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authoryyagi <yyagi@16f42ceb-6dc6-49c8-ba94-f2d53467949d>
Thu, 10 Jul 2014 15:13:21 +0000 (15:13 +0000)
committeryyagi <yyagi@16f42ceb-6dc6-49c8-ba94-f2d53467949d>
Thu, 10 Jul 2014 15:13:21 +0000 (15:13 +0000)
#34026 取り急ぎ、スキンのデータを、#31820で作成したFullHD版に置き換えた。
#34026 続いて、ウインドウサイズの変更と、必要最小限のクラス追加(PrivateFont関連など)を実施。

git-svn-id: http://svn.osdn.jp/svnroot/dtxmania/trunk@737 16f42ceb-6dc6-49c8-ba94-f2d53467949d

198 files changed:
DTXManiaプロジェクト/DTXManiaプロジェクト.csproj
DTXManiaプロジェクト/コード/ステージ/07.演奏/CAct演奏判定ラインD.cs [new file with mode: 0644]
DTXManiaプロジェクト/コード/ステージ/07.演奏/C演奏判定ライン座標共通.cs [new file with mode: 0644]
DTXManiaプロジェクト/コード/ステージ/CDTXVmode.cs [new file with mode: 0644]
DTXManiaプロジェクト/コード/全体/CPreviewMagnifier.cs [new file with mode: 0644]
DTXManiaプロジェクト/コード/全体/CPrivateFastFont.cs [new file with mode: 0644]
DTXManiaプロジェクト/コード/全体/CPrivateFont.cs [new file with mode: 0644]
DTXManiaプロジェクト/コード/全体/CScale.cs [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/@むかしの。/オプションパネル.psd
DTXManiaプロジェクト/作成資料/@むかしの。/メモ/DTXManiaの構成.ppt
DTXManiaプロジェクト/作成資料/Console font 2 8x16.psd
DTXManiaプロジェクト/作成資料/Console font 8x16.psd
DTXManiaプロジェクト/作成資料/ScreenConfig NowEnumeratingSongs.psd
DTXManiaプロジェクト/作成資料/ScreenConfig background.PSD [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenConfig header panel.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenConfig hit key to assign dialog.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenNowLoading background.psd
DTXManiaプロジェクト/作成資料/ScreenNowLoading onpu.psd
DTXManiaプロジェクト/作成資料/ScreenOption triangle arrow.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenOption triangle arrow_org.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenPlay judge strings 1.psd
DTXManiaプロジェクト/作成資料/ScreenPlay judge strings 2.psd
DTXManiaプロジェクト/作成資料/ScreenPlay judge strings 3.psd
DTXManiaプロジェクト/作成資料/ScreenPlay score numbers.psd
DTXManiaプロジェクト/作成資料/ScreenPlay status panels left.psd
DTXManiaプロジェクト/作成資料/ScreenPlay status panels right.psd
DTXManiaプロジェクト/作成資料/ScreenPlay wailing bonus.psd
DTXManiaプロジェクト/作成資料/ScreenPlay wailing cursor.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenPlay wailing cursor_org.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenPlayDrums background.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenPlayDrums chips.psd
DTXManiaプロジェクト/作成資料/ScreenPlayDrums danger.psd
DTXManiaプロジェクト/作成資料/ScreenPlayDrums danger_org.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult fullcombo.psd
DTXManiaプロジェクト/作成資料/ScreenResult header panel.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult parameter numbers.psd
DTXManiaプロジェクト/作成資料/ScreenResult parameter panel.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult rankA.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult rankB.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult rankC.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult rankD.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult rankE.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult rankS.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult rankSS.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenResult song bar.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect bar box selected.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect bar box.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect bar other selected.PSD [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect bar other.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect bar score selected.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect bar score.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect header panel.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect information 1.psd
DTXManiaプロジェクト/作成資料/ScreenSelect information 1e.psd
DTXManiaプロジェクト/作成資料/ScreenSelect information 2.psd
DTXManiaプロジェクト/作成資料/ScreenSelect information 2e.psd
DTXManiaプロジェクト/作成資料/ScreenSelect level numbers.psd
DTXManiaプロジェクト/作成資料/ScreenSelect play history panel.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect popup auto settings.psd
DTXManiaプロジェクト/作成資料/ScreenSelect preimage panel.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect sensor light.psd
DTXManiaプロジェクト/作成資料/ScreenSelect sensor light_org.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect sensor.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenSelect skill number on gauge etc.psd
DTXManiaプロジェクト/作成資料/ScreenSelect skill number on list.psd
DTXManiaプロジェクト/作成資料/ScreenSelect status panel.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/ScreenTitle NowEnumeratingSongs.psd
DTXManiaプロジェクト/作成資料/ScreenTitle menu.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/タイトル画面.psd
DTXManiaプロジェクト/作成資料/曲名バー.psd [new file with mode: 0644]
DTXManiaプロジェクト/作成資料/終了画面.psd
DTXManiaプロジェクト/作成資料/起動画面.psd
DTXManiaプロジェクト/作成資料/選曲画面.psd
FDK17プロジェクト/コード/00.共通/CSendMessage.cs [new file with mode: 0644]
FDK17プロジェクト/コード/01.フレームワーク/Core/GameWindowSize.cs
実行時フォルダ(DTXCreator)/dll/FDK.dll
実行時フォルダ/DTXManiaGR.exe
実行時フォルダ/System/Default/Graphics/Console font 2 8x16.png
実行時フォルダ/System/Default/Graphics/Console font 8x16.png
実行時フォルダ/System/Default/Graphics/Screen option panels.png
実行時フォルダ/System/Default/Graphics/ScreenConfig NowEnumeratingSongs.png
実行時フォルダ/System/Default/Graphics/ScreenConfig background.jpg
実行時フォルダ/System/Default/Graphics/ScreenConfig footer panel.png
実行時フォルダ/System/Default/Graphics/ScreenConfig header panel.png
実行時フォルダ/System/Default/Graphics/ScreenConfig hit key to assign dialog.png
実行時フォルダ/System/Default/Graphics/ScreenConfig itembox other.png
実行時フォルダ/System/Default/Graphics/ScreenConfig itembox.png
実行時フォルダ/System/Default/Graphics/ScreenConfig menu cursor.png
実行時フォルダ/System/Default/Graphics/ScreenConfig triangle arrow.png
実行時フォルダ/System/Default/Graphics/ScreenExit background.jpg
実行時フォルダ/System/Default/Graphics/ScreenNowLoading background.jpg
実行時フォルダ/System/Default/Graphics/ScreenNowLoading onpu.png
実行時フォルダ/System/Default/Graphics/ScreenOption triangle arrow.png
実行時フォルダ/System/Default/Graphics/ScreenPlay RGB buttons.png
実行時フォルダ/System/Default/Graphics/ScreenPlay chip fire blue.png
実行時フォルダ/System/Default/Graphics/ScreenPlay chip fire green.png
実行時フォルダ/System/Default/Graphics/ScreenPlay chip fire red.png
実行時フォルダ/System/Default/Graphics/ScreenPlay graph.png
実行時フォルダ/System/Default/Graphics/ScreenPlay judge strings 1.png
実行時フォルダ/System/Default/Graphics/ScreenPlay judge strings 2.png
実行時フォルダ/System/Default/Graphics/ScreenPlay judge strings 3.png
実行時フォルダ/System/Default/Graphics/ScreenPlay lane flush blue reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlay lane flush blue.png
実行時フォルダ/System/Default/Graphics/ScreenPlay lane flush green reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlay lane flush green.png
実行時フォルダ/System/Default/Graphics/ScreenPlay lane flush red reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlay lane flush red.png
実行時フォルダ/System/Default/Graphics/ScreenPlay score numbers.png
実行時フォルダ/System/Default/Graphics/ScreenPlay stage failed.jpg
実行時フォルダ/System/Default/Graphics/ScreenPlay status panels left.png
実行時フォルダ/System/Default/Graphics/ScreenPlay status panels right.png
実行時フォルダ/System/Default/Graphics/ScreenPlay wailing bonus.png
実行時フォルダ/System/Default/Graphics/ScreenPlay wailing cursor.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums background.jpg
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums chip fire.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums chip star.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums chip wave.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums chip wave2.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums chips.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums combo drums.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums combo guitar.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums danger.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums gauge.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums hit-bar guitar.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums hit-bar.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush bass reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush bass.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush cymbal reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush cymbal.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush floortom reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush floortom.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush hihat reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush hihat.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush hitom reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush hitom.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush lowtom reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush lowtom.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush snare reverse.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane flush snare.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums lane parts guitar.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums pads flush.png
実行時フォルダ/System/Default/Graphics/ScreenPlayDrums pads.png
実行時フォルダ/System/Default/Graphics/ScreenPlayGuitar background.jpg
実行時フォルダ/System/Default/Graphics/ScreenPlayGuitar chips.png
実行時フォルダ/System/Default/Graphics/ScreenPlayGuitar danger.png
実行時フォルダ/System/Default/Graphics/ScreenPlayGuitar gauge.png
実行時フォルダ/System/Default/Graphics/ScreenPlayGuitar hit-bar.png
実行時フォルダ/System/Default/Graphics/ScreenResult background.jpg
実行時フォルダ/System/Default/Graphics/ScreenResult footer panel.png
実行時フォルダ/System/Default/Graphics/ScreenResult fullcombo.png
実行時フォルダ/System/Default/Graphics/ScreenResult header panel.png
実行時フォルダ/System/Default/Graphics/ScreenResult parameter numbers em.png
実行時フォルダ/System/Default/Graphics/ScreenResult parameter numbers.png
実行時フォルダ/System/Default/Graphics/ScreenResult parameter panel.png
実行時フォルダ/System/Default/Graphics/ScreenResult rank panel.png
実行時フォルダ/System/Default/Graphics/ScreenResult rank wave.png
実行時フォルダ/System/Default/Graphics/ScreenResult rankA.png
実行時フォルダ/System/Default/Graphics/ScreenResult rankB.png
実行時フォルダ/System/Default/Graphics/ScreenResult rankC.png
実行時フォルダ/System/Default/Graphics/ScreenResult rankD.png
実行時フォルダ/System/Default/Graphics/ScreenResult rankE.png
実行時フォルダ/System/Default/Graphics/ScreenResult rankS.png
実行時フォルダ/System/Default/Graphics/ScreenResult rankSS.png
実行時フォルダ/System/Default/Graphics/ScreenResult resultimage panel.png
実行時フォルダ/System/Default/Graphics/ScreenResult song bar.png
実行時フォルダ/System/Default/Graphics/ScreenSelect background.jpg
実行時フォルダ/System/Default/Graphics/ScreenSelect bar box selected.png
実行時フォルダ/System/Default/Graphics/ScreenSelect bar box.png
実行時フォルダ/System/Default/Graphics/ScreenSelect bar other selected.png
実行時フォルダ/System/Default/Graphics/ScreenSelect bar other.png
実行時フォルダ/System/Default/Graphics/ScreenSelect bar score selected.png
実行時フォルダ/System/Default/Graphics/ScreenSelect bar score.png
実行時フォルダ/System/Default/Graphics/ScreenSelect comment bar.png
実行時フォルダ/System/Default/Graphics/ScreenSelect footer panel.png
実行時フォルダ/System/Default/Graphics/ScreenSelect header panel.png
実行時フォルダ/System/Default/Graphics/ScreenSelect information 1.png
実行時フォルダ/System/Default/Graphics/ScreenSelect information 1e.png
実行時フォルダ/System/Default/Graphics/ScreenSelect information 2.png
実行時フォルダ/System/Default/Graphics/ScreenSelect information 2e.png
実行時フォルダ/System/Default/Graphics/ScreenSelect level numbers.png
