Add tinyfsm, start converting core functions to an FSM-based event loop

This commit is contained in:
jacqueline
2023-05-19 21:21:27 +10:00
parent b320a6a863
commit a6ab150405
68 changed files with 2961 additions and 356 deletions
+63
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@@ -0,0 +1,63 @@
# Compiler prefix, in case your default compiler does not implement all C++11 features:
#CROSS = /opt/toolchain/x86_64-pc-linux-gnu-gcc-4.7.0/bin/x86_64-pc-linux-gnu-
# HINT: g++ -Q -O2 --help=optimizers
OPTIMIZER = -Os
CC = $(CROSS)gcc
CXX = $(CROSS)g++
SIZE = size -d
RM = rm -f
SRC_DIRS = .
INCLUDE = -I ../../include
SRCS = $(wildcard $(addsuffix /*.cpp, $(SRC_DIRS)))
OBJS = $(SRCS:.cpp=.o)
DEPENDS = $(OBJS:.o=.d)
EXE = $(SRCS:.cpp=)
#------------------------------------------------------------------------------
# flags
#
FLAGS += $(INCLUDE)
FLAGS += -MMD
CXXFLAGS = $(FLAGS)
CXXFLAGS += $(OPTIMIZER)
CXXFLAGS += -std=c++11
CXXFLAGS += -fno-exceptions
CXXFLAGS += -fno-rtti
CXXFLAGS += -Wall -Wextra
CXXFLAGS += -Wctor-dtor-privacy
CXXFLAGS += -Wcast-align -Wpointer-arith -Wredundant-decls
CXXFLAGS += -Wshadow -Wcast-qual -Wcast-align -pedantic
# Produce debugging information (for use with gdb)
#OPTIMIZER = -Og
#FLAGS += -g
# Use LLVM
#CXX = $(CROSS)clang++
#CXXFLAGS += -stdlib=libc++
#LDFLAGS += -lc++
.PHONY: all clean
all: $(EXE)
%: %.cpp
$(CXX) $(CXXFLAGS) -o $@ $<
$(SIZE) $@
clean:
$(RM) *.d
$(RM) $(EXE)
-include $(DEPENDS)
@@ -0,0 +1,122 @@
#include <tinyfsm.hpp>
#include <iostream>
#include <cassert>
struct Off; // forward declaration
// ----------------------------------------------------------------------------
// Event Declarations
//
struct Toggle : tinyfsm::Event { }; // Event Declarations
// ----------------------------------------------------------------------------
// State Machine Declaration
//
struct Switch
: tinyfsm::Fsm<Switch>
{
static void reset(void);
// NOTE: on reset: "tinyfsm::StateList<Off, On>::reset()", copy
// constructor is used by default, so "this" points to neither
// "Off" nor "On" (see operator=() below).
Switch() : counter(0) {
std::cout << "* Switch()" << std::endl
<< " this = " << this << std::endl;
}
~Switch() {
std::cout << "* ~Switch()" << std::endl
<< " this = " << this << std::endl;
}
Switch & operator=(const Switch & other) {
std::cout << "* operator=()" << std::endl
<< " this = " << this << std::endl
<< " other = " << &other << std::endl;
counter = other.counter;
return *this;
}
virtual void react(Toggle const &) { };
void entry(void);
void exit(void);
int counter;
};
struct On : Switch {
void react(Toggle const &) override { transit<Off>(); };
};
struct Off : Switch {
void react(Toggle const &) override { transit<On>(); };
};
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// State Machine Definitions
//
void Switch::reset() {
tinyfsm::StateList<Off, On>::reset();
}
void Switch::entry() {
counter++;
// debugging only. properly designed state machines don't need this:
if(is_in_state<On>()) { std::cout << "* On::entry()" << std::endl; }
else if(is_in_state<Off>()) { std::cout << "* Off::entry()" << std::endl; }
else assert(true);
assert(current_state_ptr == this);
std::cout << " this (cur) = " << this << std::endl
<< " state<On> = " << &state<On>() << std::endl
<< " state<Off> = " << &state<Off>() << std::endl;
}
void Switch::exit() {
assert(current_state_ptr == this);
std::cout << "* exit()" << std::endl
<< " this (cur) = " << this << std::endl
<< " state<On> = " << &state<On>() << std::endl
<< " state<Off> = " << &state<Off>() << std::endl;
}
// ----------------------------------------------------------------------------
// Main
//
int main()
{
Switch::start();
while(1)
{
char c;
std::cout << "* main()" << std::endl
<< " cur_counter = " << Switch::current_state_ptr->counter << std::endl
<< " on_counter = " << Switch::state<On>().counter << std::endl
<< " off_counter = " << Switch::state<Off>().counter << std::endl;
