Magic_Game/Easy2D/etools.h

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#pragma once
#include "ebase.h"
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#include <chrono>
#include <random>
namespace e2d
{
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class ETimerManager;
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class EAction;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EObjectManager
{
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friend EApp;
public:
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// <20><>һ<EFBFBD><D2BB><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
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static void add(
e2d::EObject * nptr
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD>нڵ<D0BD>
static void clearAllObjects();
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// ֪ͨ<CDA8>ڴ<EFBFBD><DAB4><EFBFBD>ˢ<EFBFBD><CBA2>
static void notifyFlush();
private:
// ˢ<><CBA2><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
static void __flush();
};
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// <20><>ʱ<EFBFBD><CAB1>
class ETimer :
public EObject
{
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friend ETimerManager;
public:
ETimer();
ETimer(
const EString &name /* <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
ETimer(
const TIMER_CALLBACK &callback, /* <20><>ʱ<EFBFBD><CAB1><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD> */
LONGLONG delay = 20LL /* ʱ<><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
ETimer(
const EString &name, /* <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
const TIMER_CALLBACK &callback, /* <20><>ʱ<EFBFBD><CAB1><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD> */
LONGLONG delay = 20LL /* ʱ<><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><>ȡ<EFBFBD><C8A1>ʱ<EFBFBD><CAB1>״̬
bool isRunning() const;
// <20><>ȡ<EFBFBD><C8A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
bool isWaiting() const;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void start();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
void stop();
// <20><>ȡ<EFBFBD><C8A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
EString getName() const;
// <20><>ȡ<EFBFBD><C8A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
EScene * getParentScene() const;
// <20><>ȡ<EFBFBD><C8A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD>
ENode * getParentNode() const;
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// <20><><EFBFBD>ö<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setName(
const EString &name
);
// <20><><EFBFBD>ö<EFBFBD>ʱ<EFBFBD><CAB1>ִ<EFBFBD>м<EFBFBD><D0BC><EFBFBD>
void setInterval(
LONGLONG interval
);
// <20>󶨶<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void bindWith(
EScene * pParentScene
);
// <20>󶨶<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
virtual void bindWith(
ENode * pParentNode
);
protected:
// <20><><EFBFBD><EFBFBD><EFBFBD>ȴ<EFBFBD>״̬
void _wait();
// <20><><EFBFBD><EFBFBD>
void _notify();
// ִ<>лص<D0BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
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virtual void _callOn();
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protected:
EString m_sName;
bool m_bRunning;
bool m_bWaiting;
int m_nRunTimes;
EScene * m_pParentScene;
ENode * m_pParentNode;
TIMER_CALLBACK m_Callback;
LONGLONG m_nInterval;
std::chrono::steady_clock::time_point m_tLast;
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};
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// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ETimerManager
{
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friend EApp;
friend EScene;
friend ENode;
public:
// <20>󶨶<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void bindTimer(
ETimer * timer,
EScene * pParentScene
);
// <20>󶨶<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
static void bindTimer(
ETimer * timer,
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void startTimers(
const EString &name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void stopTimers(
const EString &name
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void delTimers(
const EString &name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAllTimersBindedWith(
EScene * pParentScene
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAllTimersBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void clearAllTimersBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAllTimersBindedWith(
ENode * pParentNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAllTimersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void clearAllTimersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAllTimers();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAllTimers();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void clearAllTimers();
private:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void _waitAllTimersBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void _notifyAllTimersBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void _waitAllTimersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void _notifyAllTimersBindedWith(
ENode * pParentNode
);
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// <20><>ʱ<EFBFBD><CAB1>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
static void TimerProc();
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EActionManager
{
friend EApp;
friend EScene;
friend ENode;
public:
// <20>󶨶<EFBFBD><F3B6A8B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
static void bindAction(
EAction * action,
ENode * pTargetNode
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void startAllActionsBindedWith(
EScene * pParentScene
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stopAllActionsBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void clearAllActionsBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void startAllActionsBindedWith(
ENode * pTargetNode
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);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stopAllActionsBindedWith(
ENode * pTargetNode
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);
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void clearAllActionsBindedWith(
ENode * pTargetNode
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void startAllActions();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stopAllActions();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void clearAllActions();
private:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void _waitAllActionsBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void _notifyAllActionsBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void _waitAllActionsBindedWith(
ENode * pTargetNode
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void _notifyAllActionsBindedWith(
ENode * pTargetNode
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);
// <20><><EFBFBD><EFBFBD>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
static void ActionProc();
};
class EFileUtils
{
public:
// <20><>ȡϵͳ<CFB5><CDB3> AppData\Local ·<><C2B7>
static EString getLocalAppDataPath();
// <20><>ȡĬ<C8A1>ϵı<CFB5><C4B1><EFBFBD>·<EFBFBD><C2B7>
static EString getDefaultSavePath();
// <20><><EFBFBD><EFBFBD> int <20>͵<EFBFBD>ֵ
static void saveInt(LPCTSTR key, int value);
// <20><><EFBFBD><EFBFBD> double <20>͵<EFBFBD>ֵ
static void saveDouble(LPCTSTR key, double value);
// <20><><EFBFBD><EFBFBD> <20>ַ<EFBFBD><D6B7><EFBFBD> <20>͵<EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA> Unicode <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD>±<EFBFBD><C2B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
static void saveString(LPCTSTR key, EString value);
// <20><>ȡ int <20>͵<EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>򷵻<EFBFBD> default <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5>
static int getInt(LPCTSTR key, int default);
// <20><>ȡ double <20>͵<EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>򷵻<EFBFBD> default <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5>
static double getDouble(LPCTSTR key, double default);
// <20><>ȡ <20>ַ<EFBFBD><D6B7><EFBFBD> <20>͵<EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>򷵻<EFBFBD> default <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5>
static EString geTString(LPCTSTR key, EString default);
// <20>õ<EFBFBD><C3B5>ļ<EFBFBD><C4BC><EFBFBD>չ<EFBFBD><D5B9><EFBFBD><EFBFBD>Сд<D0A1><D0B4>
static EString getFileExtension(const EString & filePath);
/**
* <EFBFBD>򿪱<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD>Ի<EFBFBD><EFBFBD>򣬵õ<EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>չ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>չ<EFBFBD><EFBFBD>
*/
static EString getSaveFilePath(LPCTSTR title = L"<EFBFBD><EFBFBD><EFBFBD>", LPCTSTR defExt = NULL);
};
class ERandom
{
public:
// ȡ<><C8A1><EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD>Χ<EFBFBD>ڵ<EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
template<typename T>
static T randomInt(T min, T max)
{
std::uniform_int_distribution<T> dist(min, max);
return dist(getEngine());
}
// ȡ<>ø<EFBFBD><C3B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD>Χ<EFBFBD>ڵ<EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
template<typename T>
static T randomReal(T min, T max)
{
std::uniform_real_distribution<T> dist(min, max);
return dist(getEngine());
}
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static std::default_random_engine &getEngine();
};
template<typename T>
inline T random(T min, T max) { return e2d::ERandom::randomInt(min, max); }
inline float random(float min, float max) { return e2d::ERandom::randomReal(min, max); }
inline double random(double min, double max) { return e2d::ERandom::randomReal(min, max); }
inline long double random(long double min, long double max) { return e2d::ERandom::randomReal(min, max); }
}