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GDCM 3.0.24
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ULTransitionTable The transition table of all the ULEvents, new ULActions, and ULStates. More...
#include <gdcmULTransitionTable.h>
Public Member Functions | |
| ULTransitionTable () | |
| void | HandleEvent (Subject *s, ULEvent &inEvent, ULConnection &inConnection, bool &outWaitingForEvent, EEventID &outRaisedEvent) const |
| void | PrintTable () const |
ULTransitionTable The transition table of all the ULEvents, new ULActions, and ULStates.
Based roughly on the solutions in player2.cpp in the boost examples and this so question: http://stackoverflow.com/questions/1647631/c-state-machine-design
The transition table is constructed of TableRows. Each row is based on an event, and an event handler in the TransitionTable object takes a given event, and then finds the given row.
Then, given the current state of the connection, determines the appropriate action to take and then the state to transition to next.
| gdcm::network::ULTransitionTable::ULTransitionTable | ( | ) |
| void gdcm::network::ULTransitionTable::HandleEvent | ( | Subject * | s, |
| ULEvent & | inEvent, | ||
| ULConnection & | inConnection, | ||
| bool & | outWaitingForEvent, | ||
| EEventID & | outRaisedEvent | ||
| ) | const |
| void gdcm::network::ULTransitionTable::PrintTable | ( | ) | const |