実行時フォルダ/System/Default/Graphics/ScreenSelect play history panel.png
実行時フォルダ/System/Default/Graphics/ScreenSelect popup auto settings.png
実行時フォルダ/System/Default/Graphics/ScreenSelect preimage panel.png
実行時フォルダ/System/Default/Graphics/ScreenSelect scrollbar.png
実行時フォルダ/System/Default/Graphics/ScreenSelect sensor light.png
実行時フォルダ/System/Default/Graphics/ScreenSelect sensor.png
実行時フォルダ/System/Default/Graphics/ScreenSelect skill gauge.png
実行時フォルダ/System/Default/Graphics/ScreenSelect skill number on gauge etc.png
実行時フォルダ/System/Default/Graphics/ScreenSelect skill number on list.png
実行時フォルダ/System/Default/Graphics/ScreenSelect sort menu background.png
実行時フォルダ/System/Default/Graphics/ScreenSelect status panel.png
実行時フォルダ/System/Default/Graphics/ScreenSelect triangle arrow.png
実行時フォルダ/System/Default/Graphics/ScreenSetup background.jpg
実行時フォルダ/System/Default/Graphics/ScreenTitle NowEnumeratingSongs.png
実行時フォルダ/System/Default/Graphics/ScreenTitle background.jpg
実行時フォルダ/System/Default/Graphics/ScreenTitle menu.png
実行時フォルダ/System/Default/Graphics/fonts/mplus-1p-heavy.ttf [new file with mode: 0644]
実行時フォルダ/dll/FDK.dll

index 091917f..6beab75 100644 (file)
     <Compile Include="コード\全体\CDTXMania.cs" />\r
     <Compile Include="コード\全体\CDTXVersion.cs" />\r
     <Compile Include="コード\全体\CPad.cs" />\r
+    <Compile Include="コード\全体\CPreviewMagnifier.cs" />\r
+    <Compile Include="コード\全体\CPrivateFastFont.cs" />\r
+    <Compile Include="コード\全体\CPrivateFont.cs" />\r
+    <Compile Include="コード\全体\CScale.cs" />\r
     <Compile Include="コード\全体\CSkin.cs" />\r
     <Compile Include="コード\全体\C定数.cs" />\r
     <Compile Include="コード\全体\C文字コンソール.cs" />\r
diff --git a/DTXManiaプロジェクト/コード/ステージ/07.演奏/CAct演奏判定ラインD.cs b/DTXManiaプロジェクト/コード/ステージ/07.演奏/CAct演奏判定ラインD.cs
new file mode 100644 (file)
index 0000000..224bee8
--- /dev/null
@@ -0,0 +1,87 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Text;\r
+using FDK;\r
+\r
+namespace DTXMania\r
+{\r
+       internal class CAct演奏スクロール速度 : CActivity\r
+       {\r
+               // プロパティ\r
+\r
+               public STDGBVALUE<double> db現在の譜面スクロール速度;\r
+\r
+\r
+               // コンストラクタ\r
+\r
+               public CAct演奏スクロール速度()\r
+               {\r
+                       base.b活性化してない = true;\r
+               }\r
+\r
+\r
+               // CActivity 実装\r
+\r
+               public override void On活性化()\r
+               {\r
+                       for( int i = 0; i < 3; i++ )\r
+                       {\r
+                               this.db現在の譜面スクロール速度[ i ] = (double) CDTXMania.ConfigIni.n譜面スクロール速度[ i ];\r
+                               this.n速度変更制御タイマ[ i ] = -1;\r
+                       }\r
+                       base.On活性化();\r
+               }\r
+               public override unsafe int On進行描画()\r
+               {\r
+                       if( !base.b活性化してない )\r
+                       {\r
+                               if( base.b初めての進行描画 )\r
+                               {\r
+                                       this.n速度変更制御タイマ.Drums = this.n速度変更制御タイマ.Guitar = this.n速度変更制御タイマ.Bass = CSound管理.rc演奏用タイマ.n現在時刻;\r
+                                       base.b初めての進行描画 = false;\r
+                               }\r
+                               long n現在時刻 = CSound管理.rc演奏用タイマ.n現在時刻;\r
+                               for( int i = 0; i < 3; i++ )\r
+                               {\r
+                                       const double db譜面スクロールスピード = (double) CDTXMania.ConfigIni.n譜面スクロール速度[ i ];\r
+                                       if( n現在時刻 < this.n速度変更制御タイマ[ i ] )\r
+                                       {\r
+                                               this.n速度変更制御タイマ[ i ] = n現在時刻;\r
+                                       }\r
+                                       while( ( n現在時刻 - this.n速度変更制御タイマ[ i ] ) >= 2 )\r
+                                       {\r
+                                               if( this.db現在の譜面スクロール速度[ i ] < db譜面スクロールスピード )                            // Config.iniのスクロール速度を変えると、それに追いつくように実画面のスクロール速度を変える\r
+                                               {\r
+                                                       this.db現在の譜面スクロール速度[ i ] += 0.012;\r
+\r
+                                                       if( this.db現在の譜面スクロール速度[ i ] > db譜面スクロールスピード )\r
+                                                       {\r
+                                                               this.db現在の譜面スクロール速度[ i ] = db譜面スクロールスピード;\r
+                                                       }\r
+                                               }\r
+                                               else if ( this.db現在の譜面スクロール速度[ i ] > db譜面スクロールスピード )\r
+                                               {\r
+                                                       this.db現在の譜面スクロール速度[ i ] -= 0.012;\r
+\r
+                                                       if( this.db現在の譜面スクロール速度[ i ] < db譜面スクロールスピード )\r
+                                                       {\r
+                                                               this.db現在の譜面スクロール速度[ i ] = db譜面スクロールスピード;\r
+                                                       }\r
+                                               }\r
+                                               this.n速度変更制御タイマ[ i ] += 2;\r
+                                       }\r
+                               }\r
+                       }\r
+                       return 0;\r
+               }\r
+\r
+\r
+               // その他\r
+\r
+               #region [ private ]\r
+               //-----------------\r
+               private STDGBVALUE<long> n速度変更制御タイマ;\r
+               //-----------------\r
+               #endregion\r
+       }\r
+}\r
diff --git a/DTXManiaプロジェクト/コード/ステージ/07.演奏/C演奏判定ライン座標共通.cs b/DTXManiaプロジェクト/コード/ステージ/07.演奏/C演奏判定ライン座標共通.cs
new file mode 100644 (file)
index 0000000..1a2cde1
--- /dev/null
@@ -0,0 +1,202 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Text;\r
+using System.Diagnostics;\r
+\r
+namespace DTXMania\r
+{\r
+       /// <summary>\r
+       /// 判定ライン関係の座標処理をまとめたクラス\r
+       /// </summary>\r
+       internal class C演奏判定ライン座標共通\r
+       {\r
+               /// <summary>\r
+               /// 判定ラインのy座標\r
+               /// </summary>\r
+               private STDGBVALUE<int>[,,] n判定ラインY座標元データ = null;                 // 補正無しの時の座標データ\r
+               private STDGBVALUE<int>[,,] n演奏RGBボタンY座標元データ = null;\r
+\r
+               /// <summary>\r
+               /// 表示位置の補正データ\r
+               /// 初期化は外部から行うこと。\r
+               /// </summary>\r
+               public STDGBVALUE<int> nJudgeLinePosY_delta;\r
+\r
+               /// <summary>\r
+               /// 判定ライン表示位置を、Vシリーズ互換にするかどうか。\r
+               /// 設定は外部から行うこと。\r
+               /// </summary>\r
+               public STDGBVALUE<E判定位置> n判定位置;\r
+\r
+               /// <summary>\r
+               /// コンストラクタ(座標値の初期化)\r
+               /// </summary>\r
+               public C演奏判定ライン座標共通()\r
+               {\r
+                       n判定ラインY座標元データ = new STDGBVALUE<int>[ 2, 2, 2 ];\r
+                       #region [ 判定ライン座標の初期化]\r
+                       // Normal, Drums画面, 判定ライン\r
+                       n判定ラインY座標元データ[ 0, 0, 0 ].Drums  = 0;              //未使用\r
+                       n判定ラインY座標元データ[ 0, 0, 0 ].Guitar = 95;\r
+                       n判定ラインY座標元データ[ 0, 0, 0 ].Bass   = 95;\r
+                       // Reverse, Drums画面, 判定ライン\r
+                       n判定ラインY座標元データ[ 1, 0, 0 ].Drums  = 0;              //未使用\r
+                       n判定ラインY座標元データ[ 1, 0, 0 ].Guitar = 374;\r
+                       n判定ラインY座標元データ[ 1, 0, 0 ].Bass   = 374;\r
+                       // Normal, Drums画面, Wailing枠\r
+                       n判定ラインY座標元データ[ 0, 0, 1 ].Drums  = 0;              //未使用\r
+                       n判定ラインY座標元データ[ 0, 0, 1 ].Guitar = 69;\r
+                       n判定ラインY座標元データ[ 0, 0, 1 ].Bass   = 69;\r
+                       // Reverse, Drums画面, Wailing枠\r
+                       n判定ラインY座標元データ[ 1, 0, 1 ].Drums  = 0;              //未使用\r
+                       n判定ラインY座標元データ[ 1, 0, 1 ].Guitar = 350;\r
+                       n判定ラインY座標元データ[ 1, 0, 1 ].Bass   = 350;\r
+\r
+                       // Normal, GR画面, 判定ライン\r
+                       n判定ラインY座標元データ[ 0, 1, 0 ].Drums  = 0;              //未使用\r
+                       n判定ラインY座標元データ[ 0, 1, 0 ].Guitar = 40;\r
+                       n判定ラインY座標元データ[ 0, 1, 0 ].Bass   = 40;\r
+                       // Reverse, GR画面, 判定ライン\r
+                       n判定ラインY座標元データ[ 1, 1, 0 ].Drums  = 0;              //未使用\r
+                       n判定ラインY座標元データ[ 1, 1, 0 ].Guitar = 369;\r
+                       n判定ラインY座標元データ[ 1, 1, 0 ].Bass   = 369;\r
+                       // Normal, GR画面, Wailing枠\r
+                       n判定ラインY座標元データ[ 0, 1, 1 ].Drums  = 0;              //未使用\r
+                       n判定ラインY座標元データ[ 0, 1, 1 ].Guitar = 11;\r
+                       n判定ラインY座標元データ[ 0, 1, 1 ].Bass   = 11;\r
+                       // Reverse, GR画面, Wailing枠\r
+                       n判定ラインY座標元データ[ 1, 1, 1 ].Drums  = 0;              //未使用\r
+                       n判定ラインY座標元データ[ 1, 1, 1 ].Guitar = 340;\r
+                       n判定ラインY座標元データ[ 1, 1, 1 ].Bass   = 340;\r
+                       #endregion\r
+\r
+                       n演奏RGBボタンY座標元データ = new STDGBVALUE<int>[ 2, 2, 2 ];\r
+                       #region [ RGBボタン座標の初期化]\r
+                       // Normal, Drums画面, RGBボタン\r
+                       n演奏RGBボタンY座標元データ[ 0, 0, 0 ].Drums  = 0;           // 未使用\r
+                       n演奏RGBボタンY座標元データ[ 0, 0, 0 ].Guitar = 57;\r
+                       n演奏RGBボタンY座標元データ[ 0, 0, 0 ].Bass   = 57;\r
+                       // Reverse, Drums画面, RGBボタン\r
+                       n演奏RGBボタンY座標元データ[ 1, 0, 0 ].Drums  = 0;           // 未使用\r
+                       n演奏RGBボタンY座標元データ[ 1, 0, 0 ].Guitar = 57;\r
+                       n演奏RGBボタンY座標元データ[ 1, 0, 0 ].Bass   = 57;\r
+                       // Normal, Drums画面, RGBボタン(Vシリーズ)\r
+                       n演奏RGBボタンY座標元データ[ 0, 0, 1 ].Drums  = 0;           // 未使用\r
+                       n演奏RGBボタンY座標元データ[ 0, 0, 1 ].Guitar = 107;\r
+                       n演奏RGBボタンY座標元データ[ 0, 0, 1 ].Bass   = 107;\r
+                       // Reverse, Drums画面, RGBボタン(Vシリーズ)\r
+                       n演奏RGBボタンY座標元データ[ 1, 0, 1 ].Drums  = 0;           // 未使用\r
+                       n演奏RGBボタンY座標元データ[ 1, 0, 1 ].Guitar = 107;\r
+                       n演奏RGBボタンY座標元データ[ 1, 0, 1 ].Bass   = 107;\r
+\r
+                       // Normal, GR画面, RGBボタン\r
+                       n演奏RGBボタンY座標元データ[ 0, 1, 0 ].Drums  = 0;           // 未使用\r
+                       n演奏RGBボタンY座標元データ[ 0, 1, 0 ].Guitar = 3;\r
+                       n演奏RGBボタンY座標元データ[ 0, 1, 0 ].Bass   = 3;\r
+                       // Reverse, GR画面, RGBボタン\r
+                       n演奏RGBボタンY座標元データ[ 1, 1, 0 ].Drums  = 0;           // 未使用\r
+                       n演奏RGBボタンY座標元データ[ 1, 1, 0 ].Guitar = 3;\r
+                       n演奏RGBボタンY座標元データ[ 1, 1, 0 ].Bass   = 3;\r
+                       // Normal, GR画面, RGBボタン(Vシリーズ)\r
+                       n演奏RGBボタンY座標元データ[ 0, 1, 1 ].Drums  = 0;           // 未使用\r
+                       n演奏RGBボタンY座標元データ[ 0, 1, 1 ].Guitar = 44;\r
+                       n演奏RGBボタンY座標元データ[ 0, 1, 1 ].Bass   = 44;\r
+                       // Reverse, GR画面, RGBボタン(Vシリーズ)\r
+                       n演奏RGBボタンY座標元データ[ 1, 1, 1 ].Drums  = 0;           // 未使用\r
+                       n演奏RGBボタンY座標元データ[ 1, 1, 1 ].Guitar = 44;\r
