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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"

// 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/statusline.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 "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<IUserInputObserver>().to<UserInputObserver>();
	container.bind<ICursorController>().to<CursorController>();
	container.bind<ICLIGameEngine>().to<CLIGameEngine>();
	container.bind<ISeedGenerator>().to<SeedGenerator>();

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

			std::shared_ptr<IStatusManager> status_manager =
				container.get<IStatusManagerFactory>()(statusline);

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

			return std::make_unique<Game>(
				scene,
				cursor_controller,
				generation_tracker,
				status_manager,
				user_input_observer);
		});

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

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

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

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

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

	container.bind<IStatusManagerFactory>().to_factory(
		[](const std::shared_ptr<IStatusLine> &statusline)
		{
			return std::make_unique<StatusManager>(statusline);
		});

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

	return container;
}