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#24167 ギタレボ画面でのAUTOギターのMissカウントを修正。(rev49でのデグレ(リファクタミス))
authoryyagi <yyagi@16f42ceb-6dc6-49c8-ba94-f2d53467949d>
Sun, 16 Jan 2011 05:43:41 +0000 (05:43 +0000)
committeryyagi <yyagi@16f42ceb-6dc6-49c8-ba94-f2d53467949d>
Sun, 16 Jan 2011 05:43:41 +0000 (05:43 +0000)
#23580 演奏画面で入力タイミング微調整ができるよう修正。
shiftを押しながら左右カーソルでギターの微調整, altを押しながら左右カーソルでベースの微調整, 左右カーソルでドラムの微調整。
ctrlを合わせて押すと、±1ms単位の調整で、押さないと、±10ms単位での調整。
現在の設定値は[del]の画面で確認可能。なお、表示スペースの関係から、±100msの調整幅を、±99msまでに変更。

その他、キーコードに関する若干のリファクタ。

git-svn-id: http://svn.osdn.jp/svnroot/dtxmania/trunk@83 16f42ceb-6dc6-49c8-ba94-f2d53467949d

DTXManiaプロジェクト/コード/ステージ/03.オプション/CActOptionList.cs
DTXManiaプロジェクト/コード/ステージ/04.コンフィグ/CActConfigKeyAssign.cs
DTXManiaプロジェクト/コード/ステージ/07.演奏/CAct演奏演奏情報.cs
DTXManiaプロジェクト/コード/ステージ/07.演奏/ギター画面/CStage演奏ギター画面.cs
DTXManiaプロジェクト/コード/ステージ/07.演奏/ドラム画面/CStage演奏ドラム画面.cs
DTXManiaプロジェクト/コード/全体/CConfigIni.cs

index 88011b5..d5b4aa2 100644 (file)
@@ -88,9 +88,9 @@ namespace DTXMania
                                "Lane order 'R-G-B' becomes 'B-G-R'\nfor lefty.");\r
                        this.list項目リスト.Add( this.iBassLeft );\r
                                                                                                                                                                                // #23580 2011.1.3 yyagi\r
-                       this.iBassInputAdjustTimeMs = new CItemInteger("InputAdjust", -100, 100, CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass,\r
-                               "ベースの入力タイミングの微調整を\n行います。\n-100 ~ 100ms まで指定可能です。",\r
-                               "To adjust the bass input timing.\nYou can set from -100 to 100ms.");\r
+                       this.iBassInputAdjustTimeMs = new CItemInteger("InputAdjust", -99, 99, CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass,\r
+                               "ベースの入力タイミングの微調整を\n行います。\n-99 ~ 99ms まで指定可能です。",\r
+                               "To adjust the bass input timing.\nYou can set from -99 to 99ms.");\r
                        this.list項目リスト.Add(this.iBassInputAdjustTimeMs);\r
 \r
                        this.n現在の選択項目 = 0;\r
@@ -191,9 +191,9 @@ namespace DTXMania
                                "It becomes MISS to hit pad without\n chip.");\r
                        this.list項目リスト.Add( this.iDrumsTight );\r
                                                                                                                                                                        // #23580 2011.1.3 yyagi\r
-                       this.iDrumsInputAdjustTimeMs = new CItemInteger("InputAdjust", -100, 100, CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums,\r
-                               "ドラムの入力タイミングの微調整を\n行います。\n-100 ~ 100ms まで指定可能です。",\r
-                               "To adjust the bass input timing.\nYou can set from -100 to 100ms.");\r
+                       this.iDrumsInputAdjustTimeMs = new CItemInteger("InputAdjust", -99, 99, CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums,\r
+                               "ドラムの入力タイミングの微調整を\n行います。\n-99 ~ 99ms まで指定可能です。",\r
+                               "To adjust the bass input timing.\nYou can set from -99 to 99ms.");\r
                        this.list項目リスト.Add(this.iDrumsInputAdjustTimeMs);\r
 \r
                        this.n現在の選択項目 = 0;\r
@@ -251,9 +251,9 @@ namespace DTXMania
                                "Lane order 'R-G-B' becomes 'B-G-R'\nfor lefty.");\r
                        this.list項目リスト.Add( this.iGuitarLeft );\r
                                                                                                                                                                        // #23580 2011.1.3 yyagi\r
-                       this.iGuitarInputAdjustTimeMs= new CItemInteger("InputAdjust", -100, 100, CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar,\r
-                               "ギターの入力タイミングの微調整を\n行います。\n-100 ~ 100ms まで指定可能です。",\r
-                               "To adjust the bass input timing.\nYou can set from -100 to 100ms.");\r
+                       this.iGuitarInputAdjustTimeMs= new CItemInteger("InputAdjust", -99, 99, CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar,\r
+                               "ギターの入力タイミングの微調整を\n行います。\n-99 ~ 99ms まで指定可能です。",\r
+                               "To adjust the bass input timing.\nYou can set from -99 to 99ms.");\r
                        this.list項目リスト.Add(this.iGuitarInputAdjustTimeMs);\r
 \r
                        this.n現在の選択項目 = 0;\r
index e831e33..08deba7 100644 (file)
@@ -114,7 +114,7 @@ namespace DTXMania
                        {\r
                                if( this.bキー入力待ち )\r
                                {\r
-                                       if( CDTXMania.Input管理.Keyboard.bキーが押された( 0x35 ) )\r
+                                       if( CDTXMania.Input管理.Keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.Escape ) )\r
                                        {\r
                                                CDTXMania.Skin.sound取消音.t再生する();\r
                                                this.bキー入力待ち = false;\r
@@ -126,7 +126,7 @@ namespace DTXMania
                                                CDTXMania.Input管理.tポーリング( CDTXMania.app.bApplicationActive, false );\r
                                        }\r
                                }\r
-                               else if( ( CDTXMania.Input管理.Keyboard.bキーが押された( 0x31 ) && ( this.n現在の選択行 >= 0 ) ) && ( this.n現在の選択行 <= 15 ) )\r
