• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 // Copyright 2010 Christophe Henry
2 // henry UNDERSCORE christophe AT hotmail DOT com
3 // This is an extended version of the state machine available in the boost::mpl library
4 // Distributed under the same license as the original.
5 // Copyright for the original version:
6 // Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
7 // under the Boost Software License, Version 1.0. (See accompanying
8 // file LICENSE_1_0.txt or copy at
9 // http://www.boost.org/LICENSE_1_0.txt)
10 
11 #include <iostream>
12 // back-end
13 #include <boost/msm/back/state_machine.hpp>
14 //front-end
15 #include <boost/msm/front/state_machine_def.hpp>
16 
17 namespace msm = boost::msm;
18 namespace mpl = boost::mpl;
19 
20 namespace
21 {
22     // events
23     struct play {};
24     struct end_pause {};
25     struct stop {};
26     struct pause {};
27     struct open_close {};
28     struct NextSong {};
29     struct PreviousSong {};
30 
31     // A "complicated" event type that carries some data.
32     struct cd_detected
33     {
cd_detected__anoncef579880111::cd_detected34         cd_detected(std::string name)
35             : name(name)
36         {}
37 
38         std::string name;
39     };
40 
41     // front-end: define the FSM structure
42     struct player_ : public msm::front::state_machine_def<player_>
43     {
44         // The list of FSM states
45         struct Empty : public msm::front::state<>
46         {
47             // every (optional) entry/exit methods get the event passed
48             template <class Event,class FSM>
on_entry__anoncef579880111::player_::Empty49             void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
50             template <class Event,class FSM>
on_exit__anoncef579880111::player_::Empty51             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
52         };
53         struct Open : public msm::front::state<>
54         {
55             template <class Event,class FSM>
on_entry__anoncef579880111::player_::Open56             void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
57             template <class Event,class FSM>
on_exit__anoncef579880111::player_::Open58             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
59         };
60 
61         struct Stopped : public msm::front::state<>
62         {
63             // when stopped, the CD is loaded
64             template <class Event,class FSM>
on_entry__anoncef579880111::player_::Stopped65             void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
66             template <class Event,class FSM>
on_exit__anoncef579880111::player_::Stopped67             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
68         };
69 
70         struct Playing_ : public msm::front::state_machine_def<Playing_>
71         {
72             // when playing, the CD is loaded and we are in either pause or playing (duh)
73             template <class Event,class FSM>
on_entry__anoncef579880111::player_::Playing_74             void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
75             template <class Event,class FSM>
on_exit__anoncef579880111::player_::Playing_76             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
77 
78             // The list of FSM states
79             struct Song1 : public msm::front::state<>
80             {
81                 template <class Event,class FSM>
on_entry__anoncef579880111::player_::Playing_::Song182                 void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
83                 template <class Event,class FSM>
on_exit__anoncef579880111::player_::Playing_::Song184                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
85             };
86             struct Song2 : public msm::front::state<>
87             {
88                 template <class Event,class FSM>
on_entry__anoncef579880111::player_::Playing_::Song289                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
90                 template <class Event,class FSM>
on_exit__anoncef579880111::player_::Playing_::Song291                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
92             };
93             struct Song3 : public msm::front::state<>
94             {
95                 template <class Event,class FSM>
on_entry__anoncef579880111::player_::Playing_::Song396                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
97                 template <class Event,class FSM>
on_exit__anoncef579880111::player_::Playing_::Song398                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
99             };
100             // the initial state. Must be defined
101             typedef Song1 initial_state;
102             // transition actions
start_next_song__anoncef579880111::player_::Playing_103             void start_next_song(NextSong const&)       { std::cout << "Playing::start_next_song\n"; }
start_prev_song__anoncef579880111::player_::Playing_104             void start_prev_song(PreviousSong const&)       { std::cout << "Playing::start_prev_song\n"; }
105             // guard conditions
106 
107             typedef Playing_ pl; // makes transition table cleaner
108             // Transition table for Playing
109             struct transition_table : mpl::vector4<
110                 //      Start     Event         Next      Action               Guard
111                 //    +---------+-------------+---------+---------------------+----------------------+
112                 a_row < Song1   , NextSong    , Song2   , &pl::start_next_song                       >,
113                 a_row < Song2   , PreviousSong, Song1   , &pl::start_prev_song                       >,
114                 a_row < Song2   , NextSong    , Song3   , &pl::start_next_song                       >,
115                 a_row < Song3   , PreviousSong, Song2   , &pl::start_prev_song                       >
116                 //    +---------+-------------+---------+---------------------+----------------------+
117             > {};
118             // Replaces the default no-transition response.