+                       n演奏RGBボタンY座標元データ[ 1, 1, 1 ].Bass   = 44;\r
+                       #endregion\r
+\r
+                       n判定位置 = new STDGBVALUE<E判定位置>();\r
+                       n判定位置.Drums  = E判定位置.標準;\r
+                       n判定位置.Guitar = E判定位置.標準;\r
+                       n判定位置.Bass   = E判定位置.標準;\r
+\r
+                       // 補正値は、Normal/Reverse, Drums/GR画面共通\r
+                       nJudgeLinePosY_delta.Drums  = 0;\r
+                       nJudgeLinePosY_delta.Guitar = 0;\r
+                       nJudgeLinePosY_delta.Bass   = 0;\r
+               }\r
+\r
+\r
+       \r
+               /// <summary>\r
+               /// 判定ラインのY座標を返す。とりあえずGuitar/Bassのみ対応。\r
+               /// </summary>\r
+               /// <param name="eInst">E楽器パート</param>\r
+               /// <param name="bGRmode">GRmodeか否か</param>\r
+               /// <param name="bReverse">Reverseか否か</param>\r
+               /// <returns></returns>\r
+               public int n判定ラインY座標( E楽器パート eInst, bool bGRmode, bool bReverse )\r
+               {\r
+                       return n判定ラインY座標( eInst, bGRmode, bReverse, false );\r
+               }\r
+\r
+               public int n判定ラインY座標( E楽器パート eInst, bool bGRmode, bool bReverse, bool bWailingFrame )\r
+               {\r
+                       return n判定ラインY座標( eInst, bGRmode, bReverse, bWailingFrame, false );\r
+               }\r
+\r
+               /// <summary>\r
+               /// 判定ラインのY座標を返す。とりあえずGuitar/Bassのみ対応。\r
+               /// </summary>\r
+               /// <param name="eInst">E楽器パート</param>\r
+               /// <param name="bGRmode">GRmodeか否か</param>\r
+               /// <param name="bReverse">Reverseか否か</param>\r
+               /// <param name="bWailingFrame">Wailing枠の座標か、判定ラインの座標か</param>\r
+               /// <param name="b補正あり">プレーヤーのライン表示位置補正情報を加えるかどうか</param>\r
+               /// <returns></returns>\r
+               public int n判定ラインY座標( E楽器パート eInst, bool bGRmode, bool bReverse, bool bWailingFrame, bool b補正あり )\r
+               {\r
+                       if ( eInst == E楽器パート.DRUMS )\r
+                       {\r
+                               throw new NotImplementedException();\r
+                       }\r
+                       else if ( eInst == E楽器パート.UNKNOWN )\r
+                       {\r
+                               throw new ArgumentOutOfRangeException();\r
+                       }\r
+                       else\r
+                       {\r
+                               int nReverse = bReverse ?      1 : 0;\r
+                               int nGRmode  = bGRmode ?       1 : 0;\r
+                               int nWailing = bWailingFrame ? 1 : 0;\r
+                               int nInst    = (int) eInst;\r
+                               int ret = this.n判定ラインY座標元データ[ nReverse, nGRmode, nWailing ][ nInst ];             // 補正無しの値\r
+                               if ( bReverse )\r
+                               {\r
+                                       if ( n判定位置[ nInst ] == E判定位置.Lower ) ret += 13;\r
+                                       if ( b補正あり )            ret += nJudgeLinePosY_delta[ nInst ];\r
+                               }\r
+                               else\r
+                               {\r
+                                       if ( n判定位置[ nInst ] == E判定位置.Lower ) ret += 52;\r
+                                       if ( b補正あり )            ret -= nJudgeLinePosY_delta[ nInst ];\r
+                               }\r
+                               return ret;\r
+                       }\r
+               }\r
+\r
+               public int n演奏RGBボタンY座標( E楽器パート eInst, bool bGRmode, bool bReverse )\r
+               {\r
+                       if ( eInst == E楽器パート.DRUMS )\r
+                       {\r
+                               throw new NotImplementedException();\r
+                       }\r
+                       else if ( eInst == E楽器パート.UNKNOWN )\r
+                       {\r
+                               throw new ArgumentOutOfRangeException();\r
+                       }\r
+                       else\r
+                       {\r
+                               int nInst    = (int) eInst;\r
+                               int nGRmode  = bGRmode ?  1 : 0;\r
+                               int nReverse = bReverse ? 1 : 0;\r
+                               int nVseries = (int) n判定位置[ nInst ];\r
+                               int ret = n演奏RGBボタンY座標元データ[ nReverse, nGRmode, nVseries ][ nInst ];               // 補正無しの値\r
+\r
+                               return ret;\r
+                       }\r
+               }\r
+       }\r
+}\r
diff --git a/DTXManiaプロジェクト/コード/ステージ/CDTXVmode.cs b/DTXManiaプロジェクト/コード/ステージ/CDTXVmode.cs
new file mode 100644 (file)
index 0000000..a8fa6cd
--- /dev/null
@@ -0,0 +1,414 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Text;\r
+using System.Diagnostics;\r
+using System.IO;\r
+using System.Threading;\r
+using FDK;\r
+\r
+\r
+namespace DTXMania\r
+{\r
+       public class CDTXVmode\r
+       {\r
+               public enum ECommand\r
+               {\r
+                       Stop,\r
+                       Play,\r
+                       Preview\r
+               }\r
+\r
+               /// <summary>\r
+               /// DTXVモードかどうか\r
+               /// </summary>\r
+               public bool Enabled\r
+               {\r
+                       get;\r
+                       set;\r
+               }\r
+\r
+               /// <summary>\r
+               /// プレビューサウンドの再生が発生した\r
+               /// </summary>\r
+               public bool Preview\r
+               {\r
+                       get;\r
+                       set;\r
+               }\r
+\r
+               /// <summary>\r
+               /// 外部から再指示が発生したか\r
+               /// </summary>\r
+               public bool Refreshed\r
+               {\r
+                       get;\r
+                       set;\r
+               }\r
+\r
+               /// <summary>\r
+               /// 演奏開始小節番号\r
+               /// </summary>\r
+               public int nStartBar\r
+               {\r
+                       get;\r
+                       set;\r
+               }\r
+\r
+               /// <summary>\r
+               /// DTXファイルの再読み込みが必要かどうか\r
+               /// </summary>\r
+               public bool NeedReload\r
+               {\r
+                       get;\r
+                       private set;\r
+//                     private set;    // 本来はprivate setにすべきだが、デバッグが簡単になるので、しばらくはprivateなしのままにする。\r
+               }\r
+\r
+               /// <summary>\r
+               /// DTXCからのコマンド\r
+               /// </summary>\r
+               public ECommand Command\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+\r
+               public ESoundDeviceType soundDeviceType\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               public int nASIOdevice\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               /// <summary>\r
+               /// 前回からサウンドデバイスが変更されたか\r
+               /// </summary>\r
+               public bool ChangedSoundDevice\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+\r
+               public string filename\r
+               {\r
+                       get\r
+                       {\r
+                               return last_path;\r
+                       }\r
+               }\r
+\r
+               public string previewFilename\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               public int previewVolume\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               public int previewPan\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               public bool GRmode\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               public bool lastGRmode\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               public bool TimeStretch\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               public bool lastTimeStretch\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               public bool VSyncWait\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+               public bool lastVSyncWait\r
+               {\r
+                       get;\r
+                       private set;\r
+               }\r
+\r
+\r
+               /// <summary>\r
+               /// コンストラクタ\r
+               /// </summary>\r
+               public CDTXVmode()\r
+               {\r
+                       this.last_path = "";\r
+                       this.last_timestamp = DateTime.MinValue;\r
+                       this.Enabled = false;\r
+                       this.nStartBar = 0;\r
+                       this.Refreshed = false;\r
+                       this.NeedReload = false;\r
+                       this.previewFilename = "";\r
+                       this.GRmode = false;\r
+                       this.lastGRmode = false;\r
+                       this.TimeStretch = false;\r
+                       this.lastTimeStretch = false;\r
+                       this.VSyncWait = true;\r
+                       this.lastVSyncWait = true;\r
+               }\r
+\r
+               /// <summary>\r
+               /// DTXファイルのリロードが必要かどうか判定する\r
+               /// </summary>\r
+               /// <param name="filename">DTXファイル名</param>\r
+               /// <returns>再読込が必要ならtrue</returns>\r
+               /// <remarks>プロパティNeedReloadにも結果が入る</remarks>\r
+               /// <remarks>これを呼び出すたびに、Refreshedをtrueにする</remarks>\r
+               /// <exception cref="FileNotFoundException"></exception>\r
+               public bool bIsNeedReloadDTX( string filename )\r
+               {\r
+                       if ( !File.Exists( filename ) )                 // 指定したファイルが存在しないなら例外終了\r
+                       {\r
+                               Trace.TraceError( "ファイルが見つかりません。({0})", filename );\r
+                               throw new FileNotFoundException();\r
+                               //return false;\r
+                       }\r
+\r
+                       this.Refreshed = true;\r
+\r
+                       // 前回とファイル名が異なるか、タイムスタンプが更新されているか、\r
+                       // GRmode等の設定を変更したなら、DTX要更新\r
+                       DateTime current_timestamp = File.GetLastWriteTime( filename );\r
+                       if ( last_path != filename || current_timestamp > last_timestamp ||\r
+                               this.lastGRmode != this.GRmode || this.lastTimeStretch != this.TimeStretch || this.lastVSyncWait != this.VSyncWait )\r
+                       {\r
+                               this.last_path = filename;\r
+                               this.last_timestamp = current_timestamp;\r
+                               this.lastGRmode = this.GRmode;\r
+                               this.lastTimeStretch = this.TimeStretch;\r
+                               this.lastVSyncWait = this.VSyncWait;\r
+\r
+                               this.NeedReload = true;\r
+                               return true;\r
+                       }\r
+                       this.NeedReload = false;\r
+                       return false;\r
+               }\r
+\r
+               /// <summary>\r
+               /// \r
+               /// </summary>\r
+               /// <param name="arg"></param>\r
+               /// <param name="nStartBar"></param>\r
+               /// <param name="command"></param>\r
+               /// <returns>DTXV用の引数であればtrue</returns>\r
+               /// <remarks>内部でEnabled, nStartBar, Command, NeedReload, filename, last_path, last_timestampを設定する</remarks>\r