+                               else if( ( CDTXMania.Input管理.Keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.Delete ) && ( this.n現在の選択行 >= 0 ) ) && ( this.n現在の選択行 <= 15 ) )\r
                                {\r
                                        CDTXMania.Skin.sound決定音.t再生する();\r
                                        CDTXMania.ConfigIni.KeyAssign[ (int) this.part ][ (int) this.pad ][ this.n現在の選択行 ].入力デバイス = E入力デバイス.不明;\r
@@ -334,7 +334,13 @@ namespace DTXMania
                {\r
                        for( int i = 0; i < 0x100; i++ )\r
                        {\r
-                               if( ( ( ( i != 0x35 ) && ( i != 0x84 ) ) && ( ( i != 50 ) && ( i != 0x4c ) ) ) && ( ( ( i != 0x76 ) && ( i != 0x31 ) ) && CDTXMania.Input管理.Keyboard.bキーが押された( i ) ) )\r
+                               if( i != (int)SlimDX.DirectInput.Key.Escape &&\r
+                                       i != (int)SlimDX.DirectInput.Key.UpArrow &&\r
+                                       i != (int)SlimDX.DirectInput.Key.DownArrow &&\r
+                                       i != (int)SlimDX.DirectInput.Key.LeftArrow &&\r
+                                       i != (int)SlimDX.DirectInput.Key.RightArrow &&\r
+                                       i != (int)SlimDX.DirectInput.Key.Delete &&\r
+                                        CDTXMania.Input管理.Keyboard.bキーが押された( i ) )\r
                                {\r
                                        CDTXMania.Skin.sound決定音.t再生する();\r
                                        CDTXMania.ConfigIni.t指定した入力が既にアサイン済みである場合はそれを全削除する( E入力デバイス.キーボード, 0, i );\r
index 807882a..f6bfeba 100644 (file)
@@ -38,17 +38,17 @@ namespace DTXMania
                        if( !base.b活性化してない )\r
                        {\r
                                y += 0x153;\r
-                               CDTXMania.act文字コンソール.tPrint( x, y, C文字コンソール.Eフォント種別.白, string.Format( "BGMAdjust: {0:####0} ms", CDTXMania.DTX.nBGMAdjust ) );\r
+                               CDTXMania.act文字コンソール.tPrint( x, y, C文字コンソール.Eフォント種別.白, string.Format( "BGM/D/G/B Adj: {0:####0}/{1:####0}/{2:####0}/{3:####0} ms", CDTXMania.DTX.nBGMAdjust, CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums, CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar, CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass ) );\r
                                y -= 0x10;\r
                                int num = ( CDTXMania.DTX.listChip.Count > 0 ) ? CDTXMania.DTX.listChip[ CDTXMania.DTX.listChip.Count - 1 ].n発声時刻ms : 0;\r
-                               string str = "Time:      " + ( ( ( (double) CDTXMania.Timer.n現在時刻 ) / 1000.0 ) ).ToString( "####0.00" ) + " / " + ( ( ( (double) num ) / 1000.0 ) ).ToString( "####0.00" );\r
+                               string str = "Time:          " + ( ( ( (double) CDTXMania.Timer.n現在時刻 ) / 1000.0 ) ).ToString( "####0.00" ) + " / " + ( ( ( (double) num ) / 1000.0 ) ).ToString( "####0.00" );\r
                                CDTXMania.act文字コンソール.tPrint( x, y, C文字コンソール.Eフォント種別.白, str );\r
                                y -= 0x10;\r
-                               CDTXMania.act文字コンソール.tPrint( x, y, C文字コンソール.Eフォント種別.白, string.Format( "Part:      {0:####0}", this.n小節番号 ) );\r
+                               CDTXMania.act文字コンソール.tPrint( x, y, C文字コンソール.Eフォント種別.白, string.Format( "Part:          {0:####0}", this.n小節番号 ) );\r
                                y -= 0x10;\r
-                               CDTXMania.act文字コンソール.tPrint( x, y, C文字コンソール.Eフォント種別.白, string.Format( "BPM:       {0:####0.00}", this.dbBPM ) );\r
+                               CDTXMania.act文字コンソール.tPrint( x, y, C文字コンソール.Eフォント種別.白, string.Format( "BPM:           {0:####0.00}", this.dbBPM ) );\r
                                y -= 0x10;\r
-                               CDTXMania.act文字コンソール.tPrint( x, y, C文字コンソール.Eフォント種別.白, string.Format( "Frame:     {0:####0} fps", CDTXMania.FPS.n現在のFPS ) );\r
+                               CDTXMania.act文字コンソール.tPrint( x, y, C文字コンソール.Eフォント種別.白, string.Format( "Frame:         {0:####0} fps", CDTXMania.FPS.n現在のFPS ) );\r
                                y -= 0x10;\r
                        }\r
                }\r
index 9ab1441..2e34b28 100644 (file)
@@ -302,7 +302,7 @@ namespace DTXMania
                                if( CDTXMania.act現在入力を占有中のプラグイン == null )\r
                                {\r
                                        IInputDevice keyboard = CDTXMania.Input管理.Keyboard;\r
-                                       if( keyboard.bキーが押された( 0x36 ) && ( keyboard.bキーが押されている( 120 ) || keyboard.bキーが押されている( 0x4e ) ) )\r
+                                       if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.F1 ) && ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftShift ) ) )\r
                                        {\r
                                                this.bPAUSE = !this.bPAUSE;\r
                                                if( this.bPAUSE )\r
@@ -320,21 +320,29 @@ namespace DTXMania
                                        {\r
                                                this.t入力処理・ギター();\r
                                                this.t入力処理・ベース();\r
-                                               if( keyboard.bキーが押された( 0x84 ) && ( keyboard.bキーが押されている( 120 ) || keyboard.bキーが押されている( 0x4e ) ) )\r
-                                               {\r
