ScummVM API documentation
statemachine.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MEDIASTATION_STATEMACHINE_H
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#define MEDIASTATION_STATEMACHINE_H
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#include "common/textconsole.h"
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#include "common/queue.h"
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namespace
MediaStation
{
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template
<
typename
EventType>
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struct
StateMachineEvent
{
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EventType eventType;
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};
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// The original had a very generalized finite state machine supported by state matrix, function pointer,
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// and other classes, but that was judged needlessly complex to reimplement here. The state transition logic
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// is embedded directly into this class.
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template
<
typename
StateType,
typename
EventType>
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class
StateMachine
{
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public
:
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virtual
~
StateMachine
() {};
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void
queueEvent(EventType event);
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void
runIfNotNested();
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void
executeForever();
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protected
:
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StateType _currentState = StateType();
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Common::Queue<EventType>
_events;
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bool
_handlingEvents =
false
;
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virtual
void
executeNextState(EventType eventType) = 0;
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void
warnOnInvalidTransition(EventType eventType);
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};
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template
<
typename
StateType,
typename
EventType>
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void
StateMachine<StateType, EventType>::queueEvent
(EventType event) {
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_events.push(event);
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}
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template
<
typename
StateType,
typename
EventType>
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void
StateMachine<StateType, EventType>::runIfNotNested
() {
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if
(!_handlingEvents) {
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_handlingEvents =
true
;
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executeForever();
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_handlingEvents =
false
;
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}
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}
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template
<
typename
StateType,
typename
EventType>
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void
StateMachine<StateType, EventType>::executeForever
() {
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while
(!_events.empty()) {
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EventType eventType = _events.pop();
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executeNextState(eventType);
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}
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}
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template
<
typename
StateType,
typename
EventType>
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void
StateMachine<StateType, EventType>::warnOnInvalidTransition
(EventType eventType) {
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warning
(
"Got invalid event %d for state %d"
, static_cast<uint>(eventType), static_cast<uint>(_currentState));
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}
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}
// End of namespace MediaStation
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#endif
MediaStation
Definition:
actor.h:34
warning
void warning(MSVC_PRINTF const char *s,...) GCC_PRINTF(1
Common::Queue< EventType >
MediaStation::StateMachineEvent
Definition:
statemachine.h:31
MediaStation::StateMachine
Definition:
statemachine.h:39
engines
mediastation
statemachine.h
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