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Diffstat (limited to 'libs/msm/doc/HTML/examples/HistoryEuml.cpp')
-rw-r--r-- | libs/msm/doc/HTML/examples/HistoryEuml.cpp | 180 |
1 files changed, 180 insertions, 0 deletions
diff --git a/libs/msm/doc/HTML/examples/HistoryEuml.cpp b/libs/msm/doc/HTML/examples/HistoryEuml.cpp new file mode 100644 index 0000000000..15a68e2aa3 --- /dev/null +++ b/libs/msm/doc/HTML/examples/HistoryEuml.cpp @@ -0,0 +1,180 @@ +// 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> + +#include <boost/msm/back/state_machine.hpp> +#include <boost/msm/front/euml/euml.hpp> + +using namespace std; +using namespace boost::msm::front::euml; +namespace msm = boost::msm; +namespace mpl = boost::mpl; + +// entry/exit/action/guard logging functors +#include "logging_functors.h" + +namespace // Concrete FSM implementation +{ + // 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(next_song) + BOOST_MSM_EUML_EVENT(previous_song) + + // A "complicated" event type that carries some data. + BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name) + BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type) + BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes) + BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes) + + // Concrete FSM implementation + // The list of FSM states + // state not defining any entry or exit + BOOST_MSM_EUML_STATE((),Paused) + BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty) + BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open) + BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped) + + + // Playing is now a state machine itself. + + // It has 3 substates + BOOST_MSM_EUML_STATE(( Song1_Entry,Song1_Exit ),Song1) + BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2) + BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3) + + + // Playing has a transition table + BOOST_MSM_EUML_TRANSITION_TABLE(( + // +------------------------------------------------------------------------------+ + Song2 == Song1 + next_song / start_next_song, + Song1 == Song2 + previous_song / start_prev_song, + Song3 == Song2 + next_song / start_next_song, + Song2 == Song3 + previous_song / start_prev_song + // +------------------------------------------------------------------------------+ + ),playing_transition_table ) + + // VC9 cannot compile the typedef with build_sm if one is also used for player + BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT + init_ << Song1 // Init State + ),Playing_) + // choice of back-end + typedef msm::back::state_machine<Playing_, + msm::back::ShallowHistory<mpl::vector<BOOST_MSM_EUML_EVENT_NAME(end_pause)> > > Playing_type; + Playing_type const Playing; + + // guard conditions + BOOST_MSM_EUML_ACTION(good_disk_format) + { + template <class FSM,class EVT,class SourceState,class TargetState> + bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& ) + { + // to test a guard condition, let's say we understand only CDs, not DVD + if (evt.get_attribute(cd_type)!=DISK_CD) + { + std::cout << "wrong disk, sorry" << std::endl; + // just for logging, does not block any transition + return true; + } + std::cout << "good disk" << std::endl; + return true; + } + }; + // replaces the old transition table + BOOST_MSM_EUML_TRANSITION_TABLE(( + Playing == Stopped + play / start_playback, + Playing == Paused + end_pause / resume_playback, + // +------------------------------------------------------------------------------+ + Empty == Open + open_close / close_drawer, + // +------------------------------------------------------------------------------+ + 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 [good_disk_format&& + (event_(cd_type)==Int_<DISK_CD>())] + / (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 + ), + player_) //fsm name + + // choice of back-end + typedef msm::back::state_machine<player_> player; + + // + // Testing utilities. + // + static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" }; + 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); + + // make transition happen inside it. Player has no idea about this event but it's ok. + p.process_event(next_song);pstate(p); //2nd song active + p.process_event(next_song);pstate(p);//3rd song active + p.process_event(previous_song);pstate(p);//2nd song active + + // at this point, Play is active + p.process_event(pause); pstate(p); + // go back to Playing + // as you see, remembers the original state as end_pause is an history trigger + 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 none is defined in the transition table + p.process_event(stop); pstate(p); + // test call to no_transition + p.process_event(play); pstate(p); + } +} + +int main() +{ + test(); + return 0; +} |