#if !defined(VOCAL_STATEINTERFACE_HXX)
#define VOCAL_STATEINTERFACE_HXX
/* ====================================================================
* The Vovida Software License, Version 1.0
*
* Copyright (c) 2000 Vovida Networks, Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* 3. The names "VOCAL", "Vovida Open Communication Application Library",
* and "Vovida Open Communication Application Library (VOCAL)" must
* not be used to endorse or promote products derived from this
* software without prior written permission. For written
* permission, please contact vocal@vovida.org.
*
* 4. Products derived from this software may not be called "VOCAL", nor
* may "VOCAL" appear in their name, without prior written
* permission of Vovida Networks, Inc.
*
* THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESSED OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE AND
* NON-INFRINGEMENT ARE DISCLAIMED. IN NO EVENT SHALL VOVIDA
* NETWORKS, INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT DAMAGES
* IN EXCESS OF $1,000, NOR FOR ANY INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
* USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*
* ====================================================================
*
* This software consists of voluntary contributions made by Vovida
* Networks, Inc. and many individuals on behalf of Vovida Networks,
* Inc. For more information on Vovida Networks, Inc., please see
* <http://www.vovida.org/>.
*
*/
static const char* const StateInterface_hxx_Version =
"$Id: StateInterface.hxx,v 1.2 2001/08/10 04:02:04 icahoon Exp $";
#include <map>
#include <string>
#include "Writer.hxx"
#include "Stimulus.hxx"
#include "NonCopyable.hxx"
/** Infrastructure common to VOCAL.
*/
namespace Vocal
{
/** Infrastructure in VOCAL related to "algorithms and the assignment of
* responsibilities between objects".<br><br>
*
* See Design Patterns, ISBN 0-201-63361-2, Chapter 5.
*/
namespace Behavioral
{
class Action;
/** A concrete class representing a state in a finite state machine.<br><br>
*
* The state allows an entry Action to be specified such that upon entry
* into the state, the entry action will be executed. The state also allows
* an exit action to be specified such that upon leaving the state, the
* exit action will be executed.<br><br>
*
* A state will respond to a given Stimulus by performing a series of Actions
*
*
*
* @see Vocal::Behavioral::Stimulus
* @see Vocal::Behavioral::Context
* @see Vocal::Behavioral::Action
*/
class StateInterface : public Vocal::IO::Writer, public Vocal::NonCopyable
{
public:
/** Contruct the state, given an optional name, given an optional
* entry action, and given an optional exit action.
*/
StateInterface(
const char * name = 0,
Action * entry = 0,
Action * exit = 0
);
/** Virtual destructor.
*/
virtual ~StateInterface();
/** For the given Stimulus, the Action will be executed, and the
* state machine will transition to the nextState.
*/
void addAction(
const Stimulus & stimulus,
Action & action,
StateInterface & nextState
);
/** For the given Stimulus, the Action will be executed. If the
* Action was successful, it will transition to the nextState,
* otherwise it will transition to the nextStateOnFail.
*
* This is used only for conditional state transitions, where
* an action may fail depending on external data associated
* with the stimulus.
*/
void addAction(
const Stimulus & stimulus,
Action & action,
StateInterface & nextState,
StateInterface & nextStateOnFail
);
/** Associate an entry action to be performed.
*/
void entryAction(Action &);
/** Associate an exit action to be performed.
*/
void exitAction(Action &);
/** Called when entering this state.
*/
virtual void enter() throw ();
/** Called to handle the given stimulus.
*/
StateInterface & stimulate(
const Stimulus & stimulus
) throw ();
/** Called when exiting the state.
*/
virtual void exit() throw();
/** Write the state to an ostream.
*/
virtual ostream & writeTo(ostream &) const;
/** Returns the instance specific name, if given during construction.
*/
virtual const string & name() const;
private:
class StimulusData
{
public:
StimulusData(
Action & action,
StateInterface & nextState,
StateInterface * nextStateOnFail
);
Action & action_;
StateInterface & nextState_;
StateInterface * nextStateOnFail_;
};
typedef map<Stimulus, StimulusData> StimulusTable;
typedef pair<Stimulus, StimulusData> StimulusPair;
StimulusTable stimulusTable_;
string myName;
Action * myEntry;
Action * myExit;
};
} // namespace Behavioral
} // namespace Vocal
#endif // !defined(VOCAL_STATEINTERFACE_HXX)
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