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#![doc = include_str!("../README.md")]
use proc_macro::TokenStream;
use proc_macro2::Ident;
use quote::quote;
use syn::ItemFn;
use crate::generators::{StateMachineToTokens, MessagesToTokens};
mod generators;
mod parsers;
mod types;
mod trace;
use crate::types::{MatchStateEntry, Machine, TryMachine, Messages};
/// Generates a state machine from a given state machine definition.
///
/// The state machine definition is expected too hold to the following pattern:
/// ```ignore
/// add_state_machine!(
/// StateMachineName,
/// InitialState,
/// [State1, State2, StateN, ...],
/// [StateN => StateN, ...]
/// );
///```
/// - StateMachineName: Defines the name of the state machine.
/// - InitialState: The initial state the state machine will start with.
/// - [State1, State2, StateN, ...]: Specifies all state structs that will be known to the state machine. Each state must implement the ``` State ``` trait.
/// - [StateN => StateN, ...]: Defines all transitions between states that can occur. For each transition, the state must implement the according ``` Transition ``` trait.
///
/// An example might look like this:
/// ```rust
/// # use sfsm_proc::add_state_machine;
/// # use sfsm_base::non_fallible::*;
/// # use sfsm_base::*;
/// # use std::marker::PhantomData;
/// # #[derive(Debug)]
/// # struct Ascent {}
/// # #[derive(Debug)]
/// # struct Descent {}
/// # #[derive(Debug)]
/// # struct Action<T> {
/// # phantom: PhantomData<T>
/// # }
/// # impl State for Action<Ascent> { }
/// # impl State for Action<Descent> { }
/// #
/// # impl Into<Action<Ascent>> for Action<Descent> {
/// # fn into(self) -> Action<Ascent> {
/// # todo!()
/// # }
/// # }
/// # impl Transition<Action<Ascent>> for Action<Descent> {
/// # fn guard(&self) -> TransitGuard {
/// # todo!()
/// # }
/// # }
/// #
/// # impl Into<Action<Descent>> for Action<Ascent> {
/// # fn into(self) -> Action<Descent> {
/// # todo!()
/// # }
/// # }
/// # impl Transition<Action<Descent>> for Action<Ascent> {
/// # fn guard(&self) -> TransitGuard {
/// # todo!()
/// # }
/// # }
/// #
/// add_state_machine!(
/// #[derive(Debug)]
/// Rocket,
/// Action<Ascent>,
/// [Action<Ascent>, Action<Descent>],
/// [
/// Action<Ascent> => Action<Descent>,
/// Action<Descent> => Action<Ascent>
/// ]
/// );
///```
/// Expand the example to see more, or check out the examples folder for a more complete example.
#[proc_macro]
pub fn add_state_machine(input: TokenStream) -> TokenStream {
let definition = syn::parse_macro_input!(input as Machine);
let sfsm_to_tokens = StateMachineToTokens::new(&definition);
TokenStream::from(quote!{
#sfsm_to_tokens
})
}
/// Generates a fallible state machine from a given state machine definition with error handling.
///
/// The state machine definition is expected too hold to the following pattern:
/// ```ignore
/// add_fallible_state_machine!(
/// StateMachineName,
/// InitialState,
/// [State1, State2, StateN, ...],
/// [StateN => StateN, ...],
/// ErrorType,
/// ErrorState
/// );
///```
/// - StateMachineName: Defines the name of the state machine.
/// - InitialState: The initial state the state machine will start with.
/// - [State1, State2, StateN, ...]: Specifies all state structs that will be known to the state machine. Each state must implement the ``` State ``` trait.
/// - [StateN => StateN, ...]: Defines all transitions between states that can occur. For each transition, the state must implement the according ``` Transition ``` trait.
/// - ErrorType: Defines the type of error that can be returned from the states.
/// - ErrorState: Defines the state that will act as the error handle state. It must implement the ``` TryErrorState ``` trait. Adding it to the state definitions is optional.
///
/// ```rust
/// # use sfsm_base::fallible::*;
/// # use sfsm_proc::add_fallible_state_machine;
/// # use sfsm_base::*;
/// # struct Ascent {} // Ascent state
/// # struct WaitForLaunch {} // WaitForLaunch state
/// # // The error state
/// # struct HandleMalfunction {}
/// # // The error returned by all states and transitions
/// # enum RocketMalfunction {}
/// #
/// # // The implementations of the states
/// # impl TryState for Ascent {
/// # type Error = RocketMalfunction;
/// # }
/// # impl TryState for WaitForLaunch {
/// # type Error = RocketMalfunction;
/// # }
/// # impl TryState for HandleMalfunction {
/// # type Error = RocketMalfunction;
/// # }
/// #
/// # impl Into<WaitForLaunch> for HandleMalfunction {
/// # fn into(self) -> WaitForLaunch {
/// # todo!()
/// # }
/// # }
/// #
/// # impl Into<Ascent> for WaitForLaunch {
/// # fn into(self) -> Ascent {
/// # todo!()
/// # }
/// # }
/// #
/// # impl TryTransition<WaitForLaunch> for HandleMalfunction {
/// # fn guard(&self) -> TransitGuard {
/// # todo!()
/// # }
/// # }
/// # impl TryTransition<Ascent> for WaitForLaunch {
/// # fn guard(&self) -> TransitGuard {
/// # todo!()
/// # }
/// # }
/// #
/// # impl Into<HandleMalfunction> for WaitForLaunch {
/// # fn into(self) -> HandleMalfunction {
/// # todo!()
/// # }
/// # }
/// #
/// # impl Into<HandleMalfunction> for Ascent {
/// # fn into(self) -> HandleMalfunction {
/// # todo!()
/// # }
/// # }
/// #
/// # // The TryErrorState implementation for the error state
/// # impl TryErrorState for HandleMalfunction {
/// # fn consume_error(&mut self, err: Self::Error) {
/// # // Do something with the error
/// # }
/// # }
/// #
/// add_fallible_state_machine!(
/// Rocket,
/// WaitForLaunch,
/// [WaitForLaunch, Ascent, HandleMalfunction],
/// [
/// WaitForLaunch => Ascent,
/// HandleMalfunction => WaitForLaunch
/// ],
/// RocketMalfunction,
/// HandleMalfunction
/// );
///```
/// Expand the example to see more, or check out the examples folder for a more complete example.
