void CCrossDlg::RandomPatch() { Play(FALSE); // prevent auto-fade from clobbering result for (int i = 0; i < ROWS; i++) { m_Info[SEL_MIX].m_Row[i].Val = RANDOMIZE(Val); m_Info[SEL_MIX].m_Row[i].Wave = round(RANDOMIZE(Wave)); m_Info[SEL_MIX].m_Row[i].Amp = RANDOMIZE(Amp); m_Info[SEL_MIX].m_Row[i].Freq = RANDOMIZE(Freq); m_Info[SEL_MIX].m_Row[i].PW = RANDOMIZE(PW); } m_Frm->OnNewParms(SEL_MIX); // update parameters dialog m_PosEdit.SetVal(.5); // center fader, so FadeTo fades from random mix m_PosSlider.SetPos(round(.5 * SLIDER_RANGE)); }
int main() { RANDOMIZE(); ArrayTest1(cout); ArrayTest2(cout); ArrayTest8(cout); ArrayTest12(cout); return 0; }
Engine::Engine() :mHandle(nullptr), mInstance(nullptr), mDirectX(nullptr), mDevice(nullptr), mWidth(1024), mHeight(640), mTitle("Dungeon Dashers"), mWindowMode(true), mDeviceLost(false), mEditMode(false), mBackground(Colour::Black) { ENGINE = this; RANDOMIZE(); mAsset = new AssetManager(); mScene = new SceneManager(); mAsset->SetLoadingMethod(AssetLoadingMethod::LoadFromBinary); }