std::cout << std::endl << "t=Toggle, r=Restart, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
Switch::dispatch(Toggle());
break;
case 'r':
Switch::reset();
Switch::start();
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,70 @@
#include <tinyfsm.hpp>
#include <iostream>
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
struct Switch : tinyfsm::MealyMachine<Switch>
{
/* pure virtual reaction (override required in all states) */
virtual void react(Toggle const &) = 0;
/* transition actions */
static void OpenCircuit() {
std::cout << "* Opening ciruit (light goes OFF)" << std::endl;
}
static void CloseCircuit() {
std::cout << "* Closing ciruit (light goes ON)" << std::endl;
}
};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
struct Off; // forward declaration
struct On : Switch
{
void react(Toggle const &) override { transit<Off>(OpenCircuit); };
};
struct Off : Switch
{
void react(Toggle const &) override { transit<On>(CloseCircuit); };
};
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// Main
//
int main()
{
Switch::start();
std::cout << "> You are facing a light switch..." << std::endl;
while(1)
{
char c;
std::cout << std::endl << "t=Toggle, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
std::cout << "> Toggling switch..." << std::endl;
Switch::dispatch(Toggle());
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,64 @@
#include <tinyfsm.hpp>
#include <iostream>
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
struct Switch : tinyfsm::MooreMachine<Switch>
{
/* pure virtual reaction (override required in all states) */
virtual void react(Toggle const &) = 0;
};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
struct Off; // forward declaration
struct On : Switch
{
void entry() override { std::cout << "* Closing ciruit (light goes ON)" << std::endl; };
void react(Toggle const &) override { transit<Off>(); };
};
struct Off : Switch
{
void entry() override { std::cout << "* Opening ciruit (light goes OFF)" << std::endl; };
void react(Toggle const &) override { transit<On>(); };
};
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// Main
//
int main()
{
Switch::start();
std::cout << "> You are facing a light switch..." << std::endl;
while(1)
{
char c;
std::cout << std::endl << "t=Toggle, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
std::cout << "> Toggling switch..." << std::endl;
Switch::dispatch(Toggle());
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,145 @@
//
// In this example, we want to use the DefectiveSwitch FSM multiple
// times. As TinyFSM is all about templates, we need to declare it as
// a template class.
//
// This is a bit cumbersome, as the C++ syntax is really ugly when it
// comes to derived template classes.
//
#include <tinyfsm.hpp>
#include <iostream>
#include <stdlib.h> /* rand */
template<int inum>
class Off; // forward declaration
static void DumpState(int inum, const char * state, int on_counter, int defect_level) {
std::cout << "* Switch[" << inum << "] is " << state << " (on_counter=" << on_counter << ", defect_level=" << defect_level << ")" << std::endl;
}
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
template<int inum>
class DefectiveSwitch
: public tinyfsm::Fsm< DefectiveSwitch<inum> >
{
public:
static constexpr unsigned int defect_level = (inum * 2);
static void reset(void) {
on_counter = 0;
}
/* default reaction for unhandled events */
void react(tinyfsm::Event const &) { };
virtual void react(Toggle const &) { };
virtual void entry(void) { }; /* entry actions in some states */
void exit(void) { }; /* no exit actions */
protected:
static unsigned int on_counter;
};
// state variable definitions
template<int inum>
unsigned int DefectiveSwitch<inum>::on_counter{0};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
template<int inum>
class On
: public DefectiveSwitch<inum>
{
// note: base class is not known in dependend template
