1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
|
// 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 <iostream>
// back-end
#include <boost/msm/back/state_machine.hpp>
//front-end
#include <boost/msm/front/state_machine_def.hpp>
// functors
#include <boost/msm/front/functor_row.hpp>
#include <boost/msm/front/euml/common.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;
}
};
// 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
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 , event1 , State1 >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// 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;
}
|