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 #include <boost/msm/front/functor_row.hpp>
17 
18 namespace msm = boost::msm;
19 namespace mpl = boost::mpl;
20 using namespace boost::msm::front;
21 
22 namespace
23 {
24     // events
25     struct play {};
26     struct end_pause {};
27     struct stop {};
28     struct pause {};
29     struct open_close {};
30     struct NextSong {};
31     struct PreviousSong {};
32     struct error_found {};
33     struct end_error {};
34 
35     // Flags. Allow information about a property of the current state
36     struct PlayingPaused{};
37     struct CDLoaded {};
38     struct FirstSongPlaying {};
39 
40     // A "complicated" event type that carries some data.
41     struct cd_detected
42     {
cd_detected__anon451dd5cc0111::cd_detected43         cd_detected(std::string name)
44             : name(name)
45         {}
46 
47         std::string name;
48     };
49 
50     // front-end: define the FSM structure
51     struct player_ : public msm::front::state_machine_def<player_>
52     {
53         // we want deferred events and no state requires deferred events (only the fsm in the
54         // transition table), so the fsm does.
55         typedef int activate_deferred_events;
56         // The list of FSM states
57         struct Empty : public msm::front::state<>
58         {
59             // every (optional) entry/exit methods get the event passed.
60             template <class Event,class FSM>
on_entry__anon451dd5cc0111::player_::Empty61             void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
62             template <class Event,class FSM>
on_exit__anon451dd5cc0111::player_::Empty63             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
64         };
65         struct Open : public msm::front::state<>
66         {
67             typedef mpl::vector1<CDLoaded>      flag_list;
68             template <class Event,class FSM>
on_entry__anon451dd5cc0111::player_::Open69             void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
70             template <class Event,class FSM>
on_exit__anon451dd5cc0111::player_::Open71             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
72         };
73 
74         struct Stopped : public msm::front::state<>
75         {
76             // when stopped, the CD is loaded
77             typedef mpl::vector1<CDLoaded>      flag_list;
78             template <class Event,class FSM>
on_entry__anon451dd5cc0111::player_::Stopped79             void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
80             template <class Event,class FSM>
on_exit__anon451dd5cc0111::player_::Stopped81             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
82         };
83 
84         // the player state machine contains a state which is himself a state machine
85         // as you see, no need to declare it anywhere so Playing can be developed separately
86         // by another team in another module. For simplicity I just declare it inside player
87         struct Playing_ : public msm::front::state_machine_def<Playing_>
88         {
89             // when playing, the CD is loaded and we are in either pause or playing (duh)
90             typedef mpl::vector2<PlayingPaused,CDLoaded>        flag_list;
91 
92             template <class Event,class FSM>
on_entry__anon451dd5cc0111::player_::Playing_93             void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
94             template <class Event,class FSM>
on_exit__anon451dd5cc0111::player_::Playing_95             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
96             // The list of FSM states
97             struct Song1 : public msm::front::state<>
98             {
99                 typedef mpl::vector1<FirstSongPlaying>      flag_list;
100                 template <class Event,class FSM>
on_entry__anon451dd5cc0111::player_::Playing_::Song1101                 void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
102                 template <class Event,class FSM>
on_exit__anon451dd5cc0111::player_::Playing_::Song1103                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
104             };
105             struct Song2 : public msm::front::state<>
106             {
107                 template <class Event,class FSM>
on_entry__anon451dd5cc0111::player_::Playing_::Song2108                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
109                 template <class Event,class FSM>
on_exit__anon451dd5cc0111::player_::Playing_::Song2110                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
111             };
112             struct Song3 : public msm::front::state<>
113             {
114                 template <class Event,class FSM>
on_entry__anon451dd5cc0111::player_::Playing_::Song3115                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
116                 template <class Event,class FSM>
on_exit__anon451dd5cc0111::player_::Playing_::Song3117                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
118             };
119             // the initial state. Must be defined
120             typedef Song1 initial_state;
121             // transition actions
start_next_song__anon451dd5cc0111::player_::Playing_122             void start_next_song(NextSong const&)       { std::cout << "Playing::start_next_song\n"; }
start_prev_song__anon451dd5cc0111::player_::Playing_123             void start_prev_song(PreviousSong const&)       { std::cout << "Playing::start_prev_song\n"; }
124             // guard conditions
125 
126             typedef Playing_ pl; // makes transition table cleaner
127             // Transition table for Playing
128             struct transition_table : mpl::vector4<
129                 //      Start     Event         Next      Action               Guard
130                 //    +---------+-------------+---------+---------------------+----------------------+
131                 a_row < Song1   , NextSong    , Song2   , &pl::start_next_song                       >,
132                 a_row < Song2   , PreviousSong, Song1   , &pl::start_prev_song                       >,
133                 a_row < Song2   , NextSong    , Song3   , &pl::start_next_song                       >,
134                 a_row < Song3   , PreviousSong, Song2   , &pl::start_prev_song                       >
135                 //    +---------+-------------+---------+---------------------+----------------------+
136             > {};
137             // Replaces the default no-transition response.
