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Indulge a bit on the template wizardy

Push the template pedal a bit in our "showoff" endgame code ;-)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
sf_2.3.1_base
Marco Costalba 2011-08-14 12:36:34 +01:00
parent 48e39c5c8e
commit 3b67636f0e
2 changed files with 18 additions and 20 deletions

View File

@ -93,16 +93,16 @@ namespace {
return Position(fen, false, 0).get_material_key();
}
typedef EndgameBase<Value> EF;
typedef EndgameBase<ScaleFactor> SF;
typedef Endgames::EMap<Value>::type EFMap;
typedef Endgames::EMap<ScaleFactor>::type SFMap;
} // namespace
/// Endgames member definitions
template<> const Endgames::EFMap& Endgames::map<EF>() const { return maps.first; }
template<> const Endgames::SFMap& Endgames::map<SF>() const { return maps.second; }
template<> const EFMap& Endgames::map<Value>() const { return maps.first; }
template<> const SFMap& Endgames::map<ScaleFactor>() const { return maps.second; }
Endgames::Endgames() {
@ -125,10 +125,10 @@ Endgames::Endgames() {
Endgames::~Endgames() {
for (EFMap::const_iterator it = map<EF>().begin(); it != map<EF>().end(); ++it)
for (EFMap::const_iterator it = map<Value>().begin(); it != map<Value>().end(); ++it)
delete it->second;
for (SFMap::const_iterator it = map<SF>().begin(); it != map<SF>().end(); ++it)
for (SFMap::const_iterator it = map<ScaleFactor>().begin(); it != map<ScaleFactor>().end(); ++it)
delete it->second;
}
@ -137,23 +137,22 @@ void Endgames::add(const string& keyCode) {
typedef Endgame<T, E> EG;
typedef typename EG::Base B;
typedef std::map<Key, B*> M;
typedef typename EMap<T>::type M;
const_cast<M&>(map<B>()).insert(std::pair<Key, B*>(mat_key(keyCode), new EG(WHITE)));
const_cast<M&>(map<B>()).insert(std::pair<Key, B*>(mat_key(swap_colors(keyCode)), new EG(BLACK)));
const_cast<M&>(map<T>()).insert(std::pair<Key, B*>(mat_key(keyCode), new EG(WHITE)));
const_cast<M&>(map<T>()).insert(std::pair<Key, B*>(mat_key(swap_colors(keyCode)), new EG(BLACK)));
}
template<typename T>
EndgameBase<T>* Endgames::get(Key key) const {
typedef EndgameBase<T> E;
typename std::map<Key, E*>::const_iterator it = map<E>().find(key);
return it != map<E>().end() ? it->second : NULL;
typename EMap<T>::type::const_iterator it = map<T>().find(key);
return it != map<T>().end() ? it->second : NULL;
}
// Explicit template instantiations
template EF* Endgames::get<Value>(Key key) const;
template SF* Endgames::get<ScaleFactor>(Key key) const;
template EndgameBase<Value>* Endgames::get<Value>(Key key) const;
template EndgameBase<ScaleFactor>* Endgames::get<ScaleFactor>(Key key) const;
/// Mate with KX vs K. This function is used to evaluate positions with

View File

@ -89,12 +89,11 @@ private:
/// 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;
@ -103,10 +102,10 @@ private:
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)