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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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#pragma once
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// AppContext: the only thing that crosses the UI boundary. Holds references
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// to the shared core services and to the per-game `IGameView` instances. The
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// wxWidgets layer never sees a concrete adapter type or a typed
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// `CollectionService<TCard>` - swap in a Qt/imgui frontend by reimplementing
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// the consumers of this struct only.
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#include "ccm/games/IGameModule.hpp"
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#include "ccm/services/CardPreviewService.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 <vector>
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namespace ccm::ui {
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class IGameView;
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struct AppContext {
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ConfigService& config;
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SetService& sets;
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ImageService& images;
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CardPreviewService& cardPreview;
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IGameModule& magicModule;
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IGameModule& pokemonModule;
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// Active per-game UI bundles. The order is the order shown in the
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// Game menu; the composition root constructs them and hands raw
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// pointers in. `MainFrame` does not own these — `app/main.cpp` does.
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std::vector<IGameView*> gameViews;
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};
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} // namespace ccm::ui
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