/***************************************************************************** * fsm.hpp ***************************************************************************** * Copyright (C) 2003 the VideoLAN team * $Id$ * * Authors: Cyril Deguet * Olivier Teulière * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA. *****************************************************************************/ #ifndef FSM_HPP #define FSM_HPP #include "../src/skin_common.hpp" #include #include #include class EvtGeneric; class CmdGeneric; /// This class implements a Finite State Machine (FSM) class FSM: public SkinObject { public: FSM( intf_thread_t *pIntf ): SkinObject( pIntf ) { } virtual ~FSM() { } /// Add a state to the machine void addState( const std::string &state ); /// Add a transition to the machine void addTransition( const std::string &state1, const std::string &event, const std::string &state2, CmdGeneric *pCmd = NULL ); /// Retrieve the current state const std::string &getState() const { return m_currentState; } /// Set the current state, without bothering about transitions void setState( const std::string &state ); /// Find a transition from the current state with the input event, /// change the state, and call the associated callback (if any). void handleTransition( const std::string &event ); private: /// A Key_t contains the initial state of a transition, and a string /// characterizing an event (for example: "mouse:left:down:ctrl") typedef std::pair Key_t; /// A Data_t contains the final state of a transition, and a callback /// to execute when the transition is applied typedef std::pair Data_t; /// Current state of the machine std::string m_currentState; /// Set containing the different states std::set m_states; /// Map containing the different transitions between defined types /// It associates a final state (and potentially a callback) /// with a couple of the form: (currentState, triggerEvent) std::map m_transitions; }; #endif