private void frmConfiguration_Load(object eventSender, EventArgs eventArgs) { // ダイアログを初期化 // メッセージスピード cboMessageSpeed.Items.Add("手動送り"); cboMessageSpeed.Items.Add("低速"); cboMessageSpeed.Items.Add("普通"); cboMessageSpeed.Items.Add("高速"); cboMessageSpeed.Items.Add("超高速"); cboMessageSpeed.Items.Add("神の領域"); switch (GUI.MessageWait) { case 0: { cboMessageSpeed.Text = "神の領域"; break; } case 200: { cboMessageSpeed.Text = "超高速"; break; } case 400: { cboMessageSpeed.Text = "高速"; break; } case 700: { cboMessageSpeed.Text = "普通"; break; } case 1000: { cboMessageSpeed.Text = "低速"; break; } case 10000000: { cboMessageSpeed.Text = "手動送り"; break; } } // 戦闘アニメ表示 if (SRC.BattleAnimation) { chkBattleAnimation.CheckState = CheckState.Checked; } else { chkBattleAnimation.CheckState = CheckState.Unchecked; } bool localFileExists() { string argfname = SRC.AppPath + @"Lib\汎用戦闘アニメ\include.eve"; var ret = GeneralLib.FileExists(ref argfname); return(ret); } if (!localFileExists()) { chkBattleAnimation.CheckState = CheckState.Indeterminate; // 無効 } // 拡張戦闘アニメ表示 if (SRC.ExtendedAnimation) { chkExtendedAnimation.CheckState = CheckState.Checked; } else { chkExtendedAnimation.CheckState = CheckState.Unchecked; } if ((int)chkBattleAnimation.CheckState == 1) { chkExtendedAnimation.Enabled = true; } else { chkExtendedAnimation.Enabled = false; } // 武器準備アニメ表示 if (SRC.WeaponAnimation) { chkWeaponAnimation.CheckState = CheckState.Checked; } else { chkWeaponAnimation.CheckState = CheckState.Unchecked; } if ((int)chkBattleAnimation.CheckState == 1) { chkWeaponAnimation.Enabled = true; } else { chkWeaponAnimation.Enabled = false; } // 移動アニメ表示 if (SRC.MoveAnimation) { chkMoveAnimation.CheckState = CheckState.Checked; } else { chkMoveAnimation.CheckState = CheckState.Unchecked; } // スペシャルパワーアニメ表示 if (SRC.SpecialPowerAnimation) { chkSpecialPowerAnimation.CheckState = CheckState.Checked; } else { chkSpecialPowerAnimation.CheckState = CheckState.Unchecked; } // マウスカーソルの自動移動 if (SRC.AutoMoveCursor) { chkAutoMoveCursor.CheckState = CheckState.Checked; } else { chkAutoMoveCursor.CheckState = CheckState.Unchecked; } // マス目の表示 if (SRC.ShowSquareLine) { chkShowSquareLine.CheckState = CheckState.Checked; } else { chkShowSquareLine.CheckState = CheckState.Unchecked; } // 味方フェイズ開始時のターン表示 string argini_section = "Option"; string argini_entry = "Turn"; if (Strings.LCase(GeneralLib.ReadIni(ref argini_section, ref argini_entry)) == "on") { chkShowTurn.CheckState = CheckState.Checked; } else { chkShowTurn.CheckState = CheckState.Unchecked; } // 敵フェイズ中にBGMを変更しない if (SRC.KeepEnemyBGM) { chkKeepEnemyBGM.CheckState = CheckState.Checked; } else { chkKeepEnemyBGM.CheckState = CheckState.Unchecked; } // MIDI演奏にDirectMusicを使用する string argini_section1 = "Option"; string argini_entry1 = "UseDirectMusic"; if (Strings.LCase(GeneralLib.ReadIni(ref argini_section1, ref argini_entry1)) == "on") { chkUseDirectMusic.CheckState = CheckState.Checked; } else { chkUseDirectMusic.CheckState = CheckState.Unchecked; } // MIDI音源リセットの種類 cboMidiReset.Items.Add("None"); cboMidiReset.Items.Add("GM"); cboMidiReset.Items.Add("GS"); cboMidiReset.Items.Add("XG"); cboMidiReset.Text = SRC.MidiResetType; // MP3音量 SavedMP3Volume = Sound.MP3Volume; txtMP3Volume.Text = Microsoft.VisualBasic.Compatibility.VB6.Support.Format(Sound.MP3Volume); }