47ede94322
[SVN r63060]
222 lines
10 KiB
C++
222 lines
10 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 <vector>
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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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namespace msm = boost::msm;
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namespace mpl = boost::mpl;
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namespace
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{
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// events
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struct event1 {};
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struct event2 {};
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struct event3 {};
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struct event4 {};
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struct event5 {};
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struct event6
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{
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event6(){}
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template <class Event>
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event6(Event const&){}
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};
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// front-end: define the FSM structure
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struct Fsm_ : public msm::front::state_machine_def<Fsm_>
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{
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// The list of FSM states
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struct State1 : public msm::front::state<>
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{
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// every (optional) entry/exit methods get the event passed.
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "entering: State1" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: State1" << std::endl;}
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};
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struct State2 : public msm::front::state<>
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{
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// every (optional) entry/exit methods get the event passed.
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "entering: State2" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: State2" << std::endl;}
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};
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struct SubFsm2_ : public msm::front::state_machine_def<SubFsm2_>
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{
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typedef msm::back::state_machine<SubFsm2_> SubFsm2;
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2" << std::endl;}
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struct SubState1 : 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: SubFsm2::SubState1" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState1" << std::endl;}
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};
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struct SubState1b : 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: SubFsm2::SubState1b" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState1b" << std::endl;}
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};
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struct SubState2 : public msm::front::state<> , public msm::front::explicit_entry<0>
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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: SubFsm2::SubState2" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState2" << std::endl;}
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};
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struct SubState2b : public msm::front::state<> , public msm::front::explicit_entry<1>
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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: SubFsm2::SubState2b" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState2b" << std::endl;}
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};
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// test with a pseudo entry
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struct PseudoEntry1 : public msm::front::entry_pseudo_state<0>
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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: SubFsm2::PseudoEntry1" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::PseudoEntry1" << std::endl;}
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};
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struct SubState3 : 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: SubFsm2::SubState3" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState3" << std::endl;}
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};
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struct SubState3b : 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: SubFsm2::SubState3b" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState3b" << std::endl;}
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};
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struct PseudoExit1 : public msm::front::exit_pseudo_state<event6>
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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: SubFsm2::PseudoExit1" << std::endl;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::PseudoExit1" << std::endl;}
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};
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// action methods
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void entry_action(event4 const&)
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{
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std::cout << "calling entry_action" << std::endl;
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}
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// the initial state. Must be defined
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typedef mpl::vector<SubState1,SubState1b> initial_state;
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typedef mpl::vector<SubState2b> explicit_creation;
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// Transition table for SubFsm2
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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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a_row < PseudoEntry1 , event4 , SubState3 ,&SubFsm2_::entry_action >,
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_row < SubState2 , event6 , SubState1 >,
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_row < SubState3 , event5 , PseudoExit1 >
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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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typedef msm::back::state_machine<SubFsm2_> SubFsm2;
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// the initial state of the player SM. Must be defined
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typedef State1 initial_state;
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// transition actions
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// guard conditions
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// Transition table for Fsm
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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 < State1 , event1 , SubFsm2 >,
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_row < State1 , event2 , SubFsm2::direct<SubFsm2_::SubState2> >,
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_row < State1 , event3 , mpl::vector<SubFsm2::direct<SubFsm2_::SubState2>,
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SubFsm2::direct<SubFsm2_::SubState2b> > >,
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_row < State1 , event4 , SubFsm2::entry_pt
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<SubFsm2_::PseudoEntry1> >,
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// +---------------------+--------+------------------------------------+-------+--------+
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_row < SubFsm2 , event1 , State1 >,
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_row < SubFsm2::exit_pt
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<SubFsm2_::PseudoExit1>, event6 , State2 >
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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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typedef msm::back::state_machine<Fsm_> Fsm;
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//
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// Testing utilities.
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//
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static char const* const state_names[] = { "State1", "SubFsm2","State2" };
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void pstate(Fsm const& p)
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{
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std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
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}
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void test()
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{
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Fsm p;
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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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p.start();
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std::cout << "Simply move in and out of the composite, activate init states" << std::endl;
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p.process_event(event1()); pstate(p);
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p.process_event(event1()); pstate(p);
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std::cout << "Direct entry into SubFsm2::SubState2, then transition to SubState1 and back to State1" << std::endl;
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p.process_event(event2()); pstate(p);
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p.process_event(event6()); pstate(p);
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p.process_event(event1()); pstate(p);
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std::cout << "processing fork to SubFsm2::SubState2 and SubFsm2::SubState2b" << std::endl;
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p.process_event(event3()); pstate(p);
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p.process_event(event1()); pstate(p);
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std::cout << "processing entry pseudo state" << std::endl;
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p.process_event(event4()); pstate(p);
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p.process_event(event1()); pstate(p);
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std::cout << "processing entry + exit pseudo state" << std::endl;
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p.process_event(event4()); pstate(p);
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std::cout << "using exit pseudo state" << std::endl;
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p.process_event(event5()); pstate(p);
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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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