Magic_Game/src/kiwano/math/rand.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include <random>
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namespace kiwano
{
namespace math
{
//
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//
// <20><>ȡָ<C8A1><D6B8><EFBFBD><EFBFBD>Χ<EFBFBD>ڵ<EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><>:
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// Int32 n = math::Rand(1, 5); // <20><>ȡ 1~5 <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> 1 <20><> 5
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD>ڲ<EFBFBD><DAB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:
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// Float64 d = math::Rand(1.2, 1.5);
//
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Int32 Rand(Int32 min, Int32 max);
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UInt32 Rand(UInt32 min, UInt32 max);
long Rand(long min, long max);
unsigned long Rand(unsigned long min, unsigned long max);
char Rand(char min, char max);
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UChar Rand(UChar min, UChar max);
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Float32 Rand(Float32 min, Float32 max);
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Float64 Rand(Float64 min, Float64 max);
//
// Details of math::Rand
//
namespace __rand_detail
{
inline std::default_random_engine& GetRandomEngine()
{
static std::random_device device;
static std::default_random_engine engine(device());
return engine;
}
template<typename T>
inline T RandomInt(T min, T max)
{
std::uniform_int_distribution<T> dist(min, max);
return dist(GetRandomEngine());
}
template<typename T>
inline T RandomReal(T min, T max)
{
std::uniform_real_distribution<T> dist(min, max);
return dist(GetRandomEngine());
}
}
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inline Int32 Rand(Int32 min, Int32 max)
{
return __rand_detail::RandomInt(min, max);
}
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inline UInt32 Rand(UInt32 min, UInt32 max)
{
return __rand_detail::RandomInt(min, max);
}
inline long Rand(long min, long max)
{
return __rand_detail::RandomInt(min, max);
}
inline unsigned long Rand(unsigned long min, unsigned long max)
{
return __rand_detail::RandomInt(min, max);
}
inline char Rand(char min, char max)
{
return static_cast<char>(
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__rand_detail::RandomInt(static_cast<Int32>(min), static_cast<Int32>(max))
);
}
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inline UChar Rand(UChar min, UChar max)
{
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return static_cast<UChar>(
__rand_detail::RandomInt(static_cast<UInt32>(min), static_cast<UInt32>(max))
);
}
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inline Float32 Rand(Float32 min, Float32 max)
{
return __rand_detail::RandomReal(min, max);
}
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inline Float64 Rand(Float64 min, Float64 max)
{
return __rand_detail::RandomReal(min, max);
}
}
}