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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
14 #include <boost/msm/back/state_machine.hpp>
15 #include <boost/msm/front/euml/euml.hpp>
16
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 // Concrete FSM implementation
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(next_song)
33 BOOST_MSM_EUML_EVENT(previous_song)
34 BOOST_MSM_EUML_EVENT(region2_evt)
35
36 // A "complicated" event type that carries some data.
37 BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
38 BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
39 BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
40 BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
41
42 // Concrete FSM implementation
43
44 // The list of FSM states
45 // state not defining any entry or exit
46 BOOST_MSM_EUML_STATE((),Paused)
47 BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
48 BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
49 BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
50
51
52 // Playing is now a state machine itself.
53
54 // It has 5 substates
55 BOOST_MSM_EUML_STATE(( Song1_Entry,Song1_Exit ),Song1)
56 BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
57 BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
58 BOOST_MSM_EUML_STATE(( Region2State1_Entry,Region2State1_Exit ),Region2State1)
59 BOOST_MSM_EUML_STATE(( Region2State2_Entry,Region2State2_Exit ),Region2State2)
60
61 // Playing has a transition table
62 BOOST_MSM_EUML_TRANSITION_TABLE((
63 // +------------------------------------------------------------------------------+
64 Song2 == Song1 + next_song / start_next_song,
65 Song1 == Song2 + previous_song / start_prev_song,
66 Song3 == Song2 + next_song / start_next_song,
67 Song2 == Song3 + previous_song / start_prev_song,
68 Region2State2 == Region2State1 + region2_evt
69 // +------------------------------------------------------------------------------+
70 ),playing_transition_table )
71
72 BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
73 init_ << Song1 << Region2State1 // Init State
74 ),Playing_)
75 // choice of back-end
76 typedef msm::back::state_machine<Playing_> Playing_type;
77 Playing_type const Playing;
78
79 // guard conditions
80 BOOST_MSM_EUML_ACTION(good_disk_format)
81 {
82 template <class FSM,class EVT,class SourceState,class TargetState>
83 bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
84 {
85 // to test a guard condition, let's say we understand only CDs, not DVD
86 if (evt.get_attribute(cd_type)!=DISK_CD)
87 {
88 std::cout << "wrong disk, sorry" << std::endl;
89 // just for logging, does not block any transition
90 return true;
91 }
92 std::cout << "good disk" << std::endl;
93 return true;
94 }
95 };
96 // replaces the old transition table
97 BOOST_MSM_EUML_TRANSITION_TABLE((
98 Playing == Stopped + play / start_playback ,
99 Playing == Paused + end_pause / resume_playback,
100 // +------------------------------------------------------------------------------+
101 Empty == Open + open_close / close_drawer,
102 // +------------------------------------------------------------------------------+
103 Open == Empty + open_close / open_drawer,
104 Open == Paused + open_close / stop_and_open,
105 Open == Stopped + open_close / open_drawer,
106 Open == Playing + open_close / stop_and_open,
107 // +------------------------------------------------------------------------------+
108 Paused == Playing + pause / pause_playback,
109 // +------------------------------------------------------------------------------+
110 Stopped == Playing + stop / stop_playback,
111 Stopped == Paused + stop / stop_playback,
112 Stopped == Empty + cd_detected [good_disk_format &&(event_(cd_type)==Int_<DISK_CD>())]
113 / (store_cd_info,process_(play)),
114 Stopped == Stopped + stop
115 // +------------------------------------------------------------------------------+
116 ),transition_table)
117
118 // create a state machine "on the fly"
119 BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
120 init_ << Empty, // Init State
121 no_action, // Entry
122 no_action, // Exit
123 attributes_ << no_attributes_, // Attributes
124 configure_ << no_configure_, // configuration
125 Log_No_Transition // no_transition handler
126 ),
127 player_) //fsm name
128
129 // choice of back-end
130 typedef msm::back::state_machine<player_> player;
131
132 //
133 // Testing utilities.
134 //
135 static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
136 void pstate(player const& p)
137 {
138 std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
139 }
140
141 void test()
142 {
143 player p;
144 // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
145 p.start();
146 // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
147 // you now have less to type.
148 // go to Open, call on_exit on Empty, then action, then on_entry on Open
149 p.process_event(open_close); pstate(p);
150 p.process_event(open_close); pstate(p);
151 // will be rejected, wrong disk type
152 p.process_event(
153 cd_detected("louie, louie",DISK_DVD)); pstate(p);
154 p.process_event(
155 cd_detected("louie, louie",DISK_CD)); pstate(p);
156 // no need to call play() as the previous event does it in its action method
157 //p.process_event(play);
158
159 // make transition happen inside it. Player has no idea about this event but it's ok.
160 p.process_event(next_song);pstate(p); //2nd song active
161 p.process_event(next_song);pstate(p);//3rd song active
162 p.process_event(previous_song);pstate(p);//2nd song active
163
164 // at this point, Play is active
165 p.process_event(pause); pstate(p);
166
167 // go back to Playing
168 p.process_event(end_pause); pstate(p);
169 p.process_event(pause); pstate(p);
170 p.process_event(stop); pstate(p);
171
172 // event leading to the same state
173 // no action method called as none is defined in the transition table
174 p.process_event(stop); pstate(p);
175 }
176 }
177
178 int main()
179 {
180 test();
181 return 0;
182 }