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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  // Concrete FSM implementation
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__anonab7bc8010111::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         template <class Event,class FSM>
on_entry__anonab7bc8010111::player_45         void on_entry(Event const& ,FSM&) {std::cout << "entering: Player" << std::endl;}
46         template <class Event,class FSM>
on_exit__anonab7bc8010111::player_47         void on_exit(Event const&,FSM& ) {std::cout << "leaving: Player" << std::endl;}
48 
49         // The list of FSM states
50         struct Empty : public msm::front::state<>
51         {
52             // every (optional) entry/exit methods get the event passed.
53             template <class Event,class FSM>
on_entry__anonab7bc8010111::player_::Empty54             void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
55             template <class Event,class FSM>
on_exit__anonab7bc8010111::player_::Empty56             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
57         };
58         struct Open : public msm::front::state<>
59         {
60             template <class Event,class FSM>
on_entry__anonab7bc8010111::player_::Open61             void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
62             template <class Event,class FSM>
on_exit__anonab7bc8010111::player_::Open63             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
64         };
65 
66         struct Stopped : public msm::front::state<>
67         {
68             // when stopped, the CD is loaded
69             template <class Event,class FSM>
on_entry__anonab7bc8010111::player_::Stopped70             void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
71             template <class Event,class FSM>
on_exit__anonab7bc8010111::player_::Stopped72             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
73         };
74 
75         // the player state machine contains a state which is himself a state machine
76         // as you see, no need to declare it anywhere so Playing can be developed separately
77         // by another team in another module. For simplicity I just declare it inside player
78         struct Playing_ : public msm::front::state_machine_def<Playing_>
79         {
80             // when playing, the CD is loaded and we are in either pause or playing (duh)
81             template <class Event,class FSM>
on_entry__anonab7bc8010111::player_::Playing_82             void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
83             template <class Event,class FSM>
on_exit__anonab7bc8010111::player_::Playing_84             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
85 
86             // The list of FSM states
87             struct Song1 : public msm::front::state<>
88             {
89                 template <class Event,class FSM>
on_entry__anonab7bc8010111::player_::Playing_::Song190                 void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
91                 template <class Event,class FSM>
on_exit__anonab7bc8010111::player_::Playing_::Song192                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
93 
94             };
95             struct Song2 : public msm::front::state<>
96             {
97                 template <class Event,class FSM>
on_entry__anonab7bc8010111::player_::Playing_::Song298                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
99                 template <class Event,class FSM>
on_exit__anonab7bc8010111::player_::Playing_::Song2100                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
101             };
102             struct Song3 : public msm::front::state<>
103             {
104                 template <class Event,class FSM>
on_entry__anonab7bc8010111::player_::Playing_::Song3105                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
106                 template <class Event,class FSM>
on_exit__anonab7bc8010111::player_::Playing_::Song3107                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
108             };
109             // the initial state. Must be defined
110             typedef Song1 initial_state;
111             // transition actions
start_next_song__anonab7bc8010111::player_::Playing_112             void start_next_song(NextSong const&)       { std::cout << "Playing::start_next_song\n"; }
start_prev_song__anonab7bc8010111::player_::Playing_113             void start_prev_song(PreviousSong const&)       { std::cout << "Playing::start_prev_song\n"; }
114             // guard conditions
115 
116             typedef Playing_ pl; // makes transition table cleaner
117             // Transition table for Playing
118             struct transition_table : mpl::vector4<
119                 //      Start     Event         Next      Action               Guard
120                 //    +---------+-------------+---------+---------------------+----------------------+
121                 a_row < Song1   , NextSong    , Song2   , &pl::start_next_song                       >,
122                 a_row < Song2   , PreviousSong, Song1   , &pl::start_prev_song                       >,
123                 a_row < Song2   , NextSong    , Song3   , &pl::start_next_song                       >,
124                 a_row < Song3   , PreviousSong, Song2   , &pl::start_prev_song                       >
125                 //    +---------+-------------+---------+---------------------+----------------------+
126             > {};
127             // Replaces the default no-transition response.
