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Overview Extended Tutorial · andrew-gresyk/FFSM2 Wiki · GitHub
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Overview Extended Tutorial
Andrew Gresyk edited this page Apr 1, 2022
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Configure optional FFSM2 functionality using #defines (in this case we're using plans to make transition cycle more straightforward):
#define FFSM2_ENABLE_PLANS
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Include FFSM2 header:
#include <ffsm2/machine_dev.hpp>
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Define interface class between the state machine and its host (also ok to use the host object itself):
struct Context { bool powerOn; };
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Define type configuration:
using Config = ffsm2::Config::ContextT<Context>;
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Define
ffsm2::MachineT<>
alias for convenience:using M = ffsm2::MachineT<Config>;
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Declare state machine structure. States need to be forward declared, e.g. with a magic macro:
#define S(s) struct s using FSM = M::Root<S(On), S(Off), // initial state S(Red), S(Yellow), S(Green), S(Done) >; #undef S
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While FFSM2 transitions aren't event-based, events can be used to have FSM react to external stimuli:
struct Event {};
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Define states and override required state methods:
struct Off : FSM::State { // called before state activation, use to re-route transitions void entryGuard(FullControl& control) { // access shared data if (control.context().powerOn) // initiate a transition into 'On' region control.changeTo<Red>(); } // called on state deactivation void exit(PlanControl& /*control*/) {} }; struct On : FSM::State { // called on state activation void enter(PlanControl& control) { // access the plan for the region auto plan = control.plan(); // sequence plan steps, executed when the previous state succeeds plan.change<Red, Yellow>(); plan.change<Yellow, Green>(); plan.change<Green, Yellow>(); plan.change<Yellow, Red>(); } // called on state deactivation void exit(PlanControl& /*control*/) {} // called on the successful completion of all plan steps void planSucceeded(FullControl& control) { control.changeTo<Done>(); } // called if any of the plan steps fails void planFailed(FullControl& /*control*/) {} }; struct Red : FSM::State { // called on periodic state machine updates void update(FullControl& control) { // notify successful completion of the plan step control.succeed(); // plan will advance to the 'Yellow' state } }; struct Yellow : FSM::State { void update(FullControl& control) { // plan will advance to the 'Green' state on the first entry // and 'Red' state on the second one control.succeed(); } }; struct Green : FSM::State { // called on external events void react(const Event&, FullControl& control) { // advance to the next plan step control.succeed(); } }; struct Done : FSM::State {};
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Write the client code to use your new state machine:
TEST_CASE("Wiki.Tutorial") { // Create context and state machine instances: Context context; context.powerOn = true; FSM::Instance fsm{context}; REQUIRE(fsm.isActive<Red>()); // On's initial sub-state fsm.update(); REQUIRE(fsm.isActive<Yellow>()); // 1st setp of On's plan fsm.update(); REQUIRE(fsm.isActive<Green>()); // 2nd setp of On's plan fsm.react(Event{}); REQUIRE(fsm.isActive<Yellow>()); // 3rd setp of On's plan fsm.update(); REQUIRE(fsm.isActive<Red>()); // 4th setp of On's plan fsm.update(); REQUIRE(fsm.isActive<Done>()); // activated by On::planSucceeded() }
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