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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 <vector>
#include <set>
#include <string>
#include <iostream>
#define FUSION_MAX_VECTOR_SIZE 20
#include "boost/mpl/vector/vector50.hpp"
#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/state_machine_def.hpp>
#include "Events.hpp"
#include "PlayingMode.hpp"
#include "MenuMode.hpp"
using namespace std;
namespace msm = boost::msm;
namespace // Concrete FSM implementation
{
struct iPod_;
typedef msm::back::state_machine<iPod_,
::boost::msm::back::favor_compile_time> iPod;
// Concrete FSM implementation
struct iPod_ : public msm::front::state_machine_def<iPod_>
{
// The list of FSM states
struct NotHolding : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: NotHolding" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: NotHolding" << std::endl;}
};
struct Holding : public msm::front::interrupt_state<NoHold>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: Holding" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: Holding" << std::endl;}
};
struct NotPlaying : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: NotPlaying" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: NotPlaying" << std::endl;}
};
struct NoMenuMode : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: NoMenuMode" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: NoMenuMode" << std::endl;}
};
struct NoOnOffButton : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: NoOnOffButton" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: NoOnOffButton" << std::endl;}
};
struct OffDown : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: OffDown, start timer" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: OffDown, end timer" << std::endl;}
};
struct PlayerOff : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayerOff" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayerOff" << std::endl;}
};
struct CheckMiddleButton : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: CheckMiddleButton" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: CheckMiddleButton" << std::endl;}
};
// the initial state of the player SM. Must be defined
typedef mpl::vector5<NotHolding,NotPlaying,NoMenuMode,NoOnOffButton,CheckMiddleButton>
initial_state;
// transition actions
void send_ActivateMenu(EndPlay const&)
{
std::cout << "leaving Playing" << std::endl;
// we need to activate the menu and simulate its button
(static_cast<iPod*>(this))->process_event(MenuButton());
}
void send_StartSong(CloseMenu const&)
{
// we suppose the 5th song was selected
(static_cast<iPod*>(this))->process_event(StartSong(5));
}
void send_PlayPause(SouthReleased const&)
{
// action using the message queue to generate another event
(static_cast<iPod*>(this))->process_event(PlayPause());
}
void send_Off(OnOffTimer const&)
{
std::cout << "turning player off" << std::endl;
(static_cast<iPod*>(this))->process_event(Off());
}
void send_PlayingMiddleButton(MiddleButton const&)
{
(static_cast<iPod*>(this))->process_event(PlayingMiddleButton());
}
void send_MenuMiddleButton(MiddleButton const&)
{
(static_cast<iPod*>(this))->process_event(MenuMiddleButton());
}
// guard conditions
bool is_menu(MiddleButton const&)
{
return (static_cast<iPod*>(this))->is_flag_active<MenuActive>();
}
bool is_no_menu(MiddleButton const& evt)
{
return !is_menu(evt);
}
template <class EVENT>
void switch_on(EVENT const&)
{
std::cout << "turning player on" << std::endl;
}
typedef iPod_ fsm; // makes transition table cleaner
// Transition table for player
struct transition_table : mpl::vector<
// Start Event Next Action Guard
// +-------------------+---------------+-------------------+--------------------------------+----------------------+
_row < NotHolding , Hold , Holding >,
_row < Holding , NoHold , NotHolding >,
// +-------------------+---------------+-------------------+--------------------------------+----------------------+
_row < NotPlaying , PlayPause , PlayingMode >,
a_row < PlayingMode::exit_pt<PlayingMode_::
PlayingExit> , EndPlay , NotPlaying , &fsm::send_ActivateMenu >,
// +-------------------+---------------+-------------------+--------------------------------+----------------------+
_row < NoMenuMode , MenuButton , MenuMode >,
a_row < MenuMode::exit_pt<MenuMode_::
MenuExit> , CloseMenu , NoMenuMode , &fsm::send_StartSong >,
// +-------------------+---------------+-------------------+--------------------------------+----------------------+
_row < NoOnOffButton , SouthPressed , OffDown >,
a_row < OffDown , SouthReleased , NoOnOffButton , &fsm::send_PlayPause >,
a_row < OffDown , OnOffTimer , PlayerOff , &fsm::send_Off >,
a_row < PlayerOff , SouthPressed , NoOnOffButton , &fsm::switch_on >,
a_row < PlayerOff , NoHold , NoOnOffButton , &fsm::switch_on >,
// +-------------------+---------------+--------------------+--------------------------------+----------------------+
row < CheckMiddleButton , MiddleButton , CheckMiddleButton , &fsm::send_PlayingMiddleButton , &fsm::is_menu >,
row < CheckMiddleButton , MiddleButton , CheckMiddleButton , &fsm::send_MenuMiddleButton , &fsm::is_no_menu >
// +-------------------+---------------+--------------------+--------------------------------+----------------------+
> {};
// 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;
}
};
void test()
{
iPod sm;
sm.start();
// we first press Hold
std::cout << "pressing hold" << std::endl;
sm.process_event(Hold());
// pressing a button is now ignored
std::cout << "pressing a button" << std::endl;
sm.process_event(SouthPressed());
// or even one contained in a submachine
sm.process_event(EastPressed());
// no more holding
std::cout << "no more holding, end interrupt event sent" << std::endl;
sm.process_event(NoHold());
std::cout << "pressing South button a short time" << std::endl;
sm.process_event(SouthPressed());
// we suppose a short pressing leading to playing a song
sm.process_event(SouthReleased());
// we move to the next song
std::cout << "we move to the next song" << std::endl;
sm.process_event(NextSong());
// then back to no song => exit from playing, menu active
std::cout << "we press twice the West button (simulated)=> end of playing" << std::endl;
sm.process_event(PreviousSong());
sm.process_event(PreviousSong());
// even in menu mode, pressing play will start playing the first song
std::cout << "pressing play/pause" << std::endl;
sm.process_event(SouthPressed());
sm.process_event(SouthReleased());
// of course pausing must be possible
std::cout << "pressing play/pause" << std::endl;
sm.process_event(SouthPressed());
sm.process_event(SouthReleased());
std::cout << "pressing play/pause" << std::endl;
sm.process_event(SouthPressed());
sm.process_event(SouthReleased());
// while playing, you can fast forward
std::cout << "pressing East button a long time" << std::endl;
sm.process_event(EastPressed());
// let's suppose the timer just fired
sm.process_event(ForwardTimer());
sm.process_event(ForwardTimer());
// end of fast forwarding
std::cout << "releasing East button" << std::endl;
sm.process_event(EastReleased());
// we now press the middle button to set playing at a given position
std::cout << "pressing Middle button, fast forwarding disabled" << std::endl;
sm.process_event(MiddleButton());
std::cout <<"pressing East button to fast forward" << std::endl;
sm.process_event(EastPressed());
// we switch off and on
std::cout <<"switch off player" << std::endl;
sm.process_event(SouthPressed());
sm.process_event(OnOffTimer());
std::cout <<"switch on player" << std::endl;
sm.process_event(SouthPressed());
}
}
int main()
{
test();
return 0;
}
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