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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/input.hpp"
#include "interfaces/matrix.hpp"
#include "interfaces/randomization.hpp"
#include "interfaces/scene.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 "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(
[](const std::shared_ptr<IWindow> &window, const std::shared_ptr<IScene> &scene,
const std::shared_ptr<ICursorController> &cursor_controller)
{
return std::dynamic_pointer_cast<IGame>(
std::make_shared<Game>(window, scene, cursor_controller));
}));
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));
}));
return container;
}
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