+               public bool ParseArguments( string arg )\r
+               {\r
+                       bool ret = false, analyzing = true;\r
+                       this.nStartBar = 0;\r
+\r
+                       if ( arg != null ) \r
+                       {\r
+                               while ( analyzing )\r
+                               {\r
+                                       if ( arg == "" )\r
+                                       {\r
+                                               analyzing = false;\r
+                                       }\r
+                                       else if ( arg.StartsWith( "-V", StringComparison.OrdinalIgnoreCase ) )          // サウンド再生\r
+                                       {\r
+                                               // -Vvvv,ppp,"filename"の形式。 vvv=volume, ppp=pan.\r
+                                               this.Enabled = true;\r
+                                               this.Command = ECommand.Preview;\r
+                                               this.Refreshed = true;\r
+                                               ret = true;\r
+                                               arg = arg.Substring( 2 );\r
+\r
+                                               int pVol = arg.IndexOf( ',' );                                                                  //Trace.TraceInformation( "pVol=" + pVol );\r
+                                               string strVol = arg.Substring( 0, pVol );                                               //Trace.TraceInformation( "strVol=" + strVol );\r
+                                               this.previewVolume = Convert.ToInt32( strVol );                                 //Trace.TraceInformation( "previewVolume=" + previewVolume );\r
+                                               int pPan = arg.IndexOf( ',', pVol + 1 );                                                //Trace.TraceInformation( "pPan=" + pPan );\r
+                                               string strPan = arg.Substring( pVol + 1, pPan - pVol - 1 );             //Trace.TraceInformation( "strPan=" + strPan );\r
+                                               this.previewPan = Convert.ToInt32( strPan );                                    //Trace.TraceInformation( "previewPan=" + previewPan );\r
+\r
+                                               arg = arg.Substring( pPan + 1 );\r
+                                               arg = arg.Trim( new char[] { '\"' } );\r
+                                               this.previewFilename = arg;\r
+                                               analyzing = false;\r
+                                       }\r
+                                       // -S  -Nxxx  filename\r
+                                       else if ( arg.StartsWith( "-S", StringComparison.OrdinalIgnoreCase ) )          // DTXV再生停止\r
+                                       {\r
+                                               this.Enabled = true;\r
+                                               this.Command = ECommand.Stop;\r
+                                               this.Refreshed = true;\r
+                                               ret = true;\r
+                                               arg = arg.Substring( 2 );\r
+                                       }\r
+                                       else if ( arg.StartsWith( "-D", StringComparison.OrdinalIgnoreCase ) )\r
+                                       {\r
+                                               // -DW, -DA1など\r
+                                               arg = arg.Substring( 2 );       // -D を削除\r
+                                               switch ( arg[ 0 ] )\r
+                                               {\r
+                                                       #region [ DirectSound ]\r
+                                                       case 'D':\r
+                                                               if ( this.soundDeviceType != ESoundDeviceType.DirectSound )\r
+                                                               {\r
+                                                                       this.ChangedSoundDevice = true;\r
+                                                                       this.soundDeviceType = ESoundDeviceType.DirectSound;\r
+                                                               }\r
+                                                               else\r
+                                                               {\r
+                                                                       this.ChangedSoundDevice = false;\r
+                                                               }\r
+                                                               arg = arg.Substring( 1 );\r
+                                                               break;\r
+                                                       #endregion\r
+                                                       #region [ WASAPI ]\r
+                                                       case 'W':\r
+                                                               if ( this.soundDeviceType != ESoundDeviceType.ExclusiveWASAPI )\r
+                                                               {\r
+                                                                       this.ChangedSoundDevice = true;\r
+                                                                       this.soundDeviceType = ESoundDeviceType.ExclusiveWASAPI;\r
+                                                               }\r
+                                                               else\r
+                                                               {\r
+                                                                       this.ChangedSoundDevice = false;\r
+                                                               }\r
+                                                               arg = arg.Substring( 1 );\r
+                                                               break;\r
+                                                       #endregion\r
+                                                       #region [ ASIO ]\r
+                                                       case 'A':\r
+                                                               if ( this.soundDeviceType != ESoundDeviceType.ASIO )\r
+                                                               {\r
+                                                                       this.ChangedSoundDevice = true;\r
+                                                                       this.soundDeviceType = ESoundDeviceType.ASIO;\r
+                                                               }\r
+                                                               else\r
+                                                               {\r
+                                                                       this.ChangedSoundDevice = false;\r
+                                                               }\r
+                                                               arg = arg.Substring( 1 );\r
+\r
+                                                               int nAsioDev = 0, p = 0;\r
+                                                               while ( true )\r
+                                                               {\r
+                                                                       char c = arg[ 0 ];\r
+                                                                       if ( '0' <= c && c <= '9' )\r
+                                                                       {\r
+                                                                               nAsioDev *= 10;\r
+                                                                               nAsioDev += c - '0';\r
+                                                                               p++;\r
+                                                                               arg = arg.Substring( 1 );\r
+                                                                               continue;\r
+                                                                       }\r
+                                                                       else\r
+                                                                       {\r
+                                                                               break;\r
+                                                                       }\r
+                                                               }\r
+                                                               if ( this.nASIOdevice != nAsioDev )\r
+                                                               {\r
+                                                                       this.ChangedSoundDevice = true;\r
+                                                                       this.nASIOdevice = nAsioDev;\r
+                                                               }\r
+                                                               break;\r
+                                                       #endregion\r
+                                               }\r
+                                               #region [ GRmode, TimeStretch, VSyncWait ]\r
+                                               {\r
+                                                       // Reload判定は、-Nのところで行う\r
+                                                       this.GRmode =      ( arg[ 0 ] == 'Y' );\r
+                                                       this.TimeStretch = ( arg[ 1 ] == 'Y' );\r
+                                                       this.VSyncWait =   ( arg[ 2 ] == 'Y' );\r
+\r
+                                                       arg = arg.Substring( 3 );\r
+                                               }\r
+                                               #endregion\r
+                                       }\r
+                                       else if ( arg.StartsWith( "-N", StringComparison.OrdinalIgnoreCase ) )\r
+                                       {\r
+                                               this.Enabled = true;\r
+                                               this.Command = ECommand.Play;\r
+                                               ret = true;\r
+\r
+                                               arg = arg.Substring( 2 );                                       // "-N"を除去\r
+                                               string[] p = arg.Split( new char[] { ' ' } );\r
+                                               this.nStartBar = int.Parse( p[ 0 ] );                   // 再生開始小節\r
+                                               if ( this.nStartBar < 0 )\r
+                                               {\r
+                                                       this.nStartBar = -1;\r
+                                               }\r
+\r
+                                               int startIndex = arg.IndexOf( ' ' );\r
+                                               string filename = arg.Substring( startIndex + 1 );      // 再生ファイル名(フルパス) これで引数が終わっていることを想定\r
+                                               try\r
+                                               {\r
+                                                       filename = filename.Trim( new char[] { '\"' } );\r
+                                                       bIsNeedReloadDTX( filename );\r
