Add tinyfsm, start converting core functions to an FSM-based event loop
This commit is contained in:
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# Compiler prefix, in case your default compiler does not implement all C++11 features:
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#CROSS = /opt/toolchain/x86_64-pc-linux-gnu-gcc-4.7.0/bin/x86_64-pc-linux-gnu-
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# HINT: g++ -Q -O2 --help=optimizers
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OPTIMIZER = -Os
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CC = $(CROSS)gcc
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CXX = $(CROSS)g++
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SIZE = size -d
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RM = rm -f
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SRC_DIRS = .
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INCLUDE = -I ../../include
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SRCS = $(wildcard $(addsuffix /*.cpp, $(SRC_DIRS)))
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OBJS = $(SRCS:.cpp=.o)
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DEPENDS = $(OBJS:.o=.d)
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EXE = $(SRCS:.cpp=)
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#------------------------------------------------------------------------------
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# flags
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#
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FLAGS += $(INCLUDE)
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FLAGS += -MMD
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CXXFLAGS = $(FLAGS)
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CXXFLAGS += $(OPTIMIZER)
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CXXFLAGS += -std=c++11
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CXXFLAGS += -fno-exceptions
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CXXFLAGS += -fno-rtti
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CXXFLAGS += -Wall -Wextra
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CXXFLAGS += -Wctor-dtor-privacy
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CXXFLAGS += -Wcast-align -Wpointer-arith -Wredundant-decls
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CXXFLAGS += -Wshadow -Wcast-qual -Wcast-align -pedantic
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# Produce debugging information (for use with gdb)
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#OPTIMIZER = -Og
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#FLAGS += -g
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# Use LLVM
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#CXX = $(CROSS)clang++
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#CXXFLAGS += -stdlib=libc++
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#LDFLAGS += -lc++
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.PHONY: all clean
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all: $(EXE)
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%: %.cpp
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$(CXX) $(CXXFLAGS) -o $@ $<
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$(SIZE) $@
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clean:
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$(RM) *.d
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$(RM) $(EXE)
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-include $(DEPENDS)
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@@ -0,0 +1,122 @@
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#include <tinyfsm.hpp>
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#include <iostream>
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#include <cassert>
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struct Off; // forward declaration
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// ----------------------------------------------------------------------------
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// Event Declarations
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//
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struct Toggle : tinyfsm::Event { }; // Event Declarations
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// ----------------------------------------------------------------------------
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// State Machine Declaration
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//
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struct Switch
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: tinyfsm::Fsm<Switch>
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{
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static void reset(void);
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// NOTE: on reset: "tinyfsm::StateList<Off, On>::reset()", copy
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// constructor is used by default, so "this" points to neither
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// "Off" nor "On" (see operator=() below).
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Switch() : counter(0) {
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std::cout << "* Switch()" << std::endl
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<< " this = " << this << std::endl;
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}
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~Switch() {
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std::cout << "* ~Switch()" << std::endl
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<< " this = " << this << std::endl;
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}
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Switch & operator=(const Switch & other) {
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std::cout << "* operator=()" << std::endl
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<< " this = " << this << std::endl
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<< " other = " << &other << std::endl;
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counter = other.counter;
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return *this;
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}
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virtual void react(Toggle const &) { };
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void entry(void);
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void exit(void);
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int counter;
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};
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struct On : Switch {
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void react(Toggle const &) override { transit<Off>(); };
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};
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struct Off : Switch {
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void react(Toggle const &) override { transit<On>(); };
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};
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FSM_INITIAL_STATE(Switch, Off)
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// ----------------------------------------------------------------------------
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// State Machine Definitions
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//
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void Switch::reset() {
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tinyfsm::StateList<Off, On>::reset();
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}
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void Switch::entry() {
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counter++;
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// debugging only. properly designed state machines don't need this:
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if(is_in_state<On>()) { std::cout << "* On::entry()" << std::endl; }
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else if(is_in_state<Off>()) { std::cout << "* Off::entry()" << std::endl; }
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else assert(true);
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assert(current_state_ptr == this);
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std::cout << " this (cur) = " << this << std::endl
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<< " state<On> = " << &state<On>() << std::endl
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<< " state<Off> = " << &state<Off>() << std::endl;
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}
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void Switch::exit() {
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assert(current_state_ptr == this);
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std::cout << "* exit()" << std::endl
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<< " this (cur) = " << this << std::endl
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<< " state<On> = " << &state<On>() << std::endl
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<< " state<Off> = " << &state<Off>() << std::endl;
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}
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// ----------------------------------------------------------------------------
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// Main
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//
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int main()
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{
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Switch::start();
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while(1)
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{
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char c;
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std::cout << "* main()" << std::endl
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<< " cur_counter = " << Switch::current_state_ptr->counter << std::endl
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<< " on_counter = " << Switch::state<On>().counter << std::endl
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<< " off_counter = " << Switch::state<Off>().counter << std::endl;
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std::cout << std::endl << "t=Toggle, r=Restart, q=Quit ? ";
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std::cin >> c;
