Browse Source

Add State Machine

master
Tim Zeuner 1 year ago
parent
commit
7411bdc628
3 changed files with 124 additions and 1 deletions
  1. 1
    1
      CMakeLists.txt
  2. 54
    0
      lfr_state_machine.cpp
  3. 69
    0
      lfr_state_machine.h

+ 1
- 1
CMakeLists.txt View File

add_subdirectory(Communication) add_subdirectory(Communication)
add_subdirectory(Socket) add_subdirectory(Socket)


add_executable(lfr_central main.cpp)
add_executable(lfr_central main.cpp lfr_state_machine.cpp)


target_include_directories(lfr_central PRIVATE ${lfr_image_processing_SOURCE_DIRS}) target_include_directories(lfr_central PRIVATE ${lfr_image_processing_SOURCE_DIRS})
target_include_directories(lfr_central PRIVATE ${lfr_uart_SOURCE_DIRS}) target_include_directories(lfr_central PRIVATE ${lfr_uart_SOURCE_DIRS})

+ 54
- 0
lfr_state_machine.cpp View File

#include "lfr_state_machine.h"

/* void State::Idle::toggle(LFR_StateMachine* stateMachine)
{
stateMachine->setState()
} */

void State::Idle::enter(LFR_StateMachine* stateMachine)
{

}

void State::Idle::exit(LFR_StateMachine* stateMachine)
{
}

LFR_State& State::Idle::getInstance()
{
static State::Idle singleton;
return singleton;
}

void State::Autonomous::enter(LFR_StateMachine* stateMachine)
{

}

void State::Autonomous::exit(LFR_StateMachine* stateMachine)
{
stateMachine->setState(State::Idle::getInstance());
}

LFR_State& State::Autonomous::getInstance()
{
static State::Autonomous singleton;
return singleton;
}

void State::Manual::enter(LFR_StateMachine* stateMachine)
{

}

void State::Manual::exit(LFR_StateMachine* stateMachine)
{
stateMachine->setState(State::Idle::getInstance());
}

LFR_State& State::Manual::getInstance()
{
static State::Manual singleton;
return singleton;
}

+ 69
- 0
lfr_state_machine.h View File

#pragma once

class LFR_StateMachine;

class LFR_State
{
public:
virtual void enter(LFR_StateMachine* stateMachine) = 0;
virtual void exit(LFR_StateMachine* stateMachine) = 0;
virtual ~LFR_State() {}
};


namespace State
{
class Idle: public LFR_State
{
Idle() {}
Idle(const Idle& other) {};
Idle& operator= (const Idle& other);

public:
void enter(LFR_StateMachine*);
void exit(LFR_StateMachine*);
static LFR_State& getInstance();
};


class Autonomous: public LFR_State
{
Autonomous() {}
Autonomous(const Autonomous& other) {};
Autonomous& operator= (const Autonomous& other);

public:
void enter(LFR_StateMachine*);
void exit(LFR_StateMachine*);
static LFR_State& getInstance();
};


class Manual: public LFR_State
{
Manual() {}
Manual(const Manual& other) {};
Manual& operator= (const Manual& other);

public:
void enter(LFR_StateMachine*);
void exit(LFR_StateMachine*);
static LFR_State& getInstance();
};
}

class LFR_StateMachine
{
LFR_State* currentState;
public:
LFR_StateMachine(){
setState(State::Idle::getInstance());
}
inline LFR_State* getCurrentState() const {return currentState;}
void setState(LFR_State& newState)
{
currentState->exit(this);
currentState = &newState;
currentState->enter(this);
}
};

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