+                                               }\r
+                                               catch   // 指定ファイルが存在しない\r
+                                               {\r
+                                               }\r
+                                               arg = "";\r
+                                               analyzing = false;\r
+                                       }\r
+                               }\r
+                       }\r
+string[] s = { "Stop", "Play", "Preview" };\r
+Trace.TraceInformation( "Command: " + s[ (int) this.Command ] );\r
+                       return ret;\r
+               }\r
+\r
+               /// <summary>\r
+               /// Viewer関連の設定のみを更新して、Config.iniに書き出す\r
+               /// </summary>\r
+               public void tUpdateConfigIni()\r
+               {\r
+                       CConfigIni cc = new CConfigIni();\r
+                       string path = CDTXMania.strEXEのあるフォルダ + "Config.ini";\r
+                       if ( File.Exists( path ) )\r
+                       {\r
+                               FileInfo fi = new FileInfo( path );\r
+                               if ( fi.Length > 0 )    // Config.iniが0byteだったなら、読み込まない\r
+                               {\r
+                                       try\r
+                                       {\r
+                                               cc.tファイルから読み込み( path );\r
+                                       }\r
+                                       catch\r
+                                       {\r
+                                               //ConfigIni = new CConfigIni(); // 存在してなければ新規生成\r
+                                       }\r
+                               }\r
+                               fi = null;\r
+                       }\r
+\r
+                       cc.nViewerScrollSpeed     = CDTXMania.ConfigIni.n譜面スクロール速度;\r
+                       cc.bViewerShowDebugStatus = CDTXMania.ConfigIni.b演奏情報を表示する;\r
+                       cc.bViewerVSyncWait       = CDTXMania.ConfigIni.b垂直帰線待ちを行う;\r
+                       cc.bViewerTimeStretch     = CDTXMania.ConfigIni.bTimeStretch;\r
+                       cc.bViewerDrums有効       = CDTXMania.ConfigIni.bDrums有効;\r
+                       cc.bViewerGuitar有効      = CDTXMania.ConfigIni.bGuitar有効;\r
+\r
+                       cc.t書き出し( path );\r
+               }\r
+\r
+               private string last_path;\r
+               private DateTime last_timestamp;\r
+\r
+       }\r
+}\r
diff --git a/DTXManiaプロジェクト/コード/全体/CPreviewMagnifier.cs b/DTXManiaプロジェクト/コード/全体/CPreviewMagnifier.cs
new file mode 100644 (file)
index 0000000..e17a81b
--- /dev/null
@@ -0,0 +1,186 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Text;\r
+using System.Diagnostics;\r
+\r
+namespace DTXMania\r
+{\r
+       public class CPreviewMagnifier\r
+       {\r
+               #region [ プロパティ(拡大率等の取得) ]\r
+               /// <summary>\r
+               /// 拡大後のwidth\r
+               /// </summary>\r
+               public int width;\r
+               /// <summary>\r
+               /// 拡大後のheight\r
+               /// </summary>\r
+               public int height;\r
+               /// <summary>\r
+               /// 拡大後のX拡大率\r
+               /// </summary>\r
+               public float magX;\r
+               /// <summary>\r
+               /// 拡大後のY拡大率\r
+               /// </summary>\r
+               public float magY;\r
+\r
+               /// <summary>\r
+               /// プレビュー画像向けの拡大率か(それとも、演奏画面向けの拡大率か)\r
+               /// </summary>\r
+               public bool bIsPreview;\r
+               #endregion\r
+\r
+               #region [ 定数定義 ]\r
+               // 配列の0,1要素はそれぞれ, Preview用, 演奏画面用\r
+               private int[] WIDTH_VGA_SET             = { 204, 278 };                                                                                 // VGA版DTXManiaのプレビュー画像width値\r
+               private int[] HEIGHT_VGA_SET    = { 269, 355 };                                                                                 // VGA版DTXManiaのプレビュー画像height値\r
+               private int[] WIDTH_HD_SET              = { 400, 400 };                                                                                 // HD版DTXManiaのプレビュー画像width値\r
+               private int[] HEIGHT_HD_SET             = { 400, 600 }; // 600は仮                                                            // HD版DTXManiaのプレビュー画像height値\r
+               private int[] WIDTH_FHD_LIMIT   = { 320, 320 };                                                                                 // VGA版/FullHD版どちらのプレビュー画像とみなすかのwidth閾値\r
+               private int[] HEIGHT_FHD_LIMIT  = { 416, 416 };                                                                                 // VGA版/FullHD版どちらのプレビュー画像とみなすかのwidth閾値\r
+               private int[] WIDTH_FHD_SET             = { (int) ( 204 * Scale.X ), (int) ( 278 * Scale.X ) }; // FHD版DTXManiaのプレビュー画像height値\r
+               private int[] HEIGHT_FHD_SET    = { (int) ( 269 * Scale.Y ), (int) ( 355 * Scale.Y ) }; // FHD版DTXManiaのプレビュー画像height値\r
+               #endregion\r
+\r
+               #region [ コンストラクタ ]\r
+               /// <summary>\r
+               /// コンストラクタ\r
+               /// </summary>\r
+               public CPreviewMagnifier()\r
+               {\r
+               }\r
+               #endregion\r
+\r
+               /// <summary>\r
+               /// 拡大率の取得\r
+               /// </summary>\r
+               /// <param name="width_org">元の幅</param>\r
+               /// <param name="height_org">元の高さ</param>\r
+               /// <param name="magX_org">元の拡大率(幅)</param>\r
+               /// <param name="magY_org">元の拡大率(高さ)</param>\r
+               /// <param name="bIsPreview">選曲画面(preview)用か、演奏画面用か</param>\r
+               /// <remarks>出力はプロパティで得てください。</remarks>\r
+               public void GetMagnifier( int width_org, int height_org, float magX_org, float magY_org, bool bIsPreview)\r
+               {\r
+                       this.bIsPreview = bIsPreview;\r
+\r
+                       #region [ HD版DTXManiaのプレビュー画像は特別扱いする ]\r
+                       if ( width_org == width_hd_set && height_org == height_hd_set )                 // HD版DTXManiaのプレビュー画像は特別扱いする\r
+                       {\r
+                               this.width = width_org;\r
+                               this.height = height_org;\r
+                               this.magX = 1.5f * magX_org;\r
+                               this.magY = 1.5f * magY_org;\r
+                               return;\r
+                       }\r
+                       #endregion\r
+\r
+                       #region [ width ]\r
+                       if ( width_org <= width_vga_set )                                                                               // width <= 204 なら、拡大率だけ変更\r
+                       {\r
+                               this.width = width_org;\r
+                               this.magX = magX_org * Scale.X;\r
+                       }\r
+                       else if ( width_fhd_limit > width_org && width_org > width_vga_set )                    // width >= 320 なら原寸表示\r
+                       {\r
+                               this.width = width_vga_set;\r
+                               this.magX = magX_org * Scale.X;\r
+                       }\r
+                       else if ( width_org >= width_fhd_limit )\r
+                       {\r
+                               this.width = (int) ( width_vga_set * Scale.X );\r
+                               this.magX = magX_org;   // / width_hd_set;\r
+                       }\r
+                       else\r
+                       {\r
+                               this.width = width_org;\r
+                               this.magX = magX_org * Scale.X;\r
+                       }\r
+                       #endregion\r
+\r
+                       #region [ height ]\r
+                       if ( height_org <= height_vga_set )                                                                                     // height <= 269 なら、拡大率だけ変更\r
+                       {\r
+                               this.height = height_org;\r
+                               this.magY = magY_org * Scale.Y;\r
+                       }\r
+                       else if ( height_fhd_limit > height_org && height_org > height_vga_set )                // height >= 416 なら原寸表示\r
+                       {\r
+                               this.height = height_vga_set;\r
+                               this.magY = magY_org * Scale.Y;\r
+                       }\r
+                       else if ( width_org >= height_fhd_limit )\r
+                       {\r
+                               this.height = (int) ( height_vga_set * Scale.Y );\r
+                               this.magY = magY_org; // / height_fhd_set;\r
+                       }\r
+                       else\r
+                       {\r
+                               this.height = height_org;\r
+                               this.magY = magY_org * Scale.Y;\r
+                       }\r
+                       #endregion\r
+               }\r
+\r
+               #region [ bIsPreviewによる配列→定数読み替え ]\r
+               private int width_vga_set\r
+               {\r
+                       get\r
+                       {\r
+                               return bIsPreview? WIDTH_VGA_SET[ 0 ] : WIDTH_VGA_SET[ 1 ];\r
+                       }\r
+               }\r
+               private int height_vga_set\r
+               {\r
+                       get\r
+                       {\r
+                               return bIsPreview? HEIGHT_VGA_SET[ 0 ] : HEIGHT_VGA_SET[ 1 ];\r
+                       }\r
+               }\r
+               private int width_hd_set\r
+               {\r
+                       get\r
+                       {\r
+                               return bIsPreview? WIDTH_HD_SET[ 0 ] : WIDTH_HD_SET[1];\r
+                       }\r
+               }\r
+               private int height_hd_set\r
+               {\r
+                       get\r
+                       {\r
+                               return bIsPreview? HEIGHT_HD_SET[ 0 ] : HEIGHT_HD_SET[ 1 ];\r
+                       }\r
+               }\r
+               private int width_fhd_limit\r
+               {\r
+                       get\r
+                       {\r
+                               return  bIsPreview? WIDTH_FHD_LIMIT[ 0 ] : WIDTH_FHD_LIMIT[ 1 ];\r
+                       }\r
+               }\r
+               private int height_fhd_limit\r
+               {\r
+                       get\r
+                       {\r
+                               return bIsPreview? HEIGHT_FHD_LIMIT[ 0 ] : HEIGHT_FHD_LIMIT[ 1 ];\r
+                       }\r
+               }\r
+               private int width_fhd_set\r
+               {\r
+                       get\r
+                       {\r
+                               return bIsPreview ? WIDTH_FHD_SET[ 0 ] : WIDTH_FHD_SET[ 1 ];\r
+                       }\r
+               }\r
+               private int height_fhd_set\r
+               {\r
+                       get\r
+                       {\r
+                               return bIsPreview ? HEIGHT_FHD_SET[ 0 ] : HEIGHT_FHD_SET[ 1 ];\r
+                       }\r
+               }\r
+               #endregion\r
+\r
+       }\r
+}\r
diff --git a/DTXManiaプロジェクト/コード/全体/CPrivateFastFont.cs b/DTXManiaプロジェクト/コード/全体/CPrivateFastFont.cs
