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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 <vector> | |
12 | #include <iostream> | |
13 | // back-end | |
14 | #include <boost/msm/back/state_machine.hpp> | |
15 | //front-end | |
16 | #include <boost/msm/front/state_machine_def.hpp> | |
17 | // functors | |
18 | #include <boost/msm/front/functor_row.hpp> | |
19 | #include <boost/msm/front/euml/common.hpp> | |
20 | ||
21 | #include "Empty.hpp" | |
22 | #include "Open.hpp" | |
23 | ||
24 | using namespace std; | |
25 | namespace msm = boost::msm; | |
26 | namespace mpl = boost::mpl; | |
27 | using namespace msm::front; | |
28 | ||
29 | ||
30 | // front-end: define the FSM structure | |
31 | struct player_ : public msm::front::state_machine_def<player_> | |
32 | { | |
33 | // the initial state of the player SM. Must be defined | |
34 | typedef Empty initial_state; | |
35 | typedef mpl::vector<Empty,Open> explicit_creation; | |
36 | ||
37 | typedef player_ p; // makes transition table cleaner | |
38 | ||
39 | // Replaces the default no-transition response. | |
40 | template <class FSM,class Event> | |
41 | void no_transition(Event const& e, FSM&,int state) | |
42 | { | |
43 | std::cout << "no transition from state " << state | |
44 | << " on event " << typeid(e).name() << std::endl; | |
45 | } | |
46 | }; | |
47 | // Pick a back-end | |
48 | typedef msm::back::state_machine<player_> player; | |
49 | ||
50 | // | |
51 | // Testing utilities. | |
52 | // | |
53 | static char const* const state_names[] = { "Empty", "Open" }; | |
54 | void pstate(player const& p) | |
55 | { | |
56 | std::cout << " -> " << state_names[p.current_state()[0]] << std::endl; | |
57 | } | |
58 | ||
59 | void test() | |
60 | { | |
61 | player p; | |
62 | // needed to start the highest-level SM. This will call on_entry and mark the start of the SM | |
63 | p.start(); | |
64 | // go to Open, call on_exit on Empty, then action, then on_entry on Open | |
65 | p.process_event(open_close()); pstate(p); | |
66 | p.process_event(open_close()); pstate(p); | |
67 | } | |
68 | ||
69 | int main() | |
70 | { | |
71 | test(); | |
72 | return 0; | |
73 | } | |
74 |