数字;
+               private CTexture tx難易度用矢印;
+
+               private int n現在の難易度ラベルが完全表示されているかを調べてスクロール方向を返す()
+               {
+                       int num = 0;
+                       int length = 0;
+                       for (int i = 0; i < 5; i++)
+                       {
+                               if ((this.str難易度ラベル[i] != null) && (this.str難易度ラベル[i].Length > 0))
+                               {
+                                       length = this.str難易度ラベル[i].Length;
+                               }
+                               if (this.n現在選択中の曲の難易度 == i)
+                               {
+                                       break;
+                               }
+                               if ((this.str難易度ラベル[i] != null) && (this.str難易度ラベル.Length > 0))
+                               {
+                                       num += length + 2;
+                               }
+                       }
+                       if (num >= (this.n難易度開始文字位置 + 55))  // 0x24 -> 55
+                       {
+                               return 1;
+                       }
+                       if ((num + length) <= this.n難易度開始文字位置)
+                       {
+                               return -1;
+                       }
+                       if (((num + length) - 1) >= (this.n難易度開始文字位置 + 55)) // 0x24 -> 55
+                       {
+                               return 1;
+                       }
+                       if (num < this.n難易度開始文字位置)
+                       {
+                               return -1;
+                       }
+                       return 0;
+               }
+               //-----------------
+               #endregion
+       }
+}