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FiniteStateMachine.cpp
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/*
||
|| @file FiniteStateMachine.cpp
|| @version 1.7
|| @author Alexander Brevig
|| @contact [email protected]
||
|| @description
|| | Provide an easy way of making finite state machines
|| #
||
|| @license
|| | This library is free software; you can redistribute it and/or
|| | modify it under the terms of the GNU Lesser General Public
|| | License as published by the Free Software Foundation; version
|| | 2.1 of the License.
|| |
|| | This library 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
|| | Lesser General Public License for more details.
|| |
|| | You should have received a copy of the GNU Lesser General Public
|| | License along with this library; if not, write to the Free Software
|| | Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|| #
||
*/
#include "FiniteStateMachine.h"
// FINITE STATE
State::State(void (*updateFunction)()) {
init(0, 0, updateFunction, 0);
}
State::State(int id, void (*updateFunction)()) {
init(id, 0, updateFunction, 0);
}
State::State(int id, void (*enterFunction)(), void (*updateFunction)(),
void (*exitFunction)()) {
init(id, enterFunction, updateFunction, exitFunction);
}
void State::init(int id, void (*enterFunction)(), void (*updateFunction)(),
void (*exitFunction)()) {
_id = id;
userEnter = enterFunction;
userUpdate = updateFunction;
userExit = exitFunction;
}
// what to do when entering this state
void State::enter() {
if (userEnter) {
userEnter();
}
}
// what to do when this state updates
void State::update() {
if (userUpdate) {
userUpdate();
}
}
// what to do when exiting this state
void State::exit() {
if (userExit) {
userExit();
}
}
int State::id() { return _id; }
// END FINITE STATE
// FINITE STATE MACHINE
FiniteStateMachine::FiniteStateMachine(State ¤t) {
currentState = nextState = ¤t;
stateChangeTime = 0;
}
FiniteStateMachine &FiniteStateMachine::update() {
if (currentState != nextState) {
currentState->exit();
currentState = nextState;
currentState->enter();
stateChangeTime = millis();
}
currentState->update();
return *this;
}
FiniteStateMachine &FiniteStateMachine::transitionTo(State &state) {
nextState = &state;
return *this;
}
FiniteStateMachine &FiniteStateMachine::immediateTransitionTo(State &state) {
currentState = nextState = &state;
currentState->enter();
return *this;
}
// return the current state
State &FiniteStateMachine::getCurrentState() { return *currentState; }
// check if state is equal to the currentState
boolean FiniteStateMachine::isInState(State &state) const {
if (&state == currentState) {
return true;
} else {
return false;
}
}
unsigned long FiniteStateMachine::timeInCurrentState() {
millis() - stateChangeTime;
}
// END FINITE STATE MACHINE