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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>
#define BOOST_TEST_MODULE MyTest
#include <boost/test/unit_test.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
namespace
{
// events
struct play {};
struct end_pause {};
struct stop {};
struct pause {};
struct open_close {};
struct NextSong {};
struct PreviousSong {};
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_>
{
unsigned int start_playback_counter;
unsigned int can_close_drawer_counter;
player_():
start_playback_counter(0),
can_close_drawer_counter(0)
{}
// The list of FSM states
struct Empty : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct Open : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
// sm_ptr still supported but deprecated as functors are a much better way to do the same thing
struct Stopped : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct Playing_ : public msm::front::state_machine_def<Playing_>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
unsigned int start_next_song_counter;
unsigned int start_prev_song_guard_counter;
Playing_():
start_next_song_counter(0),
start_prev_song_guard_counter(0)
{}
// The list of FSM states
struct Song1 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct Song2 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct Song3 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
// the initial state. Must be defined
typedef Song1 initial_state;
// transition actions
void start_next_song(NextSong const&) {++start_next_song_counter; }
void start_prev_song(PreviousSong const&) { }
// guard conditions
bool start_prev_song_guard(PreviousSong const&) {++start_prev_song_guard_counter;return true; }
typedef Playing_ pl; // makes transition table cleaner
// Transition table for Playing
struct transition_table : mpl::vector4<
// Start Event Next Action Guard
// +---------+-------------+---------+---------------------+----------------------+
_row < Song1 , NextSong , Song2 >,
row < Song2 , PreviousSong, Song1 , &pl::start_prev_song,&pl::start_prev_song_guard>,
a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
g_row < Song3 , PreviousSong, Song2 ,&pl::start_prev_song_guard>
// +---------+-------------+---------+---------------------+----------------------+
> {};
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const&, FSM&,int)
{
BOOST_FAIL("no_transition called!");
}
};
// back-end
typedef msm::back::state_machine<Playing_> Playing;
// state not defining any entry or exit
struct Paused : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
// the initial state of the player SM. Must be defined
typedef Empty initial_state;
// transition actions
void start_playback(play const&) {++start_playback_counter; }
void open_drawer(open_close const&) { }
void store_cd_info(cd_detected const&) { }
void stop_playback(stop const&) { }
void pause_playback(pause const&) { }
void resume_playback(end_pause const&) { }
void stop_and_open(open_close const&) { }
void stopped_again(stop const&){}
//guards
bool can_close_drawer(open_close const&)
{
++can_close_drawer_counter;
return true;
}
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 >,
// +---------+-------------+---------+---------------------+----------------------+
g_row < Open , open_close , Empty , &p::can_close_drawer >,
// +---------+-------------+---------+---------------------+----------------------+
a_row < Empty , open_close , Open , &p::open_drawer >,
a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
// +---------+-------------+---------+---------------------+----------------------+
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)
{
BOOST_FAIL("no_transition called!");
}
// init counters
template <class Event,class FSM>
void on_entry(Event const&,FSM& fsm)
{
fsm.template get_state<player_::Stopped&>().entry_counter=0;
fsm.template get_state<player_::Stopped&>().exit_counter=0;
fsm.template get_state<player_::Open&>().entry_counter=0;
fsm.template get_state<player_::Open&>().exit_counter=0;
fsm.template get_state<player_::Empty&>().entry_counter=0;
fsm.template get_state<player_::Empty&>().exit_counter=0;
fsm.template get_state<player_::Playing&>().entry_counter=0;
fsm.template get_state<player_::Playing&>().exit_counter=0;
fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().entry_counter=0;
fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().exit_counter=0;
fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().entry_counter=0;
fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().exit_counter=0;
fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().entry_counter=0;
fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().exit_counter=0;
fsm.template get_state<player_::Paused&>().entry_counter=0;
fsm.template get_state<player_::Paused&>().exit_counter=0;
}
};
// Pick a back-end
typedef msm::back::state_machine<player_> player;
// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
BOOST_AUTO_TEST_CASE( my_test )
{
player p;
p.start();
BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
p.process_event(open_close());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
p.process_event(open_close());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
p.process_event(cd_detected("louie, louie"));
BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
p.process_event(play());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 1,
"Song1 entry not called correctly");
p.process_event(NextSong());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 1,
"Song2 entry not called correctly");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().exit_counter == 1,
"Song1 exit not called correctly");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().start_next_song_counter == 0,
"submachine action not called correctly");
p.process_event(NextSong());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 2,"Song3 should be active");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().entry_counter == 1,
"Song3 entry not called correctly");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().exit_counter == 1,
"Song2 exit not called correctly");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().start_next_song_counter == 1,
"submachine action not called correctly");
p.process_event(PreviousSong());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 2,
"Song2 entry not called correctly");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().exit_counter == 1,
"Song3 exit not called correctly");
BOOST_CHECK_MESSAGE(
p.get_state<player_::Playing&>().start_prev_song_guard_counter == 1,
"submachine guard not called correctly");
p.process_event(pause());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
// go back to Playing
p.process_event(end_pause());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
p.process_event(pause());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
p.process_event(stop());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
p.process_event(stop());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
}
}