1
0
forked from 0ad/0ad

Fix whitespaces, identation and remove (void).

Patch by: @phosit
Differential Revision: https://code.wildfiregames.com/D4800
This was SVN commit r27337.
This commit is contained in:
Stan 2023-01-04 17:10:05 +00:00
parent 48ac0fecde
commit 8e0e40d489
2 changed files with 233 additions and 195 deletions

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -25,17 +25,17 @@
// Name: CFsmEvent()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsmEvent::CFsmEvent( unsigned int type )
CFsmEvent::CFsmEvent(unsigned int type)
{
m_Type = type;
m_Param = NULL;
m_Type = type;
m_Param = NULL;
}
//-----------------------------------------------------------------------------
// Name; ~CFsmEvent()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsmEvent::~CFsmEvent( void )
CFsmEvent::~CFsmEvent()
{
m_Param = NULL;
}
@ -44,7 +44,7 @@ CFsmEvent::~CFsmEvent( void )
// Name: SetParamRef()
// Desc: Sets the parameter for the event
//-----------------------------------------------------------------------------
void CFsmEvent::SetParamRef( void* pParam )
void CFsmEvent::SetParamRef(void* pParam)
{
m_Param = pParam;
}
@ -53,16 +53,16 @@ void CFsmEvent::SetParamRef( void* pParam )
// Name: CFsmTransition()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsmTransition::CFsmTransition( unsigned int state )
CFsmTransition::CFsmTransition(unsigned int state)
{
m_CurrState = state;
m_CurrState = state;
}
//-----------------------------------------------------------------------------
// Name: ~CFsmTransition()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsmTransition::~CFsmTransition( void )
CFsmTransition::~CFsmTransition()
{
m_Actions.clear();
m_Conditions.clear();
@ -72,37 +72,37 @@ CFsmTransition::~CFsmTransition( void )
// Name: RegisterAction()
// Desc: Adds action that will be executed when the transition will occur
//-----------------------------------------------------------------------------
void CFsmTransition::RegisterAction( void* pAction, void* pContext )
void CFsmTransition::RegisterAction(void* pAction, void* pContext)
{
CallbackFunction callback;
// Add action at the end of actions list
callback.pFunction = pAction;
callback.pContext = pContext;
callback.pFunction = pAction;
callback.pContext = pContext;
m_Actions.push_back( callback );
m_Actions.push_back(callback);
}
//-----------------------------------------------------------------------------
// Name: AddCondition()
// Desc: Adds condition which will be evaluated when the transition will occurs
//-----------------------------------------------------------------------------
void CFsmTransition::RegisterCondition( void* pCondition, void* pContext )
void CFsmTransition::RegisterCondition(void* pCondition, void* pContext)
{
CallbackFunction callback;
// Add condition at the end of conditions list
callback.pFunction = pCondition;
callback.pContext = pContext;
callback.pFunction = pCondition;
callback.pContext = pContext;
m_Conditions.push_back( callback );
m_Conditions.push_back(callback);
}
//-----------------------------------------------------------------------------
// Name: SetEvent()
// Desc: Set event for which transition will occur
//-----------------------------------------------------------------------------
void CFsmTransition::SetEvent( CFsmEvent* pEvent )
void CFsmTransition::SetEvent(CFsmEvent* pEvent)
{
m_Event = pEvent;
}
@ -111,7 +111,7 @@ void CFsmTransition::SetEvent( CFsmEvent* pEvent )
// Name: SetNextState()
// Desc: Set next state the transition will switch the system to
//-----------------------------------------------------------------------------
void CFsmTransition::SetNextState( unsigned int nextState )
void CFsmTransition::SetNextState(unsigned int nextState)
{
m_NextState = nextState;
}
@ -121,22 +121,22 @@ void CFsmTransition::SetNextState( unsigned int nextState )
