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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_manager.hpp"
#include "interfaces/statusline.hpp"
#include "interfaces/statusline_subscriber_adapter.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_manager.hpp"
#include "game/statusline.hpp"
#include "game/statusline_subscriber_adapter.hpp"
#include "randomization/generator.hpp"
#include "randomization/seed_generator.hpp"
#include <fmt/core.h>
#include <memory>
#include <random>
#include <string>
#include <string_view>
#include <vector>
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<IStatusManager> status_manager =
container.get<IStatusManagerFactory>()(statusline);
std::shared_ptr<IGenerationTracker> generation_tracker =
container.get<IGenerationTrackerFactory>()(true);
auto vector2_statusline_subscriber_adapter_factory =
container.get<IStatusLineSubscriberAdapterFactory<Vector2>>();
return std::make_unique<Game>(
window,
scene,
cursor_controller,
statusline,
generation_tracker,
status_manager,
vector2_statusline_subscriber_adapter_factory
);
}
);
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<IStatusManagerFactory>().to_factory(
[](const std::shared_ptr<IStatusLine> &statusline)
{
return std::make_unique<StatusManager>(statusline);
}
);
container.bind<IStatusLineSubscriberAdapterFactory<Vector2>>().to_factory(
[](const std::shared_ptr<IStatusManager> &status_manager,
std::vector<StatusLineSection> sections)
{
return std::make_unique<StatusLineSubscriberAdapter<Vector2>>(
status_manager,
[](std::size_t section_index, const Vector2 &position)
{
switch (section_index)
{
case 0:
return fmt::format("{}", position.get_x());
case 1:
return fmt::format("{}", position.get_y());
default:
return std::string("");
}
},
sections
);
}
);
container.bind<IGenerationTrackerFactory>().to_factory(
[](bool is_paused)
{
return std::make_unique<GenerationTracker>(is_paused);
}
);
return container;
}
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