• 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 <vector>
12 #include <iostream>
13 
14 #include <boost/msm/back/state_machine.hpp>
15 #include <boost/msm/front/euml/euml.hpp>
16 
17 using namespace std;
18 using namespace boost::msm::front::euml;
19 namespace msm = boost::msm;
20 
21 // entry/exit/action/guard logging functors
22 #include "logging_functors.h"
23 
24 namespace  // Concrete FSM implementation
25 {
26     // events
27     BOOST_MSM_EUML_EVENT(play)
28     BOOST_MSM_EUML_EVENT(end_pause)
29     BOOST_MSM_EUML_EVENT(stop)
30     BOOST_MSM_EUML_EVENT(pause)
31     BOOST_MSM_EUML_EVENT(open_close)
32 
33     // A "complicated" event type that carries some data.
34     BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
35     BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
36     BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
37     BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
38 
39     // Concrete FSM implementation
40     // The list of FSM states
41     // state not needing any entry or exit
42     BOOST_MSM_EUML_STATE((),Paused)
43 
44     // it is also possible to define a state which you can implement normally
45     // just make it a state, as usual, and also a grammar terminal, euml_state
46     struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
47     {
48         // this allows us to add some functions
activate_empty__anon9783acab0111::Empty_impl49         void activate_empty() {std::cout << "switching to Empty " << std::endl;}
50         // standard entry behavior
51         template <class Event,class FSM>
on_entry__anon9783acab0111::Empty_impl52         void on_entry(Event const& evt,FSM& fsm)
53         {
54             std::cout << "entering: Empty" << std::endl;
55         }
56         template <class Event,class FSM>
on_exit__anon9783acab0111::Empty_impl57         void on_exit(Event const& evt,FSM& fsm)
58         {
59             std::cout << "leaving: Empty" << std::endl;
60         }
61     };
62     //instance for use in the transition table
63     Empty_impl const Empty;
64 
65     // 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)66     BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void )
67 
68     // define more states
69     BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
70     BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
71     BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
72 
73 
74     // guard conditions
75     BOOST_MSM_EUML_ACTION(good_disk_format)
76     {
77         template <class FSM,class EVT,class SourceState,class TargetState>
78         bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
79         {
80             // to test a guard condition, let's say we understand only CDs, not DVD
81             if (evt.get_attribute(cd_type)!=DISK_CD)
82             {
83                 std::cout << "wrong disk, sorry" << std::endl;
84                 // just for logging, does not block any transition
85                 return true;
86             }
87             std::cout << "good disk" << std::endl;
88             return true;
89         }
90     };
91     // it is also possible to use a plain functor, with default-constructor in the transition table
92     struct start_play
93     {
94         template <class FSM,class EVT,class SourceState,class TargetState>
operator ()__anon9783acab0111::start_play95         void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
96         {
97             cout << "player::start_play" << endl;
98         }
99     };
100     // replaces the old transition table
101     BOOST_MSM_EUML_TRANSITION_TABLE((
102           Playing   == Stopped  + play        / start_play() ,
103           Playing   == Paused   + end_pause   / resume_playback,
104           //  +------------------------------------------------------------------------------+
105           Empty     == Open     + open_close  / (close_drawer,activate_empty_(target_)),
106           //  +------------------------------------------------------------------------------+
107           Open      == Empty    + open_close  / open_drawer,
108           Open      == Paused   + open_close  / stop_and_open,
109           Open      == Stopped  + open_close  / open_drawer,
110           Open      == Playing  + open_close  / stop_and_open,
111           //  +------------------------------------------------------------------------------+
112           Paused    == Playing  + pause       / pause_playback,
113           //  +------------------------------------------------------------------------------+
114           Stopped   == Playing  + stop        / stop_playback,
115           Stopped   == Paused   + stop        / stop_playback,
116           Stopped   == Empty    + cd_detected [good_disk_format &&
117                                                     (event_(cd_type)==Int_<DISK_CD>())]
118                                                   / (store_cd_info,process_(play)),
119           Stopped   == Stopped  + stop
120           //  +------------------------------------------------------------------------------+
121          ),transition_table)
122 
123     // create a state machine "on the fly"
124     BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
125                                         init_ << Empty, // Init State
126                                         no_action, // Entry
127                                         no_action, // Exit
128                                         attributes_ << no_attributes_, // Attributes
129                                         configure_ << no_configure_, // configuration
130                                         Log_No_Transition // no_transition handler
131                                         ),
132                                       player_) //fsm name
133 
134     // or simply, if no no_transition handler needed:
135     //BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
136     //                                    Empty // Init State
137     //                                 ),player_)
138 
139     // choice of back-end
140     typedef msm::back::state_machine<player_> player;
141 
142     //
143     // Testing utilities.
144     //
145     static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
pstate(player const & p)146     void pstate(player const& p)
147     {
148         std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
149     }
150 
test()151     void test()
152     {
153         player p;
154         // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
155         p.start();
156         // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
157         // you now have less to type.
158         // go to Open, call on_exit on Empty, then action, then on_entry on Open
159         p.process_event(open_close); pstate(p);
160         p.process_event(open_close); pstate(p);
161         // will be rejected, wrong disk type
162         p.process_event(
163             cd_detected("louie, louie",DISK_DVD)); pstate(p);
164         p.process_event(
165             cd_detected("louie, louie",DISK_CD)); pstate(p);
166         // no need to call play as the previous event does it in its action method
167         //p.process_event(play);
168 
169         // at this point, Play is active
170         p.process_event(pause); pstate(p);
171         // go back to Playing
172         p.process_event(end_pause);  pstate(p);
173         p.process_event(pause); pstate(p);
174         p.process_event(stop);  pstate(p);
175         // event leading to the same state
176         // no action method called as none is defined in the transition table
177         p.process_event(stop);  pstate(p);
178         // test call to no_transition
179         p.process_event(pause); pstate(p);
180     }
181 }
182 
main()183 int main()
184 {
185     test();
186     return 0;
187 }
188