new file mode 100644 (file)
index 0000000..7c5ee26
--- /dev/null
@@ -0,0 +1,275 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Runtime.InteropServices;\r
+using System.Text;\r
+using System.Drawing;\r
+using System.Drawing.Drawing2D;\r
+using System.Diagnostics;\r
+\r
+namespace DTXMania\r
+{\r
+       /// <summary>\r
+       /// 高速描画版のCPrivateFontクラス。\r
+       /// といっても、一度レンダリングした結果をキャッシュして使いまわしているだけ。\r
+       /// </summary>\r
+       public class CPrivateFastFont : CPrivateFont\r
+       {\r
+               /// <summary>\r
+               /// キャッシュ容量\r
+               /// </summary>\r
+               private const int MAXCACHESIZE = 128;\r
+\r
+               private struct FontCache\r
+               {\r
+                       // public Font font;\r
+                       public string drawstr;\r
+                       public DrawMode drawmode;\r
+                       public Color fontColor;\r
+                       public Color edgeColor;\r
+                       public Color gradationTopColor;\r
+                       public Color gradationBottomColor;\r
+                       public Bitmap bmp;\r
+                       public Rectangle rectStrings;\r
+                       public Point ptOrigin;\r
+               }\r
+               private List<FontCache> listFontCache;\r
+\r
+\r
+               #region [ コンストラクタ ]\r
+               public CPrivateFastFont( FontFamily fontfamily, int pt, FontStyle style )\r
+               {\r
+                       Initialize( null, fontfamily, pt, style );\r
+               }\r
+               public CPrivateFastFont( FontFamily fontfamily, int pt )\r
+               {\r
+                       Initialize( null, fontfamily, pt, FontStyle.Regular );\r
+               }\r
+               public CPrivateFastFont( string fontpath, int pt, FontStyle style )\r
+               {\r
+                       Initialize( fontpath, null, pt, style );\r
+               }\r
+               public CPrivateFastFont( string fontpath, int pt )\r
+               {\r
+                       Initialize( fontpath, null, pt, FontStyle.Regular );\r
+               }\r
+               public CPrivateFastFont()\r
+               {\r
+                       throw new ArgumentException("CPrivateFastFont: 引数があるコンストラクタを使用してください。");\r
+               }\r
+               #endregion\r
+               #region [ コンストラクタから呼ばれる初期化処理 ]\r
+               protected new void Initialize( string fontpath, FontFamily fontfamily, int pt, FontStyle style )\r
+               {\r
+                       this.bDispose完了済み_CPrivateFastFont = false;\r
+                       this.listFontCache = new List<FontCache>();\r
+                       base.Initialize( fontpath, fontfamily, pt, style );\r
+               }\r
+               #endregion\r
+\r
+\r
+               #region [ DrawPrivateFontのオーバーロード群 ]\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public new Bitmap DrawPrivateFont( string drawstr, Color fontColor )\r
+               {\r
+                       return DrawPrivateFont( drawstr, DrawMode.Normal, fontColor, Color.White, Color.White, Color.White );\r
+               }\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="edgeColor">縁取色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public new Bitmap DrawPrivateFont( string drawstr, Color fontColor, Color edgeColor )\r
+               {\r
+                       return DrawPrivateFont( drawstr, DrawMode.Edge, fontColor, edgeColor, Color.White, Color.White );\r
+               }\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="gradationTopColor">グラデーション 上側の色</param>\r
+               /// <param name="gradationBottomColor">グラデーション 下側の色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               //public new Bitmap DrawPrivateFont( string drawstr, Color fontColor, Color gradationTopColor, Color gradataionBottomColor )\r
+               //{\r
+               //    return DrawPrivateFont( drawstr, DrawMode.Gradation, fontColor, Color.White, gradationTopColor, gradataionBottomColor );\r
+               //}\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="edgeColor">縁取色</param>\r
+               /// <param name="gradationTopColor">グラデーション 上側の色</param>\r
+               /// <param name="gradationBottomColor">グラデーション 下側の色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public new Bitmap DrawPrivateFont( string drawstr, Color fontColor, Color edgeColor, Color gradationTopColor, Color gradataionBottomColor )\r
+               {\r
+                       return DrawPrivateFont( drawstr, DrawMode.Edge | DrawMode.Gradation, fontColor, edgeColor, gradationTopColor, gradataionBottomColor );\r
+               }\r
+\r
+#if こちらは使わない // (Bitmapではなく、CTextureを返す版)\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public CTexture DrawPrivateFont( string drawstr, Color fontColor )\r
+               {\r
+                       Bitmap bmp = DrawPrivateFont( drawstr, DrawMode.Normal, fontColor, Color.White, Color.White, Color.White );\r
+                       return CDTXMania.tテクスチャの生成( bmp, false );\r
+               }\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="edgeColor">縁取色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public CTexture DrawPrivateFont( string drawstr, Color fontColor, Color edgeColor )\r
+               {\r
+                       Bitmap bmp = DrawPrivateFont( drawstr, DrawMode.Edge, fontColor, edgeColor, Color.White, Color.White );\r
+                       return CDTXMania.tテクスチャの生成( bmp, false );\r
+               }\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="gradationTopColor">グラデーション 上側の色</param>\r
+               /// <param name="gradationBottomColor">グラデーション 下側の色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               //public CTexture DrawPrivateFont( string drawstr, Color fontColor, Color gradationTopColor, Color gradataionBottomColor )\r
+               //{\r
+               //    Bitmap bmp = DrawPrivateFont( drawstr, DrawMode.Gradation, fontColor, Color.White, gradationTopColor, gradataionBottomColor );\r
+               //        return CDTXMania.tテクスチャの生成( bmp, false );\r
+               //}\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="edgeColor">縁取色</param>\r
+               /// <param name="gradationTopColor">グラデーション 上側の色</param>\r
+               /// <param name="gradationBottomColor">グラデーション 下側の色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public CTexture DrawPrivateFont( string drawstr, Color fontColor, Color edgeColor,  Color gradationTopColor, Color gradataionBottomColor )\r
+               {\r
+                       Bitmap bmp = DrawPrivateFont( drawstr, DrawMode.Edge | DrawMode.Gradation, fontColor, edgeColor, gradationTopColor, gradataionBottomColor );\r
+                       return CDTXMania.tテクスチャの生成( bmp, false );\r
+               }\r
+#endif\r
+               #endregion\r
+\r
+               protected new Bitmap DrawPrivateFont( string drawstr, DrawMode drawmode, Color fontColor, Color edgeColor, Color gradationTopColor, Color gradationBottomColor )\r
+               {\r
+                       #region [ 以前レンダリングしたことのある文字列/フォントか? (キャッシュにヒットするか?) ]\r
+                       int index = listFontCache.FindIndex(\r
+                               delegate( FontCache fontcache )\r
+                               {\r
+                                       return (\r
+                                               drawstr == fontcache.drawstr &&\r
+                                               drawmode == fontcache.drawmode &&\r
+                                               fontColor == fontcache.fontColor &&\r
+                                               edgeColor == fontcache.edgeColor &&\r
+                                               gradationTopColor == fontcache.gradationTopColor &&\r
+                                               gradationBottomColor == fontcache.gradationBottomColor\r
+                                               // _font == fontcache.font\r
+                                       );\r
+                               }\r
+                       );\r
+                       #endregion\r
+                       if ( index < 0 )\r
+                       {\r
+                               // キャッシュにヒットせず。\r
+                               #region [ レンダリングして、キャッシュに登録 ]\r
+                               FontCache fc = new FontCache();\r
+                               fc.bmp = base.DrawPrivateFont( drawstr, drawmode, fontColor, edgeColor, gradationTopColor, gradationBottomColor );\r
+                               fc.drawstr = drawstr;\r
+                               fc.drawmode = drawmode;\r
+                               fc.fontColor = fontColor;\r
+                               fc.edgeColor = edgeColor;\r
+                               fc.gradationTopColor = gradationTopColor;\r
+                               fc.gradationBottomColor = gradationBottomColor;\r
+                               fc.rectStrings = RectStrings;\r
+                               fc.ptOrigin = PtOrigin;\r
+                               listFontCache.Add( fc );\r
+                               // Debug.WriteLine( drawstr + ": Cacheにヒットせず。(cachesize=" + listFontCache.Count + ")" );\r
+                               #endregion\r
+                               #region [ もしキャッシュがあふれたら、最も古いキャッシュを破棄する ]\r
+                               if ( listFontCache.Count > MAXCACHESIZE )\r
+                               {\r
+                                       // Debug.WriteLine( "Cache溢れ。" + listFontCache[ 0 ].drawstr + " を解放します。" );\r
+                                       if ( listFontCache[ 0 ].bmp != null )\r
+                                       {\r
+                                               listFontCache[ 0 ].bmp.Dispose();\r
+                                       }\r
+                                       listFontCache.RemoveAt( 0 );\r
+                               }\r
+                               #endregion\r
+\r
+                               // 呼び出し元のDispose()でキャッシュもDispose()されないように、Clone()で返す。\r
+                               return (Bitmap)listFontCache[ listFontCache.Count - 1 ].bmp.Clone();\r
+                       }\r
+                       else\r
+                       {\r
+                               // Debug.WriteLine( drawstr + ": Cacheにヒット!! index=" + index );\r
+                               #region [ キャッシュにヒット。レンダリングは行わず、キャッシュ内のデータを返して終了。]\r
+                               RectStrings = listFontCache[ index ].rectStrings;\r
+                               PtOrigin = listFontCache[ index ].ptOrigin;\r
+                               // 呼び出し元のDispose()でキャッシュもDispose()されないように、Clone()で返す。\r
+                               return (Bitmap) listFontCache[ index ].bmp.Clone();\r
+                               #endregion\r
+                       }\r
+               }\r
+\r
+               #region [ IDisposable 実装 ]\r
+               //-----------------\r
+               public new void Dispose()\r
+               {\r
+                       if ( !this.bDispose完了済み_CPrivateFastFont )\r
+                       {\r
+                               if ( listFontCache != null )\r
+                               {\r
+                                       //Debug.WriteLine( "Disposing CPrivateFastFont()" );\r
+                                       #region [ キャッシュしている画像を破棄する ]\r
+                                       foreach ( FontCache bc in listFontCache )\r
+\r
+                                       {\r
