API Reference
#include <tinyfsm.hpp>
Class Diagram
.......
+--------------------------------------: T :
| tinyfsm::FsmList :.....:
+-----------------------------------------|
| [+] set_initial_state() <<static>> |
| [+] reset() <<static>> |
| [+] enter() <<static>> |
| [+] start() <<static>> |
| [+] dispatch(Event) <<static>> |
+-----------------------------------------+
.......
+--------------------------------------: T :
| tinyfsm::Fsm :.....:
+-----------------------------------------|
| [+] state<S>() <<static>> |
| [+] set_initial_state() <<static>> |
| [+] reset() <<static>> |
| [+] enter() <<static>> |
| [+] start() <<static>> |
| [+] dispatch(Event) <<static>> |
| [#] transit<S>() |
| [#] transit<S>(Action) |
| [#] transit<S>(Action, Condition) |
+-----------------------------------------+
#
|
|
+---------------------+
| MyFSM |
+---------------------+
| [+] entry() |
| [+] exit() |
| [+] react(EventX) |
| [+] react(EventY) |
| ... |
+---------------------+
#
|
+-------------+-------------+
| | |
+---------+ +---------+ +---------+
| State_A | | State_B | | ... |
+---------+ +---------+ +---------+
[#] protected
[+] public
[-] private
template< typename F > class Fsm
State Machine Functions
template< typename S > static constexpr S & state(void)
Returns a reference to a (implicitly instantiated) state S. Allows low-level access to all states;
static void set_initial_state(void)
Function prototype, must be defined (explicit template specialization) for every state machine class (e.g. by using the
FSM_INITIAL_STATE(fsm, state
) macro). Sets current state to initial (start) state.static void reset(void)
Empty function, can be overridden by state machine class in order to perform custom initialization (e.g. set static state machine variables, or reset states using
StateList<MyStates...>::reset()
) or directly via thestate<MyState>()
instance).Note that this function is NOT called on start().
See example:
/examples/api/resetting_switch.cpp
static void enter(void)
Helper function, usually not needed to be used directly: calls entry() function of current state.
static void start()
Sets the initial (start) state and calls its entry() function.
template< typename E > static void dispatch(E const &)
Dispatch an event to the current state of this state machine.
State Transition Functions
template< typename S > void transit(void)
Transit to a new state:
- Call exit() function on current state
- Set new current state to S
- Call entry() function on new state
template< typename S, typename ActionFunction > void transit(ActionFunction)
Transit to a new state, with action function:
- Call exit() function on current state
- Call ActionFunction
- Set new current state to S
- Call entry() function on new state
template< typename S, typename ActionFunction, typename ConditionFunction > void transit(ActionFunction, ConditionFunction)
Transit to a new state only if ConditionFunction returns true. Shortcut for:
if(ConditionFunction()) transit<S>(ActionFunction);
.
Derived Classes
template< typename F > class MooreMachine
Moore state machines have entry actions, but no exit actions:
virtual void entry(void) { }
Entry action, not enforcing. Can be enforced by declaring pure virtual:
virtual void entry(void) = 0
void exit(void) { }
No exit actions.
See example: /examples/api/more_machine.cpp
template< typename F > class MealyMachine
Mealy state machines do not have entry/exit actions:
void entry(void) { }
No entry actions.
void exit(void) { }
No exit actions.
Input actions are modeled in react(), conditional dependent of event
type or payload and using transit<>(ActionFunction)
.
See example: /examples/api/mealy_machine.cpp
template< typename... FF > struct FsmList
static void set_initial_state(void)
Calls set_initial_state() on all state machines in the list.
static void reset()
Calls reset() on all state machines in the list.
static void enter()
Calls enter() on all state machines in the list.
static void start()
Sets the initial (start) state for all state machines in list, then call all entry() functions.
template< typename E > static void dispatch(E const &)
Dispatch an event to the current state of all the state machines in the list.
template< typename... SS > struct StateList
static void reset(void)
Re-instantiate all states in the list, using copy-constructor.
See example:
/examples/api/resetting_switch.cpp