-                                                       CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( 0x4b ) || keyboard.bキーが押されている( 0x74 ) ) ? 1 : 10 );\r
+                                               if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.UpArrow ) && ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftShift) ) )\r
+                                               {       // shift (+ctrl) + Uparrow (BGMAdjust)\r
+                                                       CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftControl ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightControl) ) ? 1 : 10 );\r
                                                        CDTXMania.DTX.tWave再生位置自動補正();\r
                                                }\r
-                                               else if( keyboard.bキーが押された( 50 ) && ( keyboard.bキーが押されている( 120 ) || keyboard.bキーが押されている( 0x4e ) ) )\r
+                                               else if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.DownArrow ) && ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftShift ) ) )\r
                                                {\r
-                                                       CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( 0x4b ) || keyboard.bキーが押されている( 0x74 ) ) ? -1 : -10 );\r
+                                                       CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftControl ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightControl ) ) ? -1 : -10 );\r
                                                        CDTXMania.DTX.tWave再生位置自動補正();\r
                                                }\r
-                                               else if( keyboard.bキーが押された( 0x31 ) )\r
+                                               else if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.Delete ) )\r
                                                {\r
                                                        CDTXMania.ConfigIni.b演奏情報を表示する = !CDTXMania.ConfigIni.b演奏情報を表示する;\r
                                                }\r
-                                               else if( ( base.eフェーズID == CStage.Eフェーズ.共通_通常状態 ) && ( keyboard.bキーが押された( 0x35 ) || CDTXMania.Pad.b押されたGB( Eパッド.FT ) ) )\r
+                                               else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.LeftArrow ) )           // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
+                                               {\r
+                                                       ChangeInputAdjustTimeInPlaying( keyboard, -1 );\r
+                                               }\r
+                                               else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.RightArrow ) )          // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
+                                               {\r
+                                                       ChangeInputAdjustTimeInPlaying( keyboard, +1 );\r
+                                               }\r
+                                               else if ( ( base.eフェーズID == CStage.Eフェーズ.共通_通常状態 ) && ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.Escape ) || CDTXMania.Pad.b押されたGB( Eパッド.FT ) ) )\r
                                                {\r
                                                        this.actFO.tフェードアウト開始();\r
                                                        base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;\r
@@ -345,7 +353,38 @@ namespace DTXMania
                        }\r
                        return 0;\r
                }\r
-               \r
+               private void ChangeInputAdjustTimeInPlaying( IInputDevice keyboard, int plusminus )             // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
+               {\r
+                       int part, offset = plusminus;\r
+                       if ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) )      // Guitar InputAdjustTime\r
+                       {\r
+                               part = (int) E楽器パート.GUITAR;\r
+                       }\r
+                       else if ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftAlt ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightAlt ) )     // Bass InputAdjustTime\r
+                       {\r
+                               part = (int) E楽器パート.BASS;\r
+                       }\r
+                       else    // Drums InputAdjustTime\r
+                       {\r
+                               part = (int) E楽器パート.DRUMS;\r
+                       }\r
+                       if ( !keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftControl ) && !keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightControl ) )\r
+                       {\r
+                               offset *= 10;\r
+                       }\r
+\r
+                       this.nInputAdjustTimeMs[ part ] += offset;\r
+                       if ( this.nInputAdjustTimeMs[ part ] > 99 )\r
+                       {\r
+                               this.nInputAdjustTimeMs[ part ] = 99;\r
+                       }\r
+                       else if ( this.nInputAdjustTimeMs[ part ] < -99 )\r
+                       {\r
+                               this.nInputAdjustTimeMs[ part ] = -99;\r
+                       }\r
+                       CDTXMania.ConfigIni.nInputAdjustTimeMs[ part ] = this.nInputAdjustTimeMs[ part ];\r
+               }\r
+\r
 \r
                // その他\r
 \r
@@ -922,36 +961,37 @@ namespace DTXMania
