47ede94322
[SVN r63060]
75 lines
2.1 KiB
C++
75 lines
2.1 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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// 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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#include "Empty.hpp"
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#include "Open.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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// front-end: define the FSM structure
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struct player_ : public msm::front::state_machine_def<player_>
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{
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// the initial state of the player SM. Must be defined
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typedef Empty initial_state;
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typedef mpl::vector<Empty,Open> explicit_creation;
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typedef player_ p; // makes transition table cleaner
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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<player_> player;
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//
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// Testing utilities.
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//
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static char const* const state_names[] = { "Empty", "Open" };
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void pstate(player 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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player 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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// go to Open, call on_exit on Empty, then action, then on_entry on Open
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p.process_event(open_close()); pstate(p);
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p.process_event(open_close()); pstate(p);
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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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