using base = DefectiveSwitch<inum>;
void entry() override {
base::on_counter++;
DumpState(inum, "ON ", base::on_counter, base::defect_level);
};
void react(Toggle const &) override {
base::template transit< Off<inum> >();
};
};
template<int inum>
class Off
: public DefectiveSwitch<inum>
{
using base = DefectiveSwitch<inum>;
void entry() override {
DumpState(inum, "OFF", base::on_counter, base::defect_level);
};
void react(Toggle const &) override {
if((rand() % (base::defect_level + 1)) == 0)
base::template transit< On<inum> >();
else {
std::cout << "* Kzzz kzzzzzz" << std::endl;
base::template transit< Off<inum> >();
}
};
};
FSM_INITIAL_STATE(DefectiveSwitch<0>, Off<0> )
FSM_INITIAL_STATE(DefectiveSwitch<1>, Off<1> )
FSM_INITIAL_STATE(DefectiveSwitch<2>, Off<2> )
// ----------------------------------------------------------------------------
// 4. State Machine List Declaration
//
using fsm_handle = tinyfsm::FsmList<
DefectiveSwitch<0>,
DefectiveSwitch<1>,
DefectiveSwitch<2>
>;
template<int inum>
void ToggleSingle() {
std::cout << "> Toggling switch " << inum << "..." << std::endl;
DefectiveSwitch<inum>::dispatch(Toggle());
}
// ----------------------------------------------------------------------------
// Main
//
int main()
{
fsm_handle::start();
while(1)
{
char c;
std::cout << std::endl << "0,1,2=Toggle single, a=Toggle all, r=Restart, q=Quit ? ";
std::cin >> c;
switch(c) {
case '0': ToggleSingle<0>(); break;
case '1': ToggleSingle<1>(); break;
case '2': ToggleSingle<2>(); break;
case 'a':
std::cout << "> Toggling all switches..." << std::endl;
fsm_handle::dispatch(Toggle());
break;
case 'r':
fsm_handle::reset();
fsm_handle::start();
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,110 @@
#include <tinyfsm.hpp>
#include <iostream>
class Off; // forward declaration
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
class Switch
: public tinyfsm::Fsm<Switch>
{
// entry(), exit() and react() are called from Fsm<Switch>::transit()
// in derived states, make friends:
friend class tinyfsm::Fsm<Switch>;
/* default reaction for unhandled events */
void react(tinyfsm::Event const &) { };
virtual void react(Toggle const &) { };
virtual void entry(void) { }; /* entry actions in some states */
void exit(void) { }; /* no exit actions */
public:
static void reset(void); /* implemented below */
};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
class On
: public Switch
{
void entry() override { counter++; std::cout << "* Switch is ON, counter=" << counter << std::endl; };
void react(Toggle const &) override { transit<Off>(); };
int counter;
public:
On() : counter(0) { std::cout << "** RESET State=On" << std::endl; }
};
class Off
: public Switch
{
void entry() override { counter++; std::cout << "* Switch is OFF, counter=" << counter << std::endl; };
void react(Toggle const &) override { transit<On>(); };
int counter;
public:
Off() : counter(0) { std::cout << "** RESET State=Off" << std::endl; }
};
void Switch::reset() {
std::cout << "** RESET Switch" << std::endl;
// Reset all states (calls constructor on all states in list)
tinyfsm::StateList<Off, On>::reset();
// Alternatively, make counter public above and reset the values
// here instead of using a copy-constructor with StateList<>:
//state<On>().counter = 0;
//state<Off>().counter = 0;
}
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// 4. State Machine List Declaration (dispatches events to multiple FSM's)
//
// In this example, we only have a single state machine, no need to use FsmList<>:
//using fsm_handle = tinyfsm::FsmList< Switch >;
using fsm_handle = Switch;
// ----------------------------------------------------------------------------
// Main
//
int main()
{
fsm_handle::start();
while(1)
{
char c;
std::cout << std::endl << "t=Toggle, r=Restart, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
std::cout << "> Toggling switch..." << std::endl;
fsm_handle::dispatch(Toggle());
break;
case 'r':
