Table driven Finite State Machine library based on the Harel state machine, supporting actions on transitions, state entry and state exit. Comes with example illustrating use with interrupts and timers. 03/01/2010 - fixed potential memory leak in DebugTrace.

Dependencies:   mbed

FSM.h

Committer:
snatch59
Date:
2010-01-03
Revision:
0:918566a376fb

File content as of revision 0:918566a376fb:

/*
* FiniteStateMachine. Table driven Finite State Machine library 
* based on theHarel state machine, supporting actions on transitions, state
* entry and state exit.
*
* Copyright (C) <2009> Petras Saduikis <petras@petras.co.uk>
*
* This file is part of FiniteStateMachine.
*
* FiniteStateMachine 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.
* 
* FiniteStateMachine 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 DebugTrace.  If not, see <http://www.gnu.org/licenses/>.
*/

#ifndef SNATCH59_FSM_H
#define SNATCH59_FSM_H

#include <mbed.h>
#include "FSMDefs.h"

STATE_TEMPLATE_ class State;

TRANS_DEF_TEMPLATE_ 
struct TransitionDefinition
{
    const char* ownerState;
    int    eventId;
    StateBehaviour mode;
    ActionPtrType action;
    const char* newState;
};

TRANS_DEF_TEMPLATE_
class StateDefinition
{
public:
    const char* stateName;
    ActionPtrType stateEntryAction;
    ActionPtrType stateExitAction;
};

#include "State.h"

FSM_TEMPLATE_ 
class FiniteStateMachine
{
public:
    FiniteStateMachine();
    ~FiniteStateMachine();
    
    void initialize(StateObjectType* owner, 
                    const STATE_DEFINITION_* states, const int total_states, 
                    const TRANSITION_DEFINITION_* transitions, const int total_transitions,
                    const char* this_state);
    void traverse(const int new_event);
    void forceToState(const char* stat_name);
    bool isState(const char* this_state) const;
    const char* getCurrentStateName() const;

private:
    void addStates(const STATE_DEFINITION_* states, const int total_states, 
                          const TRANSITION_DEFINITION_* &transitions, const int total_transitions);
    void executeTraversal(const int event);

    // Data Members
    STATE_* currentState;          
    int totalStates;            
    StateObjectType* itsStateObject;      
    STATE_* itsStates[maxStates];   
};

FSM_TEMPLATE_
inline const char* FINITE_STATE_MACHINE_::getCurrentStateName() const
{
    return (currentState->getName());
}

FSM_TEMPLATE_
inline bool FINITE_STATE_MACHINE_::isState(const char* this_state) const
{
    if (0 == strcmp(currentState->getName(), this_state))    return true;
    
    return false;
}

FSM_TEMPLATE_
FINITE_STATE_MACHINE_::FiniteStateMachine() : totalStates(0), currentState(NULL)
{
}

FSM_TEMPLATE_
FINITE_STATE_MACHINE_::~FiniteStateMachine()
{
    if (itsStates != NULL)
    {
        // delete all its States
        for (int i = 0; i < totalStates; i++)
        {
            delete itsStates[i];
        }
    }
}

FSM_TEMPLATE_
void FINITE_STATE_MACHINE_::initialize(StateObjectType* owner, 
                                       const STATE_DEFINITION_* states, const int total_states,
                                       const TRANSITION_DEFINITION_* transitions, const int total_transitions,
                                       const char* this_state)
{
    itsStateObject = owner;

    for (int k = 0; k < total_states; k++)
    {
        addStates(states, total_states, transitions, total_transitions);
    }

    forceToState(this_state);
}

FSM_TEMPLATE_
void FINITE_STATE_MACHINE_::traverse(const int new_event)
{
    if (0 == totalStates)
    {
        return;
    }

    STATE_TRANSITION_* associated_transition = NULL;  
    STATE_* new_state = currentState->match(new_event, associated_transition);
        
    if (new_state != NULL && associated_transition != NULL)
    {
        StateBehaviour behaviour = associated_transition->getStateBehaviour();  

        if (actions == behaviour)
        {
            currentState->doExitAction(itsStateObject);
        }
    
        currentState = new_state;

        associated_transition->doAction(itsStateObject);

        if (actions == behaviour)
        {
            new_state->doEntryAction(itsStateObject);
        }
    }
}

FSM_TEMPLATE_
void FINITE_STATE_MACHINE_::forceToState(const char* state_name)
{
    for (int i = 0; i < totalStates; i++)
    {
        if (0 == strcmp(itsStates[i]->getName(), state_name))
        {
            currentState = itsStates[i];
            break;
        }
    } 
}

FSM_TEMPLATE_
void FINITE_STATE_MACHINE_::addStates(const STATE_DEFINITION_* states, const int total_states,
                                      const TRANSITION_DEFINITION_* &transitions, const int total_transitions)
{
    for (int i = 0; i < total_states; i++)
    {
            
            itsStates[i] = new STATE_(states[i].stateName, 
                                      states[i].stateEntryAction, 
                                      states[i].stateExitAction);
    }
    totalStates = total_states;

    for (int i = 0; i < total_states; i++)
    {
        itsStates[i]->addTransitions(transitions, total_transitions, itsStates, total_states);
    }
}

#endif