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// Copyright 2010 Christophe Henry
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// henry UNDERSCORE christophe AT hotmail DOT com
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// This is an extended version of the state machine available in the boost::mpl library
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// Distributed under the same license as the original.
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// Copyright for the original version:
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// Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
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// under the Boost Software License, Version 1.0. (See accompanying
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// file LICENSE_1_0.txt or copy at
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// http://www.boost.org/LICENSE_1_0.txt)
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#include <boost/msm/back/state_machine.hpp>
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#include <boost/msm/front/euml/euml.hpp>
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using namespace boost::msm::front::euml;
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namespace msm = boost::msm;
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// entry/exit/action/guard logging functors
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#include "logging_functors.h"
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namespace // Concrete FSM implementation
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// note that unlike the SimpleTutorial, events must derive from euml_event.
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BOOST_MSM_EUML_EVENT(play)
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BOOST_MSM_EUML_EVENT(end_pause)
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BOOST_MSM_EUML_EVENT(stop)
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BOOST_MSM_EUML_EVENT(pause)
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BOOST_MSM_EUML_EVENT(open_close)
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// A "complicated" event type that carries some data.
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BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
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BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
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BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
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BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
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// Concrete FSM implementation
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// The list of FSM states
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// state not needing any entry or exit
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BOOST_MSM_EUML_STATE((),Paused)
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BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
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BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
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BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
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BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
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BOOST_MSM_EUML_ACTION(good_disk_format)
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template <class FSM,class EVT,class SourceState,class TargetState>
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bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
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// to test a guard condition, let's say we understand only CDs, not DVD
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if (evt.get_attribute(cd_type)!=DISK_CD)
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std::cout << "wrong disk, sorry" << std::endl;
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// just for logging, does not block any transition
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std::cout << "good disk" << std::endl;
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// replaces the old transition table
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BOOST_MSM_EUML_TRANSITION_TABLE((
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Stopped + play / start_playback == Playing ,
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Stopped + open_close / open_drawer == Open ,
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Stopped + stop == Stopped,
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// +------------------------------------------------------------------------------+
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Open + open_close / close_drawer == Empty ,
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// +------------------------------------------------------------------------------+
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Empty + open_close / open_drawer == Open ,
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[good_disk_format &&(event_(cd_type)==Int_<DISK_CD>())]
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/ (store_cd_info,process_(play)) == Stopped ,
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// +------------------------------------------------------------------------------+
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Playing + stop / stop_playback == Stopped ,
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Playing + pause / pause_playback == Paused ,
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Playing + open_close / stop_and_open == Open ,
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// +------------------------------------------------------------------------------+
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Paused + end_pause / resume_playback == Playing ,
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Paused + stop / stop_playback == Stopped ,
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Paused + open_close / stop_and_open == Open
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// +------------------------------------------------------------------------------+
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// create a state machine "on the fly"
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BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
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init_ << Empty, // Init State
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attributes_ << no_attributes_, // Attributes
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configure_ << no_configure_, // configuration
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Log_No_Transition // no_transition handler
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// choice of back-end
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typedef msm::back::state_machine<player_> player;
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// Testing utilities.
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static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
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void pstate(player const& p)
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std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
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// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
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// go to Open, call on_exit on Empty, then action, then on_entry on Open
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p.process_event(open_close); pstate(p);
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p.process_event(open_close); pstate(p);
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// will be rejected, wrong disk type
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cd_detected("louie, louie",DISK_DVD)); pstate(p);
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cd_detected("louie, louie",DISK_CD)); pstate(p);
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// no need to call play as the previous event does it in its action method
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//p.process_event(play);
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// at this point, Play is active
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p.process_event(pause); pstate(p);
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// go back to Playing
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p.process_event(end_pause); pstate(p);
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p.process_event(pause); pstate(p);
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p.process_event(stop); pstate(p);
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// event leading to the same state
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// no action method called as none is defined in the transition table
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p.process_event(stop); pstate(p);
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// test call to no_transition
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p.process_event(pause); pstate(p);