                        switch( pChip.e楽器パート )\r
                        {\r
                                case E楽器パート.DRUMS:\r
-                                       if( ( eJudgeResult != E判定.Miss ) && ( eJudgeResult != E判定.Bad ) )\r
-                                       {\r
-                                               this.nヒット数・Auto含む.Drums[(int)eJudgeResult]++;\r
-                                       }\r
-                                       else\r
+                                       switch (eJudgeResult)\r
                                        {\r
-                                               this.nヒット数・Auto含む.Drums.Miss++;\r
+                                               case E判定.Miss:\r
+                                               case E判定.Bad:\r
+                                                       this.nヒット数・Auto含む.Drums.Miss++;\r
+                                                       break;\r
+                                               default:\r
+                                                       this.nヒット数・Auto含む.Drums[(int)eJudgeResult]++;\r
+                                                       break;\r
                                        }\r
-                                       //goto Label_0299;\r
                                        break;\r
 \r
                                case E楽器パート.GUITAR:\r
-                                       if( ( eJudgeResult != E判定.Miss ) && ( eJudgeResult != E判定.Bad ) )\r
-                                       {\r
-                                               this.nヒット数・Auto含む.Guitar[(int)eJudgeResult]++;\r
-                                       }\r
-                                       this.nヒット数・Auto含む.Guitar.Miss++;\r
-\r
-                                       if (!bIsAutoPlay)\r
+                                       switch (eJudgeResult)\r
                                        {\r
-                                               switch (eJudgeResult)\r
-                                               {\r
-                                                       case E判定.Miss:\r
-                                                       case E判定.Bad:\r
+                                               case E判定.Miss:\r
+                                               case E判定.Bad:\r
+                                                       this.nヒット数・Auto含む.Guitar.Miss++;\r
+                                                       if ( !bIsAutoPlay )\r
+                                                       {\r
                                                                this.nヒット数・Auto含まない.Guitar.Miss++;\r
-                                                               break;\r
-                            default:     // #24068 2011.1.10 ikanick changed\r
-                                this.nヒット数・Auto含まない.Guitar[(int)eJudgeResult]++;\r
-                                break;\r
-                                               }\r
+                                                       }\r
+                                                       break;\r
+                                               default:        // #24068 2011.1.10 ikanick changed\r
+                                                                       // #24167 2011.1.16 yyagi changed\r
+                                                       this.nヒット数・Auto含む.Guitar[ (int) eJudgeResult ]++;\r
+                                                       if ( !bIsAutoPlay )\r
+                                                       {\r
+                                                               this.nヒット数・Auto含まない.Guitar[ (int) eJudgeResult ]++;\r
+                                                       }\r
+                                                       break;\r
                                        }\r
                                        switch (eJudgeResult)\r
                                        {\r
@@ -968,26 +1008,23 @@ namespace DTXMania
                                        break;\r
 \r
                                case E楽器パート.BASS:\r
-                                       if( ( eJudgeResult != E判定.Miss ) && ( eJudgeResult != E判定.Bad ) )\r
-                                       {\r
-                                               this.nヒット数・Auto含む.Bass[(int)eJudgeResult]++;\r
-                                       }\r
-                                       else\r
+                                       switch( eJudgeResult )\r
                                        {\r
-                                               this.nヒット数・Auto含む.Bass.Miss++;\r
-                                       }\r
-                                       if( !bIsAutoPlay )\r
-                                       {\r
-                                               switch( eJudgeResult )\r
-                                               {\r
-                                                       case E判定.Miss:\r
-                                                       case E判定.Bad:\r
+                                               case E判定.Miss:\r
+                                               case E判定.Bad:\r
+                                                       this.nヒット数・Auto含む.Bass.Miss++;\r
+                                                       if( !bIsAutoPlay )\r
+                                                       {\r
                                                                this.nヒット数・Auto含まない.Bass.Miss++;\r
