#include #include #include "boost/mpl/vector/vector30.hpp" #include #include #include using namespace std; namespace msm = boost::msm; namespace mpl = boost::mpl; namespace // Concrete FSM implementation { // events struct play {}; struct end_pause {}; struct stop {}; struct pause {}; struct open_close {}; struct NextSong {}; struct PreviousSong {}; struct ThreeSec {}; struct TenSec {}; struct error_found {}; struct end_error {}; struct cd_detected {}; // a simple visitor struct SomeVisitor { template void visit_state(T* astate,int i) { std::cout << "visiting state:" << typeid(*astate).name() << " with data:" << i << std::endl; } }; // base state for all states of ths fsm, to make them visitable struct my_visitable_state { // signature of the accept function typedef msm::back::args accept_sig; // we also want polymorphic states virtual ~my_visitable_state() {} // default implementation for states who do not need to be visited void accept(SomeVisitor&,int) const {} // or if you want all states to be visited, provide an implementation /* void accept(SomeVisitor& vis,int i) const { vis.visit_state(this,i); } */ }; // Concrete FSM implementation struct player_ : public msm::front::state_machine_def { template void on_entry(Event const&,FSM& ) {std::cout << "starting: player" << std::endl;} // The list of FSM states struct Empty : public msm::front::state { typedef mpl::vector deferred_events; template void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;} // this state wants to be visited void accept(SomeVisitor& vis,int i) const { vis.visit_state(this,i); } }; struct Open : public msm::front::state { typedef mpl::vector deferred_events; template void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;} // this state wants to be visited void accept(SomeVisitor& vis,int i) const { vis.visit_state(this,i); } }; struct Stopped : public msm::front::state { template void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;} // this state wants to be visited void accept(SomeVisitor& vis,int i) const { // note that visiting will recursively visit sub-states vis.visit_state(this,i); } }; struct Playing_ : public msm::front::state_machine_def { template void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;} void accept(SomeVisitor& vis,int i) const { // note that visiting will recursively visit sub-states vis.visit_state(this,i); } // The list of FSM states // the Playing state machine contains a state which is himself a state machine // so we have a SM containing a SM containing a SM struct Song1_ : public msm::front::state_machine_def { template void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;} void accept(SomeVisitor& vis,int i) const { vis.visit_state(this,i); } struct LightOn : public msm::front::state { template void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOn" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOn" << std::endl;} void accept(SomeVisitor& vis,int i) const { // note that visiting will recursively visit sub-states vis.visit_state(this,i); } }; struct LightOff : public msm::front::state { template void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOff" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOff" << std::endl;} }; // the initial state. Must be defined typedef LightOn initial_state; // transition actions void turn_light_off(ThreeSec const&) { std::cout << "3s off::turn light off\n"; } // guard conditions typedef Song1_ s; // makes transition table cleaner // Transition table for Song1 struct transition_table : mpl::vector1< // Start Event Next Action Guard // +---------+-------------+---------+---------------------+----------------------+ a_row < LightOn , ThreeSec , LightOff, &s::turn_light_off > // +---------+-------------+---------+---------------------+----------------------+ > {}; // Replaces the default no-transition response. template void no_transition(Event const& e, FSM&,int state) { std::cout << "no transition from state " << state << " on event " << typeid(e).name() << std::endl; } }; typedef msm::back::state_machine Song1; struct Song2 : public msm::front::state { template void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;} }; struct Song3 : public msm::front::state { template void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;} }; // the initial state. Must be defined typedef Song1 initial_state; // transition actions void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; } void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; } // guard conditions typedef Playing_ pl; // makes transition table cleaner // Transition table for Playing struct transition_table : mpl::vector4< // Start Event Next Action Guard // +---------+-------------+---------+---------------------+----------------------+ a_row < Song1 , NextSong , Song2 , &pl::start_next_song >, a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >, a_row < Song2 , NextSong , Song3 , &pl::start_next_song >, a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song > // +---------+-------------+---------+---------------------+----------------------+ > {}; // Replaces the default no-transition response. template void no_transition(Event const& e, FSM&,int state) { std::cout << "no transition from state " << state << " on event " << typeid(e).name() << std::endl; } }; typedef msm::back::state_machine > > Playing; struct Paused : public msm::front::state { template void on_entry(Event const&,FSM& ) {std::cout << "entering: Paused" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "leaving: Paused" << std::endl;} }; struct AllOk : public msm::front::state { template void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;} }; struct ErrorMode : public msm::front::interrupt_state { template void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;} template void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;} void accept(SomeVisitor& vis,int i) const { vis.visit_state(this,i); } }; // the initial state of the player SM. Must be defined typedef mpl::vector initial_state; // transition actions void start_playback(play const&) { std::cout << "player::start_playback\n"; } void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; } void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; } void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; } void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; } void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; } void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; } void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; } void stopped_again(stop const&) {std::cout << "player::stopped_again\n";} void report_error(error_found const&) {std::cout << "player::report_error\n";} void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";} // guard conditions typedef player_ p; // makes transition table cleaner // Transition table for player struct transition_table : mpl::vector< // Start Event Next Action Guard // +---------+-------------+---------+---------------------+----------------------+ a_row < Stopped , play , Playing , &p::start_playback >, a_row < Stopped , open_close , Open , &p::open_drawer >, a_row < Stopped , stop , Stopped , &p::stopped_again >, // +---------+-------------+---------+---------------------+----------------------+ a_row < Open , open_close , Empty , &p::close_drawer >, // +---------+-------------+---------+---------------------+----------------------+ a_row < Empty , open_close , Open , &p::open_drawer >, a_row < Empty , cd_detected , Stopped , &p::store_cd_info >, // +---------+-------------+---------+---------------------+----------------------+ a_row < Playing , stop , Stopped , &p::stop_playback >, a_row < Playing , pause , Paused , &p::pause_playback >, a_row < Playing , open_close , Open , &p::stop_and_open >, // +---------+-------------+---------+---------------------+----------------------+ a_row < Paused , end_pause , Playing , &p::resume_playback >, a_row < Paused , stop , Stopped , &p::stop_playback >, a_row < Paused , open_close , Open , &p::stop_and_open >, // +---------+-------------+---------+---------------------+----------------------+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >, a_row // +---------+-------------+---------+---------------------+----------------------+ > {}; // Replaces the default no-transition response. template void no_transition(Event const& e, FSM&,int state) { std::cout << "no transition from state " << state << " on event " << typeid(e).name() << std::endl; } }; // back-end typedef msm::back::state_machine player; // // Testing utilities. // void pstate(player const& p) { static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode","SleepMode" }; for (unsigned int i=0;i " << state_names[p.current_state()[i]] << std::endl; } } void test() { player p; // needed to start the highest-level SM. This will call on_entry and mark the start of the SM p.start(); // test deferred event // deferred in Empty and Open, will be handled only after event cd_detected p.process_event(play()); // go to Open, call on_exit on Empty, then action, then on_entry on Open p.process_event(open_close()); pstate(p); // visiting Paused and AllOk, but only Paused cares SomeVisitor vis; p.visit_current_states(boost::ref(vis),1); p.process_event(open_close()); pstate(p); // visiting Empty and AllOk, but only Empty cares p.visit_current_states(boost::ref(vis),2); p.process_event(cd_detected()); // no need to call play() as the previous event does it in its action method //p.process_event(play()); // at this point, Play is active, along FirstSong and LightOn pstate(p); // visiting Playing+Song1+LightOn and AllOk, but only Playing+Song1+LightOn care p.visit_current_states(boost::ref(vis),3); // Stop will be active p.process_event(stop()); pstate(p); // visiting when both regions have an active state who wants to be visited p.process_event(error_found()); p.visit_current_states(boost::ref(vis),5); } } int main() { test(); return 0; }