128             template <class FSM,class Event>
no_transition__anonab7bc8010111::player_::Playing_129             void no_transition(Event const& e, FSM&,int state)
130             {
131                 std::cout << "no transition from state " << state
132                     << " on event " << typeid(e).name() << std::endl;
133             }
134         };
135         // back-end
136         typedef msm::back::state_machine<Playing_> Playing;
137 
138 
139         // state not defining any entry or exit
140         struct Paused : public msm::front::state<>
141         {
142         };
143 
144         // the initial state of the player SM. Must be defined
145         typedef Empty initial_state;
146 
147         // transition actions
start_playback__anonab7bc8010111::player_148         void start_playback(play const&)       { std::cout << "player::start_playback\n"; }
open_drawer__anonab7bc8010111::player_149         void open_drawer(open_close const&)    { std::cout << "player::open_drawer\n"; }
close_drawer__anonab7bc8010111::player_150         void close_drawer(open_close const&)   { std::cout << "player::close_drawer\n"; }
store_cd_info__anonab7bc8010111::player_151         void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
stop_playback__anonab7bc8010111::player_152         void stop_playback(stop const&)        { std::cout << "player::stop_playback\n"; }
pause_playback__anonab7bc8010111::player_153         void pause_playback(pause const&)      { std::cout << "player::pause_playback\n"; }
resume_playback__anonab7bc8010111::player_154         void resume_playback(end_pause const&)      { std::cout << "player::resume_playback\n"; }
stop_and_open__anonab7bc8010111::player_155         void stop_and_open(open_close const&)  { std::cout << "player::stop_and_open\n"; }
stopped_again__anonab7bc8010111::player_156         void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
157         // guard conditions
158 
159         typedef player_ p; // makes transition table cleaner
160 
161         // Transition table for player
162         struct transition_table : mpl::vector<
163             //      Start     Event         Next      Action               Guard
164             //    +---------+-------------+---------+---------------------+----------------------+
165             a_row < Stopped , play        , Playing , &p::start_playback                         >,
166             a_row < Stopped , open_close  , Open    , &p::open_drawer                            >,
167             a_row < Stopped , stop        , Stopped , &p::stopped_again                          >,
168             //    +---------+-------------+---------+---------------------+----------------------+
169             a_row < Open    , open_close  , Empty   , &p::close_drawer                         >,
170             //    +---------+-------------+---------+---------------------+----------------------+
171             a_row < Empty   , open_close  , Open    , &p::open_drawer                          >,
172             a_row < Empty   , cd_detected , Stopped , &p::store_cd_info                        >,
173             //    +---------+-------------+---------+---------------------+----------------------+
174             a_row < Playing , stop        , Stopped , &p::stop_playback                        >,
175             a_row < Playing , pause       , Paused  , &p::pause_playback                       >,
176             a_row < Playing , open_close  , Open    , &p::stop_and_open                        >,
177             //    +---------+-------------+---------+---------------------+----------------------+
178             a_row < Paused  , end_pause   , Playing , &p::resume_playback                      >,
179             a_row < Paused  , stop        , Stopped , &p::stop_playback                        >,
180             a_row < Paused  , open_close  , Open    , &p::stop_and_open                        >
181             //    +---------+-------------+---------+---------------------+----------------------+
182         > {};
183 
184         // Replaces the default no-transition response.
185         template <class FSM,class Event>
no_transition__anonab7bc8010111::player_186         void no_transition(Event const& e, FSM&,int state)
187         {
188             std::cout << "no transition from state " << state
189                 << " on event " << typeid(e).name() << std::endl;
190         }
191 
192     };
193     // Pick a back-end
194     typedef msm::back::state_machine<player_> player;
195 
196     //
197     // Testing utilities.
198     //
199     static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
200 
pstate(player const & p)201     void pstate(player const& p)
202     {
203         std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
204     }
205 
test()206     void test()
207     {
208         player p;
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, it starts back from the original state
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         // stop the fsm (call on_exit's, including the submachines)
232         p.process_event(play());
233         std::cout << "stop fsm" << std::endl;
234         p.stop();
235         std::cout << "restart fsm" << std::endl;
236         p.start();
237     }
238 }
239 
main()240 int main()
241 {
242     test();
243     return 0;
244 }
245