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

170 lines
6.2 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 "FsmAsPtr.h"
#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/euml/euml.hpp>
// cpp: using directives are okay
using namespace std;
using namespace boost::msm::front::euml;
namespace msm = boost::msm;
// entry/exit/action/guard logging functors
#include "logging_functors.h"
namespace
{
// events
BOOST_MSM_EUML_EVENT(play)
BOOST_MSM_EUML_EVENT(end_pause)
BOOST_MSM_EUML_EVENT(stop)
BOOST_MSM_EUML_EVENT(pause)
BOOST_MSM_EUML_EVENT(open_close)
BOOST_MSM_EUML_EVENT(cd_detected)
// Concrete FSM implementation
// The list of FSM states
// state not needing any entry or exit
BOOST_MSM_EUML_STATE((),Paused)
// it is also possible to define a state which you can implement normally
// just make it a state, as usual, and also a grammar terminal, euml_state
struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
{
// this allows us to add some functions
void activate_empty() {std::cout << "switching to Empty " << std::endl;}
// standard entry behavior
template <class Event,class FSM>
void on_entry(Event const& evt,FSM& fsm)
{
std::cout << "entering: Empty" << std::endl;
}
template <class Event,class FSM>
void on_exit(Event const& evt,FSM& fsm)
{
std::cout << "leaving: Empty" << std::endl;
}
};
//instance for use in the transition table
Empty_impl const Empty;
// create a functor and a eUML function for the activate_empty method from Entry
BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void )
// define more states
BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
// it is also possible to use a plain functor, with default-constructor in the transition table
struct start_play
{
template <class FSM,class EVT,class SourceState,class TargetState>
void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
{
cout << "player::start_play" << endl;
}
};
// replaces the old transition table
BOOST_MSM_EUML_TRANSITION_TABLE((
Playing == Stopped + play / start_play() ,
Playing == Paused + end_pause / resume_playback,
// +------------------------------------------------------------------------------+
Empty == Open + open_close / (close_drawer,activate_empty_(target_)),
// +------------------------------------------------------------------------------+
Open == Empty + open_close / open_drawer,
Open == Paused + open_close / stop_and_open,
Open == Stopped + open_close / open_drawer,
Open == Playing + open_close / stop_and_open,
// +------------------------------------------------------------------------------+
Paused == Playing + pause / pause_playback,
// +------------------------------------------------------------------------------+
Stopped == Playing + stop / stop_playback,
Stopped == Paused + stop / stop_playback,
Stopped == Empty + cd_detected / (store_cd_info,process_(play)),
Stopped == Stopped + stop
// +------------------------------------------------------------------------------+
),transition_table)
// create a state machine "on the fly"
BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
init_ << Empty, // Init State
no_action, // Entry
no_action, // Exit
attributes_ << no_attributes_, // Attributes
configure_ << no_configure_, // configuration
Log_No_Transition // no_transition handler
),
my_machine_impl_) //fsm name
// choice of back-end
typedef msm::back::state_machine<my_machine_impl_> my_machine_impl;
}
player::player()
: fsm_(new my_machine_impl)
{
boost::static_pointer_cast<my_machine_impl>(fsm_)->start();
}
void player::do_play()
{
boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(play);
}
void player::do_pause()
{
boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(pause);
}
void player::do_open_close()
{
boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(open_close);
}
void player::do_end_pause()
{
boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(end_pause);
}
void player::do_stop()
{
boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(stop);
}
void player::do_cd_detected()
{
boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(cd_detected);
}
int main()
{
player p;
// note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
// you now have less to type.
// go to Open, call on_exit on Empty, then action, then on_entry on Open
p.do_open_close();
p.do_open_close();
p.do_cd_detected();
// no need to call play as the previous event does it in its action method
// at this point, Play is active
p.do_pause();
// go back to Playing
p.do_end_pause();
p.do_pause();
p.do_stop();
// event leading to the same state
// no action method called as none is defined in the transition table
p.do_stop();
// test call to no_transition
p.do_pause();
return 0;
}