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     struct error_found {};
31     struct end_error {};
32     struct end_error2 {};
33 
34     // Flags. Allow information about a property of the current state
35     struct PlayingPaused{};
36     struct CDLoaded {};
37     struct FirstSongPlaying {};
38 
39     // A "complicated" event type that carries some data.
40     struct cd_detected
41     {
cd_detected__anon3abf20920111::cd_detected42         cd_detected(std::string name)
43             : name(name)
44         {}
45 
46         std::string name;
47     };
48 
49     // front-end: define the FSM structure
50     struct player_ : public msm::front::state_machine_def<player_>
51     {
52         template <class Event,class FSM>
on_entry__anon3abf20920111::player_53         void on_entry(Event const& ,FSM&)
54         {
55             std::cout << "entering: Player" << std::endl;
56         }
57         template <class Event,class FSM>
on_exit__anon3abf20920111::player_58         void on_exit(Event const&,FSM& )
59         {
60             std::cout << "leaving: Player" << std::endl;
61         }
62         // The list of FSM states
63         struct Empty : public msm::front::state<>
64         {
65             // if the play event arrives in this state, defer it until a state handles it or
66             // rejects it
67             typedef mpl::vector<play> deferred_events;
68             // every (optional) entry/exit methods get the event passed.
69             template <class Event,class FSM>
on_entry__anon3abf20920111::player_::Empty70             void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
71             template <class Event,class FSM>
on_exit__anon3abf20920111::player_::Empty72             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
73         };
74         struct Open : public msm::front::state<>
75         {
76             // if the play event arrives in this state, defer it until a state handles it or
77             // rejects it
78             typedef mpl::vector<play> deferred_events;
79             typedef mpl::vector1<CDLoaded>      flag_list;
80             template <class Event,class FSM>
on_entry__anon3abf20920111::player_::Open81             void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
82             template <class Event,class FSM>
on_exit__anon3abf20920111::player_::Open83             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
84         };
85 
86         struct Stopped : public msm::front::state<>
87         {
88             // when stopped, the CD is loaded
89             typedef mpl::vector1<CDLoaded>      flag_list;
90             template <class Event,class FSM>
on_entry__anon3abf20920111::player_::Stopped91             void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
92             template <class Event,class FSM>
on_exit__anon3abf20920111::player_::Stopped93             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
94         };
95 
96         // the player state machine contains a state which is himself a state machine
97         // as you see, no need to declare it anywhere so Playing can be developed separately
98         // by another team in another module. For simplicity I just declare it inside player
99         struct Playing_ : public msm::front::state_machine_def<Playing_>
100         {
101             // when playing, the CD is loaded and we are in either pause or playing (duh)
102             typedef mpl::vector2<PlayingPaused,CDLoaded>        flag_list;
103 
104             template <class Event,class FSM>
on_entry__anon3abf20920111::player_::Playing_105             void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
106             template <class Event,class FSM>
on_exit__anon3abf20920111::player_::Playing_107             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
108             // The list of FSM states
109             struct Song1 : public msm::front::state<>
110             {
111                 typedef mpl::vector1<FirstSongPlaying>      flag_list;
112                 template <class Event,class FSM>
on_entry__anon3abf20920111::player_::Playing_::Song1113                 void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
114                 template <class Event,class FSM>
on_exit__anon3abf20920111::player_::Playing_::Song1115                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
116             };
117             struct Song2 : public msm::front::state<>
118             {
119                 template <class Event,class FSM>
on_entry__anon3abf20920111::player_::Playing_::Song2120                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
121                 template <class Event,class FSM>
on_exit__anon3abf20920111::player_::Playing_::Song2122                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
123             };
124             struct Song3 : public msm::front::state<>
125             {
126                 template <class Event,class FSM>
on_entry__anon3abf20920111::player_::Playing_::Song3127                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
128                 template <class Event,class FSM>
on_exit__anon3abf20920111::player_::Playing_::Song3129                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
130             };
131             // the initial state. Must be defined
132             typedef Song1 initial_state;
133             // transition actions
start_next_song__anon3abf20920111::player_::Playing_134             void start_next_song(NextSong const&)       { std::cout << "Playing::start_next_song\n"; }
start_prev_song__anon3abf20920111::player_::Playing_135             void start_prev_song(PreviousSong const&)       { std::cout << "Playing::start_prev_song\n"; }
136             // guard conditions
137 
138             typedef Playing_ pl; // makes transition table cleaner
139             // Transition table for Playing
140             struct transition_table : mpl::vector4<
141                 //      Start     Event         Next      Action               Guard
142                 //    +---------+-------------+---------+---------------------+----------------------+
143                 a_row < Song1   , NextSong    , Song2   , &pl::start_next_song                       >,
144                 a_row < Song2   , PreviousSong, Song1   , &pl::start_prev_song                       >,
145                 a_row < Song2   , NextSong    , Song3   , &pl::start_next_song                       >,
146                 a_row < Song3   , PreviousSong, Song2   , &pl::start_prev_song                       >
147                 //    +---------+-------------+---------+---------------------+----------------------+
148             > {};
149             // Replaces the default no-transition response.
