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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 "DI/factory.hpp"
#include <memory>
#include <random>
#include <string_view>
auto bootstrap() noexcept -> Container
{
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<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;
}
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