git-svn-id: svn://db.shs.com.ru/pip@283 12ceb7fc-bf1f-11e4-8940-5bc7170c53b5

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2016-11-23 15:10:40 +00:00
parent 8f6e7d2cae
commit e66e78ac16
29 changed files with 973 additions and 973 deletions

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@@ -2,22 +2,22 @@
* \brief Base class for custom state machine
*/
/*
PIP - Platform Independent Primitives
State machine
Copyright (C) 2016 Ivan Pelipenko peri4ko@yandex.ru
PIP - Platform Independent Primitives
State machine
Copyright (C) 2016 Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef PISTATEMACHINE_H
@@ -26,13 +26,13 @@
#include "piobject.h"
/*! \brief Base class for custom state machine
*
*
* \section PIStateMachine_synopsis Synopsis
* This class provide functionality of state machine.
* You should inherit from this class, implement \a execution()
* and \a transition() functions, set rules and periodically
* call \a tick() function to proper work of machine.
*
*
* \section PIStateMachine_prepare Prepare for work
* %State machine operates with "state", "rule" and "condition".
* * "State" is some class (by default \c int), associated name and
@@ -40,13 +40,13 @@
* * "Rule" define rule of transition from one machine state to other.
* It is also has optional "handler";
* * "Condition" is a part of rule and define possibility of transition.
*
*
* First of all you should define states of your machine by function
* \a addState(). Then you should define transition rules for machine
* by function \a addRule(). Finally you can set initial state by function
* \a setInitialState() and provide periodically execution of function
* \a tick().
*
*
* \section PIStateMachine_principle Principle of work
* At any time the state machine is in some state. You can ask machine
* to enter in new state by function \a switchToState(). If all conditions
@@ -56,18 +56,18 @@
* function \a execution() with current state. On successfull transition
* if rule "handler" is not null it execute. Every \a tick() if current
* state "handler" is not null it execute.
*
*
* \section PIStateMachine_conditions Conditions
* Each rule has transition condition. Condition is array of pairs
* (string, number). It means that every condition by name "string"
* should be performed as least "number" times. Empty condition always
* permits transition.
*
*
* %State machine have current performed conditions. You can read this
* conditions by function \a currentConditions() and perform new
* conditions by functions \a performCondition() and \a performConditions().
* Currend conditions can de erased by function \a resetConditions().
*
*
* \section PIStateMachine_example Example
* This is simple example demonstrates all features:
* \snippet pistatemachine.cpp main
@@ -87,7 +87,7 @@ public:
//! %Rule of transition between states of machine
struct Rule {
//! Constuctor
Rule() {handler = 0; from = to = Type(); autoTransition = resetAllConditions = false;}
Rule() {handler = 0; from = to = Type(); autoTransition = resetAllConditions = false;}
//! Constuctor
Rule(Type f, Type t, const PIStringList & c = PIStringList(), Handler h = 0, bool at = false, bool rac = false) {
from = f;
@@ -119,7 +119,7 @@ public:
//! %State of machine
struct State {
//! Constuctor
State() {handler = 0; value = Type();}
State() {handler = 0; value = Type();}
//! Constuctor
State(Type v, const PIString & n = "", Handler h = 0) {value = v; name = n; handler = h;}
//! %State value
@@ -131,39 +131,39 @@ public:
bool operator ==(const State & other) const {return value == other.value;}
bool operator !=(const State & other) const {return value != other.value;}
};
void * parent() const {return parent_;}
void setParent(void * parent) {parent_ = parent;}
//! Add state of machine
void addState(Type value, const PIString & name = "", Handler handler = 0) {if (states_.contains(State(value, name))) return; states_ << State(value, name, handler);}
//! States count
int statesCount() const {return states_.size_s();}
//! Remove all states
void clearStates() {states_.clear();}
//! Add rule of transition
void addRule(Type from, Type to, const PIString & condition, Handler handler = 0, bool autoTransition = false, bool resetAllConditions = false) {if (rules_.contains(Rule(from, to))) return; rules_ << Rule(from, to, PIStringList(condition), handler, autoTransition, resetAllConditions);}
//! Add rule of transition
void addRule(Type from, Type to, Handler handler, bool autoTransition = false, bool resetAllConditions = false) {if (rules_.contains(Rule(from, to))) return; rules_ << Rule(from, to, PIStringList(), handler, autoTransition, resetAllConditions);}
//! Add rule of transition
void addRule(Type from, Type to, const PIStringList & conditions = PIStringList(), Handler handler = 0, bool autoTransition = false, bool resetAllConditions = false) {if (rules_.contains(Rule(from, to))) return; rules_ << Rule(from, to, conditions, handler, autoTransition, resetAllConditions);}
//! Add rule of transition
void addRule(const Rule & rule) {if (rules_.contains(rule)) return; rules_ << rule;}
//! Rules count
int rulesCount() const {return rules_.size_s();}
//! Remove all rules
void clearRules() {rules_.clear();}
//! Setup initial state. \a reset() will set machine state to "value"
void setInitialState(Type value) {
for (int i = 0; i < states_.size_s(); ++i)
@@ -172,7 +172,7 @@ public:
return;
}
}
/** \brief Try to switch machine state to state "to"
* \details If there is rule of transition exists and this rule conditions
* is performed then machine switched to new state immediately. Otherwise machine
@@ -193,17 +193,17 @@ public:
}
return false;
}
//! Reset machine state to initial and clear all conditions
void reset() {state_ = init_; resetConditions();}
//! Returns current state of machine
const State & currentState() const {return state_;}
//! Reset all performed conditions
void resetConditions() {cond.clear(); cond_count = 0;}
//! Reset performed condition with name "name"
void resetCondition(const PIString & name) {
for (int i = 0; i < cond.size_s(); ++i)
@@ -212,7 +212,7 @@ public:
i--;
}
}
//! Perform condition with name "name" "times" times.
void performCondition(const PIString & name, int times = 1) {
if (times <= 0) return;
@@ -223,7 +223,7 @@ public:
}
cond << Condition(name, times);
}
//! Perform every condition with name from "names" one time.
void performConditions(const PIStringList & names) {
bool ok;
@@ -240,22 +240,22 @@ public:
cond << Condition(names[n], 1);
}
}
//! Returns all current performed conditions
const PIVector<Condition> & currentConditions() const {return cond;}
Type * currentState_ptr() {return &state_.value;}
int * conditionsCount_ptr() {cond_count = cond.size_s(); return &cond_count;}
//! \handlers
//! \{
//! \fn void tick()
//! \brief Main function of machine. Execute \a execution() and check if need to switch state
//! \fn void tick(void * data, int delim)
//! \brief Main function of machine. Execute \a execution() and check if need to switch state
//! \}
EVENT_HANDLER(void, tick) {tick(0, 0);}
@@ -275,10 +275,10 @@ public:
}
protected:
//! Reimplement this function to process current state of machine
virtual void execution(const State & state) {;}
//! Reimplement this function to process switching current state of machine
virtual void transition(const State & from, const State & to) {;}