| // 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; |
| using namespace boost::msm::front; |
| |
| namespace |
| { |
| // events |
| struct event1 {}; |
| |
| |
| // front-end: define the FSM structure |
| struct my_machine_ : public msm::front::state_machine_def<my_machine_> |
| { |
| unsigned int state2_to_state3_counter; |
| unsigned int state3_to_state4_counter; |
| unsigned int always_true_counter; |
| unsigned int always_false_counter; |
| |
| my_machine_(): |
| state2_to_state3_counter(0), |
| state3_to_state4_counter(0), |
| always_true_counter(0), |
| always_false_counter(0) |
| {} |
| |
| // The list of FSM states |
| struct State1 : 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 State2 : 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 State3 : 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 State4 : 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 State1 initial_state; |
| |
| // transition actions |
| void State2ToState3(none const&) { ++state2_to_state3_counter; } |
| void State3ToState4(none const&) { ++state3_to_state4_counter; } |
| // guard conditions |
| bool always_true(none const& evt) |
| { |
| ++always_true_counter; |
| return true; |
| } |
| bool always_false(none const& evt) |
| { |
| ++always_false_counter; |
| return false; |
| } |
| |
| typedef my_machine_ p; // makes transition table cleaner |
| |
| // Transition table for player |
| struct transition_table : mpl::vector< |
| // Start Event Next Action Guard |
| // +---------+-------------+---------+---------------------+----------------------+ |
| _row < State1 , none , State2 >, |
| a_row < State2 , none , State3 , &p::State2ToState3 >, |
| // +---------+-------------+---------+---------------------+----------------------+ |
| row < State3 , none , State4 , &p::State3ToState4 , &p::always_true >, |
| g_row < State3 , none , State4 , &p::always_false >, |
| _row < State4 , event1 , State1 > |
| // +---------+-------------+---------+---------------------+----------------------+ |
| > {}; |
| // Replaces the default no-transition response. |
| template <class FSM,class Event> |
| void no_transition(Event const&, FSM&,int) |
| { |
| BOOST_FAIL("no_transition called!"); |
| } |
| // init counters |
| template <class Event,class FSM> |
| void on_entry(Event const&,FSM& fsm) |
| { |
| fsm.template get_state<my_machine_::State1&>().entry_counter=0; |
| fsm.template get_state<my_machine_::State1&>().exit_counter=0; |
| fsm.template get_state<my_machine_::State2&>().entry_counter=0; |
| fsm.template get_state<my_machine_::State2&>().exit_counter=0; |
| fsm.template get_state<my_machine_::State3&>().entry_counter=0; |
| fsm.template get_state<my_machine_::State3&>().exit_counter=0; |
| fsm.template get_state<my_machine_::State4&>().entry_counter=0; |
| fsm.template get_state<my_machine_::State4&>().exit_counter=0; |
| } |
| }; |
| // Pick a back-end |
| typedef msm::back::state_machine<my_machine_> my_machine; |
| |
| //static char const* const state_names[] = { "State1", "State2", "State3", "State4" }; |
| |
| |
| BOOST_AUTO_TEST_CASE( my_test ) |
| { |
| my_machine p; |
| |
| // needed to start the highest-level SM. This will call on_entry and mark the start of the SM |
| // in this case it will also immediately trigger all anonymous transitions |
| p.start(); |
| BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4 |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 1,"State1 exit not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 1,"State1 entry not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 1,"State2 exit not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 1,"State2 entry not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 1,"State3 exit not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 1,"State3 entry not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 1,"State4 entry not called correctly"); |
| BOOST_CHECK_MESSAGE(p.always_true_counter == 1,"guard not called correctly"); |
| BOOST_CHECK_MESSAGE(p.always_false_counter == 1,"guard not called correctly"); |
| BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 1,"action not called correctly"); |
| BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 1,"action not called correctly"); |
| |
| |
| // this event will bring us back to the initial state and thus, a new "loop" will be started |
| p.process_event(event1()); |
| BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4 |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 2,"State1 exit not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 2,"State1 entry not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 2,"State2 exit not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 2,"State2 entry not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 2,"State3 exit not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 2,"State3 entry not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 2,"State4 entry not called correctly"); |
| BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().exit_counter == 1,"State4 exit not called correctly"); |
| BOOST_CHECK_MESSAGE(p.always_true_counter == 2,"guard not called correctly"); |
| BOOST_CHECK_MESSAGE(p.always_false_counter == 2,"guard not called correctly"); |
| BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 2,"action not called correctly"); |
| BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 2,"action not called correctly"); |
| |
| } |
| } |
| |