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#ifndef BOOST_STATECHART_EXAMPLE_WAITING_HPP_INCLUDED
#define BOOST_STATECHART_EXAMPLE_WAITING_HPP_INCLUDED
//////////////////////////////////////////////////////////////////////////////
// Copyright 2008 Andreas Huber Doenni
// Distributed under the Boost Software License, Version 1.0. (See accompany-
// ing file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
//////////////////////////////////////////////////////////////////////////////
#include "Player.hpp"
#include <boost/statechart/state.hpp>
#include <boost/statechart/transition.hpp>
#include <boost/statechart/custom_reaction.hpp>
#include <boost/intrusive_ptr.hpp>
#include <boost/mpl/list.hpp>
#include <boost/function.hpp>
#include <boost/bind.hpp>
namespace sc = boost::statechart;
namespace mpl = boost::mpl;
//////////////////////////////////////////////////////////////////////////////
struct Waiting : sc::state< Waiting, Player >
{
public:
//////////////////////////////////////////////////////////////////////////
typedef mpl::list<
sc::custom_reaction< BallReturned >,
sc::custom_reaction< GameAborted >
> reactions;
Waiting( my_context ctx ) :
my_base( ctx ),
noOfReturns_( 0 ),
pBallReturned_( new BallReturned() )
{
outermost_context_type & machine = outermost_context();
// as we will always return the same event to the opponent, we construct
// and fill it here so that we can reuse it over and over
pBallReturned_->returnToOpponent = boost::bind(
&MyScheduler::queue_event,
&machine.my_scheduler(), machine.my_handle(), _1 );
pBallReturned_->abortGame = boost::bind(
&MyScheduler::queue_event,
&machine.my_scheduler(), machine.my_handle(),
MakeIntrusive( new GameAborted() ) );
}
sc::result react( const GameAborted & )
{
return DestroyMyself();
}
sc::result react( const BallReturned & ballReturned )
{
outermost_context_type & machine = outermost_context();
++machine.TotalNoOfProcessedEvents();
if ( noOfReturns_++ < machine.GetMaxNoOfReturns() )
{
ballReturned.returnToOpponent( pBallReturned_ );
return discard_event();
}
else
{
ballReturned.abortGame();
return DestroyMyself();
}
}
private:
//////////////////////////////////////////////////////////////////////////
sc::result DestroyMyself()
{
outermost_context_type & machine = outermost_context();
machine.my_scheduler().destroy_processor( machine.my_handle() );
machine.my_scheduler().terminate();
return terminate();
}
// avoids C4512 (assignment operator could not be generated)
Waiting & operator=( const Waiting & );
unsigned int noOfReturns_;
const boost::intrusive_ptr< BallReturned > pBallReturned_;
};
#endif