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1// Copyright 2010 Christophe Henry
2// henry UNDERSCORE christophe AT hotmail DOT com
3// This is an extended version of the state machine available in the boost::mpl library
4// Distributed under the same license as the original.
5// Copyright for the original version:
6// Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
7// under the Boost Software License, Version 1.0. (See accompanying
8// file LICENSE_1_0.txt or copy at
9// http://www.boost.org/LICENSE_1_0.txt)
10
11#include <iostream>
12// back-end
13#include <boost/msm/back/state_machine.hpp>
14//front-end
15#include <boost/msm/front/state_machine_def.hpp>
16
17namespace msm = boost::msm;
18namespace mpl = boost::mpl;
19
20namespace // Concrete FSM implementation
21{
22 // events
23 struct play {};
24 struct end_pause {};
25 struct stop {};
26 struct pause {};
27 struct open_close {};
28 struct NextSong {};
29 struct PreviousSong {};
30
31 // A "complicated" event type that carries some data.
32 struct cd_detected
33 {
34 cd_detected(std::string name)
35 : name(name)
36 {}
37
38 std::string name;
39 };
40
41 // front-end: define the FSM structure
42 struct player_ : public msm::front::state_machine_def<player_>
43 {
44 template <class Event,class FSM>
45 void on_entry(Event const& ,FSM&) {std::cout << "entering: Player" << std::endl;}
46 template <class Event,class FSM>
47 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Player" << std::endl;}
48
49 // The list of FSM states
50 struct Empty : public msm::front::state<>
51 {
52 // every (optional) entry/exit methods get the event passed.
53 template <class Event,class FSM>
54 void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
55 template <class Event,class FSM>
56 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
57 };
58 struct Open : public msm::front::state<>
59 {
60 template <class Event,class FSM>
61 void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
62 template <class Event,class FSM>
63 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
64 };
65
66 struct Stopped : public msm::front::state<>
67 {
68 // when stopped, the CD is loaded
69 template <class Event,class FSM>
70 void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
71 template <class Event,class FSM>
72 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
73 };
74
75 // the player state machine contains a state which is himself a state machine
76 // as you see, no need to declare it anywhere so Playing can be developed separately
77 // by another team in another module. For simplicity I just declare it inside player
78 struct Playing_ : public msm::front::state_machine_def<Playing_>
79 {
80 // when playing, the CD is loaded and we are in either pause or playing (duh)
81 template <class Event,class FSM>
82 void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
83 template <class Event,class FSM>
84 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
85
86 // The list of FSM states
87 struct Song1 : public msm::front::state<>
88 {
89 template <class Event,class FSM>
90 void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
91 template <class Event,class FSM>
92 void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
93
94 };
95 struct Song2 : public msm::front::state<>
96 {
97 template <class Event,class FSM>
98 void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
99 template <class Event,class FSM>
100 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
101 };
102 struct Song3 : public msm::front::state<>
103 {
104 template <class Event,class FSM>
105 void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
106 template <class Event,class FSM>
107 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
108 };
109 // the initial state. Must be defined
110 typedef Song1 initial_state;
111 // transition actions
112 void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
113 void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
114 // guard conditions
115
116 typedef Playing_ pl; // makes transition table cleaner
117 // Transition table for Playing
118 struct transition_table : mpl::vector4<
119 // Start Event Next Action Guard
120 // +---------+-------------+---------+---------------------+----------------------+
121 a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
122 a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
123 a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
124 a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
125 // +---------+-------------+---------+---------------------+----------------------+
126 > {};
127 // Replaces the default no-transition response.
128 template <class FSM,class Event>
129 void no_transition(Event const& e, FSM&,int state)
130 {
131 std::cout << "no transition from state " << state
132 << " on event " << typeid(e).name() << std::endl;
133 }
134 };
135 // back-end
136 typedef msm::back::state_machine<Playing_> Playing;
137
138
139 // state not defining any entry or exit
140 struct Paused : public msm::front::state<>
141 {
142 };
143
144 // the initial state of the player SM. Must be defined
145 typedef Empty initial_state;
146
147 // transition actions
148 void start_playback(play const&) { std::cout << "player::start_playback\n"; }
149 void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
150 void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
151 void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
152 void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
153 void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
154 void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
155 void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
156 void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
157 // guard conditions
158
159 typedef player_ p; // makes transition table cleaner
160
161 // Transition table for player
162 struct transition_table : mpl::vector<
163 // Start Event Next Action Guard
164 // +---------+-------------+---------+---------------------+----------------------+
165 a_row < Stopped , play , Playing , &p::start_playback >,
166 a_row < Stopped , open_close , Open , &p::open_drawer >,
167 a_row < Stopped , stop , Stopped , &p::stopped_again >,
168 // +---------+-------------+---------+---------------------+----------------------+
169 a_row < Open , open_close , Empty , &p::close_drawer >,
170 // +---------+-------------+---------+---------------------+----------------------+
171 a_row < Empty , open_close , Open , &p::open_drawer >,
172 a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
173 // +---------+-------------+---------+---------------------+----------------------+
174 a_row < Playing , stop , Stopped , &p::stop_playback >,
175 a_row < Playing , pause , Paused , &p::pause_playback >,
176 a_row < Playing , open_close , Open , &p::stop_and_open >,
177 // +---------+-------------+---------+---------------------+----------------------+
178 a_row < Paused , end_pause , Playing , &p::resume_playback >,
179 a_row < Paused , stop , Stopped , &p::stop_playback >,
180 a_row < Paused , open_close , Open , &p::stop_and_open >
181 // +---------+-------------+---------+---------------------+----------------------+
182 > {};
183
184 // Replaces the default no-transition response.
185 template <class FSM,class Event>
186 void no_transition(Event const& e, FSM&,int state)
187 {
188 std::cout << "no transition from state " << state
189 << " on event " << typeid(e).name() << std::endl;
190 }
191
192 };
193 // Pick a back-end
194 typedef msm::back::state_machine<player_> player;
195
196 //
197 // Testing utilities.
198 //
199 static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
200
201 void pstate(player const& p)
202 {
203 std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
204 }
205
206 void test()
207 {
208 player p;
209 // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
210 p.start();
211 // go to Open, call on_exit on Empty, then action, then on_entry on Open
212 p.process_event(open_close()); pstate(p);
213 p.process_event(open_close()); pstate(p);
214 p.process_event(cd_detected("louie, louie"));
215 p.process_event(play());
216
217 // at this point, Play is active
218 // make transition happen inside it. Player has no idea about this event but it's ok.
219 p.process_event(NextSong());pstate(p); //2nd song active
220 p.process_event(NextSong());pstate(p);//3rd song active
221 p.process_event(PreviousSong());pstate(p);//2nd song active
222
223 p.process_event(pause()); pstate(p);
224 // go back to Playing
225 // as you see, it starts back from the original state
226 p.process_event(end_pause()); pstate(p);
227 p.process_event(pause()); pstate(p);
228 p.process_event(stop()); pstate(p);
229 // event leading to the same state
230 p.process_event(stop()); pstate(p);
231 // stop the fsm (call on_exit's, including the submachines)
232 p.process_event(play());
233 std::cout << "stop fsm" << std::endl;
234 p.stop();
235 std::cout << "restart fsm" << std::endl;
236 p.start();
237 }
238}
239
240int main()
241{
242 test();
243 return 0;
244}