// 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 // back-end #include //front-end #include 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 { // The list of FSM states struct State1 : public msm::front::state<> { // every (optional) entry/exit methods get the event passed. template void on_entry(Event const&,FSM& ) {std::cout << "entering: State1" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "leaving: State1" << std::endl;} }; struct State2 : public msm::front::state<> { template void on_entry(Event const& ,FSM&) {std::cout << "entering: State2" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "leaving: State2" << std::endl;} }; struct State3 : public msm::front::state<> { // when stopped, the CD is loaded template void on_entry(Event const& ,FSM&) {std::cout << "entering: State3" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "leaving: State3" << std::endl;} }; struct State4 : public msm::front::state<> { template void on_entry(Event const&,FSM& ) {std::cout << "entering: State4" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "leaving: State4" << std::endl;} }; // the initial state of the player SM. Must be defined typedef State1 initial_state; // transition actions void State2ToState3(none const&) { std::cout << "my_machine::State2ToState3\n"; } void State3ToState4(none const&) { std::cout << "my_machine::State3ToState4\n"; } // guard conditions bool always_true(none const& evt) { std::cout << "always_true" << std::endl; return true; } bool always_false(none const& evt) { std::cout << "always_false" << std::endl; 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 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 my_machine; // // Testing utilities. // static char const* const state_names[] = { "State1", "State2", "State3", "State4" }; void pstate(my_machine const& p) { std::cout << " -> " << state_names[p.current_state()[0]] << std::endl; } void 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(); // this event will bring us back to the initial state and thus, a new "loop" will be started p.process_event(event1()); } } int main() { test(); return 0; }