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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>
- // 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>
- using namespace std;
- namespace msm = boost::msm;
- namespace mpl = boost::mpl;
- using namespace msm::front;
- namespace // Concrete FSM implementation
- {
- // events
- struct disconnect {};
- struct connect {};
- // flag
- struct is_connected{};
- // front-end: define the FSM structure
- struct Connection_ : public msm::front::state_machine_def<Connection_>
- {
- // when a transition is about to be taken, we already update our currently active state(s)
- typedef msm::active_state_switch_before_transition active_state_switch_policy;
- // The list of FSM states
- struct Connected : public msm::front::state<>
- {
- // in this state, we are connected
- typedef mpl::vector1<is_connected> flag_list;
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "entering: Connected" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "leaving: Connected" << std::endl;}
- };
- struct Disconnected : public msm::front::state<>
- {
- template <class Event,class FSM>
- void on_entry(Event const& ,FSM&) {std::cout << "entering: Disconnected" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "leaving: Disconnected" << std::endl;}
- };
- // transition actions
- struct SignalConnect
- {
- template <class EVT,class FSM,class SourceState,class TargetState>
- void operator()(EVT const&, FSM& fsm,SourceState& ,TargetState& )
- {
- // by default, this would be wrong (shows false)
- cout << "SignalConnect. Connected? " << std::boolalpha << fsm.template is_flag_active<is_connected>() << endl;
- }
- };
- struct SignalDisconnect
- {
- template <class EVT,class FSM,class SourceState,class TargetState>
- void operator()(EVT const&, FSM& fsm,SourceState& ,TargetState& )
- {
- // by default, this would be wrong (shows true)
- cout << "SignalDisconnect. Connected? " << std::boolalpha << fsm.template is_flag_active<is_connected>() << endl;
- }
- };
-
- // the initial state of the player SM. Must be defined
- typedef Disconnected initial_state;
- // Transition table for player
- struct transition_table : mpl::vector<
- // Start Event Next Action Guard
- // +--------------+-------------+--------------+---------------------------+----------------------+
- Row < Connected , disconnect , Disconnected , SignalDisconnect , none >,
- Row < Disconnected , connect , Connected , SignalConnect , none >
- // +--------------+-------------+--------------+---------------------------+----------------------+
- > {};
- // 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<Connection_> Connection;
- void test()
- {
- Connection connection;
- // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
- connection.start();
- // signal a connection
- connection.process_event(connect());
- // signal a disconnection
- connection.process_event(disconnect());
- connection.stop();
- }
- }
- int main()
- {
- test();
- return 0;
- }
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