150             template <class FSM,class Event>
no_transition__anon3abf20920111::player_::Playing_151             void no_transition(Event const& e, FSM&,int state)
152             {
153                 std::cout << "no transition from state " << state
154                     << " on event " << typeid(e).name() << std::endl;
155             }
156         };
157         // back-end
158         typedef msm::back::state_machine<Playing_> Playing;
159 
160         // state not defining any entry or exit
161         struct Paused : public msm::front::state<>
162         {
163             typedef mpl::vector2<PlayingPaused,CDLoaded>        flag_list;
164         };
165         struct AllOk : public msm::front::state<>
166         {
167             template <class Event,class FSM>
on_entry__anon3abf20920111::player_::AllOk168             void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
169             template <class Event,class FSM>
on_exit__anon3abf20920111::player_::AllOk170             void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
171         };
172         // this state is also made terminal so that all the events are blocked
173         struct ErrorMode :  //public msm::front::terminate_state<> // ErrorMode terminates the state machine
174             public msm::front::interrupt_state<end_error/*mpl::vector<end_error,end_error2>*/ >   // ErroMode just interrupts. Will resume if
175                                                             // the event end_error is generated
176         {
177             template <class Event,class FSM>
on_entry__anon3abf20920111::player_::ErrorMode178             void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
179             template <class Event,class FSM>
on_exit__anon3abf20920111::player_::ErrorMode180             void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
181         };
182         // the initial state of the player SM. Must be defined
183         typedef mpl::vector<Empty,AllOk> initial_state;
184 
185         // transition actions
start_playback__anon3abf20920111::player_186         void start_playback(play const&)       { std::cout << "player::start_playback\n"; }
open_drawer__anon3abf20920111::player_187         void open_drawer(open_close const&)    { std::cout << "player::open_drawer\n"; }
close_drawer__anon3abf20920111::player_188         void close_drawer(open_close const&)   { std::cout << "player::close_drawer\n"; }
store_cd_info__anon3abf20920111::player_189         void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
stop_playback__anon3abf20920111::player_190         void stop_playback(stop const&)        { std::cout << "player::stop_playback\n"; }
pause_playback__anon3abf20920111::player_191         void pause_playback(pause const&)      { std::cout << "player::pause_playback\n"; }
resume_playback__anon3abf20920111::player_192         void resume_playback(end_pause const&)      { std::cout << "player::resume_playback\n"; }
stop_and_open__anon3abf20920111::player_193         void stop_and_open(open_close const&)  { std::cout << "player::stop_and_open\n"; }
stopped_again__anon3abf20920111::player_194         void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
report_error__anon3abf20920111::player_195         void report_error(error_found const&) {std::cout << "player::report_error\n";}
report_end_error__anon3abf20920111::player_196         void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
197 
198         // guard conditions
199 
200         typedef player_ p; // makes transition table cleaner
201 
202         // Transition table for player
203         struct transition_table : mpl::vector<
204             //      Start     Event         Next      Action               Guard
205             //    +---------+-------------+---------+---------------------+----------------------+
206             a_row < Stopped , play        , Playing , &p::start_playback                         >,
207             a_row < Stopped , open_close  , Open    , &p::open_drawer                            >,
208             a_row < Stopped , stop        , Stopped , &p::stopped_again                          >,
209             //    +---------+-------------+---------+---------------------+----------------------+
210             a_row < Open    , open_close  , Empty   , &p::close_drawer                           >,
211             //    +---------+-------------+---------+---------------------+----------------------+
212             a_row < Empty   , open_close  , Open    , &p::open_drawer                            >,
213             a_row < Empty   , cd_detected , Stopped , &p::store_cd_info                          >,
214             //    +---------+-------------+---------+---------------------+----------------------+
