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Diffstat (limited to 'libs/msm/doc/PDF/examples/AnonymousTutorialWithFunctors.cpp')
-rw-r--r-- | libs/msm/doc/PDF/examples/AnonymousTutorialWithFunctors.cpp | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/libs/msm/doc/PDF/examples/AnonymousTutorialWithFunctors.cpp b/libs/msm/doc/PDF/examples/AnonymousTutorialWithFunctors.cpp new file mode 100644 index 0000000000..4bcd7ad37c --- /dev/null +++ b/libs/msm/doc/PDF/examples/AnonymousTutorialWithFunctors.cpp @@ -0,0 +1,158 @@ +// 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; +} |