47ede94322
[SVN r63060]
252 lines
12 KiB
C++
252 lines
12 KiB
C++
// Copyright 2010 Christophe Henry
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// henry UNDERSCORE christophe AT hotmail DOT com
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// This is an extended version of the state machine available in the boost::mpl library
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// Distributed under the same license as the original.
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// Copyright for the original version:
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// Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
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// under the Boost Software License, Version 1.0. (See accompanying
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// file LICENSE_1_0.txt or copy at
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// http://www.boost.org/LICENSE_1_0.txt)
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#ifndef PLAYING_MODE_HPP
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#define PLAYING_MODE_HPP
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#include <iostream>
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#include <boost/any.hpp>
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#define FUSION_MAX_VECTOR_SIZE 20
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#include "Events.hpp"
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#include <boost/msm/back/favor_compile_time.hpp>
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#include <boost/msm/back/state_machine.hpp>
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#include <boost/msm/front/state_machine_def.hpp>
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#include <boost/msm/front/euml/euml.hpp>
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using namespace std;
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namespace msm = boost::msm;
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namespace euml = boost::msm::front::euml;
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struct PlayingMode_ : public msm::front::state_machine_def<PlayingMode_>
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{
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//flags
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struct NoFastFwd{};
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struct Playing : public msm::front::state<default_base_state,msm::front::sm_ptr>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& )
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{
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std::cout << "starting: PlayingMode::Playing" << std::endl;
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std::cout << "playing song:" << m_fsm->get_current_song() << std::endl;
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}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::Playing" << std::endl;}
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void set_sm_ptr(PlayingMode_* pl)
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{
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m_fsm = pl;
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}
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private:
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PlayingMode_* m_fsm;
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};
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struct Paused : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::Paused" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::Paused" << std::endl;}
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};
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struct WaitingForNextPrev : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::WaitingForNextPrev" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::WaitingForNextPrev" << std::endl;}
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};
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struct WaitingForEnd : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::WaitingForEnd" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::WaitingForEnd" << std::endl;}
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};
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struct NoForward : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::NoForward" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::NoForward" << std::endl;}
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};
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struct ForwardPressed : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& )
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{
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std::cout << "starting: PlayingMode::ForwardPressed," << "start timer" << std::endl;
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}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& )
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{
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std::cout << "finishing: PlayingMode::ForwardPressed," << "stop timer" << std::endl;
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}
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};
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struct FastForward : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& )
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{
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std::cout << "starting: PlayingMode::FastForward," << "start timer" << std::endl;
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}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& )
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{
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std::cout << "finishing: PlayingMode::FastForward," << "stop timer" << std::endl;
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}
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};
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struct StdDisplay : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::StdDisplay" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::StdDisplay" << std::endl;}
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};
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struct SetPosition : public msm::front::state<>
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{
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typedef mpl::vector1<NoFastFwd> flag_list;
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::SetPosition" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::SetPosition" << std::endl;}
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};
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struct SetMark : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::SetMark" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::SetMark" << std::endl;}
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};
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struct PlayingExit : public msm::front::exit_pseudo_state<EndPlay>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::PlayingExit" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::PlayingExit" << std::endl;}
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};
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// transition action methods
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struct inc_song_counter : euml::euml_action<inc_song_counter>
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{
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template <class FSM,class EVT,class SourceState,class TargetState>
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void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
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{
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if (++fsm.m_SongIndex <= fsm.m_NumberOfSongs )
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{
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std::cout << "playing song:" << fsm.m_SongIndex << std::endl;
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}
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else
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{
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// last song => end playing, next play will start at the beginning
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fsm.m_SongIndex = 1;
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fsm.process_event(EndPlay());
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}
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}
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};
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void select_song(StartSong const& evt)
