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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)
// 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>
// for And_ operator
#include <boost/msm/front/euml/operator.hpp>
#include <boost/test/unit_test.hpp>
using namespace std;
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace msm::front;
// for And_ operator
using namespace msm::front::euml;
namespace
{
// events
struct event1 {};
struct event2 {};
// 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<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct State2 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct State3 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct State1b : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct State2b : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct always_true
{
template <class EVT,class FSM,class SourceState,class TargetState>
bool operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
{
return true;
}
};
struct always_false
{
template <class EVT,class FSM,class SourceState,class TargetState>
bool operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
{
return false;
}
};
// the initial state of the player SM. Must be defined
typedef boost::mpl::vector2<State1,State1b> initial_state;
// Transition table for player
struct transition_table : boost::mpl::vector<
// Start Event Next Action Guard
// +---------+-------------+---------+---------------------+----------------------+
Row < State1 , event1 , State2 , none , always_true >,
Row < State2 , none , State3 >,
// +---------+-------------+---------+---------------------+----------------------+
Row < State1b , event1 , State2b , none , always_false >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const&, FSM&,int)
{
BOOST_FAIL("no_transition called!");
}
// init counters
template <class Event,class FSM>
void on_entry(Event const&,FSM& fsm)
{
fsm.template get_state<my_machine_::State1&>().entry_counter=0;
fsm.template get_state<my_machine_::State1&>().exit_counter=0;
fsm.template get_state<my_machine_::State2&>().entry_counter=0;
fsm.template get_state<my_machine_::State2&>().exit_counter=0;
fsm.template get_state<my_machine_::State3&>().entry_counter=0;
fsm.template get_state<my_machine_::State3&>().exit_counter=0;
fsm.template get_state<my_machine_::State1b&>().entry_counter=0;
fsm.template get_state<my_machine_::State1b&>().exit_counter=0;
fsm.template get_state<my_machine_::State2b&>().entry_counter=0;
fsm.template get_state<my_machine_::State2b&>().exit_counter=0;
}
};
// Pick a back-end
typedef msm::back::state_machine<my_machine_> my_machine;
BOOST_AUTO_TEST_CASE( my_test )
{
my_machine p;
p.start();
BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State1 should be active");
BOOST_CHECK_MESSAGE(p.current_state()[1] == 2,"State1b should be active");
p.process_event(event1());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State3 should be active");
BOOST_CHECK_MESSAGE(p.current_state()[1] == 2,"State1b should be active");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 1,"State1 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 1,"State1 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 1,"State2 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 1,"State2 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 0,"State3 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 1,"State3 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1b&>().entry_counter == 1,"State1b entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1b&>().exit_counter == 0,"State1b exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2b&>().entry_counter == 0,"State2b entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2b&>().exit_counter == 0,"State2b exit not called correctly");
}
}
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