-                                                               break;\r
-                            default:     // #24068 2011.1.10 ikanick changed\r
-                                this.nヒット数・Auto含まない.Bass[(int)eJudgeResult]++;\r
-                                break;\r
-                                               }\r
+                                                       }\r
+                                                       break;\r
+                                               default:     // #24068 2011.1.10 ikanick changed\r
+                                                       this.nヒット数・Auto含む.Bass[(int)eJudgeResult]++;\r
+                                                       if ( !bIsAutoPlay )\r
+                                                       {\r
+                                                               this.nヒット数・Auto含まない.Bass[ (int) eJudgeResult ]++;\r
+                                                       }\r
+                                                       break;\r
                                        }\r
                                        switch (eJudgeResult)\r
                                        {\r
index 7912370..1c45d2d 100644 (file)
@@ -254,7 +254,6 @@ namespace DTXMania
                        this.n現在のトップChip = ( CDTXMania.DTX.listChip.Count > 0 ) ? 0 : -1;\r
                        // this.n最後に再生したHHの実WAV番号 = -1;                                   // #23921 2011.1.4 yyagi\r
                        this.L最後に再生したHHの実WAV番号 = new List<int>(16);\r
-                       //this.L最後に再生したHHの実WAV番号.Add(-1);\r
 \r
                        this.n最後に再生したHHのチャンネル番号 = 0;\r
                        this.n最後に再生したギターの実WAV番号 = -1;\r
@@ -1164,27 +1163,25 @@ namespace DTXMania
                        switch( pChip.e楽器パート )\r
                        {\r
                                case E楽器パート.DRUMS:\r
-                                       if ((eJudgeResult != E判定.Miss) && (eJudgeResult != E判定.Bad))\r
+                                       switch ( eJudgeResult )\r
                                        {\r
-                                               this.nヒット数・Auto含む.Drums[(int)eJudgeResult]++;\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               this.nヒット数・Auto含む.Drums.Miss++;\r
-                                       }\r
-                                       if (!bIsAutoPlay)\r
-                                       {\r
-                                               switch (eJudgeResult)\r
-                                               {\r
-                                                       case E判定.Miss:\r
-                                                       case E判定.Bad:\r
+                                               case E判定.Miss:\r
+                                               case E判定.Bad:\r
+                                                       this.nヒット数・Auto含む.Drums.Miss++;\r
+                                                       if ( !bIsAutoPlay )\r
+                                                       {\r
                                                                this.nヒット数・Auto含まない.Drums.Miss++;\r
-                                break;\r
-                            default:    // #24068 2011.1.10 ikanick changed\r
-                                this.nヒット数・Auto含まない.Drums[(int)eJudgeResult]++;\r
-                                break;\r
-                                               }\r
+                                                       }\r
+                                                       break;\r
+                                               default:\r
+                                                       this.nヒット数・Auto含む.Drums[ (int) eJudgeResult ]++;\r
+                                                       if ( !bIsAutoPlay )\r
+                                                       {\r
+                                                               this.nヒット数・Auto含まない.Drums[ (int) eJudgeResult ]++;\r
+                                                       }\r
+                                                       break;\r
                                        }\r
+\r
                                        if (CDTXMania.ConfigIni.bドラムが全部オートプレイである || !bIsAutoPlay)\r
                                        {\r
                                                switch (eJudgeResult)\r
@@ -1203,26 +1200,23 @@ namespace DTXMania
                                        break;\r
 \r
                                case E楽器パート.GUITAR:\r
-                                       if( ( eJudgeResult != E判定.Miss ) && ( eJudgeResult != E判定.Bad ) )\r
-                                       {\r
-                                               this.nヒット数・Auto含む.Guitar[(int)eJudgeResult]++;\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               this.nヒット数・Auto含む.Guitar.Miss++;\r
-                                       }\r
-                                       if( !bIsAutoPlay )\r
+                                       switch( eJudgeResult )\r
                                        {\r
-                                               switch( eJudgeResult )\r
-                                               {\r
-                                                       case E判定.Miss:\r
-                                                       case E判定.Bad:\r
+                                               case E判定.Miss:\r
+                                               case E判定.Bad:\r
