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- // Copyright 2010 Christophe Henry
- // henry UNDERSCORE christophe AT hotmail DOT com
- // This is an extended version of the state machine available in the boost::mpl
- // library
- // Distributed under the same license as the original.
- // Copyright for the original version:
- // Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
- // under the Boost Software License, Version 1.0. (See accompanying
- // file LICENSE_1_0.txt or copy at
- // http://www.boost.org/LICENSE_1_0.txt)
- #include <chrono>
- #include <iostream>
- #include <thread>
- // back-end
- #include <boost/msm/back/state_machine.hpp>
- // front-end
- #include <boost/msm/front/state_machine_def.hpp>
- // functors
- #include <boost/msm/front/euml/common.hpp>
- #include <boost/msm/front/functor_row.hpp>
- namespace msm = boost::msm;
- namespace mpl = boost::mpl;
- using namespace boost::msm::front;
- namespace {
- // events
- struct event1 {};
- // front-end: define the FSM structure
- struct my_machine_ : public msm::front::state_machine_def<my_machine_> {
- // The list of FSM states
- struct State1 : public msm::front::state<> {
- // every (optional) entry/exit methods get the event passed.
- template <class Event, class FSM> void on_entry(Event const &, FSM &) {
- std::cout << "entering: State1" << std::endl;
- }
- template <class Event, class FSM> void on_exit(Event const &, FSM &) {
- std::cout << "leaving: State1" << std::endl;
- }
- };
- struct State2 : public msm::front::state<> {
- template <class Event, class FSM> void on_entry(Event const &, FSM &) {
- std::cout << "entering: State2" << std::endl;
- }
- template <class Event, class FSM> void on_exit(Event const &, FSM &) {
- std::cout << "leaving: State2" << std::endl;
- }
- };
- struct State3 : public msm::front::state<> {
- // when stopped, the CD is loaded
- template <class Event, class FSM> void on_entry(Event const &, FSM &) {
- std::cout << "entering: State3" << std::endl;
- }
- template <class Event, class FSM> void on_exit(Event const &, FSM &) {
- std::cout << "leaving: State3" << std::endl;
- }
- };
- struct State4 : public msm::front::state<> {
- template <class Event, class FSM> void on_entry(Event const &, FSM &) {
- std::cout << "entering: State4" << std::endl;
- }
- template <class Event, class FSM> void on_exit(Event const &, FSM &) {
- std::cout << "leaving: State4" << std::endl;
- }
- };
- // the initial state of the player SM. Must be defined
- typedef State1 initial_state;
- // transition actions
- struct State2ToState3 {
- template <class EVT, class FSM, class SourceState, class TargetState>
- void operator()(EVT const &, FSM &, SourceState &, TargetState &) {
- std::cout << "my_machine::State2ToState3" << std::endl;
- }
- };
- struct State3ToState4 {
- template <class EVT, class FSM, class SourceState, class TargetState>
- void operator()(EVT const &, FSM &, SourceState &, TargetState &) {
- std::cout << "my_machine::State3ToState4" << std::endl;
- }
- };
- struct BlockingCall {
- template <class EVT, class FSM, class SourceState, class TargetState>
- void operator()(EVT const &, FSM &, SourceState &, TargetState &) {
- std::cout << "my_machine::Waiting for a thing to happen..." << std::endl;
- // Pretend I'm actually waiting for something
- std::this_thread::sleep_for(std::chrono::milliseconds(100));
- std::cout << "my_machine::OMG the the thing happened!" << std::endl;
- }
- };
- // guard conditions
- struct always_true {
- template <class EVT, class FSM, class SourceState, class TargetState>
- bool operator()(EVT const &evt, FSM &fsm, SourceState &src,
- TargetState &tgt) {
- std::cout << "always_true" << std::endl;
- return true;
- }
- };
- struct always_false {
- template <class EVT, class FSM, class SourceState, class TargetState>
- bool operator()(EVT const &evt, FSM &fsm, SourceState &src,
- TargetState &tgt) {
- std::cout << "always_false" << std::endl;
- return true;
- }
- };
- typedef my_machine_ p; // makes transition table cleaner
- // Transition table for player
- // clang-format off
- struct transition_table : mpl::vector<
- // Start Event Next Action Guard
- // +---------+-------------+---------+---------------------+----------------------+
- Row < State1 , none , State2 >,
- Row < State2 , none , State3 , State2ToState3 >,
- Row < State3 , none , State4 , none , always_false >,
- // +---------+-------------+---------+---------------------+----------------------+
- Row < State3 , none , State4 , State3ToState4 , always_true >,
- Row < State4 , none , State1 , BlockingCall >
- // +---------+-------------+---------+---------------------+----------------------+
- > {};
- // clang-format on
- // Replaces the default no-transition response.
- template <class FSM, class Event>
- void no_transition(Event const &e, FSM &, int state) {
- std::cout << "no transition from state " << state << " on event "
- << typeid(e).name() << std::endl;
- }
- };
- // Pick a back-end
- typedef msm::back::state_machine<my_machine_> my_machine;
- //
- // Testing utilities.
- //
- static char const *const state_names[] = {"State1", "State2", "State3",
- "State4"};
- void pstate(my_machine const &p) {
- std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
- }
- void test() {
- my_machine p;
- // needed to start the highest-level SM. This will call on_entry and mark the
- // start of the SM
- // in this case it will also immediately trigger all anonymous transitions
- p.start();
- // this event will bring us back to the initial state and thus, a new "loop"
- // will be started
- p.process_event(event1());
- }
- }
- int main() {
- test();
- return 0;
- }
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