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switch(c) {
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case 't':
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Switch::dispatch(Toggle());
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break;
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case 'r':
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Switch::reset();
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Switch::start();
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break;
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case 'q':
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return 0;
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default:
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std::cout << "> Invalid input" << std::endl;
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};
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}
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}
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@@ -0,0 +1,70 @@
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#include <tinyfsm.hpp>
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#include <iostream>
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// ----------------------------------------------------------------------------
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// 1. Event Declarations
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//
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struct Toggle : tinyfsm::Event { };
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// ----------------------------------------------------------------------------
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// 2. State Machine Base Class Declaration
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//
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struct Switch : tinyfsm::MealyMachine<Switch>
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{
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/* pure virtual reaction (override required in all states) */
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virtual void react(Toggle const &) = 0;
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/* transition actions */
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static void OpenCircuit() {
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std::cout << "* Opening ciruit (light goes OFF)" << std::endl;
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}
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static void CloseCircuit() {
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std::cout << "* Closing ciruit (light goes ON)" << std::endl;
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}
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};
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// ----------------------------------------------------------------------------
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// 3. State Declarations
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//
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struct Off; // forward declaration
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struct On : Switch
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{
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void react(Toggle const &) override { transit<Off>(OpenCircuit); };
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};
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struct Off : Switch
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{
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void react(Toggle const &) override { transit<On>(CloseCircuit); };
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};
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FSM_INITIAL_STATE(Switch, Off)
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// ----------------------------------------------------------------------------
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// Main
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//
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int main()
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{
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Switch::start();
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std::cout << "> You are facing a light switch..." << std::endl;
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while(1)
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{
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char c;
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std::cout << std::endl << "t=Toggle, q=Quit ? ";
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std::cin >> c;
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switch(c) {
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case 't':
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std::cout << "> Toggling switch..." << std::endl;
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Switch::dispatch(Toggle());
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break;
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case 'q':
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return 0;
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default:
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std::cout << "> Invalid input" << std::endl;
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};
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}
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}
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@@ -0,0 +1,64 @@
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#include <tinyfsm.hpp>
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#include <iostream>
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// ----------------------------------------------------------------------------
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// 1. Event Declarations
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//
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struct Toggle : tinyfsm::Event { };
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// ----------------------------------------------------------------------------
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// 2. State Machine Base Class Declaration
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//
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struct Switch : tinyfsm::MooreMachine<Switch>
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{
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/* pure virtual reaction (override required in all states) */
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virtual void react(Toggle const &) = 0;
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};
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// ----------------------------------------------------------------------------
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// 3. State Declarations
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//
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struct Off; // forward declaration
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struct On : Switch
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{
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void entry() override { std::cout << "* Closing ciruit (light goes ON)" << std::endl; };
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void react(Toggle const &) override { transit<Off>(); };
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};
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struct Off : Switch
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{
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void entry() override { std::cout << "* Opening ciruit (light goes OFF)" << std::endl; };
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void react(Toggle const &) override { transit<On>(); };
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};
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FSM_INITIAL_STATE(Switch, Off)
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// ----------------------------------------------------------------------------
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// Main
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//
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int main()
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{
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Switch::start();
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std::cout << "> You are facing a light switch..." << std::endl;
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while(1)
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{
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char c;
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std::cout << std::endl << "t=Toggle, q=Quit ? ";
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std::cin >> c;
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switch(c) {
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case 't':
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std::cout << "> Toggling switch..." << std::endl;
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Switch::dispatch(Toggle());
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break;
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case 'q':
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return 0;
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default:
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std::cout << "> Invalid input" << std::endl;
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};
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}
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}
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@@ -0,0 +1,145 @@
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//
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// In this example, we want to use the DefectiveSwitch FSM multiple
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// times. As TinyFSM is all about templates, we need to declare it as
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// a template class.
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//
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// This is a bit cumbersome, as the C++ syntax is really ugly when it
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// comes to derived template classes.