+                                                       this.nヒット数・Auto含む.Guitar.Miss++;\r
+                                                       if ( !bIsAutoPlay )\r
+                                                       {\r
                                                                this.nヒット数・Auto含まない.Guitar.Miss++;\r
-                                break;\r
-                            default:    // #24068 2011.1.10 ikanick changed\r
-                                this.nヒット数・Auto含まない.Guitar[(int)eJudgeResult]++;\r
-                                break;\r
-                                               }\r
+                                                       }\r
+                               break;\r
+                                               default:    // #24068 2011.1.10 ikanick changed\r
+                                                       this.nヒット数・Auto含む.Guitar[ (int) eJudgeResult ]++;\r
+                                                       if ( !bIsAutoPlay )\r
+                                                       {\r
+                                                               this.nヒット数・Auto含まない.Guitar[ (int) eJudgeResult ]++;\r
+                                                       }\r
+                                                       break;\r
                                        }\r
                                        switch (eJudgeResult)\r
                                        {\r
@@ -1239,27 +1233,25 @@ namespace DTXMania
                                        break;\r
 \r
                                case E楽器パート.BASS:\r
-                                       if( ( eJudgeResult != E判定.Miss ) && ( eJudgeResult != E判定.Bad ) )\r
-                                       {\r
-                                               this.nヒット数・Auto含む.Bass[(int)eJudgeResult]++;\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               this.nヒット数・Auto含む.Bass.Miss++;\r
-                                       }\r
-                                       if( !bIsAutoPlay )\r
+                                       switch( eJudgeResult )\r
                                        {\r
-                                               switch( eJudgeResult )\r
-                                               {\r
-                                                       case E判定.Miss:\r
-                                                       case E判定.Bad:\r
+                                               case E判定.Miss:\r
+                                               case E判定.Bad:\r
+                                                       this.nヒット数・Auto含む.Bass.Miss++;\r
+                                                       if ( !bIsAutoPlay )\r
+                                                       {\r
                                                                this.nヒット数・Auto含まない.Bass.Miss++;\r
-                                                               break;\r
-                            default:    // #24068 2011.1.10 ikanick changed\r
-                                this.nヒット数・Auto含まない.Bass[(int)eJudgeResult]++;\r
-                                break;\r
-                                               }\r
+                                                       }\r
+                                                       break;\r
+                                               default:    // #24068 2011.1.10 ikanick changed\r
+                                                       this.nヒット数・Auto含む.Bass[ (int) eJudgeResult ]++;\r
+                                                       if ( !bIsAutoPlay )\r
+                                                       {\r
+                                                               this.nヒット数・Auto含まない.Bass[ (int) eJudgeResult ]++;\r
+                                                       }\r
+                                                       break;\r
                                        }\r
+\r
                                        switch( eJudgeResult )\r
                                        {\r
                                                case E判定.Perfect:\r
@@ -1419,8 +1411,9 @@ namespace DTXMania
                private void tキー入力()\r
                {\r
                        IInputDevice keyboard = CDTXMania.Input管理.Keyboard;\r
-                       if( keyboard.bキーが押された( 0x36 ) && ( keyboard.bキーが押されている( 120 ) || keyboard.bキーが押されている( 0x4e ) ) )\r
-                       {\r
+                       if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.F1 ) &&\r
+                               ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftShift) ) )\r
+                       {       // shift+f1 (pause)\r
                                this.bPAUSE = !this.bPAUSE;\r
                                if( this.bPAUSE )\r
                                {\r
@@ -1438,36 +1431,75 @@ namespace DTXMania
                                this.t入力処理・ドラム();\r
                                this.t入力処理・ギター();\r
                                this.t入力処理・ベース();\r
-                               if( keyboard.bキーが押された( 0x84 ) && ( keyboard.bキーが押されている( 120 ) || keyboard.bキーが押されている( 0x4e ) ) )\r
-                               {\r
-                                       CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( 0x4b ) || keyboard.bキーが押されている( 0x74 ) ) ? 1 : 10 );\r
+                               if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.UpArrow ) && ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftShift ) ) )\r