// Desc: Evaluate conditions for the transition
// Note: If there are no conditions, assume true
//-----------------------------------------------------------------------------
bool CFsmTransition::ApplyConditions( void ) const
bool CFsmTransition::ApplyConditions() const
{
bool eval = true;
CallbackList::const_iterator it = m_Conditions.begin();
for( ; it != m_Conditions.end(); ++it )
for (; it != m_Conditions.end(); ++it)
{
if ( it->pFunction )
if (it->pFunction)
{
// Evaluate condition
CONDITION Condition = ( CONDITION )it->pFunction;
eval &= Condition( it->pContext );
CONDITION Condition = (CONDITION)it->pFunction;
eval &= Condition(it->pContext);
}
}
}
return eval;
return eval;
}
//-----------------------------------------------------------------------------
@ -144,18 +144,18 @@ bool CFsmTransition::ApplyConditions( void ) const
// Desc: Execute actions for the transition
// Note: If there are no actions, assume true
//-----------------------------------------------------------------------------
bool CFsmTransition::RunActions( void ) const
bool CFsmTransition::RunActions() const
{
bool result = true;
CallbackList::const_iterator it = m_Actions.begin();
for( ; it != m_Actions.end(); ++it )
for (; it != m_Actions.end(); ++it)
{
if ( it->pFunction )
if (it->pFunction)
{
// Run action
ACTION Action = ( ACTION )it->pFunction;
result &= Action( it->pContext, m_Event );
ACTION Action = (ACTION)it->pFunction;
result &= Action(it->pContext, m_Event);
}
}
@ -166,19 +166,19 @@ bool CFsmTransition::RunActions( void ) const
// Name: CFsm()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsm::CFsm( void )
CFsm::CFsm()
{
m_Done = false;
m_Done = false;
m_FirstState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
}
//-----------------------------------------------------------------------------
// Name: ~CFsm()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsm::~CFsm( void )
CFsm::~CFsm()
{
Shutdown();
}
@ -187,7 +187,7 @@ CFsm::~CFsm( void )
// Name: Setup()
// Desc: Setup events, actions and state transitions
//-----------------------------------------------------------------------------
void CFsm::Setup( void )
void CFsm::Setup()
{
// Does nothing by default
}
@ -196,24 +196,26 @@ void CFsm::Setup( void )
// Name: Reset()
// Desc: Shuts down the state machine and releases any resources
//-----------------------------------------------------------------------------
void CFsm::Shutdown( void )
void CFsm::Shutdown()
{
// Release transitions
TransitionList::iterator itTransition = m_Transitions.begin();
for ( ; itTransition < m_Transitions.end(); ++itTransition )
for (; itTransition < m_Transitions.end(); ++itTransition)
{
CFsmTransition* pCurrTransition = *itTransition;
if ( !pCurrTransition ) continue;
if (!pCurrTransition)
continue;
delete pCurrTransition;
}
// Release events
EventMap::iterator itEvent = m_Events.begin();
for( ; itEvent != m_Events.end(); ++itEvent )
for (; itEvent != m_Events.end(); ++itEvent)
{
CFsmEvent* pCurrEvent = itEvent->second;
if ( !pCurrEvent ) continue;
if (!pCurrEvent)
continue;
delete pCurrEvent;
}
@ -222,10 +224,10 @@ void CFsm::Shutdown( void )
m_Events.clear();
m_Transitions.clear();
m_Done = false;
m_Done = false;
m_FirstState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
}
//-----------------------------------------------------------------------------
@ -233,9 +235,9 @@ void CFsm::Shutdown( void )
// Desc: Adds the specified state to the internal list of states
// Note: If a state with the specified ID exists, the state is not added
//-----------------------------------------------------------------------------
void CFsm::AddState( unsigned int state )
void CFsm::AddState(unsigned int state)
{
m_States.insert( state );
m_States.insert(state);
}
//-----------------------------------------------------------------------------
@ -243,23 +245,24 @@ void CFsm::AddState( unsigned int state )
