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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>
- 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
- void State2ToState3(none const&) { std::cout << "my_machine::State2ToState3\n"; }
- void State3ToState4(none const&) { std::cout << "my_machine::State3ToState4\n"; }
- // guard conditions
- bool always_true(none const& evt)
- {
- std::cout << "always_true" << std::endl;
- return true;
- }
- bool always_false(none const& evt)
- {
- std::cout << "always_false" << std::endl;
- return false;
- }
- 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 >,
- a_row < State2 , none , State3 , &p::State2ToState3 >,
- // +---------+-------------+---------+---------------------+----------------------+
- row < State3 , none , State4 , &p::State3ToState4 , &p::always_true >,
- g_row < State3 , none , State4 , &p::always_false >,
- _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;
- }
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