+                               {       // shift + UpArrow (BGMAdjust)\r
+                                       CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftControl ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightControl) ) ? 1 : 10 );\r
                                        CDTXMania.DTX.tWave再生位置自動補正();\r
                                }\r
-                               else if( keyboard.bキーが押された( 50 ) && ( keyboard.bキーが押されている( 120 ) || keyboard.bキーが押されている( 0x4e ) ) )\r
-                               {\r
-                                       CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( 0x4b ) || keyboard.bキーが押されている( 0x74 ) ) ? -1 : -10 );\r
+                               else if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.DownArrow ) && ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftShift ) ) )\r
+                               {       // shift + DownArrow (BGMAdjust)\r
+                                       CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.LeftControl ) || keyboard.bキーが押されている( (int)SlimDX.DirectInput.Key.RightControl ) ) ? -1 : -10 );\r
                                        CDTXMania.DTX.tWave再生位置自動補正();\r
                                }\r
-                               else if( keyboard.bキーが押された( 0x84 ) )\r
-                               {\r
-                                       CDTXMania.ConfigIni.n譜面スクロール速度.Drums = Math.Min( CDTXMania.ConfigIni.n譜面スクロール速度.Drums + 1, 0x7cf );\r
+                               else if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.UpArrow ) )\r
+                               {       // UpArrow(scrollspeed up)\r
+                                       CDTXMania.ConfigIni.n譜面スクロール速度.Drums = Math.Min( CDTXMania.ConfigIni.n譜面スクロール速度.Drums + 1, 1999 );\r
                                }\r
-                               else if( keyboard.bキーが押された( 50 ) )\r
-                               {\r
+                               else if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.DownArrow ) )\r
+                               {       // DownArrow (scrollspeed down)\r
                                        CDTXMania.ConfigIni.n譜面スクロール速度.Drums = Math.Max( CDTXMania.ConfigIni.n譜面スクロール速度.Drums - 1, 0 );\r
                                }\r
-                               else if( keyboard.bキーが押された( 0x31 ) )\r
-                               {\r
+                               else if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.Delete ) )\r
+                               {       // del (debug info)\r
                                        CDTXMania.ConfigIni.b演奏情報を表示する = !CDTXMania.ConfigIni.b演奏情報を表示する;\r
                                }\r
-                               else if( ( base.eフェーズID == CStage.Eフェーズ.共通_通常状態 ) && ( keyboard.bキーが押された( 0x35 ) || CDTXMania.Pad.b押されたGB( Eパッド.FT ) ) )\r
+                               else if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.LeftArrow ) )            // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
+                               {\r
+                                       ChangeInputAdjustTimeInPlaying( keyboard, -1 );\r
+                               }\r
+                               else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.RightArrow ) )          // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
                                {\r
+                                       ChangeInputAdjustTimeInPlaying( keyboard, +1 );\r
+                               }\r
+                               else if ( ( base.eフェーズID == CStage.Eフェーズ.共通_通常状態 ) && ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.Escape ) || CDTXMania.Pad.b押されたGB( Eパッド.FT ) ) )\r
+                               {       // escape (exit)\r
                                        this.actFO.tフェードアウト開始();\r
                                        base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;\r
                                        this.eフェードアウト完了時の戻り値 = E演奏画面の戻り値.演奏中断;\r
                                }\r
                        }\r
                }\r
+               private void ChangeInputAdjustTimeInPlaying( IInputDevice keyboard, int plusminus )             // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
+               {\r
+                       int part, offset = plusminus;\r
+                       if ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) )      // Guitar InputAdjustTime\r
+                       {\r
+                               part = (int) E楽器パート.GUITAR;\r
+                       }\r
+                       else if ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftAlt ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightAlt ) )     // Bass InputAdjustTime\r
+                       {\r
+                               part = (int) E楽器パート.BASS;\r
+                       }\r
+                       else    // Drums InputAdjustTime\r
+                       {\r
+                               part = (int) E楽器パート.DRUMS;\r
+                       }\r
+                       if ( !keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftControl ) && !keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightControl ) )\r
+                       {\r
+                               offset *= 10;\r
+                       }\r
+\r
+                       this.nInputAdjustTimeMs[ part ] += offset;\r
+                       if ( this.nInputAdjustTimeMs[ part ] > 99 )\r
