msm/doc/HTML/examples/ActiveStateSetBeforeTransition.cpp
Christophe Henry b7abe902d5 doc update
[SVN r72420]
2011-06-05 17:59:30 +00:00

120 lines
4.5 KiB
C++

// 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;
}