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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>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+
+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<my_machine_>
+ {
+ // The list of FSM states
+ struct State1 : 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: State1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State1" << std::endl;}
+ };
+ struct State2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State2" << std::endl;}
+ template <class Event,class FSM>
+ 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 <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State3" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State3" << std::endl;}
+ };
+
+ struct State4 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State4" << std::endl;}
+ template <class Event,class FSM>
+ 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
+ struct State2ToState3
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State2ToState3" << std::endl;
+ }
+ };
+ struct State3ToState4
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State3ToState4" << std::endl;
+ }
+ };
+ // guard conditions
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ std::cout << "always_true" << std::endl;
+ return true;
+ }
+ };
+ struct always_false
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ std::cout << "always_false" << std::endl;
+ return true;
+ }
+ };
+
+ 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 >,
+ Row < State2 , none , State3 , State2ToState3 >,
+ Row < State3 , none , State4 , none , always_false >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < State3 , none , State4 , State3ToState4 , always_true >,
+ Row < State4 , event1 , State1 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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<my_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;
+}