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Diffstat (limited to 'libs/msm/doc/HTML/examples/CompositeTutorial.cpp')
-rw-r--r-- | libs/msm/doc/HTML/examples/CompositeTutorial.cpp | 244 |
1 files changed, 244 insertions, 0 deletions
diff --git a/libs/msm/doc/HTML/examples/CompositeTutorial.cpp b/libs/msm/doc/HTML/examples/CompositeTutorial.cpp new file mode 100644 index 0000000000..b0ee192eec --- /dev/null +++ b/libs/msm/doc/HTML/examples/CompositeTutorial.cpp @@ -0,0 +1,244 @@ +// 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; +} |