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// Copyright 2010 Christophe Henry
// henry UNDERSCORE christophe AT hotmail DOT com
// This is an extended version of the state machine available in the boost::mpl library
// Distributed under the same license as the original.
// Copyright for the original version:
// Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
// under the Boost Software License, Version 1.0. (See accompanying
// file LICENSE_1_0.txt or copy at
// http://www.boost.org/LICENSE_1_0.txt)
#include <iostream>
// back-end
#include <boost/msm/back/state_machine.hpp>
//front-end
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/front/functor_row.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace boost::msm::front;
namespace
{
// events
struct play {};
struct end_pause {};
struct stop {};
struct pause {};
struct open_close {};
struct NextSong {};
struct PreviousSong {};
struct error_found {};
struct end_error {};
// Flags. Allow information about a property of the current state
struct PlayingPaused{};
struct CDLoaded {};
struct FirstSongPlaying {};
// A "complicated" event type that carries some data.
struct cd_detected
{
cd_detected(std::string name)
: name(name)
{}
std::string name;
};
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def<player_>
{
// we want deferred events and no state requires deferred events (only the fsm in the
// transition table), so the fsm does.
typedef int activate_deferred_events;
// The list of FSM states
struct Empty : public msm::front::state<>
{
// every (optional) entry/exit methods get the event passed.
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
};
struct Open : public msm::front::state<>
{
typedef mpl::vector1<CDLoaded> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
};
struct Stopped : public msm::front::state<>
{
// when stopped, the CD is loaded
typedef mpl::vector1<CDLoaded> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
};
// the player state machine contains a state which is himself a state machine
// as you see, no need to declare it anywhere so Playing can be developed separately
// by another team in another module. For simplicity I just declare it inside player
struct Playing_ : public msm::front::state_machine_def<Playing_>
{
// when playing, the CD is loaded and we are in either pause or playing (duh)
typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
// The list of FSM states
struct Song1 : public msm::front::state<>
{
typedef mpl::vector1<FirstSongPlaying> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
};
struct Song2 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
};
struct Song3 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
};
// the initial state. Must be defined
typedef Song1 initial_state;
// transition actions
void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
// guard conditions
typedef Playing_ pl; // makes transition table cleaner
// Transition table for Playing
struct transition_table : mpl::vector4<
// Start Event Next Action Guard
// +---------+-------------+---------+---------------------+----------------------+
a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const& e, FSM&,int state)
{
std::cout << "no transition from state " << state
<< " on event " << typeid(e).name() << std::endl;
}
};
// back-end
typedef msm::back::state_machine<Playing_> Playing;
// state not defining any entry or exit
struct Paused : public msm::front::state<>
{
typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
};
struct AllOk : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
};
// this state is also made terminal so that all the events are blocked
struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
// the event end_error is generated
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
};
// the initial state of the player SM. Must be defined
typedef mpl::vector<Empty,AllOk> initial_state;
// transition actions
void start_playback(play const&) { std::cout << "player::start_playback\n"; }
void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
void report_error(error_found const&) {std::cout << "player::report_error\n";}
void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
// guard conditions
typedef player_ p; // makes transition table cleaner
// Transition table for player
struct transition_table : mpl::vector<
// Start Event Next Action Guard
// +---------+-------------+---------+---------------------+----------------------+
a_row < Stopped , play , Playing , &p::start_playback >,
a_row < Stopped , open_close , Open , &p::open_drawer >,
a_row < Stopped , stop , Stopped , &p::stopped_again >,
// +---------+-------------+---------+---------------------+----------------------+
a_row < Open , open_close , Empty , &p::close_drawer >,
Row < Open , play , none , Defer , none >,
// +---------+-------------+---------+---------------------+----------------------+
a_row < Empty , open_close , Open , &p::open_drawer >,
a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
Row < Empty , play , none , Defer , none >,
// +---------+-------------+---------+---------------------+----------------------+
a_row < Playing , stop , Stopped , &p::stop_playback >,
a_row < Playing , pause , Paused , &p::pause_playback >,
a_row < Playing , open_close , Open , &p::stop_and_open >,
// +---------+-------------+---------+---------------------+----------------------+
a_row < Paused , end_pause , Playing , &p::resume_playback >,
a_row < Paused , stop , Stopped , &p::stop_playback >,
a_row < Paused , open_close , Open , &p::stop_and_open >,
// +---------+-------------+---------+---------------------+----------------------+
a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const& e, FSM&,int state)
{
std::cout << "no transition from state " << state
<< " on event " << typeid(e).name() << std::endl;
}
};
// Pick a back-end
typedef msm::back::state_machine<player_> player;
//
// Testing utilities.
//
static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
void pstate(player const& p)
{
// we have now several active states, which we show
for (unsigned int i=0;i<player::nr_regions::value;++i)
{
std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
}
}
void test()
{
player p;
// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
p.start();
// test deferred event
// deferred in Empty and Open, will be handled only after event cd_detected
p.process_event(play());
// tests some flags
std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
// go to Open, call on_exit on Empty, then action, then on_entry on Open
p.process_event(open_close()); pstate(p);
p.process_event(open_close()); pstate(p);
p.process_event(cd_detected("louie, louie"));
// at this point, Play is active (was deferred)
std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
// make transition happen inside it. Player has no idea about this event but it's ok.
p.process_event(NextSong());pstate(p); //2nd song active
p.process_event(NextSong());pstate(p);//3rd song active
p.process_event(PreviousSong());pstate(p);//2nd song active
std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
p.process_event(pause()); pstate(p);
std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
// go back to Playing
// as you see, it starts back from the original state
p.process_event(end_pause()); pstate(p);
p.process_event(pause()); pstate(p);
p.process_event(stop()); pstate(p);
std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
// by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
// all of the active states
std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
// event leading to the same state
p.process_event(stop()); pstate(p);
// event leading to a terminal/interrupt state
p.process_event(error_found()); pstate(p);
// try generating more events
std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
p.process_event(play());pstate(p);
std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
p.process_event(end_error());pstate(p);
std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
p.process_event(play());pstate(p);
}
}
int main()
{
test();
return 0;
}