119             template <class FSM,class Event>
no_transition__anoncef579880111::player_::Playing_120             void no_transition(Event const& e, FSM&,int state)
121             {
122                 std::cout << "no transition from state " << state
123                     << " on event " << typeid(e).name() << std::endl;
124             }
125 
126         };
127         // back-end
128         // demonstrates Shallow History: if the state gets activated with end_pause
129         // then it will remember the last active state and reactivate it
130         // also possible: AlwaysHistory, the last active state will always be reactivated
131         // or NoHistory, always restart from the initial state
132         typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
133 
134         // state not defining any entry or exit
135         struct Paused : public msm::front::state<>
136         {
137             template <class Event,class FSM>
on_entry__anoncef579880111::player_::Paused138             void on_entry(Event const&,FSM& ) {std::cout << "entering: Paused" << std::endl;}
139             template <class Event,class FSM>
on_exit__anoncef579880111::player_::Paused140             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Paused" << std::endl;}
141         };
142 
143         // the initial state of the player SM. Must be defined
144         typedef Empty initial_state;
145 
146         // transition actions
start_playback__anoncef579880111::player_147         void start_playback(play const&)       { std::cout << "player::start_playback\n"; }
open_drawer__anoncef579880111::player_148         void open_drawer(open_close const&)    { std::cout << "player::open_drawer\n"; }
close_drawer__anoncef579880111::player_149         void close_drawer(open_close const&)   { std::cout << "player::close_drawer\n"; }
store_cd_info__anoncef579880111::player_150         void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
stop_playback__anoncef579880111::player_151         void stop_playback(stop const&)        { std::cout << "player::stop_playback\n"; }
pause_playback__anoncef579880111::player_152         void pause_playback(pause const&)      { std::cout << "player::pause_playback\n"; }
resume_playback__anoncef579880111::player_153         void resume_playback(end_pause const&)      { std::cout << "player::resume_playback\n"; }
stop_and_open__anoncef579880111::player_154         void stop_and_open(open_close const&)  { std::cout << "player::stop_and_open\n"; }
stopped_again__anoncef579880111::player_155         void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
156         // guard conditions
157 
158         typedef player_ p; // makes transition table cleaner
159 
160         // Transition table for player
161         struct transition_table : mpl::vector<
162             //      Start     Event         Next      Action               Guard
163             //    +---------+-------------+---------+---------------------+----------------------+
164             a_row < Stopped , play        , Playing , &p::start_playback                         >,
165             a_row < Stopped , open_close  , Open    , &p::open_drawer                            >,
166             a_row < Stopped , stop        , Stopped , &p::stopped_again                          >,
167             //    +---------+-------------+---------+---------------------+----------------------+
168             a_row < Open    , open_close  , Empty   , &p::close_drawer                           >,
169             //    +---------+-------------+---------+---------------------+----------------------+
170             a_row < Empty   , open_close  , Open    , &p::open_drawer                            >,
171             a_row < Empty   , cd_detected , Stopped , &p::store_cd_info                          >,
172             //    +---------+-------------+---------+---------------------+----------------------+
173             a_row < Playing , stop        , Stopped , &p::stop_playback                          >,
174             a_row < Playing , pause       , Paused  , &p::pause_playback                         >,
175             a_row < Playing , open_close  , Open    , &p::stop_and_open                          >,
176             //    +---------+-------------+---------+---------------------+----------------------+
177             a_row < Paused  , end_pause   , Playing , &p::resume_playback                        >,
178             a_row < Paused  , stop        , Stopped , &p::stop_playback                          >,
179             a_row < Paused  , open_close  , Open    , &p::stop_and_open                          >
180             //    +---------+-------------+---------+---------------------+----------------------+
181         > {};
182 
183         // Replaces the default no-transition response.
184         template <class FSM,class Event>
no_transition__anoncef579880111::player_185         void no_transition(Event const& e, FSM&,int state)
186         {
187             std::cout << "no transition from state " << state
188                 << " on event " << typeid(e).name() << std::endl;
189         }
190 
191     };
192     // Pick a back-end
193     typedef msm::back::state_machine<player_> player;
194 
195     //
196     // Testing utilities.
197     //
198     static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
199 
pstate(player const & p)200     void pstate(player const& p)
201     {
202         std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
203     }
204 
test()205     void test()
206     {
207         player p;
208 
209         // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
210         p.start();
211         // go to Open, call on_exit on Empty, then action, then on_entry on Open
212         p.process_event(open_close()); pstate(p);
213         p.process_event(open_close()); pstate(p);
214         p.process_event(cd_detected("louie, louie"));
215         p.process_event(play());
216 
217         // at this point, Play is active
218         // make transition happen inside it. Player has no idea about this event but it's ok.
219         p.process_event(NextSong());pstate(p); //2nd song active
220         p.process_event(NextSong());pstate(p);//3rd song active
221         p.process_event(PreviousSong());pstate(p);//2nd song active
222 
223         p.process_event(pause()); pstate(p);
224         // go back to Playing
225         // as you see, remembers the original state as end_pause is an history trigger
226         p.process_event(end_pause());  pstate(p);
227         p.process_event(pause()); pstate(p);
228         p.process_event(stop());  pstate(p);
229         // event leading to the same state
230         p.process_event(stop());  pstate(p);
231         // play does not trigger shallow history => start back from 1st song
232         p.process_event(play());  pstate(p);
233     }
234 }
235 
main()236 int main()
237 {
238     test();
239     return 0;
240 }
241