+                                               if ( bc.bmp != null )\r
+                                               {\r
+                                                   bc.bmp.Dispose();\r
+                                               }\r
+                                       }\r
+                                       #endregion\r
+                                       listFontCache.Clear();\r
+                                       listFontCache = null;\r
+                               }\r
+                               this.bDispose完了済み_CPrivateFastFont = true;\r
+                       }\r
+                       base.Dispose();\r
+               }\r
+               //-----------------\r
+               #endregion\r
+\r
+               #region [ private ]\r
+               //-----------------\r
+               protected bool bDispose完了済み_CPrivateFastFont;\r
+               //-----------------\r
+               #endregion\r
+       }\r
+}\r
diff --git a/DTXManiaプロジェクト/コード/全体/CPrivateFont.cs b/DTXManiaプロジェクト/コード/全体/CPrivateFont.cs
new file mode 100644 (file)
index 0000000..37c5997
--- /dev/null
@@ -0,0 +1,412 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Text;\r
+using System.IO;\r
+using System.Runtime.InteropServices;\r
+using System.Drawing;\r
+using System.Drawing.Drawing2D;\r
+using System.Diagnostics;\r
+using SlimDX;\r
+using FDK;\r
+\r
+namespace DTXMania\r
+{\r
+       /// <summary>\r
+       /// プライベートフォントでの描画を扱うクラス。\r
+       /// </summary>\r
+       /// <exception cref="FileNotFoundException">フォントファイルが見つからない時に例外発生</exception>\r
+       /// <exception cref="ArgumentException">スタイル指定不正時に例外発生</exception>\r
+       /// <remarks>\r
+       /// 簡単な使い方\r
+       /// CPrivateFont prvFont = new CPrivateFont( CSkin.Path( @"Graphics\fonts\mplus-1p-bold.ttf" ), 36 );   // プライベートフォント\r
+       /// とか\r
+       /// CPrivateFont prvFont = new CPrivateFont( new FontFamily("MS UI Gothic"), 36, FontStyle.Bold );              // システムフォント\r
+       /// とかした上で、\r
+       /// Bitmap bmp = prvFont.DrawPrivateFont( "ABCDE", Color.White, Color.Black );                                                  // フォント色=白、縁の色=黒の例。縁の色は省略可能\r
+       /// とか\r
+       /// Bitmap bmp = prvFont.DrawPrivateFont( "ABCDE", Color.White, Color.Black, Color.Yellow, Color.OrangeRed ); // 上下グラデーション(Yellow→OrangeRed)\r
+       /// とかして、\r
+       /// CTexture ctBmp = CDTXMania.tテクスチャの生成( bmp, false );\r
+       /// ctBMP.t2D描画( ~~~ );\r
+       /// で表示してください。\r
+       /// \r
+       /// 注意点\r
+       /// 任意のフォントでのレンダリングは結構負荷が大きいので、なるべkなら描画フレーム毎にフォントを再レンダリングするようなことはせず、\r
+       /// 一旦レンダリングしたものを描画に使い回すようにしてください。\r
+       /// また、長い文字列を与えると、返されるBitmapも横長になります。この横長画像をそのままテクスチャとして使うと、\r
+       /// 古いPCで問題を発生させやすいです。これを回避するには、一旦Bitmapとして取得したのち、256pixや512pixで分割して\r
+       /// テクスチャに定義するようにしてください。\r
+       /// </remarks>\r
+       public class CPrivateFont : IDisposable\r
+       {\r
+               #region [ コンストラクタ ]\r
+               public CPrivateFont( FontFamily fontfamily, int pt, FontStyle style )\r
+               {\r
+                       Initialize( null, fontfamily, pt, style );\r
+               }\r
+               public CPrivateFont( FontFamily fontfamily, int pt )\r
+               {\r
+                       Initialize( null, fontfamily, pt, FontStyle.Regular );\r
+               }\r
+               public CPrivateFont( string fontpath, int pt, FontStyle style )\r
+               {\r
+                       Initialize( fontpath, null, pt, style );\r
+               }\r
+               public CPrivateFont( string fontpath, int pt )\r
+               {\r
+                       Initialize( fontpath, null, pt, FontStyle.Regular );\r
+               }\r
+               public CPrivateFont()\r
+               {\r
+                       //throw new ArgumentException("CPrivateFont: 引数があるコンストラクタを使用してください。");\r
+               }\r
+               #endregion\r
+\r
+               protected void Initialize( string fontpath, FontFamily fontfamily, int pt, FontStyle style )\r
+               {\r
+                       this._pfc = null;\r
+                       this._fontfamily = null;\r
+                       this._font = null;\r
+                       this._pt = pt;\r
+                       this._rectStrings = new Rectangle( 0, 0, 0, 0 );\r
+                       this._ptOrigin = new Point( 0, 0 );\r
+                       this.bDispose完了済み = false;\r
+\r
+                       if ( fontfamily != null )\r
+                       {\r
+                               this._fontfamily = fontfamily;\r
+                       }\r
+                       else\r
+                       {\r
+                               try\r
+                               {\r
+                                       this._pfc = new System.Drawing.Text.PrivateFontCollection();    //PrivateFontCollectionオブジェクトを作成する\r
+                                       this._pfc.AddFontFile( fontpath );                                                              //PrivateFontCollectionにフォントを追加する\r
+                               }\r
+                               catch ( System.IO.FileNotFoundException )\r
+                               {\r
+                                       Trace.TraceError( "プライベートフォントの追加に失敗しました。({0})", fontpath );\r
+                                       throw new FileNotFoundException( "プライベートフォントの追加に失敗しました。({0})", Path.GetFileName( fontpath ) );\r
+                                       //return;\r
+                               }\r
+\r
+                               //foreach ( FontFamily ff in pfc.Families )\r
+                               //{\r
+                               //    Debug.WriteLine( "fontname=" + ff.Name );\r
+                               //    if ( ff.Name == Path.GetFileNameWithoutExtension( fontpath ) )\r
+                               //    {\r
+                               //        _fontfamily = ff;\r
+                               //        break;\r
+                               //    }\r
+                               //}\r
+                               //if ( _fontfamily == null )\r
+                               //{\r
+                               //    Trace.TraceError( "プライベートフォントの追加後、検索に失敗しました。({0})", fontpath );\r
+                               //    return;\r
+                               //}\r
+                               _fontfamily = _pfc.Families[ 0 ];\r
+                       }\r
+\r
+                       // 指定されたフォントスタイルが適用できない場合は、フォント内で定義されているスタイルから候補を選んで使用する\r
+                       // 何もスタイルが使えないようなフォントなら、例外を出す。\r
+                       if ( !_fontfamily.IsStyleAvailable( style ) )\r
+                       {\r
+                               FontStyle[] FS = { FontStyle.Regular, FontStyle.Bold, FontStyle.Italic, FontStyle.Underline, FontStyle.Strikeout };\r
+                               style = FontStyle.Regular | FontStyle.Bold | FontStyle.Italic | FontStyle.Underline | FontStyle.Strikeout;      // null非許容型なので、代わりに全盛をNGワードに設定\r
+                               foreach ( FontStyle ff in FS )\r
+                               {\r
+                                       if ( this._fontfamily.IsStyleAvailable( ff ) )\r
+                                       {\r
+                                               style = ff;\r
+                                               Trace.TraceWarning( "フォント{0}へのスタイル指定を、{1}に変更しました。", Path.GetFileName( fontpath ), style.ToString() );\r
+                                               break;\r
+                                       }\r
+                               }\r
+                               if ( style == ( FontStyle.Regular | FontStyle.Bold | FontStyle.Italic | FontStyle.Underline | FontStyle.Strikeout ) )\r
+                               {\r
+                                       throw new ArgumentException( "フォント{0}は適切なスタイルを選択できず、使用できません。", Path.GetFileName( fontpath ) );\r
+                               }\r
+                       }\r
+                       this._font = new Font( this._fontfamily, pt, style );                   //PrivateFontCollectionの先頭のフォントのFontオブジェクトを作成する\r
+               }\r
+\r
+               [Flags]\r
+               protected enum DrawMode\r
+               {\r
+                       Normal,\r
+                       Edge,\r
+                       Gradation\r
+               }\r
+\r
+               #region [ DrawPrivateFontのオーバーロード群 ]\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public Bitmap DrawPrivateFont( string drawstr, Color fontColor )\r
+               {\r
+                       return DrawPrivateFont( drawstr, DrawMode.Normal, fontColor, Color.White, Color.White, Color.White );\r
+               }\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="edgeColor">縁取色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public Bitmap DrawPrivateFont( string drawstr, Color fontColor, Color edgeColor )\r
+               {\r
+                       return DrawPrivateFont( drawstr, DrawMode.Edge, fontColor, edgeColor, Color.White, Color.White );\r
+               }\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="gradationTopColor">グラデーション 上側の色</param>\r
+               /// <param name="gradationBottomColor">グラデーション 下側の色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               //public Bitmap DrawPrivateFont( string drawstr, Color fontColor, Color gradationTopColor, Color gradataionBottomColor )\r
+               //{\r
+               //    return DrawPrivateFont( drawstr, DrawMode.Gradation, fontColor, Color.White, gradationTopColor, gradataionBottomColor );\r
+               //}\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="edgeColor">縁取色</param>\r
+               /// <param name="gradationTopColor">グラデーション 上側の色</param>\r
+               /// <param name="gradationBottomColor">グラデーション 下側の色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public Bitmap DrawPrivateFont( string drawstr, Color fontColor, Color edgeColor, Color gradationTopColor, Color gradataionBottomColor )\r
+               {\r
+                       return DrawPrivateFont( drawstr, DrawMode.Edge | DrawMode.Gradation, fontColor, edgeColor, gradationTopColor, gradataionBottomColor );\r
+               }\r
+\r
+#if こちらは使わない // (Bitmapではなく、CTextureを返す版)\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public CTexture DrawPrivateFont( string drawstr, Color fontColor )\r
+               {\r
+                       Bitmap bmp = DrawPrivateFont( drawstr, DrawMode.Normal, fontColor, Color.White, Color.White, Color.White );\r
+                       return CDTXMania.tテクスチャの生成( bmp, false );\r
+               }\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="edgeColor">縁取色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public CTexture DrawPrivateFont( string drawstr, Color fontColor, Color edgeColor )\r
+               {\r
+                       Bitmap bmp = DrawPrivateFont( drawstr, DrawMode.Edge, fontColor, edgeColor, Color.White, Color.White );\r
+                       return CDTXMania.tテクスチャの生成( bmp, false );\r
+               }\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="gradationTopColor">グラデーション 上側の色</param>\r
+               /// <param name="gradationBottomColor">グラデーション 下側の色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               //public CTexture DrawPrivateFont( string drawstr, Color fontColor, Color gradationTopColor, Color gradataionBottomColor )\r
+               //{\r
