b7abe902d5
[SVN r72420]
120 lines
4.5 KiB
C++
120 lines
4.5 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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#include <iostream>
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// back-end
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#include <boost/msm/back/state_machine.hpp>
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//front-end
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#include <boost/msm/front/state_machine_def.hpp>
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// functors
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#include <boost/msm/front/functor_row.hpp>
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#include <boost/msm/front/euml/common.hpp>
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using namespace std;
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namespace msm = boost::msm;
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namespace mpl = boost::mpl;
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using namespace msm::front;
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namespace // Concrete FSM implementation
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{
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// events
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struct disconnect {};
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struct connect {};
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// flag
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struct is_connected{};
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// front-end: define the FSM structure
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struct Connection_ : public msm::front::state_machine_def<Connection_>
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{
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// when a transition is about to be taken, we already update our currently active state(s)
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typedef msm::active_state_switch_before_transition active_state_switch_policy;
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// The list of FSM states
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struct Connected : public msm::front::state<>
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{
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// in this state, we are connected
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typedef mpl::vector1<is_connected> flag_list;
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "entering: Connected" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: Connected" << std::endl;}
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};
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struct Disconnected : 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 << "entering: Disconnected" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: Disconnected" << std::endl;}
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};
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// transition actions
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struct SignalConnect
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{
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template <class EVT,class FSM,class SourceState,class TargetState>
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void operator()(EVT const&, FSM& fsm,SourceState& ,TargetState& )
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{
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// by default, this would be wrong (shows false)
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cout << "SignalConnect. Connected? " << std::boolalpha << fsm.template is_flag_active<is_connected>() << endl;
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}
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};
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struct SignalDisconnect
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{
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template <class EVT,class FSM,class SourceState,class TargetState>
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void operator()(EVT const&, FSM& fsm,SourceState& ,TargetState& )
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{
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// by default, this would be wrong (shows true)
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cout << "SignalDisconnect. Connected? " << std::boolalpha << fsm.template is_flag_active<is_connected>() << endl;
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}
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};
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// the initial state of the player SM. Must be defined
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typedef Disconnected initial_state;
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// Transition table for player
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struct transition_table : mpl::vector<
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// Start Event Next Action Guard
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// +--------------+-------------+--------------+---------------------------+----------------------+
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Row < Connected , disconnect , Disconnected , SignalDisconnect , none >,
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Row < Disconnected , connect , Connected , SignalConnect , none >
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// +--------------+-------------+--------------+---------------------------+----------------------+
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> {};
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// Replaces the default no-transition response.
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template <class FSM,class Event>
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void no_transition(Event const& e, FSM&,int state)
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{
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std::cout << "no transition from state " << state
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<< " on event " << typeid(e).name() << std::endl;
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}
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};
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// Pick a back-end
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typedef msm::back::state_machine<Connection_> Connection;
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void test()
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{
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Connection connection;
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// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
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connection.start();
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// signal a connection
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connection.process_event(connect());
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// signal a disconnection
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connection.process_event(disconnect());
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connection.stop();
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}
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}
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int main()
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{
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test();
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return 0;
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}
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