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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/matrix.hpp"
#include "engine/graphics/scene.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 <memory>
#include <random>
#include <string_view>

auto bootstrap() noexcept -> yacppdic::Container
{
	auto container = yacppdic::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<ISeedGenerator>().to<SeedGenerator>();

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

			std::shared_ptr<IGenerationTracker> generation_tracker =
				container.get<IGenerationTrackerFactory>()(true);

			std::shared_ptr<IStatusUpdater> status_updater =
				container.get<IStatusUpdaterFactory>()(statusline, generation_tracker);

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

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

	container.bind<IMatrixFactory<std::string_view>>().to_factory(
		[](const Bounds &bounds)
		{
			return std::make_unique<Matrix<std::string_view>>(bounds);
		}
	);

	container.bind<ISceneFactory>().to_factory(
		[&container](
			const std::shared_ptr<ICursorController> &cursor_controller,
			const std::shared_ptr<IWindow> &window
		)
		{
			auto matrix_factory = container.get<IMatrixFactory<std::string_view>>();

			return std::make_unique<Scene>(matrix_factory, cursor_controller, window);
		}
	);

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

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

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

	return container;
}