// Desc: Adds the specified event to the internal list of events
// Note: If an eveny with the specified ID exists, the event is not added
//-----------------------------------------------------------------------------
CFsmEvent* CFsm::AddEvent( unsigned int eventType )
CFsmEvent* CFsm::AddEvent(unsigned int eventType)
{
CFsmEvent* pEvent = NULL;
// Lookup event by type
EventMap::iterator it = m_Events.find( eventType );
if ( it != m_Events.end() )
EventMap::iterator it = m_Events.find(eventType);
if (it != m_Events.end())
{
pEvent = it->second;
}
else
{
pEvent = new CFsmEvent( eventType );
if ( !pEvent ) return NULL;
pEvent = new CFsmEvent(eventType);
if (!pEvent)
return NULL;
// Store new event into internal map
m_Events[ eventType ] = pEvent;
m_Events[eventType] = pEvent;
}
return pEvent;
@ -269,35 +272,33 @@ CFsmEvent* CFsm::AddEvent( unsigned int eventType )
// Name: AddTransition()
// Desc: Adds a new transistion to the state machine
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::AddTransition(
unsigned int state,
unsigned int eventType,
unsigned int nextState )
CFsmTransition* CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState )
{
// Make sure we store the current state
AddState( state );
AddState(state);
// Make sure we store the next state
AddState( nextState );
AddState(nextState);
// Make sure we store the event
CFsmEvent* pEvent = AddEvent( eventType );
if ( !pEvent ) return NULL;
CFsmEvent* pEvent = AddEvent(eventType);
if (!pEvent)
return NULL;
// Create new transition
CFsmTransition* pNewTransition = new CFsmTransition( state );
if ( !pNewTransition )
CFsmTransition* pNewTransition = new CFsmTransition(state);
if (!pNewTransition)
{
delete pEvent;
return NULL;
}
// Setup new transition
pNewTransition->SetEvent( pEvent );
pNewTransition->SetNextState( nextState );
pNewTransition->SetEvent(pEvent);
pNewTransition->SetNextState(nextState);
// Store new transition
m_Transitions.push_back( pNewTransition );
m_Transitions.push_back(pNewTransition);
return pNewTransition;
}
@ -306,19 +307,16 @@ CFsmTransition* CFsm::AddTransition(
// Name: AddTransition()
// Desc: Adds a new transition to the state machine
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::AddTransition(
unsigned int state,
unsigned int eventType,
unsigned int nextState,
void* pAction,
void* pContext )
CFsmTransition* CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
void* pAction, void* pContext)
{
CFsmTransition* pTransition = AddTransition( state, eventType, nextState );
if ( !pTransition ) return NULL;
CFsmTransition* pTransition = AddTransition(state, eventType, nextState);
if (!pTransition)
return NULL;
// If action specified, register it
if ( pAction )
pTransition->RegisterAction( pAction, pContext );
if (pAction)
pTransition->RegisterAction(pAction, pContext);
return pTransition;
}
@ -327,32 +325,31 @@ CFsmTransition* CFsm::AddTransition(
// Name: GetTransition()
// Desc: Lookup transition given the state, event and next state to transition
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::GetTransition(
unsigned int state,
unsigned int eventType ) const
CFsmTransition* CFsm::GetTransition(unsigned int state, unsigned int eventType) const
{
// Valid state?
if ( !IsValidState( state ) ) return NULL;
if (!IsValidState(state))
return NULL;
// Valid event?
if ( !IsValidEvent( eventType ) ) return NULL;
if (!IsValidEvent(eventType))
return NULL;
// Loop through the list of transitions
TransitionList::const_iterator it = m_Transitions.begin();
for ( ; it != m_Transitions.end(); ++it )
for (; it != m_Transitions.end(); ++it)
{
CFsmTransition* pCurrTransition = *it;
if ( !pCurrTransition ) continue;
if ( !pCurrTransition )
continue;
CFsmEvent* pCurrEvent = pCurrTransition->GetEvent();
if ( !pCurrEvent ) continue;
if (!pCurrEvent)
continue;
// Is it our transition?
