📄 fsm.h
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/*************************************************************************************************
** Project: FSMGenerator
** Package: FSMApi
** Module: FSMApi::Cpp
** File: FSM.h
** Date: 2002.08.01
** Author: Pavel Bekkerman (chpavel@tx.technion.ac.il)
** Copyright: Copyright (C) 2002 Pavel Bekkerman
** License:
** 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 2 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.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
**
** Contact: Pavel Bekkerman (chpavel@tx.technion.ac.il)
*************************************************************************************************/
#ifndef _FSM_H
#define _FSM_H
#include "AbstractFSM.h"
namespace FSMApi
{
class FSM
{
protected:
AbstractFSM& m_fsm;
bool m_bFinal;
protected:
int idStateCurrent;
public:
// interface
FSM( AbstractFSM & fsm )
: m_bFinal( false ), m_fsm( fsm )
{
}
virtual ~FSM()
{
}
bool IsFinal() throw() // throws FSMException
{
return m_bFinal;
}
void Initialize() throw() // throws FSMException
{
try
{
idStateCurrent = m_fsm._getStartState();
m_fsm._processStateEnter( idStateCurrent );
m_bFinal = m_fsm._isFinalState( idStateCurrent );
}
catch( FSMException& e )
{
throw e;
}
}
void Process( int idEvent ) throw() // throws FSMException
{
FSMIDPair idpair;
try
{
m_fsm._processEvent( idEvent );
idpair = m_fsm._getNextIncarnation( idStateCurrent, idEvent );
// PB: Commented out
// Even if the next state is the current state (staying in the state), we should exit the state, take transition, and reneter the state!!!
// if( idpair.idSecond == idStateCurrent )
// return;
m_fsm._processStateExit( idStateCurrent );
m_fsm._processTransition( idpair.idFirst );
idStateCurrent = idpair.idSecond;
m_fsm._processStateEnter( idStateCurrent );
m_bFinal = m_fsm._isFinalState( idStateCurrent );
}
catch( FSMException& e )
{
throw e;
}
}
void Attach( FSM fsm ) throw() // throws FSMException
{
}
void Finalize() throw() // throws FSMException
{
}
}; // class
} // namespace FSMGenerator
#endif // _FSM_H
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