📄 fsm.hpp
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/***************************************************************************** * fsm.hpp ***************************************************************************** * Copyright (C) 2003 VideoLAN * $Id: fsm.hpp 9641 2004-12-22 13:06:43Z gbazin $ * * Authors: Cyril Deguet <asmax@via.ecp.fr> * Olivier Teuli鑢e <ipkiss@via.ecp.fr> * * 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, USA. *****************************************************************************/#ifndef FSM_HPP#define FSM_HPP#include "../src/skin_common.hpp"#include <string>#include <map>#include <set>class EvtGeneric;/// This class implements a Finite State Machine (FSM)class FSM: public SkinObject{ public: FSM( intf_thread_t *pIntf ): SkinObject( pIntf ) {} virtual ~FSM() {} /// Add a state to the machine void addState( const string &state ); /// Add a transition to the machine void addTransition( const string &state1, const string &event, const string &state2, Callback *pCmd = NULL ); /// Retrieve the current state const string &getState() const { return m_currentState; } /// Set the current state, without bothering about transitions void setState( const string &state ); /// Find a transition from the current state with the input event, /// change the state, and call the associated callback (if any). void handleTransition( const string &event ); private: /// A Key_t contains the initial state of a transition, and a string /// characterizing an event (for example: "mouse:left:down:ctrl") typedef pair<string, string> Key_t; /// A Data_t contains the final state of a transition, and a callback /// to execute when the transition is applied typedef pair<string, Callback*> Data_t; /// Current state of the machine string m_currentState; /// Set containing the different states set<string> m_states; /// Map containing the different transitions between defined types /// It associates a final state (and potentially a callback) /// with a couple of the form: (currentState, triggerEvent) map<Key_t, Data_t> m_transitions;};#endif
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