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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 <iostream>
- #include <string>
- #include "boost/mpl/vector/vector30.hpp"
- #include <boost/msm/back/state_machine.hpp>
- #include <boost/msm/front/state_machine_def.hpp>
- #include <boost/msm/back/tools.hpp>
- using namespace std;
- namespace msm = boost::msm;
- namespace mpl = boost::mpl;
- namespace // Concrete FSM implementation
- {
- // events
- struct play {};
- struct end_pause {};
- struct stop {};
- struct pause {};
- struct open_close {};
- struct NextSong {};
- struct PreviousSong {};
- struct ThreeSec {};
- struct TenSec {};
- struct error_found {};
- struct end_error {};
- struct cd_detected {};
- // a simple visitor
- struct SomeVisitor
- {
- template <class T>
- void visit_state(T* astate,int i)
- {
- std::cout << "visiting state:" << typeid(*astate).name()
- << " with data:" << i << std::endl;
- }
- };
- // base state for all states of ths fsm, to make them visitable
- struct my_visitable_state
- {
- // signature of the accept function
- typedef msm::back::args<void,SomeVisitor&,int> accept_sig;
- // we also want polymorphic states
- virtual ~my_visitable_state() {}
- // default implementation for states who do not need to be visited
- void accept(SomeVisitor&,int) const {}
- // or if you want all states to be visited, provide an implementation
- /*
- void accept(SomeVisitor& vis,int i) const
- {
- vis.visit_state(this,i);
- }
- */
- };
- // Concrete FSM implementation
- struct player_ : public msm::front::state_machine_def<player_,my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: player" << std::endl;}
- // The list of FSM states
- struct Empty : public msm::front::state<my_visitable_state>
- {
- typedef mpl::vector<play> deferred_events;
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
- // this state wants to be visited
- void accept(SomeVisitor& vis,int i) const
- {
- vis.visit_state(this,i);
- }
- };
- struct Open : public msm::front::state<my_visitable_state>
- {
- typedef mpl::vector<play> deferred_events;
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
- // this state wants to be visited
- void accept(SomeVisitor& vis,int i) const
- {
- vis.visit_state(this,i);
- }
- };
- struct Stopped : public msm::front::state<my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
- // this state wants to be visited
- void accept(SomeVisitor& vis,int i) const
- {
- // note that visiting will recursively visit sub-states
- vis.visit_state(this,i);
- }
- };
- struct Playing_ : public msm::front::state_machine_def<Playing_,my_visitable_state >
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
- void accept(SomeVisitor& vis,int i) const
- {
- // note that visiting will recursively visit sub-states
- vis.visit_state(this,i);
- }
- // The list of FSM states
- // the Playing state machine contains a state which is himself a state machine
- // so we have a SM containing a SM containing a SM
- struct Song1_ : public msm::front::state_machine_def<Song1_,my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
- void accept(SomeVisitor& vis,int i) const
- {
- vis.visit_state(this,i);
- }
- struct LightOn : public msm::front::state<my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOn" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOn" << std::endl;}
- void accept(SomeVisitor& vis,int i) const
- {
- // note that visiting will recursively visit sub-states
- vis.visit_state(this,i);
- }
- };
- struct LightOff : public msm::front::state<my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOff" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOff" << std::endl;}
- };
- // the initial state. Must be defined
- typedef LightOn initial_state;
- // transition actions
- void turn_light_off(ThreeSec const&) { std::cout << "3s off::turn light off\n"; }
- // guard conditions
- typedef Song1_ s; // makes transition table cleaner
- // Transition table for Song1
- struct transition_table : mpl::vector1<
- // Start Event Next Action Guard
- // +---------+-------------+---------+---------------------+----------------------+
- a_row < LightOn , ThreeSec , LightOff, &s::turn_light_off >
- // +---------+-------------+---------+---------------------+----------------------+
- > {};
- // 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;
- }
- };
- typedef msm::back::state_machine<Song1_> Song1;
- struct Song2 : public msm::front::state<my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
- };
- struct Song3 : public msm::front::state<my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
- };
- // the initial state. Must be defined
- typedef Song1 initial_state;
- // transition actions
- void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
- void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
- // guard conditions
- typedef Playing_ pl; // makes transition table cleaner
- // Transition table for Playing
- struct transition_table : mpl::vector4<
- // Start Event Next Action Guard
- // +---------+-------------+---------+---------------------+----------------------+