215             a_row < Playing , stop        , Stopped , &p::stop_playback                          >,
216             a_row < Playing , pause       , Paused  , &p::pause_playback                         >,
217             a_row < Playing , open_close  , Open    , &p::stop_and_open                          >,
218             //    +---------+-------------+---------+---------------------+----------------------+
219             a_row < Paused  , end_pause   , Playing , &p::resume_playback                        >,
220             a_row < Paused  , stop        , Stopped , &p::stop_playback                          >,
221             a_row < Paused  , open_close  , Open    , &p::stop_and_open                          >,
222             //    +---------+-------------+---------+---------------------+----------------------+
223             a_row < AllOk   , error_found ,ErrorMode, &p::report_error                           >,
224             a_row <ErrorMode,end_error    ,AllOk    , &p::report_end_error                       >
225             //    +---------+-------------+---------+---------------------+----------------------+
226         > {};
227 
228         // Replaces the default no-transition response.
229         template <class FSM,class Event>
no_transition__anon3abf20920111::player_230         void no_transition(Event const& e, FSM&,int state)
231         {
232             std::cout << "no transition from state " << state
233                 << " on event " << typeid(e).name() << std::endl;
234         }
235     };
236     // Pick a back-end
237     typedef msm::back::state_machine<player_> player;
238 
239     //
240     // Testing utilities.
241     //
242     static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
243 
pstate(player const & p)244     void pstate(player const& p)
245     {
246         // we have now several active states, which we show
247         for (unsigned int i=0;i<player::nr_regions::value;++i)
248         {
249             std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
250         }
251     }
252 
test()253     void test()
254     {
255         player p;
256         // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
257         p.start();
258         // test deferred event
259         // deferred in Empty and Open, will be handled only after event cd_detected
260         p.process_event(play());
261 
262         // tests some flags
263         std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
264         // go to Open, call on_exit on Empty, then action, then on_entry on Open
265         p.process_event(open_close()); pstate(p);
266         p.process_event(open_close()); pstate(p);
267         p.process_event(cd_detected("louie, louie"));
268 
269         // at this point, Play is active (was deferred)
270         std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
271         std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
272 
273         // make transition happen inside it. Player has no idea about this event but it's ok.
274         p.process_event(NextSong());pstate(p); //2nd song active
275         p.process_event(NextSong());pstate(p);//3rd song active
276         p.process_event(PreviousSong());pstate(p);//2nd song active
277         std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
278 
279         std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
280         p.process_event(pause()); pstate(p);
281         std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
282         // go back to Playing
283         // as you see, it starts back from the original state
284         p.process_event(end_pause());  pstate(p);
285         p.process_event(pause()); pstate(p);
286         p.process_event(stop());  pstate(p);
287         std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
288         std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
289         // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
290         // all of the active states
291         std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
292 
293         // event leading to the same state
294         p.process_event(stop());  pstate(p);
295 
296         // event leading to a terminal/interrupt state
297         p.process_event(error_found());  pstate(p);
298         // try generating more events
299         std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
300         p.process_event(play());pstate(p);
301         std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
302         p.process_event(end_error());pstate(p);
303         std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
304         p.process_event(play());pstate(p);
305         std::cout << "stop fsm" << std::endl;
306         p.stop();
307 
308     }
309 }
310 
main()311 int main()
312 {
313     test();
314     return 0;
315 }
316