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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>
#include "boost/mpl/vector/vector30.hpp"
// 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>
#include <boost/msm/front/internal_row.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace msm::front;
namespace
{
// events
struct play {};
struct end_pause {};
struct stop {};
struct pause {};
struct internal_event {};
struct open_close {};
struct NextSong {};
struct PreviousSong {};
struct to_ignore {};
// A "complicated" event type that carries some data.
enum DiskTypeEnum
{
DISK_CD=0,
DISK_DVD=1
};
struct cd_detected
{
cd_detected(std::string name, DiskTypeEnum diskType)
: name(name),
disc_type(diskType)
{}
std::string name;
DiskTypeEnum disc_type;
};
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def<player_>
{
// 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&) { 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";}
// guard conditions
bool good_disk_format(cd_detected const& evt)
{
// to test a guard condition, let's say we understand only CDs, not DVD
if (evt.disc_type != DISK_CD)
{
std::cout << "wrong disk, sorry" << std::endl;
return false;
}
return true;
}
// transitions internal to Empty
void internal_action(cd_detected const&){ std::cout << "Empty::internal action\n"; }
bool internal_guard(cd_detected const&)
{
std::cout << "Empty::internal guard\n";
return false;
}
void internal_action(internal_event const&){ std::cout << "Playing::internal action\n"; }
bool internal_guard(internal_event const&)
{
std::cout << "Playing::internal guard\n";
return false;
}
// 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 internal_guard_fct
{
template <class EVT,class FSM,class SourceState,class TargetState>
bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
{
std::cout << "Empty::internal guard functor\n";
return false;
}
};
struct internal_action_fct
{
template <class EVT,class FSM,class SourceState,class TargetState>
void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
{
std::cout << "Empty::internal action functor" << std::endl;
}
};
void internal_action(to_ignore const&) { std::cout << "Empty::(almost)ignoring event\n"; }
// Transition table for Empty
struct internal_transition_table : mpl::vector<
// Start Event Next Action Guard
Row < Empty , cd_detected , none , internal_action_fct ,internal_guard_fct >,
Internal < cd_detected , internal_action_fct ,internal_guard_fct >,
a_internal< to_ignore , Empty,&Empty::internal_action >
// +---------+-------------+----------+------------------------+----------------------+
> {};
};
struct Open : public msm::front::state<>
{
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<>
{
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;}
};
struct Playing_ : public msm::front::state_machine_def<Playing_>
{
// when playing, the CD is loaded and we are in either pause or playing (duh)
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<>
{
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" << std::endl;}
void start_prev_song(PreviousSong const&){std::cout << "Playing: start_prev_song" << std::endl;}
// guard conditions
struct playing_internal_guard
{
template <class EVT,class FSM,class SourceState,class TargetState>
bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
{
std::cout << "Playing::internal guard fct\n";
return true;
}
};
struct playing_false_guard
{
template <class EVT,class FSM,class SourceState,class TargetState>
bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
{
std::cout << "Playing::false guard\n";
return false;
}
};
struct playing_internal_fct
{
template <class EVT,class FSM,class SourceState,class TargetState>
void operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
{
std::cout << "Playing::internal fct\n";
}
};
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 >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// Internal transition table for Playing
// +---------+----------------+---------+---------------------+-----------------------+
struct internal_transition_table : mpl::vector<
// normal internal transition
// Start Event Next Action Guard
Internal < internal_event , playing_internal_fct,playing_internal_guard >,
// conflict between internal and the external defined above
Internal < PreviousSong , playing_internal_fct,playing_false_guard >,
internal < internal_event , player_,&player_::internal_action,
player_,&player_::internal_guard >
// +---------+----------------+---------+---------------------+-----------------------+
> {};
// 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<>
{
};
// the initial state of the player SM. Must be defined
typedef Empty initial_state;
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 >,
_row < Stopped , stop , Stopped >,
// +---------+-------------+---------+---------------------+----------------------+
a_row < Open , open_close , Empty , &p::close_drawer >,
// +---------+-------------+---------+---------------------+----------------------+
a_row < Empty , open_close , Open , &p::open_drawer >,
// conflict between a normal and 2 internal transitions (irow/g_irow)
// + a state-defined internals defined 2 ways (see Empty)
row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
irow < Empty , cd_detected , &p::internal_action ,&p::internal_guard >,
g_irow < Empty , cd_detected ,&p::internal_guard >,
// +---------+-------------+---------+---------------------+----------------------+
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 >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// 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" };
void pstate(player const& p)
{
std::cout << " -> " << state_names[p.current_state()[0]] << 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();
// this event will be ignored and not call no_transition
p.process_event(to_ignore());
// 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);
// will be rejected, wrong disk type
p.process_event(
cd_detected("louie, louie",DISK_DVD)); pstate(p);
p.process_event(
cd_detected("louie, louie",DISK_CD)); pstate(p);
p.process_event(play());
p.process_event(NextSong());
std::cout << "sending an internal event" << std::endl;
p.process_event(internal_event());
std::cout << "conflict between the internal and normal transition. Internal is tried last" << std::endl;
p.process_event(PreviousSong());
// at this point, Play is active
p.process_event(pause()); pstate(p);
// go back to Playing
p.process_event(end_pause()); pstate(p);
p.process_event(pause()); pstate(p);
p.process_event(stop()); pstate(p);
// event leading to the same state
// no action method called as it is not present in the transition table
p.process_event(stop()); pstate(p);
}
}
int main()
{
test();
return 0;
}