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use std::collections::HashMap;
macro_rules! run_machine {
($machine:expr, $state:expr) => {
$machine.on_enter(&mut $state) &&
$machine.update(&mut $state) &&
$machine.on_exit(&mut $state)
};
}
pub enum MachineError {
NotFoundNextState,
NotFoundStartState
}
type MachineResult = Result<(), MachineError>;
type MachineVal<State> = Box<Machine<State>>;
pub struct StateMachine<State>
where State : PartialEq + Eq + std::hash::Hash
{
map: HashMap<State, MachineVal<State>>,
state: State
}
pub trait Machine<State> {
fn on_enter(&self, _: &mut State) -> bool {
true
}
fn update(&self, state: &mut State) -> bool;
fn on_exit(&self, _: &mut State) -> bool {
true
}
}
impl <State> StateMachine<State>
where State : PartialEq + Eq + std::hash::Hash
{
/// Create new StateMachine and init start state
/// # Examples
///
/// ```
/// use StateMachine;
///
/// let mut machine = StateMachine::new(States::Empty)
/// ```
#[inline]
pub fn new(start_state: State) -> Self {
StateMachine {
map: HashMap::new(),
state: start_state
}
}
/// Run state machine loop.
/// if on_enter, update, or on_exit return false
/// loop will be stopped
#[inline]
pub fn run(&mut self) -> MachineResult {
match self.map.get(&self.state) {
Some(ref mut machine) => {
while run_machine!(machine, self.state) {
match self.map.get(&self.state) {
Some(ref next_machine) => *machine = next_machine,
None => return Err(MachineError::NotFoundNextState)
}
}
},
None => return Err(MachineError::NotFoundStartState)
}
Ok(())
}
/// Run current state, if state can run
///
/// # Examples
///
/// ```
/// use Machine;
/// use StateMachine;
///
/// let mut machine = StateMachine::new(States::Empty);
/// machine.add(States::Empty, Box::new(EmptyImpl));
/// machine.add(States::Fire, Box::new(FireImpl));
/// machine.add(States::Stop, Box::new(StopImpl));
///
/// // Run empty state, and switch to next state
/// machine.next();
/// ```
#[inline]
pub fn next(&mut self) -> bool {
match self.map.get(&self.state) {
Some(ref mut machine) => run_machine!(machine, self.state),
None => false
}
}
/// Add new state implementation to machine
///
/// If the machine did not have this state present, [`None`] is returned.
///
/// If the machine did have this key present, the value is updated, and the old
/// value is returned. The key is not updated, though; this matters for
/// types that can be `==` without being identical. See the [module-level
/// documentation] for more.
///
/// [`None`]: ../../std/option/enum.Option.html#variant.None
/// [module-level documentation]: index.html#insert-and-complex-keys
///
/// # Examples
///
/// ```
/// use Machine;
/// use StateMachine;
///
/// let mut machine = StateMachine::new(States::Empty);
/// machine.add(States::Fire, Box::new(FireStateImpl));
///
/// assert_eq!(machine.add(States::Fire, Box::new(StopStateImpl)), Some(Box<Machine<States>>));
/// assert_eq!(machine.add(&States::Block), None);
/// ```
#[inline]
pub fn add(&mut self, state: State, machine: MachineVal<State>) -> Option<MachineVal<State>> {
self.map.insert(state, machine)
}
/// Add new machine
///
/// # Example
/// ```
/// let mut mach = StateMachine::new(1);
///
/// mach
/// .add_builder(2, State2)
/// .add_builder(3, State3);
/// ```
#[inline]
pub fn add_builder(&mut self, state: State, machine: MachineVal<State>) -> &Self {
self.add(state, machine);
self
}
/// Remove state from machine, return the machine if the state was
/// previously in machine
///
/// # Examples
///
/// ```
/// use Machine;
/// use StateMachine;
///
/// let mut machine = StateMachine::new(States::Empty);
/// machine.add(States::Fire, Box::new(FireStateImpl));
///
/// assert_eq!(machine.remove(&States::Fire), Some(Box<Machine<States>>));
/// assert_eq!(machine.remove(&States::Stop), None);
/// ```
#[inline]
pub fn remove(&mut self, state: &State) -> Option<MachineVal<State>> {
self.map.remove(state)
}
/// Returns true if the machine contains state.