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//
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#include <tinyfsm.hpp>
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#include <iostream>
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#include <stdlib.h> /* rand */
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template<int inum>
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class Off; // forward declaration
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static void DumpState(int inum, const char * state, int on_counter, int defect_level) {
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std::cout << "* Switch[" << inum << "] is " << state << " (on_counter=" << on_counter << ", defect_level=" << defect_level << ")" << std::endl;
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}
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// ----------------------------------------------------------------------------
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// 1. Event Declarations
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//
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struct Toggle : tinyfsm::Event { };
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// ----------------------------------------------------------------------------
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// 2. State Machine Base Class Declaration
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//
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template<int inum>
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class DefectiveSwitch
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: public tinyfsm::Fsm< DefectiveSwitch<inum> >
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{
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public:
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static constexpr unsigned int defect_level = (inum * 2);
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static void reset(void) {
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on_counter = 0;
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}
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/* default reaction for unhandled events */
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void react(tinyfsm::Event const &) { };
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virtual void react(Toggle const &) { };
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virtual void entry(void) { }; /* entry actions in some states */
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void exit(void) { }; /* no exit actions */
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protected:
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static unsigned int on_counter;
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};
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// state variable definitions
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template<int inum>
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unsigned int DefectiveSwitch<inum>::on_counter{0};
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// ----------------------------------------------------------------------------
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// 3. State Declarations
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//
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template<int inum>
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class On
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: public DefectiveSwitch<inum>
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{
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// note: base class is not known in dependend template
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using base = DefectiveSwitch<inum>;
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void entry() override {
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base::on_counter++;
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DumpState(inum, "ON ", base::on_counter, base::defect_level);
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};
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void react(Toggle const &) override {
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base::template transit< Off<inum> >();
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};
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};
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template<int inum>
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class Off
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: public DefectiveSwitch<inum>
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{
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using base = DefectiveSwitch<inum>;
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void entry() override {
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DumpState(inum, "OFF", base::on_counter, base::defect_level);
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};
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void react(Toggle const &) override {
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if((rand() % (base::defect_level + 1)) == 0)
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base::template transit< On<inum> >();
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else {
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std::cout << "* Kzzz kzzzzzz" << std::endl;
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base::template transit< Off<inum> >();
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}
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};
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};
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FSM_INITIAL_STATE(DefectiveSwitch<0>, Off<0> )
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FSM_INITIAL_STATE(DefectiveSwitch<1>, Off<1> )
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FSM_INITIAL_STATE(DefectiveSwitch<2>, Off<2> )
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// ----------------------------------------------------------------------------
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// 4. State Machine List Declaration
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//
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using fsm_handle = tinyfsm::FsmList<
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DefectiveSwitch<0>,
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DefectiveSwitch<1>,
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DefectiveSwitch<2>
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>;
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template<int inum>
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void ToggleSingle() {
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std::cout << "> Toggling switch " << inum << "..." << std::endl;
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DefectiveSwitch<inum>::dispatch(Toggle());
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}
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// ----------------------------------------------------------------------------
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// Main
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//
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int main()
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{
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fsm_handle::start();
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while(1)
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{
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char c;
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std::cout << std::endl << "0,1,2=Toggle single, a=Toggle all, r=Restart, q=Quit ? ";
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std::cin >> c;
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switch(c) {
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case '0': ToggleSingle<0>(); break;
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case '1': ToggleSingle<1>(); break;
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case '2': ToggleSingle<2>(); break;
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case 'a':
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std::cout << "> Toggling all switches..." << std::endl;
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fsm_handle::dispatch(Toggle());
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break;
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case 'r':
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fsm_handle::reset();
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fsm_handle::start();
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break;
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case 'q':
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return 0;
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default:
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std::cout << "> Invalid input" << std::endl;
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};
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}
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}
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@@ -0,0 +1,110 @@
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#include <tinyfsm.hpp>
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#include <iostream>
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class Off; // forward declaration
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|
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// ----------------------------------------------------------------------------
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// 1. Event Declarations
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//
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struct Toggle : tinyfsm::Event { };
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|
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// ----------------------------------------------------------------------------
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// 2. State Machine Base Class Declaration
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//
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class Switch
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: public tinyfsm::Fsm<Switch>
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{
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// entry(), exit() and react() are called from Fsm<Switch>::transit()
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// in derived states, make friends:
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friend class tinyfsm::Fsm<Switch>;
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/* default reaction for unhandled events */
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void react(tinyfsm::Event const &) { };
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virtual void react(Toggle const &) { };
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virtual void entry(void) { }; /* entry actions in some states */
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void exit(void) { }; /* no exit actions */
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public:
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static void reset(void); /* implemented below */
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};
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// ----------------------------------------------------------------------------
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// 3. State Declarations
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//
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class On
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: public Switch
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{
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void entry() override { counter++; std::cout << "* Switch is ON, counter=" << counter << std::endl; };
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void react(Toggle const &) override { transit<Off>(); };
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int counter;
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public:
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On() : counter(0) { std::cout << "** RESET State=On" << std::endl; }
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};
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class Off
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: public Switch
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{
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void entry() override { counter++; std::cout << "* Switch is OFF, counter=" << counter << std::endl; };
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void react(Toggle const &) override { transit<On>(); };
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int counter;
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public:
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Off() : counter(0) { std::cout << "** RESET State=Off" << std::endl; }
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};
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void Switch::reset() {
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std::cout << "** RESET Switch" << std::endl;
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// Reset all states (calls constructor on all states in list)
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tinyfsm::StateList<Off, On>::reset();
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// Alternatively, make counter public above and reset the values
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// here instead of using a copy-constructor with StateList<>:
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//state<On>().counter = 0;
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//state<Off>().counter = 0;
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}
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FSM_INITIAL_STATE(Switch, Off)
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// ----------------------------------------------------------------------------
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// 4. State Machine List Declaration (dispatches events to multiple FSM's)
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//
|
||||
// In this example, we only have a single state machine, no need to use FsmList<>:
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||||
//using fsm_handle = tinyfsm::FsmList< Switch >;
|
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using fsm_handle = Switch;
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------
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||||
// 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;
|
||||
};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user