/// and scaling base objects. Then we use polymorphism to invoke the actual
/// endgame function calling its apply() method that is virtual.
-class Endgames {
+struct Endgames {
- typedef std::map<Key, EndgameBase<Value>* > EFMap;
- typedef std::map<Key, EndgameBase<ScaleFactor>* > SFMap;
+ template<typename T>
+ struct EMap { typedef std::map<Key, EndgameBase<T>*> type; };
-public:
Endgames();
~Endgames();
template<typename T> EndgameBase<T>* get(Key key) const;
template<typename T, EndgameType E> void add(const std::string& keyCode);
// Here we store two maps, for evaluate and scaling functions...
- std::pair<EFMap, SFMap> maps;
+ std::pair<EMap<Value>::type, EMap<ScaleFactor>::type> maps;
// ...and here is the accessing template function
- template<typename T> const std::map<Key, T*>& map() const;
+ template<typename T> const typename EMap<T>::type& map() const;
};
#endif // !defined(ENDGAME_H_INCLUDED)