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StateMachine.cpp
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StateMachine.cpp
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#include "StateMachine.h"
//----------------------------------------------------------------------------
// StateMachine
//----------------------------------------------------------------------------
StateMachine::StateMachine(BYTE maxStates, BYTE initialState) :
MAX_STATES(maxStates),
m_currentState(initialState),
m_newState(FALSE),
m_eventGenerated(FALSE),
m_pEventData(NULL)
{
ASSERT_TRUE(MAX_STATES < EVENT_IGNORED);
}
//----------------------------------------------------------------------------
// ExternalEvent
//----------------------------------------------------------------------------
void StateMachine::ExternalEvent(BYTE newState, const EventData* pData)
{
// If we are supposed to ignore this event
if (newState == EVENT_IGNORED)
{
#ifndef EXTERNAL_EVENT_NO_HEAP_DATA
// Just delete the event data, if any
if (pData != NULL)
delete pData;
#endif
}
else
{
// TODO - capture software lock here for thread-safety if necessary
#ifdef EXTERNAL_EVENT_NO_HEAP_DATA
EventData data;
if (pData == NULL)
pData = &data;
#endif
// Generate the event
InternalEvent(newState, pData);
// Execute the state engine. This function call will only return
// when all state machine events are processed.
StateEngine();
// TODO - release software lock here
}
}
//----------------------------------------------------------------------------
// InternalEvent
//----------------------------------------------------------------------------
void StateMachine::InternalEvent(BYTE newState, const EventData* pData)
{
if (pData == NULL)
pData = new NoEventData();
m_pEventData = pData;
m_eventGenerated = TRUE;
m_newState = newState;
}
//----------------------------------------------------------------------------
// StateEngine
//----------------------------------------------------------------------------
void StateMachine::StateEngine(void)
{
const StateMapRow* pStateMap = GetStateMap();
if (pStateMap != NULL)
StateEngine(pStateMap);
else
{
const StateMapRowEx* pStateMapEx = GetStateMapEx();
if (pStateMapEx != NULL)
StateEngine(pStateMapEx);
else
ASSERT();
}
}
//----------------------------------------------------------------------------
// StateEngine
//----------------------------------------------------------------------------
void StateMachine::StateEngine(const StateMapRow* const pStateMap)
{
#if EXTERNAL_EVENT_NO_HEAP_DATA
BOOL externalEvent = TRUE;
#endif
const EventData* pDataTemp = NULL;
// While events are being generated keep executing states
while (m_eventGenerated)
{
// Error check that the new state is valid before proceeding
ASSERT_TRUE(m_newState < MAX_STATES);
// Get the pointer from the state map
const StateBase* state = pStateMap[m_newState].State;
// Copy of event data pointer
pDataTemp = m_pEventData;
// Event data used up, reset the pointer
m_pEventData = NULL;
// Event used up, reset the flag
m_eventGenerated = FALSE;
// Switch to the new current state
SetCurrentState(m_newState);
// Execute the state action passing in event data
ASSERT_TRUE(state != NULL);
state->InvokeStateAction(this, pDataTemp);
// If event data was used, then delete it
#if EXTERNAL_EVENT_NO_HEAP_DATA
if (pDataTemp)
{
if (!externalEvent)
delete pDataTemp;
pDataTemp = NULL;
}
externalEvent = FALSE;
#else
if (pDataTemp)
{
delete pDataTemp;
pDataTemp = NULL;
}
#endif
}
}
//----------------------------------------------------------------------------
// StateEngine
//----------------------------------------------------------------------------
void StateMachine::StateEngine(const StateMapRowEx* const pStateMapEx)
{
#if EXTERNAL_EVENT_NO_HEAP_DATA
BOOL externalEvent = TRUE;
#endif
const EventData* pDataTemp = NULL;
// While events are being generated keep executing states
while (m_eventGenerated)
{
// Error check that the new state is valid before proceeding
ASSERT_TRUE(m_newState < MAX_STATES);
// Get the pointers from the state map
const StateBase* state = pStateMapEx[m_newState].State;
const GuardBase* guard = pStateMapEx[m_newState].Guard;
const EntryBase* entry = pStateMapEx[m_newState].Entry;
const ExitBase* exit = pStateMapEx[m_currentState].Exit;
// Copy of event data pointer
pDataTemp = m_pEventData;
// Event data used up, reset the pointer
m_pEventData = NULL;
// Event used up, reset the flag
m_eventGenerated = FALSE;
// Execute the guard condition
BOOL guardResult = TRUE;
if (guard != NULL)
guardResult = guard->InvokeGuardCondition(this, pDataTemp);
// If the guard condition succeeds
if (guardResult == TRUE)
{
// Transitioning to a new state?
if (m_newState != m_currentState)
{
// Execute the state exit action on current state before switching to new state
if (exit != NULL)
exit->InvokeExitAction(this);
// Execute the state entry action on the new state
if (entry != NULL)
entry->InvokeEntryAction(this, pDataTemp);
// Ensure exit/entry actions didn't call InternalEvent by accident
ASSERT_TRUE(m_eventGenerated == FALSE);
}
// Switch to the new current state
SetCurrentState(m_newState);
// Execute the state action passing in event data
ASSERT_TRUE(state != NULL);
state->InvokeStateAction(this, pDataTemp);
}
// If event data was used, then delete it
#if EXTERNAL_EVENT_NO_HEAP_DATA
if (pDataTemp)
{
if (!externalEvent)
delete pDataTemp;
pDataTemp = NULL;
}
externalEvent = FALSE;
#else
if (pDataTemp)
{
delete pDataTemp;
pDataTemp = NULL;
}
#endif
}
}