+                       {\r
+                               this.nInputAdjustTimeMs[ part ] = 99;\r
+                       }\r
+                       else if ( this.nInputAdjustTimeMs[ part ] < -99 )\r
+                       {\r
+                               this.nInputAdjustTimeMs[ part ] = -99;\r
+                       }\r
+                       CDTXMania.ConfigIni.nInputAdjustTimeMs[ part ] = this.nInputAdjustTimeMs[ part ];\r
+               }\r
                private void t進行描画・AVI()\r
                {\r
                        if( ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) && ( !CDTXMania.ConfigIni.bストイックモード && CDTXMania.ConfigIni.bAVI有効 ) )\r
index 783c98c..c857ecf 100644 (file)
@@ -1022,15 +1022,15 @@ namespace DTXMania
                        sw.WriteLine( "; バッファ入力モード(0:OFF, 1:ON)" );\r
                        sw.WriteLine( "BufferedInput={0}", this.bバッファ入力を行う ? 1 : 0 );\r
                        sw.WriteLine();\r
-                       sw.WriteLine("; 判定タイミング調整(ドラム)(-100~100)[ms]");                                       // #23580 2011.1.3 yyagi\r
+                       sw.WriteLine("; 判定タイミング調整(ドラム)(-99~99)[ms]");                                         // #23580 2011.1.3 yyagi\r
                        sw.WriteLine("; Revision value to adjust judgement timing for the drums.");             //\r
                        sw.WriteLine("InputAdjustTimeDrums={0}", this.nInputAdjustTimeMs.Drums);                //\r
                        sw.WriteLine();\r
-                       sw.WriteLine("; 判定タイミング調整(ギター)(-100~100)[ms]");                                       // #23580 2011.1.3 yyagi\r
+                       sw.WriteLine("; 判定タイミング調整(ギター)(-99~99)[ms]");                                         // #23580 2011.1.3 yyagi\r
                        sw.WriteLine("; Revision value to adjust judgement timing for the guitar.");    //\r
                        sw.WriteLine("InputAdjustTimeGuitar={0}", this.nInputAdjustTimeMs.Guitar);              //\r
                        sw.WriteLine();\r
-                       sw.WriteLine("; 判定タイミング調整(ベース)(-100~100)[ms]");                                       // #23580 2011.1.3 yyagi\r
+                       sw.WriteLine("; 判定タイミング調整(ベース)(-99~99)[ms]");                                         // #23580 2011.1.3 yyagi\r
                        sw.WriteLine("; Revision value to adjust judgement timing for the bass.");              //\r
                        sw.WriteLine("InputAdjustTimeBass={0}", this.nInputAdjustTimeMs.Bass);                  //\r
                        sw.WriteLine();\r
@@ -1577,15 +1577,15 @@ namespace DTXMania
                                                                                                }\r
                                                                                                else if ( str3.Equals("InputAdjustTimeDrums") )         // #23580 2011.1.3 yyagi\r
                                                                                                {\r
-                                                                                                       this.nInputAdjustTimeMs.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -100, 100, this.nInputAdjustTimeMs.Drums);\r
+                                                                                                       this.nInputAdjustTimeMs.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 99, this.nInputAdjustTimeMs.Drums);\r
                                                                                                }\r
                                                                                                else if ( str3.Equals("InputAdjustTimeGuitar") )        // #23580 2011.1.3 yyagi\r
                                                                                                {\r
-                                                                                                       this.nInputAdjustTimeMs.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -100, 100, this.nInputAdjustTimeMs.Guitar);\r
+                                                                                                       this.nInputAdjustTimeMs.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 99, this.nInputAdjustTimeMs.Guitar);\r
                                                                                                }\r
                                                                                                else if ( str3.Equals("InputAdjustTimeBass") )          // #23580 2011.1.3 yyagi\r
                                                                                                {\r
-                                                                                                       this.nInputAdjustTimeMs.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -100, 100, this.nInputAdjustTimeMs.Bass);\r
+                                                                                                       this.nInputAdjustTimeMs.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 99, this.nInputAdjustTimeMs.Bass);\r
                                                                                                }\r
                                                                                                else if ( str3.Equals("BufferedInput") ) {\r
                                                                                                        this.bバッファ入力を行う = C変換.bONorOFF(str4[0]);\r