+               //    Bitmap bmp = DrawPrivateFont( drawstr, DrawMode.Gradation, fontColor, Color.White, gradationTopColor, gradataionBottomColor );\r
+               //        return CDTXMania.tテクスチャの生成( bmp, false );\r
+               //}\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す\r
+               /// </summary>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="edgeColor">縁取色</param>\r
+               /// <param name="gradationTopColor">グラデーション 上側の色</param>\r
+               /// <param name="gradationBottomColor">グラデーション 下側の色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               public CTexture DrawPrivateFont( string drawstr, Color fontColor, Color edgeColor,  Color gradationTopColor, Color gradataionBottomColor )\r
+               {\r
+                       Bitmap bmp = DrawPrivateFont( drawstr, DrawMode.Edge | DrawMode.Gradation, fontColor, edgeColor, gradationTopColor, gradataionBottomColor );\r
+                       return CDTXMania.tテクスチャの生成( bmp, false );\r
+               }\r
+#endif\r
+               #endregion\r
+\r
+\r
+               /// <summary>\r
+               /// 文字列を描画したテクスチャを返す(メイン処理)\r
+               /// </summary>\r
+               /// <param name="rectDrawn">描画された領域</param>\r
+               /// <param name="ptOrigin">描画文字列</param>\r
+               /// <param name="drawstr">描画文字列</param>\r
+               /// <param name="drawmode">描画モード</param>\r
+               /// <param name="fontColor">描画色</param>\r
+               /// <param name="edgeColor">縁取色</param>\r
+               /// <param name="gradationTopColor">グラデーション 上側の色</param>\r
+               /// <param name="gradationBottomColor">グラデーション 下側の色</param>\r
+               /// <returns>描画済テクスチャ</returns>\r
+               protected Bitmap DrawPrivateFont( string drawstr, DrawMode drawmode, Color fontColor, Color edgeColor, Color gradationTopColor, Color gradationBottomColor )\r
+               {\r
+                       if ( this._fontfamily == null || drawstr == null || drawstr == "" )\r
+                       {\r
+                               // nullを返すと、その後bmp→texture処理や、textureのサイズを見て・・の処理で全部例外が発生することになる。\r
+                               // それは非常に面倒なので、最小限のbitmapを返してしまう。\r
+                               // まずはこの仕様で進めますが、問題有れば(上位側からエラー検出が必要であれば)例外を出したりエラー状態であるプロパティを定義するなり検討します。\r
+                               if ( drawstr != "" )\r
+                               {\r
+                                       Trace.TraceWarning( "DrawPrivateFont()の入力不正。最小値のbitmapを返します。" );\r
+                               }\r
+                               _rectStrings = new Rectangle( 0, 0, 0, 0 );\r
+                               _ptOrigin = new Point( 0, 0 );\r
+                               return new Bitmap(1, 1);\r
+                       }\r
+                       bool bEdge =      ( ( drawmode & DrawMode.Edge      ) == DrawMode.Edge );\r
+                       bool bGradation = ( ( drawmode & DrawMode.Gradation ) == DrawMode.Gradation );\r
+\r
+                       // 縁取りの縁のサイズは、とりあえずフォントの大きさの1/4とする\r
+                       int nEdgePt = (bEdge)? _pt / 4 : 0;\r
+\r
+                       // 描画サイズを測定する\r
+                       Size stringSize = System.Windows.Forms.TextRenderer.MeasureText( drawstr, this._font );\r
+\r
+                       //取得した描画サイズを基に、描画先のbitmapを作成する\r
+                       Bitmap bmp = new Bitmap( stringSize.Width + nEdgePt * 2, stringSize.Height + nEdgePt * 2 );\r
+                       bmp.MakeTransparent();\r
+                       Graphics g = Graphics.FromImage( bmp );\r
+                       g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;\r
+\r
+                       StringFormat sf = new StringFormat();\r
+                       sf.LineAlignment = StringAlignment.Far; // 画面下部(垂直方向位置)\r
+                       sf.Alignment = StringAlignment.Center;  // 画面中央(水平方向位置)\r
+\r
+                       // レイアウト枠\r
+                       Rectangle r = new Rectangle( 0, 0, stringSize.Width + nEdgePt * 2, stringSize.Height + nEdgePt * 2 );\r
+\r
+                       if ( bEdge )    // 縁取り有りの描画\r
+                       {\r
+                               // DrawPathで、ポイントサイズを使って描画するために、DPIを使って単位変換する\r
+                               // (これをしないと、単位が違うために、小さめに描画されてしまう)\r
+                               float sizeInPixels = _font.SizeInPoints * g.DpiY / 72;  // 1 inch = 72 points\r
+\r
+                               System.Drawing.Drawing2D.GraphicsPath gp = new System.Drawing.Drawing2D.GraphicsPath();\r
+                               gp.AddString( drawstr, this._fontfamily, (int) this._font.Style, sizeInPixels, r, sf );\r
+\r
+                               // 縁取りを描画する\r
+                               Pen p = new Pen( edgeColor, nEdgePt );\r
+                               p.LineJoin = System.Drawing.Drawing2D.LineJoin.Round;\r
+                               g.DrawPath( p, gp );\r
+\r
+                               // 塗りつぶす\r
+                               Brush br;\r
+                               if ( bGradation )\r
+                               {\r
+                                       br = new LinearGradientBrush( r, gradationTopColor, gradationBottomColor, LinearGradientMode.Vertical );\r
+                               }\r
+                               else\r
+                               {\r
+                                       br = new SolidBrush( fontColor );\r
+                               }\r
+                               g.FillPath( br, gp );\r
+\r
+                               if ( br != null ) br.Dispose(); br = null;\r
+                               if ( p != null ) p.Dispose(); p = null;\r
+                               if ( gp != null ) gp.Dispose(); gp = null;\r
+                       }\r
+                       else\r
+                       {\r
+                               // 縁取りなしの描画\r
+                               System.Windows.Forms.TextRenderer.DrawText( g, drawstr, _font, new Point( 0, 0 ), fontColor );\r
+                       }\r
+#if debug表示\r
+                       g.DrawRectangle( new Pen( Color.White, 1 ), new Rectangle( 1, 1, stringSize.Width-1, stringSize.Height-1 ) );\r
+                       g.DrawRectangle( new Pen( Color.Green, 1 ), new Rectangle( 0, 0, bmp.Width - 1, bmp.Height - 1 ) );\r
+#endif\r
+                       _rectStrings = new Rectangle( 0, 0, stringSize.Width, stringSize.Height );\r
+                       _ptOrigin = new Point( nEdgePt * 2, nEdgePt * 2 );\r
+                       \r
+\r
+                       #region [ リソースを解放する ]\r
+                       if ( sf != null )       sf.Dispose();   sf = null;\r
+                       if ( g != null )        g.Dispose();    g = null;\r
+                       #endregion\r
+\r
+                       return bmp;\r
+               }\r
+\r
+               /// <summary>\r
+               /// 最後にDrawPrivateFont()した文字列の描画領域を取得します。\r
+               /// </summary>\r
+               public Rectangle RectStrings\r
+               {\r
+                       get\r
+                       {\r
+                               return _rectStrings;\r
+                       }\r
+                       protected set\r
+                       {\r
+                               _rectStrings = value;\r
+                       }\r
+               }\r
+               public Point PtOrigin\r
+               {\r
+                       get\r
+                       {\r
+                               return _ptOrigin;\r
+                       }\r
+                       protected set\r
+                       {\r
+                               _ptOrigin = value;\r
+                       }\r
+               }\r
+\r
+               #region [ IDisposable 実装 ]\r
+               //-----------------\r
+               public void Dispose()\r
+               {\r
+                       if ( !this.bDispose完了済み )\r
+                       {\r
+                               if ( this._font != null )\r
+                               {\r
+                                       this._font.Dispose();\r
+                                       this._font = null;\r
+                               }\r
+                               if ( this._pfc != null )\r
+                               {\r
+                                       this._pfc.Dispose();\r
+                                       this._pfc = null;\r
+                               }\r
+\r
+                               this.bDispose完了済み = true;\r
+                       }\r
+               }\r
+               //-----------------\r
+               #endregion\r
+\r
+               #region [ private ]\r
+               //-----------------\r
+               protected bool bDispose完了済み;\r
+               protected Font _font;\r
+\r
+               private System.Drawing.Text.PrivateFontCollection _pfc;\r
+               private FontFamily _fontfamily;\r
+               private int _pt;\r
+               private Rectangle _rectStrings;\r
+               private Point _ptOrigin;\r
+               //-----------------\r
+               #endregion\r
+       }\r
+}\r
diff --git a/DTXManiaプロジェクト/コード/全体/CScale.cs b/DTXManiaプロジェクト/コード/全体/CScale.cs
new file mode 100644 (file)
index 0000000..7c26a0b
--- /dev/null
@@ -0,0 +1,13 @@
+using System;\r
+\r
+namespace DTXMania\r
+{\r
+       /// <summary>\r
+       /// VGA座標系をFullHD座標系に変換するための、当座のしのぎ。\r
+       /// </summary>\r
+       public struct Scale\r
+       {\r
+               public const float X = SampleFramework.GameWindowSize.Width / 640f;\r
+               public const float Y = SampleFramework.GameWindowSize.Height / 480f;\r
+       }\r
+}\r
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diff --git a/FDK17プロジェクト/コード/00.共通/CSendMessage.cs b/FDK17プロジェクト/コード/00.共通/CSendMessage.cs
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index 0000000..76e68dc
--- /dev/null
@@ -0,0 +1,33 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Runtime.InteropServices;\r
+using System.Diagnostics;\r
+using System.Text;\r
+\r
+namespace FDK\r
+{\r
+       public static class CSendMessage\r
+       {\r
+\r
+               [DllImport( "USER32.dll" )]\r
+               static extern uint SendMessage( IntPtr window, int msg, IntPtr wParam, ref SampleFramework.COPYDATASTRUCT lParam );\r
+       \r
+               \r
+               public static uint sendmessage( IntPtr MainWindowHandle, IntPtr FromWindowHandle, string arg)\r
+               {\r
+                       uint len = (uint) arg.Length;\r
+\r
+                       SampleFramework.COPYDATASTRUCT cds;\r
+                       cds.dwData = IntPtr.Zero;               // 使用しない\r
+                       cds.lpData = Marshal.StringToHGlobalUni( arg );                 // テキストのポインターをセット\r
+                       cds.cbData = ( len + 1 ) * 2;   // 長さをセット\r
+\r
+                       //文字列を送る\r
+                       uint result = SendMessage( MainWindowHandle, SampleFramework.WindowConstants.WM_COPYDATA, FromWindowHandle, ref cds );\r
+\r
+                       Marshal.FreeHGlobal( cds.lpData );\r
+\r
+                       return result;\r
+               }\r
+       }\r
+}\r
index b42a660..c4f3a71 100644 (file)
@@ -4,7 +4,7 @@ namespace SampleFramework
 {\r
        public static class GameWindowSize\r
        {\r
-               public const int Width = 640;\r
-               public const int Height = 480;\r
+               public const int Width = 1920;\r
+               public const int Height = 1080;\r
        }\r
 }\r
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