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

StateTransition.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_STATETRANSITION_H
#define SNATCH59_STATETRANSITION_H

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

STATE_TEMPLATE_ class State;

#include "State.h"
 
STATE_TEMPLATE_
class StateTransition
{
    
public:
    StateTransition(int event_id, ActionPtrType action, STATE_* state_ptr, StateBehaviour behaviour);
    
    STATE_* match(const int event_id) const;
    void doAction(StateObjectType* &its_state_object) const;
    StateBehaviour getStateBehaviour() const;
    
private:
    int eventId;
    ActionPtrType action;
    STATE_* newState;
    StateBehaviour mode;
};

STATE_TEMPLATE_
inline STATE_* STATE_TRANSITION_::match(const int event_id) const
{
    if (eventId == event_id)    return newState;
    
    return NULL;
}

STATE_TEMPLATE_
inline StateBehaviour STATE_TRANSITION_::getStateBehaviour() const
{
    return mode;
}

STATE_TEMPLATE_
STATE_TRANSITION_::StateTransition(int event_id, ActionPtrType action_ptr, STATE_* state_ptr, StateBehaviour behaviour) : 
    eventId(event_id), action(action_ptr), newState(state_ptr), mode(behaviour)
{
}

STATE_TEMPLATE_
void STATE_TRANSITION_::doAction(StateObjectType* &its_state_object) const
{
    if (action != NULL)
    {
        (its_state_object->*action)( );
    }
}

#endif