fpp/compiler/tools/fpp-to-cpp/test/state-machine/choice/SequenceU32StateMachineAc.ref.cpp
Rob Bocchino a482e59b93 Revise state machine code gen
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2024-11-20 15:42:41 -08:00

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// ======================================================================
// \title SequenceU32StateMachineAc.cpp
// \author Generated by fpp-to-cpp
// \brief cpp file for SequenceU32 state machine
// ======================================================================
#include "Fw/Types/Assert.hpp"
#include "state-machine/choice/SequenceU32StateMachineAc.hpp"
namespace FppTest {
namespace SmChoice {
// ----------------------------------------------------------------------
// Constructors and Destructors
// ----------------------------------------------------------------------
SequenceU32StateMachineBase ::
SequenceU32StateMachineBase()
{
}
SequenceU32StateMachineBase ::
~SequenceU32StateMachineBase()
{
}
// ----------------------------------------------------------------------
// Initialization
// ----------------------------------------------------------------------
void SequenceU32StateMachineBase ::
initBase(const FwEnumStoreType id)
{
this->m_id = id;
// Enter the initial target of the state machine
this->enter_S1(Signal::__FPRIME_AC_INITIAL_TRANSITION);
}
// ----------------------------------------------------------------------
// Getter functions
// ----------------------------------------------------------------------
SequenceU32StateMachineBase::State SequenceU32StateMachineBase ::
getState() const
{
return this->m_state;
}
// ----------------------------------------------------------------------
// Send signal functions
// ----------------------------------------------------------------------
void SequenceU32StateMachineBase ::
sendSignal_s(U32 value)
{
switch (this->m_state) {
case State::S1:
// Enter the target
this->enter_C1(Signal::s, value);
break;
case State::S2:
break;
case State::S3:
break;
case State::S4:
break;
default:
FW_ASSERT(0, static_cast<FwAssertArgType>(this->m_state));
break;
}
}
// ----------------------------------------------------------------------
// State and choice entry
// ----------------------------------------------------------------------
void SequenceU32StateMachineBase ::
enter_S4(Signal signal)
{
// Update the state
this->m_state = State::S4;
}
void SequenceU32StateMachineBase ::
enter_S3(Signal signal)
{
// Update the state
this->m_state = State::S3;
}
void SequenceU32StateMachineBase ::
enter_S2(Signal signal)
{
// Update the state
this->m_state = State::S2;
}
void SequenceU32StateMachineBase ::
enter_C2(
Signal signal,
U32 value
)
{
if (this->guard_g2(signal, value)) {
// Do the actions for the transition
this->action_a(signal, value);
// Enter the target
this->enter_S3(signal);
}
else {
// Do the actions for the transition
this->action_b(signal);
// Enter the target
this->enter_S4(signal);
}
}
void SequenceU32StateMachineBase ::
enter_C1(
Signal signal,
U32 value
)
{
if (this->guard_g1(signal)) {
// Enter the target
this->enter_S2(signal);
}
else {
// Enter the target
this->enter_C2(signal, value);
}
}
void SequenceU32StateMachineBase ::
enter_S1(Signal signal)
{
// Update the state
this->m_state = State::S1;
}
}
}