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#include "bootstrap.hpp"
#include <list>
#include <memory>
#include <vector>
#include <yacppdic/factory.hpp>
#include "engine/engine.hpp"
#include "engine/graphics/component_renderer.hpp"
#include "engine/graphics/matrix.hpp"
#include "engine/graphics/matrix_impl.hpp"
#include "engine/graphics/matrix_iterator.hpp"
#include "engine/graphics/matrix_iterator_impl.hpp"
#include "engine/graphics/scene.hpp"
#include "engine/user/cursor.hpp"
#include "engine/user/input.hpp"
#include "game/RLE_reader.hpp"
#include "game/cell_helper.hpp"
#include "game/cell_helper_impl.hpp"
#include "game/components/statusline.hpp"
#include "game/game.hpp"
#include "game/generation_tracker.hpp"
#include "game/status_manager.hpp"
#include "interfaces/RLE_reader.hpp"
#include "interfaces/cell_helper.hpp"
#include "interfaces/component.hpp"
#include "interfaces/component_renderer.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/scene.hpp"
#include "interfaces/status_manager.hpp"
#include "interfaces/statusline.hpp"
class Bounds;
auto bootstrap() noexcept -> yacppdic::DIContainer
{
auto di_container = yacppdic::DIContainer();
di_container.bind<IUserInputObserver>().to<UserInputObserver>();
di_container.bind<ICursorController>().to<CursorController>();
di_container.bind<ICLIGameEngine>().to<CLIGameEngine>();
di_container.bind<IStatusManager>().to<StatusManager>();
di_container.bind<IScene>().to<Scene>();
di_container.bind<IRLEReader>().to<RLEReader>();
di_container.bind<IGameFactory>().to_factory(
[&di_container](
const std::shared_ptr<IScene> &scene,
const std::shared_ptr<ICursorController> &cursor_controller,
const std::shared_ptr<IUserInputObserver> &user_input_observer)
{
const auto statusline_factory = di_container.get<IStatusLineFactory>();
std::shared_ptr<IStatusManager> status_manager =
di_container.get<IStatusManager>();
std::shared_ptr<IGenerationTracker> generation_tracker =
di_container.get<IGenerationTrackerFactory>()(true);
const auto cell_helper_factory = di_container.get<ICellHelperFactory<char>>();
std::shared_ptr<IRLEReader> rle_reader = di_container.get<IRLEReader>();
return std::make_unique<Game>(
statusline_factory,
scene,
cursor_controller,
generation_tracker,
status_manager,
user_input_observer,
cell_helper_factory(*(scene->get_matrix())),
rle_reader);
});
di_container.bind<IMatrixFactory<char>>().to_factory(
[](const Bounds &bounds)
{
return std::make_unique<Matrix<char>>(bounds);
});
di_container.bind<IMatrixFactory<ComponentElement>>().to_factory(
[](const Bounds &bounds)
{
return std::make_unique<Matrix<ComponentElement>>(bounds);
});
di_container.bind<IStatusLineFactory>().to_factory(
[&di_container](const Bounds &size)
{
const auto matrix_factory =
di_container.get<IMatrixFactory<IComponent::ComponentMatrix::Element>>();
return std::make_unique<StatusLine>(matrix_factory(size));
});
di_container.bind<IGenerationTrackerFactory>().to_factory(
[](bool is_paused)
{
return std::make_unique<GenerationTracker>(is_paused);
});
di_container.bind<ICellHelperFactory<char>>().to_factory(
[](const IMatrix<char> &matrix)
{
return std::make_unique<CellHelper<char>>(matrix);
});
di_container.bind<IComponentRendererFactory>().to_factory(
[](const std::shared_ptr<ICursorController> &cursor_controller)
{
return std::make_unique<ComponentRenderer>(cursor_controller);
});
return di_container;
}
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