summaryrefslogtreecommitdiff
path: root/libs/msm/doc/PDF/examples/FsmAsPtr.cpp
blob: 594c33138678f8cf0b805032074b66d7704dcc8e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
// 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 "FsmAsPtr.h"

#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/euml/euml.hpp>

// cpp: using directives are okay
using namespace std;
using namespace boost::msm::front::euml;
namespace msm = boost::msm;

// entry/exit/action/guard logging functors
#include "logging_functors.h"

namespace
{
    // 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(cd_detected)

    // Concrete FSM implementation 
    // The list of FSM states
    // state not needing any entry or exit
    BOOST_MSM_EUML_STATE((),Paused)

    // it is also possible to define a state which you can implement normally
    // just make it a state, as usual, and also a grammar terminal, euml_state
    struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
    {
        // this allows us to add some functions
        void activate_empty() {std::cout << "switching to Empty " << std::endl;}
        // standard entry behavior
        template <class Event,class FSM>
        void on_entry(Event const& evt,FSM& fsm) 
        {
            std::cout << "entering: Empty" << std::endl;
        }
        template <class Event,class FSM>
        void on_exit(Event const& evt,FSM& fsm) 
        {
            std::cout << "leaving: Empty" << std::endl;
        }
    };
    //instance for use in the transition table
    Empty_impl const Empty;

    // create a functor and a eUML function for the activate_empty method from Entry 
    BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void )

    // define more states
    BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
    BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
    BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)

    // it is also possible to use a plain functor, with default-constructor in the transition table
    struct start_play 
    {
        template <class FSM,class EVT,class SourceState,class TargetState>
        void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
        {
            cout << "player::start_play" << endl;
        }
    };
    // replaces the old transition table
    BOOST_MSM_EUML_TRANSITION_TABLE((
          Playing   == Stopped  + play        / start_play() ,
          Playing   == Paused   + end_pause   / resume_playback,
          //  +------------------------------------------------------------------------------+
          Empty     == Open     + open_close  / (close_drawer,activate_empty_(target_)),
          //  +------------------------------------------------------------------------------+
          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 / (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
                                        ),
                                      my_machine_impl_) //fsm name


    // choice of back-end
    typedef msm::back::state_machine<my_machine_impl_> my_machine_impl;
}
player::player()
: fsm_(new my_machine_impl)
{
    boost::static_pointer_cast<my_machine_impl>(fsm_)->start();
}

void player::do_play()
{
    boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(play);
}
void player::do_pause()
{
    boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(pause);
}
void player::do_open_close()
{
    boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(open_close);
}
void player::do_end_pause()
{
    boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(end_pause);
}
void player::do_stop()
{
    boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(stop);
}
void player::do_cd_detected()
{
    boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(cd_detected);
}


int main()
{
    player p;
    // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but 
    // you now have less to type.
    // go to Open, call on_exit on Empty, then action, then on_entry on Open
    p.do_open_close();
    p.do_open_close();
    p.do_cd_detected();
    // no need to call play as the previous event does it in its action method

    // at this point, Play is active      
    p.do_pause();
    // go back to Playing
    p.do_end_pause();
    p.do_pause();
    p.do_stop();
    // event leading to the same state
    // no action method called as none is defined in the transition table
    p.do_stop();
    // test call to no_transition
    p.do_pause();
	return 0;
}