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ysj_fsm.c
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ysj_fsm.c
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/*
* It's a part of YSJ_FSM, by Shanjin Yang.
* Email: sjyangv0@gmail.com
*
*/
#include "ysj_fsm.h"
FSM *fsm_obj;
STATE_DIS *state_obj;
STATE_DIS *state_obj_copy;
FSM fsm_default =
{
0, NULL, "state_default",
};
void fsm_init()
{
state_obj = (STATE_DIS *)malloc(sizeof(STATE_DIS));
fsm_obj = (FSM *)malloc(sizeof(FSM));
}
void state_init( uint state, FUNC_PTR func, uchar *name )
{
fsm_init();
if ( (state_obj == NULL) || ( fsm_obj == NULL))
ERROR_PRINTF;
fsm_obj->state = state;
fsm_obj->func = func;
fsm_obj->name = name;
state_obj->state = state;
state_obj->func = func;
state_obj->name = name;
state_obj_copy = state_obj;
list_init( &(state_obj->node) );
}
void state_add( uint state, FUNC_PTR func, uchar *name )
{
/*Just make a symbol for state name*/
uint token = (uint)*name;
STATE_OBJ_MALLOC_AND_INSERT(token, state, func, name);
state_obj = (STATE_DIS *)(&(state_obj->node))->next;
}
uint state_remove( uint state )
{
STATE_DIS *tmp = state_obj_copy;
while(!is_list_empty(&(tmp->node)))
{
if ( tmp->state == state )
{
list_delete(&(tmp->node));
tmp->state = 10000;
tmp->func = NULL;
tmp->name = "";
return 0;
}
tmp = (STATE_DIS *)(&(tmp->node))->next;
}
if ( tmp->state == state )
{
list_delete(&(tmp->node));
tmp->state = 10000;
tmp->func = NULL;
tmp->name = "";
return 0;
}
printf("State no fund\n");
}
uint state_tran( uint state )
{
STATE_DIS *tmp = state_obj_copy;
while( !is_list_empty(&(tmp->node)) )
{
if ( tmp->state == state )
{
fsm_obj->func = tmp->func;
fsm_obj->name = tmp->name;
fsm_obj->state = state;
return 0;
}
tmp = (STATE_DIS *)(&(tmp->node))->next;
}
if ( tmp->state == state )
{
fsm_obj->name = tmp->name;
fsm_obj->state = state;
fsm_obj->func = tmp->func;
return 0;
}
state_default(fsm_default.state, fsm_default.func, fsm_default.name);
printf("state is no found, and fsm will transfer to default, It is name: %s\n", fsm_obj->name);
}
void fsm_while(FSM *obj)
{
while(1){
printf("state name = %s\n", obj->name);
obj->func(NULL);
}
}
void state_default(uint state, FUNC_PTR func, uchar *name)
{
fsm_obj->state = state;
fsm_obj->func = func;
fsm_obj->name = name;
}