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StateNode.hGo to the documentation of this file.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 //! deprecated, behavior constructors should take a name argument (which by default should be the name of the type of the class) 00015 StateNode() __attribute__((deprecated)); 00016 00017 //!constructor, pass a name to use 00018 StateNode(const std::string& name) : BehaviorBase("StateNode",name), parent(NULL), transitions(), issetup(false), retain(true), startedTime(0), nodes() {} 00019 00020 //!destructor, removes references to its outgoing transitions (be careful of incoming ones - they're still around!), and calls RemoveReference() on subnodes 00021 virtual ~StateNode(); 00022 00023 //!Adds the specified StateTransition to the transition table 00024 virtual Transition* addTransition(Transition* trans); 00025 00026 //!Returns the std::vector of transitions so you can modify them yourself if need be 00027 std::vector<Transition*>& getTransitions() { return transitions; } 00028 00029 //!Returns the const std::vector of transitions so you can read through them if need be 00030 const std::vector<Transition*>& getTransitions() const { return transitions; } 00031 00032 //!Adds a StateNode to #nodes so it can be automatically dereferenced later, returns what it's passed (for convenience), calls AddReference() on @a node. Also sets the node's parent to #this if it is null. 00033 virtual StateNode* addNode(StateNode* node); 00034 00035 //!Returns the std::vector of sub-nodes so you can modify them yourself if need be 00036 std::vector<StateNode*>& getNodes() { return nodes; } 00037 00038 //!Returns the const std::vector of sub-nodes so you can read through them if need be 00039 const std::vector<StateNode*>& getNodes() const { return nodes; } 00040 00041 //!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... 00042 void setRetain(bool f) { retain=f; } 00043 00044 //!Transitions should call this when you are entering the state, so it can enable its transitions 00045 virtual void DoStart(); 00046 00047 //!This is called by DoStart() when you should setup the network of subnodes (if any) 00048 virtual void setup() {issetup=true;} 00049 00050 //!Transitions should call this when you are leaving the state, so it can disable its transitions 00051 virtual void DoStop(); 00052 00053 //!This is called by DoStop() when you should destruct subnodes 00054 /*!Default implementation will take care of the subnodes and their 00055 * transitions, you only need to worry about any *other* memory 00056 * which may have been allocated. If none, you may not need 00057 * implement this function at all. */ 00058 virtual void teardown(); 00059 00060 //!returns #parent 00061 virtual StateNode* getParent() const { return parent; } 00062 00063 protected: 00064 //!constructor, pass the class name and instance name to use 00065 StateNode(const std::string& classname, const std::string& name) : BehaviorBase(classname,name), parent(NULL), transitions(), issetup(false), retain(true), startedTime(0), nodes() {} 00066 00067 //!will throw an activation event through stateMachineEGID, used when DoStart() is called 00068 virtual void postStartEvent(); 00069 00070 //!will throw a status event through stateMachineEGID to signal "completion" of the node 00071 /*! "completion" is defined by your subclass - will mean different things to different 00072 * nodes depending on the actions they are performing. So call this yourself if there 00073 * is a natural ending point for your state. 00074 * @param magnitude the value to use for EventBase::magnitude -- generally is 1 for status events, but since this is to signal completion, 0 (the default) may be more appropriate; if your node is doing something repetitive however, 1 (or the loop count) may be better */ 00075 virtual void postCompletionEvent(float magnitude=0); 00076 00077 //!will throw an deactivation event through stateMachineEGID, used when DoStop() is called 00078 /* @param duration the value to use for EventBase::duration -- nice but not generally used */ 00079 virtual void postStopEvent(); 00080 00081 //Node Stuff: 00082 //! pointer to the machine that contains this node 00083 StateNode* parent; 00084 //! a vector of outgoing transitions 00085 std::vector<Transition*> transitions; 00086 00087 //Machine Stuff: 00088 //! this is set to true if the network has been setup but not destroyed (i.e. don't need to call setupSubNodes again) 00089 bool issetup; 00090 //! this is set to true if the network should be retained between activations. Otherwise it's dereferenced upon DoStop(). (or at least RemoveReference() is called on subnodes) 00091 bool retain; 00092 //! the timestamp of last call to DoStart() 00093 unsigned int startedTime; 00094 //! vector of StateNodes, just so they can be dereferenced again on DoStop() (unless retained) or ~StateNode() 00095 std::vector<StateNode*> nodes; 00096 00097 private: 00098 StateNode(const StateNode& node); //!< don't call this 00099 StateNode operator=(const StateNode& node); //!< don't call this 00100 }; 00101 00102 /*! @file 00103 * @brief Describes StateNode, which is both a state machine controller as well as a node within a state machine itself 00104 * @author ejt (Creator) 00105 * 00106 * $Author: ejt $ 00107 * $Name: tekkotsu-2_3 $ 00108 * $Revision: 1.17 $ 00109 * $State: Exp $ 00110 * $Date: 2005/01/24 22:12:13 $ 00111 */ 00112 00113 #endif |
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