///
/// # Examples
///
/// ```
/// use Machine;
/// use StateMachine;
///
/// let mut machine = StateMachine::new(States::Empty);
/// machine.add(States::Fire, Box::new(FireStateImpl));
///
/// assert_eq!(machine.contain(&States::Fire), true);
/// assert_eq!(machine.contain(&States::Stop), false);
/// ```
#[inline]
pub fn contain(&self, state: &State) -> bool {
self.map.contains_key(state)
}
/// Returns a reference to the value corresponding to the state.
///
/// # Examples
///
/// ```
/// use Machine;
/// use StateMachine;
///
/// let mut machine = StateMachine::new(States::Empty);
/// machine.add(States::Fire, Box::new(FireStateImpl));
///
/// assert_eq!(machine.contain(&States::Fire), true);
/// assert_eq!(machine.contain(&States::Stop), false);
///
/// assert_eq!(machine.get(&States::Fire), Some(&Box<Machine<States>>));
/// assert_eq!(machine.get(&States::Empty), None);
/// ```
#[inline]
pub fn get_machine(&self, state: &State) -> Option<&MachineVal<State>> {
self.map.get(state)
}
/// Return actual state machine state
/// See full example in test. method 'get'
///
/// # Examples
///
/// ```
/// use Machine;
/// use StateMachine;
///
/// let mut machine = StateMachine::new(States::Empty)
/// machine.add(States::Music, Box::new(MusicImpl));
/// machine.add(States::Empty, Box::new(EmptyImpl));
///
/// assert_eq!(*machine.get_state(), States::Empty);
///
/// machine.next();
/// assert_eq!(*machine.get_state(), States::Music);
/// ```
#[inline]
pub fn get_state(&self) -> &State {
&self.state
}
}
#[cfg(test)]
mod test {
use Machine;
use StateMachine;
#[derive(Eq, PartialEq, Hash, Debug)]
enum States {
Empty,
Move,
Music,
Last
}
#[derive(Eq, PartialEq, Debug)] struct Empty;
#[derive(Eq, PartialEq, Debug)] struct Move;
#[derive(Eq, PartialEq, Debug)] struct Music;
impl Machine<States> for Empty {
fn update(&self, state: &mut States) -> bool {
println!("Empty state");
*state = States::Music;
true
}
}
impl Machine<States> for Music {
fn on_enter(&self, _: &mut States) -> bool {
println!("\nOn enter music state");
true
}
fn update(&self, state: &mut States) -> bool {
println!("Music state");
*state = States::Move;
true
}
}
impl Machine<States> for Move {
fn update(&self, _: &mut States) -> bool {
println!("\nStop state");
true
}
fn on_exit(&self, _: &mut States) -> bool {
println!("On exit move state");
false
}
}
fn create_machine() -> StateMachine<States> {
let mut state = StateMachine::new(States::Empty);
state.add(States::Music, Box::new(Music));
state.add(States::Empty, Box::new(Empty));
state.add(States::Move, Box::new(Move));
state
}
#[test]
fn contain() {
assert_eq!(create_machine().contain(&States::Move), true);
assert_ne!(create_machine().contain(&States::Last), true);
}
#[test]
fn get() {
let mut machine = create_machine();
assert_eq!(*machine.get_state(), States::Empty);
machine.next();
assert_eq!(*machine.get_state(), States::Music);
assert_eq!(create_machine().get_machine(&States::Move).is_some(), true);
assert_eq!(create_machine().get_machine(&States::Last).is_some(), false);
}
#[allow(dead_code)]
fn example() {
let mut state = create_machine();
// Empty state
state.next();
// On enter music state
// Music state
//
// Stop state
// On exit move state
let _ = state.run();
}
}