36bcee5634
HANDLED_TRUE, the other one HANDLED_GUARD_REJECT)
173 lines
7.1 KiB
C++
173 lines
7.1 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 <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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// for And_ operator
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#include <boost/msm/front/euml/operator.hpp>
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#include <boost/test/unit_test.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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// for And_ operator
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using namespace msm::front::euml;
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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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// front-end: define the FSM structure
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struct my_machine_ : public msm::front::state_machine_def<my_machine_>
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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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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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struct State2 : 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& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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struct State3 : 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& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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struct State1b : 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& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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struct State2b : 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& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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struct always_true
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{
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template <class EVT,class FSM,class SourceState,class TargetState>
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bool operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
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{
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return true;
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}
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};
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struct always_false
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{
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template <class EVT,class FSM,class SourceState,class TargetState>
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bool operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
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{
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return false;
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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 boost::mpl::vector2<State1,State1b> initial_state;
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// Transition table for player
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struct transition_table : boost::mpl::vector<
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// Start Event Next Action Guard
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// +---------+-------------+---------+---------------------+----------------------+
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Row < State1 , event1 , State2 , none , always_true >,
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Row < State2 , none , State3 >,
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// +---------+-------------+---------+---------------------+----------------------+
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Row < State1b , event1 , State2b , none , always_false >
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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&, FSM&,int)
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{
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BOOST_FAIL("no_transition called!");
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}
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// init counters
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& fsm)
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{
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fsm.template get_state<my_machine_::State1&>().entry_counter=0;
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fsm.template get_state<my_machine_::State1&>().exit_counter=0;
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fsm.template get_state<my_machine_::State2&>().entry_counter=0;
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fsm.template get_state<my_machine_::State2&>().exit_counter=0;
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fsm.template get_state<my_machine_::State3&>().entry_counter=0;
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fsm.template get_state<my_machine_::State3&>().exit_counter=0;
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fsm.template get_state<my_machine_::State1b&>().entry_counter=0;
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fsm.template get_state<my_machine_::State1b&>().exit_counter=0;
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fsm.template get_state<my_machine_::State2b&>().entry_counter=0;
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fsm.template get_state<my_machine_::State2b&>().exit_counter=0;
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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<my_machine_> my_machine;
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BOOST_AUTO_TEST_CASE( my_test )
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{
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my_machine p;
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p.start();
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State1 should be active");
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BOOST_CHECK_MESSAGE(p.current_state()[1] == 2,"State1b should be active");
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p.process_event(event1());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State3 should be active");
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BOOST_CHECK_MESSAGE(p.current_state()[1] == 2,"State1b should be active");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 1,"State1 exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 1,"State1 entry not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 1,"State2 exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 1,"State2 entry not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 0,"State3 exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 1,"State3 entry not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1b&>().entry_counter == 1,"State1b entry not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1b&>().exit_counter == 0,"State1b exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2b&>().entry_counter == 0,"State2b entry not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2b&>().exit_counter == 0,"State2b exit not called correctly");
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}
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}
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