#[proc_macro]
pub fn add_fallible_state_machine(input: TokenStream) -> TokenStream {
let definition = syn::parse_macro_input!(input as TryMachine);
let sfsm_to_tokens = StateMachineToTokens::new(&definition.state_machine);
TokenStream::from(quote!{
#sfsm_to_tokens
})
}
/// Generates code to push messages into states or poll messages from states.
///
/// The messaging definition is expected too hold to the following pattern:
/// ```ignore
/// add_messages!(
/// StateMachineName,
/// [
/// Message1 <- State1,
/// Message2 <- State1,
/// Message1 -> State2,
/// ...
/// ]
/// );
/// ```
/// - StateMachineName: This must match a previously with add_state_machine defined state machine.
/// - [ Message1 <- State1, ... ] Defines all messages that can be passed back an forth. The message specifies the struct/enum that will be used as a message, the <- arrow defines a poll and the -> a push and the state is the target or source state.
/// For each message, the source/target state must implement the according ``` ReceiveMessage ``` or ``` ReturnMessage ``` trait.
/// An example might look like this.
/// ```rust
/// # use sfsm_proc::add_state_machine;
/// # use sfsm_proc::add_messages;
/// # use sfsm_base::*;
/// # use std::marker::PhantomData;
/// # #[derive(Debug)]
/// # struct Launch {}
/// # #[derive(Debug)]
/// # struct Land {}
/// # struct Ascent {}
/// # struct Descent {}
/// # struct Action<T> {
/// # phantom: PhantomData<T>
/// # }
/// # #[derive(Debug)]
/// # struct Command<T> {
/// # phantom: PhantomData<T>
/// # }
/// # struct Status { height: f32, speed: f32}
/// # impl State for Action<Ascent> { }
/// # impl State for Action<Descent> { }
/// #
/// # impl ReceiveMessage<Command<Launch>> for Action<Descent> {
/// # fn receive_message(&mut self, message: Command<Launch>) {
/// # println!("Received message {:?}", message);
/// # }
/// # }
/// #
/// # impl ReceiveMessage<Command<Land>> for Action<Ascent> {
/// # fn receive_message(&mut self, message: Command<Land>) {
/// # println!("Received message {:?}", message);
/// # }
/// # }
///#
/// # impl ReturnMessage<Status> for Action<Ascent> {
/// # fn return_message(&mut self) -> Option<Status> {
/// # return Some(Status { height: 1.0f32, speed: 2.0f32 });
/// # }
/// # }
/// #
/// # impl ReturnMessage<Status> for Action<Descent> {
/// # fn return_message(&mut self) -> Option<Status> {
/// # return Some(Status { height: 1.0f32, speed: 2.0f32 });
/// # }
/// # }
/// #
/// # add_state_machine!(
/// # Rocket,
/// # Action<Ascent>,
/// # [Action<Descent>, Action<Ascent>],
/// # []
/// # );
/// #
/// add_messages!(
/// Rocket,
/// [
/// Command<Launch> -> Action<Descent>,
/// Command<Land> -> Action<Ascent>,
/// Status <- Action<Ascent>,
/// Status <- Action<Descent>
/// ]
/// );
///```
#[proc_macro]
pub fn add_messages(input: TokenStream) -> TokenStream {
let definition = syn::parse_macro_input!(input as Messages);
let messages_to_tokens = MessagesToTokens::new(&definition);
TokenStream::from(quote!{
#messages_to_tokens
})
}
/// Generate the enum entry of a state. Expects the name of the sfsm and the name (and type args)
/// of the state as well as the desired name of the variable to work with as arguments.
/// Can be used to generate match branches for example.
/// ```ignore
/// match exit {
/// match_state_entry!(NameOfTheSfsm, DesiredState<AndType>, var_name) => {
/// // Access "var_name" here.
/// // Var name will be Option<DesiredState<AndType>>
/// },
/// _ => {
/// }
/// }
/// ```
#[proc_macro]
pub fn match_state_entry(input: TokenStream) -> TokenStream {
let match_state_entry: MatchStateEntry = syn::parse_macro_input!(input as MatchStateEntry);
let state_entry = match_state_entry.state_entry;
let enum_name = state_entry.enum_name;
let state_entry = state_entry.state_entry;
let var_name = match_state_entry.var_name;
TokenStream::from(quote!{
#enum_name::#state_entry(#var_name)
})
}
#[proc_macro_attribute]
pub fn sfsm_trace(_attr: TokenStream, item: TokenStream) -> TokenStream {
let trace_function: ItemFn = syn::parse_macro_input!(item as ItemFn);
let trace_function_ident: &Ident = &trace_function.sig.ident;
TokenStream::from(quote!{
#trace_function
fn __sfsm_trace(str: &str) {
#trace_function_ident(str);
}
})
}