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00001 //-*-c++-*- 00002 #ifndef INCLUDED_StateNode_h_ 00003 #define INCLUDED_StateNode_h_ 00004 00005 #include "Transition.h" 00006 #include "Behaviors/BehaviorBase.h" 00007 #include <vector> 00008 #include <string> 00009 00010 //! Recursive data structure - both a state machine controller as well as a node within a state machine itself 00011 /*! Override setup() to setup your own Transition and StateNode network.*/ 00012 class StateNode : public BehaviorBase { 00013 public: 00014 //!constructor 00015 StateNode() : BehaviorBase(), parent(NULL), transitions(), issetup(false), retain(true), nodes(), name("?") {} 00016 00017 //!constructor, pass a name to use, calls setName(n) 00018 StateNode(const char* n, StateNode* p=NULL) : BehaviorBase(), parent(p), transitions(), issetup(false), retain(true), nodes(), name(NULL) { 00019 setName(n); 00020 } 00021 00022 //!destructor, frees memory used by its outgoing transitions (be careful of incoming ones - they're still around!), and calls RemoveReference() on subnodes 00023 virtual ~StateNode(); 00024 00025 //!Adds the specified StateTransition to the transition table 00026 virtual void addTransition(Transition* trans); 00027 00028 //!Returns the std::vector of transitions so you can modify them yourself if need be 00029 std::vector<Transition*>& getTransitions() { return transitions; } 00030 00031 //!Adds a StateNode to #nodes so it can be automatically deleted later, returns what it's passed (for convenience), calls AddReference() on @a node 00032 virtual StateNode* addNode(StateNode* node) { nodes.push_back(node); node->AddReference(); return node; } 00033 00034 //!Returns the std::vector of nodes so you can modify them yourself if need be 00035 std::vector<StateNode*>& getNodes() { return nodes; } 00036 00037 //!Sets the retain flag - if not retained, will RemoveReference() subnodes upon DoStop() and recreate them on DoStart (by calling setup()) - may be too expensive to be worth saving memory... 00038 void setRetain(bool f) { retain=f; } 00039 00040 //!Transitions should call this when you are entering the state, so it can enable its transitions 00041 void DoStart(); 00042 00043 //!This is called by DoStart() when you should setup the network 00044 virtual void setup() {issetup=true;} 00045 00046 //!Transitions should call this when you are leaving the state, so it can disable its transitions 00047 void DoStop(); 00048 00049 //!set name to @a n. Makes a copy of @a n, so you can throw it away later. 00050 void setName(const std::string& n); 00051 00052 //!returns name of StateNode 00053 virtual std::string getName() const { return name; } 00054 00055 //!returns name again (you should override this for top-level nodes to give users better descriptions) 00056 virtual std::string getDescription() const { return name; } 00057 00058 //!Doesn't do anything, supplied here so you don't have to (since events will probably be going to Transition's, not here) 00059 virtual void processEvent(const EventBase&) {} 00060 00061 //!called by a subnode when it is being DoStart()'ed 00062 void transitionTo(StateNode* n); 00063 00064 //!called by a subnode when it is being DoStop()'ed 00065 void transitionFrom(StateNode* n); 00066 00067 protected: 00068 //Node Stuff: 00069 //! pointer to the machine that contains this node 00070 StateNode* parent; 00071 //! a vector of outgoing transitions 00072 std::vector<Transition*> transitions; 00073 00074 //Machine Stuff: 00075 //! this is set to true if the network has been setup but not destroyed (i.e. don't need to call setupSubNodes again) 00076 bool issetup; 00077 //! this is set to true if the network should be retained between activations. Otherwise it's deleted upon DoStop(). (or at least RemoveReference() is called on subnodes) 00078 bool retain; 00079 //! vector of StateNodes, just so they can be deleted again on DoStop() (unless retained) or ~StateNode() 00080 std::vector<StateNode*> nodes; 00081 00082 //Behavior Stuff: 00083 //! holds the name of the Node/Machine 00084 std::string name; 00085 00086 private: 00087 StateNode(const StateNode& node); //!< don't call this 00088 StateNode operator=(const StateNode& node); //!< don't call this 00089 }; 00090 00091 /*! @file 00092 * @brief Describes StateNode, which is both a state machine controller as well as a node within a state machine itself 00093 * @author ejt (Creator) 00094 * 00095 * $Author: ejt $ 00096 * $Name: tekkotsu-1_4_1 $ 00097 * $Revision: 1.2 $ 00098 * $State: Exp $ 00099 * $Date: 2003/06/05 17:03:09 $ 00100 */ 00101 00102 #endif
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