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#1422 in Algorithms

MIT license

11KB
113 lines

MIT licensed Version

Rust etsm

Tiny state machine for rust, see etsm

Description

Implement a bare bones state machine in many languages. This library aim to be simple as possible and support only basic features:

  • states on object (owner)
  • optional enter/exit methods
  • virtual state user methods
  • is in
  • unrestricted transitions
  • no runtime allocation

Install

Add the following line to your Cargo.toml file:

[dependencies]
etsm = "x.y.z"

latest version: Version

Or

Add this file directly into your project: etsm

Examples

Simple

Declare state machine

use etsm::*;
state_machine!(
    Foo,
    State {
        {A, Some(Foo::enter_a), Some(Foo::exit_a)},
        {B, Some(Foo::enter_b), None}
    }
);

Instanciate the state machine in your struct

struct Foo {
    state_machine: StateMachine<State>,
}

impl Foo {
    fn new() -> Foo {
        Foo {
            state_machine: StateMachine::new(),
        }
    }
}

Add enter/exit callbacks

impl Foo {
    //...
    fn enter_a(&mut self) {
        print!(" ->A ");
    }

    fn exit_a(&mut self) {
        print!(" A-> ");
    }

    fn enter_b(&mut self) {
        print!(" ->B ");
    }
}

Execute transitions

    fn run(&mut self) {
        transition!(self, state_machine, Some(State::A));
        transition!(self, state_machine, Some(State::B));
        transition!(self, state_machine, None);
    }

Output: " ->A A-> ->B "
Sample: ab

Virtual State Methods

Declare state machine with data, you might use any type of data, view this data as static data for each state.

state_machine!(
    Foo,
    Data,
    State {
        // state, enter, exit, data
        {  A,     None,  None, Some(Data { run : Foo::run_a })},
        {  B,     None,  None, Some(Data { run : Foo::run_b })}
    }
);

Declare the statedata struct

struct Data {
    run: fn(&mut Foo),
}

Implement Foo

struct Foo {
    state_machine: StateMachine<State>,
}

impl Foo {
    fn new() -> Foo {
        Foo {
            state_machine: StateMachine::new(),
        }
    }

    fn run_a(&mut self) {
        print!(" A ");
    }

    fn run_b(&mut self) {
        print!(" B ");
    }

    fn run(&mut self) {
        // call run on the current state
        if let Some(statedata) = get_statedata(&self.state_machine) {
            (statedata.run)(self);
        }
    }
}

Call method run on Foo that forward it to the current state

#[test]
fn virtual_call() {
    let mut foo = Foo::new();

    transition!(&mut foo, state_machine, Some(State::A));
    foo.run();

    transition!(&mut foo, state_machine, Some(State::B));
    foo.run();
}

Output: " A B "
Sample: virtual_call

No runtime deps