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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 "FsmAsPtr.h" | |
12 | ||
13 | #include <boost/msm/back/state_machine.hpp> | |
14 | #include <boost/msm/front/euml/euml.hpp> | |
15 | ||
16 | // cpp: using directives are okay | |
17 | using namespace std; | |
18 | using namespace boost::msm::front::euml; | |
19 | namespace msm = boost::msm; | |
20 | ||
21 | // entry/exit/action/guard logging functors | |
22 | #include "logging_functors.h" | |
23 | ||
24 | namespace | |
25 | { | |
26 | // events | |
27 | BOOST_MSM_EUML_EVENT(play) | |
28 | BOOST_MSM_EUML_EVENT(end_pause) | |
29 | BOOST_MSM_EUML_EVENT(stop) | |
30 | BOOST_MSM_EUML_EVENT(pause) | |
31 | BOOST_MSM_EUML_EVENT(open_close) | |
32 | BOOST_MSM_EUML_EVENT(cd_detected) | |
33 | ||
34 | // Concrete FSM implementation | |
35 | // The list of FSM states | |
36 | // state not needing any entry or exit | |
37 | BOOST_MSM_EUML_STATE((),Paused) | |
38 | ||
39 | // it is also possible to define a state which you can implement normally | |
40 | // just make it a state, as usual, and also a grammar terminal, euml_state | |
41 | struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl> | |
42 | { | |
43 | // this allows us to add some functions | |
44 | void activate_empty() {std::cout << "switching to Empty " << std::endl;} | |
45 | // standard entry behavior | |
46 | template <class Event,class FSM> | |
47 | void on_entry(Event const& evt,FSM& fsm) | |
48 | { | |
49 | std::cout << "entering: Empty" << std::endl; | |
50 | } | |
51 | template <class Event,class FSM> | |
52 | void on_exit(Event const& evt,FSM& fsm) | |
53 | { | |
54 | std::cout << "leaving: Empty" << std::endl; | |
55 | } | |
56 | }; | |
57 | //instance for use in the transition table | |
58 | Empty_impl const Empty; | |
59 | ||
60 | // create a functor and a eUML function for the activate_empty method from Entry | |
61 | BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void ) | |
62 | ||
63 | // define more states | |
64 | BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open) | |
65 | BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped) | |
66 | BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing) | |
67 | ||
68 | // it is also possible to use a plain functor, with default-constructor in the transition table | |
69 | struct start_play | |
70 | { | |
71 | template <class FSM,class EVT,class SourceState,class TargetState> | |
72 | void operator()(EVT const& ,FSM&,SourceState& ,TargetState& ) | |
73 | { | |
74 | cout << "player::start_play" << endl; | |
75 | } | |
76 | }; | |
77 | // replaces the old transition table | |
78 | BOOST_MSM_EUML_TRANSITION_TABLE(( | |
79 | Playing == Stopped + play / start_play() , | |
80 | Playing == Paused + end_pause / resume_playback, | |
81 | // +------------------------------------------------------------------------------+ | |
82 | Empty == Open + open_close / (close_drawer,activate_empty_(target_)), | |
83 | // +------------------------------------------------------------------------------+ | |
84 | Open == Empty + open_close / open_drawer, | |
85 | Open == Paused + open_close / stop_and_open, | |
86 | Open == Stopped + open_close / open_drawer, | |
87 | Open == Playing + open_close / stop_and_open, | |
88 | // +------------------------------------------------------------------------------+ | |
89 | Paused == Playing + pause / pause_playback, | |
90 | // +------------------------------------------------------------------------------+ | |
91 | Stopped == Playing + stop / stop_playback, | |
92 | Stopped == Paused + stop / stop_playback, | |
93 | Stopped == Empty + cd_detected / (store_cd_info,process_(play)), | |
94 | Stopped == Stopped + stop | |
95 | // +------------------------------------------------------------------------------+ | |
96 | ),transition_table) | |
97 | ||
98 | // create a state machine "on the fly" | |
99 | BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT | |
100 | init_ << Empty, // Init State | |
101 | no_action, // Entry | |
102 | no_action, // Exit | |
103 | attributes_ << no_attributes_, // Attributes | |
104 | configure_ << no_configure_, // configuration | |
105 | Log_No_Transition // no_transition handler | |
106 | ), | |
107 | my_machine_impl_) //fsm name | |
108 | ||
109 | ||
110 | // choice of back-end | |
111 | typedef msm::back::state_machine<my_machine_impl_> my_machine_impl; | |
112 | } | |
113 | player::player() | |
114 | : fsm_(new my_machine_impl) | |
115 | { | |
116 | boost::static_pointer_cast<my_machine_impl>(fsm_)->start(); | |
117 | } | |
118 | ||
119 | void player::do_play() | |
120 | { | |
121 | boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(play); | |
122 | } | |
123 | void player::do_pause() | |
124 | { | |
125 | boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(pause); | |
126 | } | |
127 | void player::do_open_close() | |
128 | { | |
129 | boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(open_close); | |
130 | } | |
131 | void player::do_end_pause() | |
132 | { | |
133 | boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(end_pause); | |
134 | } | |
135 | void player::do_stop() | |
136 | { | |
137 | boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(stop); | |
138 | } | |
139 | void player::do_cd_detected() | |
140 | { | |
141 | boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(cd_detected); | |
142 | } | |
143 | ||
144 | ||
145 | int main() | |
146 | { | |
147 | player p; | |
148 | // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but | |
149 | // you now have less to type. | |
150 | // go to Open, call on_exit on Empty, then action, then on_entry on Open | |
151 | p.do_open_close(); | |
152 | p.do_open_close(); | |
153 | p.do_cd_detected(); | |
154 | // no need to call play as the previous event does it in its action method | |
155 | ||
156 | // at this point, Play is active | |
157 | p.do_pause(); | |
158 | // go back to Playing | |
159 | p.do_end_pause(); | |
160 | p.do_pause(); | |
161 | p.do_stop(); | |
162 | // event leading to the same state | |
163 | // no action method called as none is defined in the transition table | |
164 | p.do_stop(); | |
165 | // test call to no_transition | |
166 | p.do_pause(); | |
167 | return 0; | |
168 | } | |
169 |