- a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
- a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
- a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
- a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
- // +---------+-------------+---------+---------------------+----------------------+
- > {};
- // 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;
- }
- };
- typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
- struct Paused : public msm::front::state<my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "entering: Paused" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "leaving: Paused" << std::endl;}
- };
- struct AllOk : public msm::front::state<my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
- };
- struct ErrorMode :
- public msm::front::interrupt_state<end_error,my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
- void accept(SomeVisitor& vis,int i) const
- {
- vis.visit_state(this,i);
- }
- };
- // the initial state of the player SM. Must be defined
- typedef mpl::vector<Empty,AllOk> initial_state;
-
- // transition actions
- void start_playback(play const&) { std::cout << "player::start_playback\n"; }
- void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
- void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
- void store_cd_info(cd_detected const&)
- {
- std::cout << "player::store_cd_info\n";
- }
- void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
- void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
- void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
- void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
- void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
- void report_error(error_found const&) {std::cout << "player::report_error\n";}
- void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
- // guard conditions
- typedef player_ p; // makes transition table cleaner
- // Transition table for player
- struct transition_table : mpl::vector<
- // Start Event Next Action Guard
- // +---------+-------------+---------+---------------------+----------------------+
- a_row < Stopped , play , Playing , &p::start_playback >,
- a_row < Stopped , open_close , Open , &p::open_drawer >,
- a_row < Stopped , stop , Stopped , &p::stopped_again >,
- // +---------+-------------+---------+---------------------+----------------------+
- a_row < Open , open_close , Empty , &p::close_drawer >,
- // +---------+-------------+---------+---------------------+----------------------+
- a_row < Empty , open_close , Open , &p::open_drawer >,
- a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
- // +---------+-------------+---------+---------------------+----------------------+
- a_row < Playing , stop , Stopped , &p::stop_playback >,
- a_row < Playing , pause , Paused , &p::pause_playback >,
- a_row < Playing , open_close , Open , &p::stop_and_open >,
- // +---------+-------------+---------+---------------------+----------------------+
- a_row < Paused , end_pause , Playing , &p::resume_playback >,
- a_row < Paused , stop , Stopped , &p::stop_playback >,
- a_row < Paused , open_close , Open , &p::stop_and_open >,
- // +---------+-------------+---------+---------------------+----------------------+
- a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
- a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
- // +---------+-------------+---------+---------------------+----------------------+
- > {};
- // 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;
- }
- };
- // back-end
- typedef msm::back::state_machine<player_> player;
- //
- // Testing utilities.
- //
- void pstate(player const& p)
- {
- static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode","SleepMode" };
- for (unsigned int i=0;i<player::nr_regions::value;++i)
- {
- std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
- }
- }
- void test()
- {
- player p;
- // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
- p.start();
-
- // test deferred event
- // deferred in Empty and Open, will be handled only after event cd_detected
- p.process_event(play());
- // go to Open, call on_exit on Empty, then action, then on_entry on Open
- p.process_event(open_close()); pstate(p);
- // visiting Paused and AllOk, but only Paused cares
- SomeVisitor vis;
- p.visit_current_states(boost::ref(vis),1);
- p.process_event(open_close()); pstate(p);
- // visiting Empty and AllOk, but only Empty cares
- p.visit_current_states(boost::ref(vis),2);
- p.process_event(cd_detected());
- // no need to call play() as the previous event does it in its action method
- //p.process_event(play());
- // at this point, Play is active, along FirstSong and LightOn
- pstate(p);
- // visiting Playing+Song1+LightOn and AllOk, but only Playing+Song1+LightOn care
- p.visit_current_states(boost::ref(vis),3);
- // Stop will be active
- p.process_event(stop()); pstate(p);
- // visiting when both regions have an active state who wants to be visited
- p.process_event(error_found());
- p.visit_current_states(boost::ref(vis),5);
- }
- }
- int main()
- {
- test();
- return 0;
- }
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