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+// 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>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Player" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Player" << std::endl;}
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
+ };
+
+ struct Stopped : public msm::front::state<>
+ {
+ // when stopped, the CD is loaded
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
+ void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
+ // guard conditions
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
+ a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
+ a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
+ a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ // guard conditions
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Stopped , play , Playing , &p::start_playback >,
+ a_row < Stopped , open_close , Open , &p::open_drawer >,
+ a_row < Stopped , stop , Stopped , &p::stopped_again >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Playing , stop , Stopped , &p::stop_playback >,
+ a_row < Playing , pause , Paused , &p::pause_playback >,
+ a_row < Playing , open_close , Open , &p::stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Paused , end_pause , Playing , &p::resume_playback >,
+ a_row < Paused , stop , Stopped , &p::stop_playback >,
+ a_row < Paused , open_close , Open , &p::stop_and_open >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ 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_> 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);
+ p.process_event(cd_detected("louie, louie"));
+ p.process_event(play());
+
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ // as you see, it starts back from the original state
+ 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
+ p.process_event(stop()); pstate(p);
+ // stop the fsm (call on_exit's, including the submachines)
+ p.process_event(play());
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+ std::cout << "restart fsm" << std::endl;
+ p.start();
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}