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path: root/src/bootstrap.cpp
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#include "bootstrap.hpp"

// Interfaces
#include "interfaces/argument_parser.hpp"
#include "interfaces/cursor.hpp"
#include "interfaces/engine.hpp"
#include "interfaces/game.hpp"
#include "interfaces/generation_tracker.hpp"
#include "interfaces/input.hpp"
#include "interfaces/matrix.hpp"
#include "interfaces/randomization.hpp"
#include "interfaces/scene.hpp"
#include "interfaces/status_updater.hpp"
#include "interfaces/statusline.hpp"
#include "interfaces/window.hpp"

// Implementations
#include "argument_parser.hpp"
#include "engine/data/bounds.hpp"
#include "engine/data/vector2.hpp"
#include "engine/engine.hpp"
#include "engine/graphics/scene.hpp"
#include "engine/graphics/string_matrix.hpp"
#include "engine/graphics/window.hpp"
#include "engine/user/cursor.hpp"
#include "engine/user/input.hpp"
#include "game/game.hpp"
#include "game/generation_tracker.hpp"
#include "game/status_updater.hpp"
#include "game/statusline.hpp"
#include "randomization/generator.hpp"
#include "randomization/seed_generator.hpp"

#include "util/function.hpp"

#include <memory>
#include <random>
#include <string_view>

Container bootstrap() noexcept
{
	auto container = Container();

	container.bind<IArgumentParser>().to<ArgumentParser>();
	container.bind<IInputHandler>().to<InputHandler>();
	container.bind<ICursorController>().to<CursorController>();
	container.bind<ICLIGameEngine>().to<CLIGameEngine>();
	container.bind<IWindow>().to<Window>();

	container.bind<IGameFactory>().to_factory(normalize_lambda(
		[&container](const std::shared_ptr<IWindow> &window,
					 const std::shared_ptr<IScene> &scene,
					 const std::shared_ptr<ICursorController> &cursor_controller)
		{
			auto statusline =
				container.get<IStatusLineFactory>()(cursor_controller, window);

			auto generation_tracker = container.get<IGenerationTrackerFactory>()(true);

			auto status_updater =
				container.get<IStatusUpdaterFactory>()(statusline, generation_tracker);

			return std::dynamic_pointer_cast<IGame>(
				std::make_shared<Game>(window, scene, cursor_controller, statusline,
									   generation_tracker, status_updater));
		}));

	container.bind<IRandomNumberGeneratorFactory>().to_factory(
		[](const uint32_t &seed)
		{
			return std::dynamic_pointer_cast<IRandomNumberGenerator>(
				std::make_shared<RandomNumberGenerator>(seed));
		});

	container.bind<ISeedGeneratorFactory>().to_factory(
		[]()
		{
			return std::dynamic_pointer_cast<ISeedGenerator>(
				std::make_shared<SeedGenerator>(std::make_unique<std::random_device>()));
		});

	container.bind<IMatrixFactory<std::string_view>>().to_factory(
		[](const Bounds &bounds)
		{
			return std::dynamic_pointer_cast<IMatrix<std::string_view>>(
				std::make_shared<StringMatrix>(bounds));
		});

	container.bind<ISceneFactory>().to_factory(normalize_lambda(
		[&container](const std::shared_ptr<ICursorController> &cursor_controller,
					 const std::shared_ptr<IWindow> &window)
		{
			return std::dynamic_pointer_cast<IScene>(
				std::make_shared<Scene>(container.get<IMatrixFactory<std::string_view>>(),
										cursor_controller, window));
		}));

	container.bind<IStatusLineFactory>().to_factory(
		[](const std::shared_ptr<ICursorController> &cursor_controller,
		   const std::shared_ptr<IWindow> &window)
		{
			return std::dynamic_pointer_cast<IStatusLine>(
				std::make_shared<StatusLine>(cursor_controller, window));
		});

	container.bind<IStatusUpdaterFactory>().to_factory(
		[](const std::shared_ptr<IStatusLine> &status_line,
		   const std::shared_ptr<IGenerationTracker> &generation_tracker)
		{
			return std::dynamic_pointer_cast<IStatusUpdater>(
				std::make_shared<StatusUpdater>(status_line, generation_tracker));
		});

	container.bind<IGenerationTrackerFactory>().to_factory(
		[](bool is_paused)
		{
			return std::dynamic_pointer_cast<IGenerationTracker>(
				std::make_shared<GenerationTracker>(is_paused));
		});

	return container;
}