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main.cpp
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main.cpp
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// HFSM (hierarchical state machine for games and interactive applications)
// Created by Andrew Gresyk
//
// Streetlight FSM example:
// Cycle between R-Y-G-Y-B three times, then turn off
// State structure:
//
// Root
// ├ On
// │ ├ Red
// │ ├ YellowDownwards
// │ ├ YellowUpwards
// │ └ Green
// └ Off
// Output:
//
// On
// Red
// Yellow v
// Green
// Yellow ^
// Red
// Yellow v
// Green
// Yellow ^
// Red
// Yellow v
// Green
// Yellow ^
// Red
// Off
// optional: enable FSM structure report in debugger
#define HFSM_ENABLE_STRUCTURE_REPORT
#include <hfsm/machine_single.hpp>
#include <iostream>
//------------------------------------------------------------------------------
// data shared between FSM states and outside code
struct Context {
unsigned cycleCount;
};
// convenience typedef
using M = hfsm::Machine<Context>;
////////////////////////////////////////////////////////////////////////////////
// forward declared for Red::transition()
struct Off;
// top-level region in the hierarchy
struct On
: M::Base // necessary boilerplate!
{
// called on state entry
void enter(Context& context) {
context.cycleCount = 0;
std::cout << "On" << std::endl;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// forward declared for Red::transition()
struct YellowDownwards;
// sub-states
struct Red
: M::Base
{
void enter(Context& context) {
++context.cycleCount;
std::cout << " Red" << std::endl;
}
// state can initiate transitions to _any_ other state
void transition(Control& control, Context& context) {
// multiple transitions can be initiated, can be useful in a hierarchy
if (context.cycleCount > 3)
control.changeTo<Off>();
else
control.changeTo<YellowDownwards>();
}
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// forward declared for transition()
struct Green;
struct YellowDownwards
: M::Base
{
void enter(Context&) {
std::cout << " Yellow v" << std::endl;
}
void transition(Control& control, Context&) {
control.changeTo<Green>();
}
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
struct YellowUpwards
: M::Base
{
void enter(Context&) {
std::cout << " Yellow ^" << std::endl;
}
void transition(Control& control, Context&) {
control.changeTo<Red>();
}
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
struct Green
: M::Base
{
void enter(Context&) {
std::cout << " Green" << std::endl;
}
void transition(Control& control, Context&) {
control.changeTo<YellowUpwards>();
}
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
};
//------------------------------------------------------------------------------
// another top-level state
struct Off
: M::Base
{
void enter(Context&) {
std::cout << "Off" << std::endl;
}
};
////////////////////////////////////////////////////////////////////////////////
int
main() {
// shared data storage instance
Context context;
// state machine structure
M::PeerRoot<
// sub-machine ..
M::Composite<On,
// .. with 4 sub-states
On::Red,
On::YellowDownwards,
On::YellowUpwards,
On::Green
>,
Off
> machine(context);
while (machine.isActive<Off>() == false)
machine.update();
return 0;
}
////////////////////////////////////////////////////////////////////////////////