fsm_handle::reset();
fsm_handle::start();
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,85 @@
#include <tinyfsm.hpp>
#include <iostream>
struct Off; // forward declaration
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
struct Switch : tinyfsm::Fsm<Switch>
{
virtual void react(Toggle const &) { };
// alternative: enforce handling of Toggle in all states (pure virtual)
//virtual void react(Toggle const &) = 0;
virtual void entry(void) { }; /* entry actions in some states */
void exit(void) { }; /* no exit actions */
// alternative: enforce entry actions in all states (pure virtual)
//virtual void entry(void) = 0;
};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
struct On : Switch
{
void entry() override { std::cout << "* Switch is ON" << std::endl; };
void react(Toggle const &) override { transit<Off>(); };
};
struct Off : Switch
{
void entry() override { std::cout << "* Switch is OFF" << std::endl; };
void react(Toggle const &) override { transit<On>(); };
};
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// 4. State Machine List Declaration (dispatches events to multiple FSM's)
//
// In this example, we only have a single state machine, no need to use FsmList<>:
//using fsm_handle = tinyfsm::FsmList< Switch >;
using fsm_handle = Switch;
// ----------------------------------------------------------------------------
// Main
//
int main()
{
// instantiate events
Toggle toggle;
fsm_handle::start();
while(1)
{
char c;
std::cout << std::endl << "t=Toggle, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
std::cout << "> Toggling switch..." << std::endl;
fsm_handle::dispatch(toggle);
// alternative: instantiating causes no overhead (empty declaration)
//fsm_handle::dispatch(Toggle());
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
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# Compiler prefix, in case your default compiler does not implement all C++11 features:
#CROSS = /opt/toolchain/x86_64-pc-linux-gnu-gcc-4.7.0/bin/x86_64-pc-linux-gnu-
PROJECT = elevator
# HINT: g++ -Q -O2 --help=optimizers
OPTIMIZER = -Os
CC = $(CROSS)gcc
CXX = $(CROSS)g++
AS = $(CROSS)gcc -x assembler-with-cpp
LD = $(CROSS)g++
OBJCOPY = $(CROSS)objcopy
OBJDUMP = $(CROSS)objdump
SIZE = size -d
RM = rm -f
RM_R = rm -rf
CP = cp
MKDIR_P = mkdir -p
DOXYGEN = doxygen
SRC_DIRS = .
INCLUDE = -I ../../include
SRCS = $(wildcard $(addsuffix /*.cpp, $(SRC_DIRS)))
OBJS = $(SRCS:.cpp=.o)
DEPENDS = $(OBJS:.o=.d)
EXE = $(PROJECT)
MAP = $(PROJECT).map
#------------------------------------------------------------------------------
# flags
#
# commmon flags propagated to CFLAGS, CXXFLAGS, ASFLAGS (not LDFLAGS)
FLAGS += $(INCLUDE)
FLAGS += -MMD
CXXFLAGS = $(FLAGS)
CXXFLAGS += $(OPTIMIZER)
CXXFLAGS += -std=c++11
CXXFLAGS += -fno-exceptions
CXXFLAGS += -fno-rtti
CXXFLAGS += -Wall -Wextra
CXXFLAGS += -Wctor-dtor-privacy
CXXFLAGS += -Wcast-align -Wpointer-arith -Wredundant-decls
CXXFLAGS += -Wshadow -Wcast-qual -Wcast-align -pedantic
LDFLAGS += -fno-exceptions
LDFLAGS += -fno-rtti
# Produce debugging information (for use with gdb)
#OPTIMIZER = -Og
#FLAGS += -g
# Use LLVM
#CXX = $(CROSS)clang++
#CXXFLAGS += -stdlib=libc++
#LDFLAGS += -lc++
# Enable link-time optimizer
#CXXFLAGS += -flto
#LDFLAGS += -flto
# Strip dead code (enable garbage collection)
#OPTIMIZER += -ffunction-sections -fdata-sections
#LDFLAGS += -Wl,$(if $(shell ld -v | grep GNU),--gc-sections,-dead_strip)
# Enable automatic template instantiation at link time
#CXXFLAGS += -frepo
#LDFLAGS += -frepo
# Create link map file
#LDFLAGS += -Wl,-Map="$(MAP)",--cref
.PHONY: all clean
all: $(EXE)
$(EXE): $(OBJS)
$(LD) $(OBJS) $(LDFLAGS) -o $(EXE)
$(SIZE) $@
%.o: %.cpp
$(CXX) -c $(CXXFLAGS) -o $@ $<
clean:
$(RM) *.o
$(RM) *.d
$(RM) $(EXE)
-include $(DEPENDS)
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Elevator Project
================
Example implementation of a simplified elevator logic, using [TinyFSM].
