// 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 #include // back-end #include //front-end #include // functors #include #include // for And_ operator #include // for func_state and func_state_machine #include using namespace std; namespace msm = boost::msm; namespace mpl = boost::mpl; using namespace msm::front; // for And_ operator using namespace msm::front::euml; namespace // Concrete FSM implementation { // events struct play {}; struct end_pause {}; struct stop {}; struct pause {}; struct open_close {}; // A "complicated" event type that carries some data. enum DiskTypeEnum { DISK_CD=0, DISK_DVD=1 }; struct cd_detected { cd_detected(std::string name, DiskTypeEnum diskType) : name(name), disc_type(diskType) {} std::string name; DiskTypeEnum disc_type; }; // front-end: define the FSM structure struct player_ : public msm::front::state_machine_def { // The list of FSM states // entry and exit functors for Empty struct Empty_Entry { template void operator()(Event const&,FSM&,STATE& ) { std::cout << "entering: Empty" << std::endl; } }; struct Empty_Exit { template void operator()(Event const&,FSM&,STATE& ) { std::cout << "leaving: Empty" << std::endl; } }; // definition of Empty struct Empty_tag {}; typedef msm::front::euml::func_state Empty; struct Open_Entry { template void operator()(Event const&,FSM&,STATE& ) { std::cout << "entering: Open" << std::endl; } }; struct Open_Exit { template void operator()(Event const&,FSM&,STATE& ) { std::cout << "leaving: Open" << std::endl; } }; struct Open_tag {}; typedef msm::front::euml::func_state Open; // states without entry/exit actions (can be declared as functor state, just without functors ;-) ) struct Stopped_tag {}; typedef msm::front::euml::func_state Stopped; struct Playing_tag {}; typedef msm::front::euml::func_state Playing; // state not defining any entry or exit (declared as simple state. Equivalent) struct Paused : public msm::front::state<> { }; // the initial state of the player SM. Must be defined typedef Empty initial_state; // transition actions // as the functors are generic on events, fsm and source/target state, // you can reuse them in another machine if you wish struct TestFct { template void operator()(EVT const&, FSM&,SourceState& ,TargetState& ) { cout << "transition with event:" << typeid(EVT).name() << endl; } }; struct start_playback { template void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& ) { cout << "player::start_playback" << endl; } }; struct open_drawer { template void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& ) { cout << "player::open_drawer" << endl; } }; struct close_drawer { template void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& ) { cout << "player::close_drawer" << endl; } }; struct store_cd_info { template void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& ) { cout << "player::store_cd_info" << endl; fsm.process_event(play()); } }; struct stop_playback { template void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& ) { cout << "player::stop_playback" << endl; } }; struct pause_playback { template void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& ) { cout << "player::pause_playback" << endl; } }; struct resume_playback { template void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& ) { cout << "player::resume_playback" << endl; } }; struct stop_and_open { template void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& ) { cout << "player::stop_and_open" << endl; } }; struct stopped_again { template void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& ) { cout << "player::stopped_again" << endl; } }; // guard conditions struct DummyGuard { template bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt) { return true; } }; struct good_disk_format { template bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& ) { // to test a guard condition, let's say we understand only CDs, not DVD if (evt.disc_type != DISK_CD) { std::cout << "wrong disk, sorry" << std::endl; return false; } return true; } }; struct always_true { template bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& ) { return true; } }; // we want to define one row with the classic look. bool auto_start(cd_detected const& evt) { return false; } typedef player_ p; // makes transition table cleaner // Transition table for player struct transition_table : mpl::vector< // Start Event Next Action Guard // +---------+-------------+---------+---------------------------+----------------------+ Row < Stopped , play , Playing , ActionSequence_ > , DummyGuard >, Row < Stopped , open_close , Open , open_drawer , none >, Row < Stopped , stop , Stopped , none , none >, // +---------+-------------+---------+---------------------------+----------------------+ Row < Open , open_close , Empty , close_drawer , none >, // +---------+-------------+---------+---------------------------+----------------------+ Row < Empty , open_close , Open , open_drawer , none >, Row < Empty , cd_detected , Stopped , store_cd_info , And_ >, // we here also mix with some "classical row" g_row < Empty , cd_detected , Playing , &p::auto_start >, // +---------+-------------+---------+---------------------------+----------------------+ Row < Playing , stop , Stopped , stop_playback , none >, Row < Playing , pause , Paused , pause_playback , none >, Row < Playing , open_close , Open , stop_and_open , none >, // +---------+-------------+---------+---------------------------+----------------------+ Row < Paused , end_pause , Playing , resume_playback , none >, Row < Paused , stop , Stopped , stop_playback , none >, Row < Paused , open_close , Open , stop_and_open , none > // +---------+-------------+---------+---------------------------+----------------------+ > {}; // 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 player; // // Testing utilities. // static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" }; void pstate(player const& p) { std::cout << " -> " << state_names[p.current_state()[0]] << std::endl; } void test() { player p; // needed to start the highest-level SM. This will call on_entry and mark the start of the SM p.start(); // go to Open, call on_exit on Empty, then action, then on_entry on Open p.process_event(open_close()); pstate(p); p.process_event(open_close()); pstate(p); // will be rejected, wrong disk type p.process_event( cd_detected("louie, louie",DISK_DVD)); pstate(p); p.process_event( cd_detected("louie, louie",DISK_CD)); pstate(p); // no need to call play() as the previous event does it in its action method //p.process_event(play()); // at this point, Play is active p.process_event(pause()); pstate(p); // go back to Playing p.process_event(end_pause()); pstate(p); p.process_event(pause()); pstate(p); p.process_event(stop()); pstate(p); // event leading to the same state // no action method called as it is not present in the transition table p.process_event(stop()); pstate(p); } } int main() { test(); return 0; }