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https://github.com/sebastiandine/Card-Collection-Manager-3.git
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major: initial release
* initial development * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * ci/cd * ci/cd * ci/cd * ci/cd * ci/cd * ci/cd * ci/cd * pokemon * pokemon * pokemon * pokemon * pokemon * pokemon * improvements * improvements * ci/cd * ci/cd * improvements * improvements * improvements * improvements * improvements * improvements * improvements * improvements * improvements --------- Co-authored-by: sdine <sdine@sdine.com>
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// Composition root: builds the dependency graph from the bottom up and hands
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// it to the wxWidgets UI layer. This is the only place where concrete adapter
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// types are mentioned - everything downstream depends on interfaces.
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#include "ccm/domain/MagicCard.hpp"
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#include "ccm/domain/PokemonCard.hpp"
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#include "ccm/games/magic/MagicGameModule.hpp"
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#include "ccm/games/pokemon/PokemonGameModule.hpp"
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#include "ccm/infra/CprHttpClient.hpp"
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#include "ccm/infra/JsonCollectionRepository.hpp"
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#include "ccm/infra/JsonSetRepository.hpp"
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#include "ccm/infra/LocalImageStore.hpp"
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#include "ccm/infra/StdFileSystem.hpp"
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#include "ccm/services/CardPreviewService.hpp"
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#include "ccm/services/CollectionService.hpp"
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#include "ccm/services/ConfigService.hpp"
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#include "ccm/services/ImageService.hpp"
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#include "ccm/services/SetService.hpp"
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#include "ccm/ui/AppContext.hpp"
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#include "ccm/ui/MagicGameView.hpp"
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#include "ccm/ui/MainFrame.hpp"
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#include "ccm/ui/PokemonGameView.hpp"
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#include <wx/app.h>
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#include <wx/icon.h>
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#include <wx/image.h>
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#include <wx/msgdlg.h>
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#include <wx/stdpaths.h>
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#include <wx/utils.h>
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#include <filesystem>
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#include <memory>
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#include <string>
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namespace {
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// All Game::X -> directory string mappings live in one place. Eliminates the
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// need for the repositories to know about concrete game module classes.
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std::string dirNameForGame(ccm::Game g) {
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switch (g) {
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case ccm::Game::Magic: return "magic";
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case ccm::Game::Pokemon: return "pokemon";
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}
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return "magic";
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}
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} // namespace
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class CcmApp : public wxApp {
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public:
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bool OnInit() override {
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// wxImage knows about PNG/JPEG once these handlers are registered.
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wxImage::AddHandler(new wxPNGHandler);
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wxImage::AddHandler(new wxJPEGHandler);
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// --- locate config next to exe, data in user home ----------------
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const std::filesystem::path exeDir =
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std::filesystem::path(wxStandardPaths::Get().GetExecutablePath().ToStdString())
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.parent_path();
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const auto configPath = exeDir / "config.json";
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const auto defaultDataDir =
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std::filesystem::path(wxGetHomeDir().ToStdString()) / "ccm3-data";
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// --- build the dependency graph -----------------------------------
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fs_ = std::make_unique<ccm::StdFileSystem>();
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config_ = std::make_unique<ccm::ConfigService>(*fs_, configPath, defaultDataDir);
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if (auto init = config_->initialize(); !init) {
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wxMessageBox("Failed to load configuration: " + init.error(),
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"Startup error", wxOK | wxICON_ERROR);
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return false;
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}
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http_ = std::make_unique<ccm::CprHttpClient>();
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magicMod_ = std::make_unique<ccm::MagicGameModule>(*http_);
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pokeMod_ = std::make_unique<ccm::PokemonGameModule>(*http_);
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magicRepo_ = std::make_unique<ccm::JsonCollectionRepository<ccm::MagicCard>>(
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*fs_, *config_, &dirNameForGame);
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pokeRepo_ = std::make_unique<ccm::JsonCollectionRepository<ccm::PokemonCard>>(
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*fs_, *config_, &dirNameForGame);
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setRepo_ = std::make_unique<ccm::JsonSetRepository>(*fs_, *config_, &dirNameForGame);
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imgStore_ = std::make_unique<ccm::LocalImageStore>(*fs_, *config_, &dirNameForGame);
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imgSvc_ = std::make_unique<ccm::ImageService>(*imgStore_);
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magicCollSvc_ = std::make_unique<ccm::CollectionService<ccm::MagicCard>>(
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*magicRepo_, *imgStore_);
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pokeCollSvc_ = std::make_unique<ccm::CollectionService<ccm::PokemonCard>>(
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*pokeRepo_, *imgStore_);
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setSvc_ = std::make_unique<ccm::SetService>(*setRepo_);
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setSvc_->registerModule(magicMod_.get());
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setSvc_->registerModule(pokeMod_.get());
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previewSvc_ = std::make_unique<ccm::CardPreviewService>(*http_);
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previewSvc_->registerModule(*magicMod_);
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previewSvc_->registerModule(*pokeMod_);
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// Per-game UI bundles. Order here is the order shown in the Game menu.
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magicView_ = std::make_unique<ccm::ui::MagicGameView>(
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*config_, *magicCollSvc_, *setSvc_, *imgSvc_, *previewSvc_, *magicMod_);
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pokeView_ = std::make_unique<ccm::ui::PokemonGameView>(
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*config_, *pokeCollSvc_, *setSvc_, *imgSvc_, *previewSvc_, *pokeMod_);
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ctx_ = std::make_unique<ccm::ui::AppContext>(ccm::ui::AppContext{
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*config_,
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*setSvc_,
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*imgSvc_,
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*previewSvc_,
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*magicMod_,
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*pokeMod_,
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{ magicView_.get(), pokeView_.get() },
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});
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auto* frame = new ccm::ui::MainFrame(*ctx_);
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#ifdef __WXMSW__
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frame->SetIcon(wxICON(ccm_main_icon));
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#endif
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frame->Show(true);
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return true;
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}
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private:
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// Order matters - destruction is reverse, so put services that depend on
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// others *after* their deps in the member list. Game views are torn down
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// first so their panels release any references to the typed services.
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std::unique_ptr<ccm::StdFileSystem> fs_;
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std::unique_ptr<ccm::ConfigService> config_;
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std::unique_ptr<ccm::CprHttpClient> http_;
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std::unique_ptr<ccm::MagicGameModule> magicMod_;
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std::unique_ptr<ccm::PokemonGameModule> pokeMod_;
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std::unique_ptr<ccm::JsonCollectionRepository<ccm::MagicCard>> magicRepo_;
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std::unique_ptr<ccm::JsonCollectionRepository<ccm::PokemonCard>> pokeRepo_;
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std::unique_ptr<ccm::JsonSetRepository> setRepo_;
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std::unique_ptr<ccm::LocalImageStore> imgStore_;
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std::unique_ptr<ccm::ImageService> imgSvc_;
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std::unique_ptr<ccm::CollectionService<ccm::MagicCard>> magicCollSvc_;
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std::unique_ptr<ccm::CollectionService<ccm::PokemonCard>> pokeCollSvc_;
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std::unique_ptr<ccm::SetService> setSvc_;
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std::unique_ptr<ccm::CardPreviewService> previewSvc_;
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std::unique_ptr<ccm::ui::MagicGameView> magicView_;
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std::unique_ptr<ccm::ui::PokemonGameView> pokeView_;
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std::unique_ptr<ccm::ui::AppContext> ctx_;
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};
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wxIMPLEMENT_APP(CcmApp);
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