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{
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if ((evt.m_Selected>0) && (evt.m_Selected<=m_NumberOfSongs))
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{
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m_SongIndex = evt.m_Selected;
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std::cout << "selecting song:" << m_SongIndex << std::endl;
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}
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else
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{
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// play current song
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std::cout << "selecting song:" << m_SongIndex << std::endl;
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}
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}
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struct dec_song_counter : euml::euml_action<dec_song_counter>
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{
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template <class FSM,class EVT,class SourceState,class TargetState>
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void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
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{
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if (--fsm.m_SongIndex >0 )
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{
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std::cout << "playing song:" << fsm.m_SongIndex << std::endl;
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}
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else
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{
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// before first song => end playing
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fsm.m_SongIndex = 1;
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fsm.process_event(EndPlay());
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}
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}
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};
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struct send_NextSong : euml::euml_action<send_NextSong>
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{
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template <class FSM,class EVT,class SourceState,class TargetState>
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void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
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{
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fsm.process_event(NextSong());
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}
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};
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void do_fast_forward(ForwardTimer const&)
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{
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std::cout << "moving song forward..." << std::endl;
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}
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// transition guard methods
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struct fast_fwd_ok : euml::euml_action<fast_fwd_ok>
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{
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template <class FSM,class EVT,class SourceState,class TargetState>
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bool operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
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{
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// guard accepts only if fast forward is possible (No SetPosition mode)
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return !fsm.is_flag_active<NoFastFwd>();
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}
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};
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// initial states / orthogonal zones
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typedef mpl::vector5<Playing,WaitingForNextPrev,WaitingForEnd,NoForward,StdDisplay>
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initial_state;
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typedef PlayingMode_ fsm; // makes transition table cleaner
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// Transition table for player
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struct transition_table : mpl::vector19<
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// Start Event Next Action Guard
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// +--------------------+---------------------+--------------------+--------------------------+----------------------+
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_row < Playing , PlayPause , Paused >,
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_row < Playing , Off , Paused >,
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a_row < Playing , StartSong , Playing , &fsm::select_song >,
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_row < Paused , PlayPause , Playing >,
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msm::front::Row < Playing , SongFinished , Playing , inc_song_counter , msm::front::none >,
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a_row < Paused , StartSong , Playing , &fsm::select_song >,
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// +--------------------+---------------------+--------------------+--------------------------+----------------------+
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msm::front::Row < WaitingForNextPrev , PreviousSong , WaitingForNextPrev , dec_song_counter , msm::front::none >,
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msm::front::Row < WaitingForNextPrev , NextSong , WaitingForNextPrev , inc_song_counter , msm::front::none >,
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// +--------------------+---------------------+--------------------+--------------------------+----------------------+
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_row < WaitingForEnd , EndPlay , PlayingExit >,
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// +--------------------+---------------------+--------------------+--------------------------+----------------------+
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msm::front::Row < NoForward , EastPressed , ForwardPressed , msm::front::none , fast_fwd_ok >,
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msm::front::Row < ForwardPressed , EastReleased , NoForward , send_NextSong , msm::front::none >,
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a_row < ForwardPressed , ForwardTimer , FastForward , &fsm::do_fast_forward >,
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a_row < FastForward , ForwardTimer , FastForward , &fsm::do_fast_forward >,
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_row < FastForward , EastReleased , NoForward >,
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// +--------------------+---------------------+---------------------+--------------------------+----------------------+
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_row < StdDisplay , PlayingMiddleButton , SetPosition >,
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_row < SetPosition , StartSong , StdDisplay >,
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_row < SetPosition , PlayingMiddleButton , SetMark >,
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_row < SetMark , PlayingMiddleButton , StdDisplay >,
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_row < SetMark , StartSong , StdDisplay >
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// +--------------------+---------------------+---------------------+--------------------------+----------------------+
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> {};
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PlayingMode_():
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m_SongIndex(1),
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// for simplicity we decide there are 5 songs
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m_NumberOfSongs(5){}
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int get_current_song(){return m_SongIndex;}
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int m_SongIndex;
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int m_NumberOfSongs;
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};
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typedef msm::back::state_machine<PlayingMode_> PlayingMode;
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#endif // PLAYING_MODE_HPP
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