Created
November 16, 2014 23:19
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#ifndef STM_ENGINE | |
#define STM_ENGINE | |
namespace Infrastructure | |
{ | |
enum EventActionResult { EventFailed, EventProcessed }; | |
template<class T> | |
class State | |
{ | |
public: | |
char InputEvent; | |
State<T> * NextState; | |
EventActionResult (T::*Action)( char event ); | |
State<T> * ErrorState; | |
}; | |
#define ANY '*' | |
template<class T> | |
class StateMachine | |
{ | |
private: | |
State<T> * init; | |
State<T> * current; | |
T * target; | |
public: | |
StateMachine() | |
{} | |
void Init( T * _target, State<T> * initialState ) | |
{ | |
init = current = initialState; | |
target = _target; | |
} | |
void Reset() | |
{ | |
current = init; | |
} | |
void ProcessEvent( char event ) | |
{ | |
for( State<T> * p = this->current; p->NextState != NULL; p++ ) | |
{ | |
if( p->InputEvent == event || p->InputEvent == ANY ) | |
{ | |
if( p->Action != NULL ) | |
{ | |
if( EventFailed == (this->target->*(p->Action))( event ) ) | |
{ | |
if( p->ErrorState != NULL ) | |
{ | |
//Only if there's an errorstate defined. Otherwise, just do nothing | |
this->current = p->ErrorState; | |
} | |
return; | |
} | |
} | |
this->current = p->NextState; | |
return; | |
} | |
} | |
//Event not found. Do nothing | |
return; | |
} | |
}; | |
} | |
#endif |
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