138             template <class FSM,class Event>
no_transition__anon451dd5cc0111::player_::Playing_139             void no_transition(Event const& e, FSM&,int state)
140             {
141                 std::cout << "no transition from state " << state
142                     << " on event " << typeid(e).name() << std::endl;
143             }
144         };
145         // back-end
146         typedef msm::back::state_machine<Playing_> Playing;
147 
148         // state not defining any entry or exit
149         struct Paused : public msm::front::state<>
150         {
151             typedef mpl::vector2<PlayingPaused,CDLoaded>        flag_list;
152         };
153         struct AllOk : public msm::front::state<>
154         {
155             template <class Event,class FSM>
on_entry__anon451dd5cc0111::player_::AllOk156             void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
157             template <class Event,class FSM>
on_exit__anon451dd5cc0111::player_::AllOk158             void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
159         };
160         // this state is also made terminal so that all the events are blocked
161         struct ErrorMode :  //public msm::front::terminate_state<> // ErrorMode terminates the state machine
162             public msm::front::interrupt_state<end_error>   // ErroMode just interrupts. Will resume if
163                                                             // the event end_error is generated
164         {
165             template <class Event,class FSM>
on_entry__anon451dd5cc0111::player_::ErrorMode166             void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
167             template <class Event,class FSM>
on_exit__anon451dd5cc0111::player_::ErrorMode168             void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
169         };
170         // the initial state of the player SM. Must be defined
171         typedef mpl::vector<Empty,AllOk> initial_state;
172 
173         // transition actions
start_playback__anon451dd5cc0111::player_174         void start_playback(play const&)       { std::cout << "player::start_playback\n"; }
open_drawer__anon451dd5cc0111::player_175         void open_drawer(open_close const&)    { std::cout << "player::open_drawer\n"; }
close_drawer__anon451dd5cc0111::player_176         void close_drawer(open_close const&)   { std::cout << "player::close_drawer\n"; }
store_cd_info__anon451dd5cc0111::player_177         void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
stop_playback__anon451dd5cc0111::player_178         void stop_playback(stop const&)        { std::cout << "player::stop_playback\n"; }
pause_playback__anon451dd5cc0111::player_179         void pause_playback(pause const&)      { std::cout << "player::pause_playback\n"; }
resume_playback__anon451dd5cc0111::player_180         void resume_playback(end_pause const&)      { std::cout << "player::resume_playback\n"; }
stop_and_open__anon451dd5cc0111::player_181         void stop_and_open(open_close const&)  { std::cout << "player::stop_and_open\n"; }
stopped_again__anon451dd5cc0111::player_182         void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
report_error__anon451dd5cc0111::player_183         void report_error(error_found const&) {std::cout << "player::report_error\n";}
report_end_error__anon451dd5cc0111::player_184         void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
185 
186         // guard conditions
187 
188         typedef player_ p; // makes transition table cleaner
189 
190         // Transition table for player
191         struct transition_table : mpl::vector<
192             //      Start     Event         Next      Action               Guard
193             //    +---------+-------------+---------+---------------------+----------------------+
194             a_row < Stopped , play        , Playing , &p::start_playback                         >,
195             a_row < Stopped , open_close  , Open    , &p::open_drawer                            >,
196             a_row < Stopped , stop        , Stopped , &p::stopped_again                          >,
197             //    +---------+-------------+---------+---------------------+----------------------+
198             a_row < Open    , open_close  , Empty   , &p::close_drawer                           >,
199             Row   < Open    , play        , none    , Defer               , none                 >,
200             //    +---------+-------------+---------+---------------------+----------------------+
201             a_row < Empty   , open_close  , Open    , &p::open_drawer                            >,
202             a_row < Empty   , cd_detected , Stopped , &p::store_cd_info                          >,
203             Row   < Empty   , play        , none    , Defer               , none                 >,