[TinyFSM]: https://digint.ch/tinyfsm/
Overview
--------
Imagine a elevator having:
- "Call" button on each floor,
- "Floor Sensor" on each floor, triggering an event as soon as the
elevator arrives there,
- "Alarm" button.
Implementation
--------------
The elevator example implements two state machines interacting with
each other:
1. Elevator
- State: Idle
- State: Moving
- State: Panic
2. Motor
- State: Stopped
- State: Up
- State: Down
A good state machine design avoids circular dependencies at all
cost: While the elevator sends events to the motor, the motor NEVER
sends events to the elevator (top-down only).
FAQ
---
Did you notice the motor starting twice? This is by design, let's
have a look at the call stack of fsm_list::start() in main.cpp:
FsmList<Motor, Elevator>::start()
Motor::set_initial_state()
Motor::current_state = Stopped
Elevator::set_initial_state()
Elevator::current_state = Idle
Motor::enter()
Motor:Stopped->entry()
cout << "Motor: stopped" <-- HERE
Motor::direction = 0
Elevator::enter()
Elevator:Idle->entry()
send_event(MotorStop)
Motor::react(MotorStop)
Motor:Stopped->transit<Stopped>
Motor:Stopped->exit()
Motor::current_state = Stopped
Motor:Stopped->entry()
cout << "Motor: stopped" <-- HERE
Motor::direction = 0
Elevator::react(MotorStop)
If we really had to work around this, we could either:
1. Change the initialization (bad design practice!) in main.cpp:
- fsm_list::start();
+ fsm_list::set_initial_state();
+ Elevator::enter();
2. Modify the Motor:Stopped->entry() function in motor.cpp:
class Stopped : public Motor {
void entry() override {
+ if(direction == 0)
+ return;
cout << "Motor: stopped" << endl;
direction = 0;
};
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#include <tinyfsm.hpp>
#include "elevator.hpp"
#include "fsmlist.hpp"
#include <iostream>
class Idle; // forward declaration
// ----------------------------------------------------------------------------
// Transition functions
//
static void CallMaintenance() {
std::cout << "*** calling maintenance ***" << std::endl;
}
static void CallFirefighters() {
std::cout << "*** calling firefighters ***" << std::endl;
}
// ----------------------------------------------------------------------------
// State: Panic
//
class Panic
: public Elevator
{
void entry() override {
send_event(MotorStop());
}
};
// ----------------------------------------------------------------------------
// State: Moving
//
class Moving
: public Elevator
{
void react(FloorSensor const & e) override {
int floor_expected = current_floor + Motor::getDirection();
if(floor_expected != e.floor)
{
std::cout << "Floor sensor defect (expected " << floor_expected << ", got " << e.floor << ")" << std::endl;
transit<Panic>(CallMaintenance);
}
else
{
std::cout << "Reached floor " << e.floor << std::endl;
current_floor = e.floor;
if(e.floor == dest_floor)
transit<Idle>();
}
};
};
// ----------------------------------------------------------------------------
// State: Idle
//
class Idle
: public Elevator
{
void entry() override {
send_event(MotorStop());
}
void react(Call const & e) override {
dest_floor = e.floor;
if(dest_floor == current_floor)
return;
/* lambda function used for transition action */
auto action = [] {
if(dest_floor > current_floor)
send_event(MotorUp());
else if(dest_floor < current_floor)
send_event(MotorDown());
};
transit<Moving>(action);
};
};
// ----------------------------------------------------------------------------
// Base state: default implementations
//
void Elevator::react(Call const &) {
std::cout << "Call event ignored" << std::endl;
}
void Elevator::react(FloorSensor const &) {
std::cout << "FloorSensor event ignored" << std::endl;
}
void Elevator::react(Alarm const &) {
transit<Panic>(CallFirefighters);
}
int Elevator::current_floor = Elevator::initial_floor;
int Elevator::dest_floor = Elevator::initial_floor;
// ----------------------------------------------------------------------------
// Initial state definition
//
FSM_INITIAL_STATE(Elevator, Idle)
@@ -0,0 +1,55 @@
#ifndef ELEVATOR_HPP_INCLUDED
#define ELEVATOR_HPP_INCLUDED
#include <tinyfsm.hpp>
// ----------------------------------------------------------------------------
