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FiniteStateMachine.cpp
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121 lines (107 loc) · 2.92 KB
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/*
||
|| @file FiniteStateMachine.cpp
|| @version 1.7
|| @author Alexander Brevig
|| @contact alexanderbrevig@gmail.com
||
|| @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)() ){
userEnter = 0;
userUpdate = updateFunction;
userExit = 0;
}
State::State( void (*enterFunction)(), void (*updateFunction)(), void (*exitFunction)() ){
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();
}
}
//END FINITE STATE
//FINITE STATE MACHINE
FiniteStateMachine::FiniteStateMachine(State& current){
needToTriggerEnter = true;
currentState = nextState = ¤t;
stateChangeTime = 0;
}
FiniteStateMachine& FiniteStateMachine::update() {
//simulate a transition to the first state
//this only happens the first time update is called
if (needToTriggerEnter) {
currentState->enter();
needToTriggerEnter = false;
} else {
if (currentState != nextState){
immediateTransitionTo(*nextState);
}
currentState->update();
}
return *this;
}
FiniteStateMachine& FiniteStateMachine::transitionTo(State& state){
nextState = &state;
stateChangeTime = millis();
return *this;
}
FiniteStateMachine& FiniteStateMachine::immediateTransitionTo(State& state){
currentState->exit();
currentState = nextState = &state;
currentState->enter();
stateChangeTime = millis();
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