204             //    +---------+-------------+---------+---------------------+----------------------+
205             a_row < Playing , stop        , Stopped , &p::stop_playback                          >,
206             a_row < Playing , pause       , Paused  , &p::pause_playback                         >,
207             a_row < Playing , open_close  , Open    , &p::stop_and_open                          >,
208             //    +---------+-------------+---------+---------------------+----------------------+
209             a_row < Paused  , end_pause   , Playing , &p::resume_playback                        >,
210             a_row < Paused  , stop        , Stopped , &p::stop_playback                          >,
211             a_row < Paused  , open_close  , Open    , &p::stop_and_open                          >,
212             //    +---------+-------------+---------+---------------------+----------------------+
213             a_row < AllOk   , error_found ,ErrorMode, &p::report_error                           >,
214             a_row <ErrorMode,end_error    ,AllOk    , &p::report_end_error                       >
215             //    +---------+-------------+---------+---------------------+----------------------+
216         > {};
217 
218         // Replaces the default no-transition response.
219         template <class FSM,class Event>
no_transition__anon451dd5cc0111::player_220         void no_transition(Event const& e, FSM&,int state)
221         {
222             std::cout << "no transition from state " << state
223                 << " on event " << typeid(e).name() << std::endl;
224         }
225     };
226     // Pick a back-end
227     typedef msm::back::state_machine<player_> player;
228 
229     //
230     // Testing utilities.
231     //
232     static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
233 
pstate(player const & p)234     void pstate(player const& p)
235     {
236         // we have now several active states, which we show
237         for (unsigned int i=0;i<player::nr_regions::value;++i)
238         {
239             std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
240         }
241     }
242 
test()243     void test()
244     {
245         player p;
246         // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
247         p.start();
248         // test deferred event
249         // deferred in Empty and Open, will be handled only after event cd_detected
250         p.process_event(play());
251 
252         // tests some flags
253         std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
254         // go to Open, call on_exit on Empty, then action, then on_entry on Open
255         p.process_event(open_close()); pstate(p);
256         p.process_event(open_close()); pstate(p);
257         p.process_event(cd_detected("louie, louie"));
258 
259         // at this point, Play is active (was deferred)
260         std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
261         std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
262 
263         // make transition happen inside it. Player has no idea about this event but it's ok.
264         p.process_event(NextSong());pstate(p); //2nd song active
265         p.process_event(NextSong());pstate(p);//3rd song active
266         p.process_event(PreviousSong());pstate(p);//2nd song active
267         std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
268 
269         std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
270         p.process_event(pause()); pstate(p);
271         std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
272         // go back to Playing
273         // as you see, it starts back from the original state
274         p.process_event(end_pause());  pstate(p);
275         p.process_event(pause()); pstate(p);
276         p.process_event(stop());  pstate(p);
277         std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
278         std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
279         // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
280         // all of the active states
281         std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
282 
283         // event leading to the same state
284         p.process_event(stop());  pstate(p);
285 
286         // event leading to a terminal/interrupt state
287         p.process_event(error_found());  pstate(p);
288         // try generating more events
289         std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
290         p.process_event(play());pstate(p);
291         std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
292         p.process_event(end_error());pstate(p);
293         std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
294         p.process_event(play());pstate(p);
295 
296     }
297 }
298 
main()299 int main()
300 {
301     test();
302     return 0;
303 }
304