// Event declarations
//
struct FloorEvent : tinyfsm::Event
{
int floor;
};
struct Call : FloorEvent { };
struct FloorSensor : FloorEvent { };
struct Alarm : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// Elevator (FSM base class) declaration
//
class Elevator
: public tinyfsm::Fsm<Elevator>
{
/* NOTE: react(), entry() and exit() functions need to be accessible
* from tinyfsm::Fsm class. You might as well declare friendship to
* tinyfsm::Fsm, and make these functions private:
*
* friend class Fsm;
*/
public:
/* default reaction for unhandled events */
void react(tinyfsm::Event const &) { };
virtual void react(Call const &);
virtual void react(FloorSensor const &);
void react(Alarm const &);
virtual void entry(void) { }; /* entry actions in some states */
void exit(void) { }; /* no exit actions at all */
protected:
static constexpr int initial_floor = 0;
static int current_floor;
static int dest_floor;
};
#endif
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#ifndef FSMLIST_HPP_INCLUDED
#define FSMLIST_HPP_INCLUDED
#include <tinyfsm.hpp>
#include "elevator.hpp"
#include "motor.hpp"
using fsm_list = tinyfsm::FsmList<Motor, Elevator>;
/** dispatch event to both "Motor" and "Elevator" */
template<typename E>
void send_event(E const & event)
{
fsm_list::template dispatch<E>(event);
}
#endif
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@@ -0,0 +1,40 @@
#include "fsmlist.hpp"
#include <iostream>
int main()
{
fsm_list::start();
Call call;
FloorSensor sensor;
while(1)
{
char c;
std::cout << "c=Call, f=FloorSensor, a=Alarm, q=Quit ? ";
std::cin >> c;
switch(c) {
case 'c':
std::cout << "Floor ? ";
std::cin >> call.floor;
send_event(call);
break;
case 'f':
std::cout << "Floor ? ";
std::cin >> sensor.floor;
send_event(sensor);
break;
case 'a':
send_event(Alarm());
break;
case 'q':
std::cout << "Thanks for playing!" << std::endl;
return 0;
default:
std::cout << "Invalid input" << std::endl;
};
}
}
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@@ -0,0 +1,60 @@
#include <tinyfsm.hpp>
#include "motor.hpp"
#include <iostream>
// ----------------------------------------------------------------------------
// Motor states
//
class Stopped
: public Motor
{
void entry() override {
std::cout << "Motor: stopped" << std::endl;
direction = 0;
};
};
class Up
: public Motor
{
void entry() override {
std::cout << "Motor: moving up" << std::endl;
direction = 1;
};
};
class Down
: public Motor
{
void entry() override {
std::cout << "Motor: moving down" << std::endl;
direction = -1;
};
};
// ----------------------------------------------------------------------------
// Base State: default implementations
//
void Motor::react(MotorStop const &) {
transit<Stopped>();
}
void Motor::react(MotorUp const &) {
transit<Up>();
}
void Motor::react(MotorDown const &) {
transit<Down>();
}
int Motor::direction{0};
// ----------------------------------------------------------------------------
// Initial state definition
//
FSM_INITIAL_STATE(Motor, Stopped)
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#ifndef MOTOR_HPP_INCLUDED
#define MOTOR_HPP_INCLUDED
#include <tinyfsm.hpp>
// ----------------------------------------------------------------------------
// Event declarations
//
struct MotorUp : tinyfsm::Event { };
struct MotorDown : tinyfsm::Event { };
struct MotorStop : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// Motor (FSM base class) declaration
//
class Motor
: public tinyfsm::Fsm<Motor>
{
/* NOTE: react(), entry() and exit() functions need to be accessible
* from tinyfsm::Fsm class. You might as well declare friendship to
* tinyfsm::Fsm, and make these functions private:
*
* friend class Fsm;
*/
public:
/* default reaction for unhandled events */
void react(tinyfsm::Event const &) { };
/* non-virtual declaration: reactions are the same for all states */
void react(MotorUp const &);
void react(MotorDown const &);
void react(MotorStop const &);
virtual void entry(void) = 0; /* pure virtual: enforce implementation in all states */
void exit(void) { }; /* no exit actions at all */
protected:
static int direction;
public:
static int getDirection() { return direction; }
};
#endif