]> git.proxmox.com Git - ceph.git/blame - ceph/src/boost/libs/msm/doc/PDF/examples/Flags.cpp
bump version to 12.2.2-pve1
[ceph.git] / ceph / src / boost / libs / msm / doc / PDF / examples / Flags.cpp
CommitLineData
7c673cae
FG
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 // Flags. Allow information about a property of the current state
32 struct PlayingPaused{};
33 struct CDLoaded {};
34 struct FirstSongPlaying {};
35
36 // A "complicated" event type that carries some data.
37 struct cd_detected
38 {
39 cd_detected(std::string name)
40 : name(name)
41 {}
42
43 std::string name;
44 };
45
46 // front-end: define the FSM structure
47 struct player_ : public msm::front::state_machine_def<player_>
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 typedef mpl::vector1<CDLoaded> flag_list;
61 template <class Event,class FSM>
62 void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
63 template <class Event,class FSM>
64 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
65 };
66
67 struct Stopped : public msm::front::state<>
68 {
69 // when stopped, the CD is loaded
70 typedef mpl::vector1<CDLoaded> flag_list;
71 template <class Event,class FSM>
72 void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
73 template <class Event,class FSM>
74 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
75 };
76
77 // the player state machine contains a state which is himself a state machine
78 // as you see, no need to declare it anywhere so Playing can be developed separately
79 // by another team in another module. For simplicity I just declare it inside player
80 struct Playing_ : public msm::front::state_machine_def<Playing_>
81 {
82 // when playing, the CD is loaded and we are in either pause or playing (duh)
83 typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
84
85 template <class Event,class FSM>
86 void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
87 template <class Event,class FSM>
88 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
89
90 // The list of FSM states
91 struct Song1 : public msm::front::state<>
92 {
93 typedef mpl::vector1<FirstSongPlaying> flag_list;
94 template <class Event,class FSM>
95 void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
96 template <class Event,class FSM>
97 void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
98
99 };
100 struct Song2 : public msm::front::state<>
101 {
102 template <class Event,class FSM>
103 void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
104 template <class Event,class FSM>
105 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
106 };
107 struct Song3 : public msm::front::state<>
108 {
109 template <class Event,class FSM>
110 void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
111 template <class Event,class FSM>
112 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
113 };
114 // the initial state. Must be defined
115 typedef Song1 initial_state;
116 // transition actions
117 void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
118 void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
119 // guard conditions
120
121 typedef Playing_ pl; // makes transition table cleaner
122 // Transition table for Playing
123 struct transition_table : mpl::vector4<
124 // Start Event Next Action Guard
125 // +---------+-------------+---------+---------------------+----------------------+
126 a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
127 a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
128 a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
129 a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
130 // +---------+-------------+---------+---------------------+----------------------+
131 > {};
132 // Replaces the default no-transition response.
133 template <class FSM,class Event>
134 void no_transition(Event const& e, FSM&,int state)
135 {
136 std::cout << "no transition from state " << state
137 << " on event " << typeid(e).name() << std::endl;
138 }
139 };
140 // back-end
141 typedef msm::back::state_machine<Playing_> Playing;
142
143 // state not defining any entry or exit
144 struct Paused : public msm::front::state<>
145 {
146 typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
147 };
148
149 // the initial state of the player SM. Must be defined
150 typedef Empty initial_state;
151
152 // transition actions
153 void start_playback(play const&) { std::cout << "player::start_playback\n"; }
154 void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
155 void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
156 void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
157 void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
158 void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
159 void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
160 void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
161 void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
162 // guard conditions
163
164 typedef player_ p; // makes transition table cleaner
165
166 // Transition table for player
167 struct transition_table : mpl::vector<
168 // Start Event Next Action Guard
169 // +---------+-------------+---------+---------------------+----------------------+
170 a_row < Stopped , play , Playing , &p::start_playback >,
171 a_row < Stopped , open_close , Open , &p::open_drawer >,
172 a_row < Stopped , stop , Stopped , &p::stopped_again >,
173 // +---------+-------------+---------+---------------------+----------------------+
174 a_row < Open , open_close , Empty , &p::close_drawer >,
175 // +---------+-------------+---------+---------------------+----------------------+
176 a_row < Empty , open_close , Open , &p::open_drawer >,
177 a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
178 // +---------+-------------+---------+---------------------+----------------------+
179 a_row < Playing , stop , Stopped , &p::stop_playback >,
180 a_row < Playing , pause , Paused , &p::pause_playback >,
181 a_row < Playing , open_close , Open , &p::stop_and_open >,
182 // +---------+-------------+---------+---------------------+----------------------+
183 a_row < Paused , end_pause , Playing , &p::resume_playback >,
184 a_row < Paused , stop , Stopped , &p::stop_playback >,
185 a_row < Paused , open_close , Open , &p::stop_and_open >
186 // +---------+-------------+---------+---------------------+----------------------+
187 > {};
188
189 // Replaces the default no-transition response.
190 template <class FSM,class Event>
191 void no_transition(Event const& e, FSM&,int state)
192 {
193 std::cout << "no transition from state " << state
194 << " on event " << typeid(e).name() << std::endl;
195 }
196 };
197 // Pick a back-end
198 typedef msm::back::state_machine<player_> player;
199
200 //
201 // Testing utilities.
202 //
203 static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
204
205 void pstate(player const& p)
206 {
207 std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
208 }
209
210 void test()
211 {
212 player p;
213
214 // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
215 p.start();
216 // tests some flags
217 std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
218 // go to Open, call on_exit on Empty, then action, then on_entry on Open
219 p.process_event(open_close()); pstate(p);
220 p.process_event(open_close()); pstate(p);
221 p.process_event(cd_detected("louie, louie"));
222 p.process_event(play());
223
224 // at this point, Play is active
225 std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
226 std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
227
228 // make transition happen inside it. Player has no idea about this event but it's ok.
229 p.process_event(NextSong());pstate(p); //2nd song active
230 p.process_event(NextSong());pstate(p);//3rd song active
231 p.process_event(PreviousSong());pstate(p);//2nd song active
232 std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
233
234 std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
235 p.process_event(pause()); pstate(p);
236 std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
237 // go back to Playing
238 // as you see, it starts back from the original state
239 p.process_event(end_pause()); pstate(p);
240 p.process_event(pause()); pstate(p);
241 p.process_event(stop()); pstate(p);
242 std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
243 std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
244
245 // event leading to the same state
246 p.process_event(stop()); pstate(p);
247 }
248}
249
250int main()
251{
252 test();
253 return 0;
254}