| // 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 "FsmAsPtr.h" |
| |
| #include <boost/msm/back/state_machine.hpp> |
| #include <boost/msm/front/euml/euml.hpp> |
| |
| // cpp: using directives are okay |
| using namespace std; |
| using namespace boost::msm::front::euml; |
| namespace msm = boost::msm; |
| |
| // entry/exit/action/guard logging functors |
| #include "logging_functors.h" |
| |
| namespace |
| { |
| // events |
| BOOST_MSM_EUML_EVENT(play) |
| BOOST_MSM_EUML_EVENT(end_pause) |
| BOOST_MSM_EUML_EVENT(stop) |
| BOOST_MSM_EUML_EVENT(pause) |
| BOOST_MSM_EUML_EVENT(open_close) |
| BOOST_MSM_EUML_EVENT(cd_detected) |
| |
| // Concrete FSM implementation |
| // The list of FSM states |
| // state not needing any entry or exit |
| BOOST_MSM_EUML_STATE((),Paused) |
| |
| // it is also possible to define a state which you can implement normally |
| // just make it a state, as usual, and also a grammar terminal, euml_state |
| struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl> |
| { |
| // this allows us to add some functions |
| void activate_empty() {std::cout << "switching to Empty " << std::endl;} |
| // standard entry behavior |
| template <class Event,class FSM> |
| void on_entry(Event const& evt,FSM& fsm) |
| { |
| std::cout << "entering: Empty" << std::endl; |
| } |
| template <class Event,class FSM> |
| void on_exit(Event const& evt,FSM& fsm) |
| { |
| std::cout << "leaving: Empty" << std::endl; |
| } |
| }; |
| //instance for use in the transition table |
| Empty_impl const Empty; |
| |
| // create a functor and a eUML function for the activate_empty method from Entry |
| BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void ) |
| |
| // define more states |
| BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open) |
| BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped) |
| BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing) |
| |
| // it is also possible to use a plain functor, with default-constructor in the transition table |
| struct start_play |
| { |
| template <class FSM,class EVT,class SourceState,class TargetState> |
| void operator()(EVT const& ,FSM&,SourceState& ,TargetState& ) |
| { |
| cout << "player::start_play" << endl; |
| } |
| }; |
| // replaces the old transition table |
| BOOST_MSM_EUML_TRANSITION_TABLE(( |
| Playing == Stopped + play / start_play() , |
| Playing == Paused + end_pause / resume_playback, |
| // +------------------------------------------------------------------------------+ |
| Empty == Open + open_close / (close_drawer,activate_empty_(target_)), |
| // +------------------------------------------------------------------------------+ |
| Open == Empty + open_close / open_drawer, |
| Open == Paused + open_close / stop_and_open, |
| Open == Stopped + open_close / open_drawer, |
| Open == Playing + open_close / stop_and_open, |
| // +------------------------------------------------------------------------------+ |
| Paused == Playing + pause / pause_playback, |
| // +------------------------------------------------------------------------------+ |
| Stopped == Playing + stop / stop_playback, |
| Stopped == Paused + stop / stop_playback, |
| Stopped == Empty + cd_detected / (store_cd_info,process_(play)), |
| Stopped == Stopped + stop |
| // +------------------------------------------------------------------------------+ |
| ),transition_table) |
| |
| // create a state machine "on the fly" |
| BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT |
| init_ << Empty, // Init State |
| no_action, // Entry |
| no_action, // Exit |
| attributes_ << no_attributes_, // Attributes |
| configure_ << no_configure_, // configuration |
| Log_No_Transition // no_transition handler |
| ), |
| my_machine_impl_) //fsm name |
| |
| |
| // choice of back-end |
| typedef msm::back::state_machine<my_machine_impl_> my_machine_impl; |
| } |
| player::player() |
| : fsm_(new my_machine_impl) |
| { |
| boost::static_pointer_cast<my_machine_impl>(fsm_)->start(); |
| } |
| |
| void player::do_play() |
| { |
| boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(play); |
| } |
| void player::do_pause() |
| { |
| boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(pause); |
| } |
| void player::do_open_close() |
| { |
| boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(open_close); |
| } |
| void player::do_end_pause() |
| { |
| boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(end_pause); |
| } |
| void player::do_stop() |
| { |
| boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(stop); |
| } |
| void player::do_cd_detected() |
| { |
| boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(cd_detected); |
| } |
| |
| |
| int main() |
| { |
| player p; |
| // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but |
| // you now have less to type. |
| // go to Open, call on_exit on Empty, then action, then on_entry on Open |
| p.do_open_close(); |
| p.do_open_close(); |
| p.do_cd_detected(); |
| // no need to call play as the previous event does it in its action method |
| |
| // at this point, Play is active |
| p.do_pause(); |
| // go back to Playing |
| p.do_end_pause(); |
| p.do_pause(); |
| p.do_stop(); |
| // event leading to the same state |
| // no action method called as none is defined in the transition table |
| p.do_stop(); |
| // test call to no_transition |
| p.do_pause(); |
| return 0; |
| } |
| |