if ( pCurrTransition->GetCurrState() == state &&
pCurrEvent->GetType() == eventType )
{
if (pCurrTransition->GetCurrState() == state && pCurrEvent->GetType() == eventType)
return pCurrTransition;
}
}
// No transition found
@ -363,7 +360,7 @@ CFsmTransition* CFsm::GetTransition(
// Name: SetFirstState()
// Desc: Set initial state for FSM
//-----------------------------------------------------------------------------
void CFsm::SetFirstState( unsigned int firstState )
void CFsm::SetFirstState(unsigned int firstState)
{
m_FirstState = firstState;
}
@ -372,7 +369,7 @@ void CFsm::SetFirstState( unsigned int firstState )
// Name: SetCurrState()
// Desc: Set current state and update last state to current state
//-----------------------------------------------------------------------------
void CFsm::SetCurrState( unsigned int state )
void CFsm::SetCurrState(unsigned int state)
{
m_CurrState = state;
}
@ -381,55 +378,56 @@ void CFsm::SetCurrState( unsigned int state )
// Name: IsFirstTime()
// Desc: Verifies if the state machine has been already updated
//-----------------------------------------------------------------------------
bool CFsm::IsFirstTime( void ) const
bool CFsm::IsFirstTime() const
{
return ( m_CurrState == FSM_INVALID_STATE );
return (m_CurrState == FSM_INVALID_STATE);
}
//-----------------------------------------------------------------------------
// Name: Update()
// Desc: Updates state machine and retrieves next state
//-----------------------------------------------------------------------------
bool CFsm::Update( unsigned int eventType, void* pEventParam )
bool CFsm::Update(unsigned int eventType, void* pEventParam)
{
// Valid event?
if ( !IsValidEvent( eventType ) )
if (!IsValidEvent(eventType))
return false;
// First time update?
if ( IsFirstTime() )
if (IsFirstTime())
m_CurrState = m_FirstState;
// Lookup transition
CFsmTransition* pTransition = GetTransition( m_CurrState, eventType );
if ( !pTransition )
CFsmTransition* pTransition = GetTransition(m_CurrState, eventType);
if (!pTransition)
return false;
// Setup event parameter
EventMap::iterator it = m_Events.find( eventType );
if ( it != m_Events.end() )
EventMap::iterator it = m_Events.find(eventType);
if (it != m_Events.end())
{
CFsmEvent* pEvent = it->second;
if ( pEvent ) pEvent->SetParamRef( pEventParam );
if (pEvent)
pEvent->SetParamRef(pEventParam);
}
// Valid transition?
if ( !pTransition->ApplyConditions() )
if (!pTransition->ApplyConditions())
return false;
// Save the default state transition (actions might call SetNextState
// to override this)
SetNextState( pTransition->GetNextState() );
SetNextState(pTransition->GetNextState());
// Run transition actions
if ( !pTransition->RunActions() )
if (!pTransition->RunActions())
return false;
// Switch state
SetCurrState( GetNextState() );
SetCurrState(GetNextState());
// Reset the next state since it's no longer valid
SetNextState( FSM_INVALID_STATE );
SetNextState(FSM_INVALID_STATE);
return true;
}
@ -439,7 +437,7 @@ bool CFsm::Update( unsigned int eventType, void* pEventParam )
// Desc: Tests whether the state machine has finished its work
// Note: This is state machine specific
//-----------------------------------------------------------------------------
bool CFsm::IsDone( void ) const
bool CFsm::IsDone() const
{
// By default the internal flag m_Done is tested
return m_Done;
@ -449,10 +447,11 @@ bool CFsm::IsDone( void ) const
// Name: IsValidState()
// Desc: Verifies whether the specified state is managed by FSM
//-----------------------------------------------------------------------------
bool CFsm::IsValidState( unsigned int state ) const
bool CFsm::IsValidState(unsigned int state) const
{
StateSet::const_iterator it = m_States.find( state );
if ( it == m_States.end() ) return false;
StateSet::const_iterator it = m_States.find(state);
if (it == m_States.end())
return false;
return true;
}
@ -461,10 +460,11 @@ bool CFsm::IsValidState( unsigned int state ) const
// Name: IsValidEvent()
// Desc: Verifies whether the specified event is managed by FSM
//-----------------------------------------------------------------------------
bool CFsm::IsValidEvent( unsigned int eventType ) const
bool CFsm::IsValidEvent(unsigned int eventType) const
{
EventMap::const_iterator it = m_Events.find( eventType );
if ( it == m_Events.end() ) return false;
EventMap::const_iterator it = m_Events.find(eventType);
if (it == m_Events.end())
return false;
return true;
}

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -16,7 +16,7 @@
*/
#ifndef FSM_H
#define FSM_H
#define FSM_H
// INCLUDES
#include <vector>
@ -24,26 +24,25 @@
#include <map>
// DECLARATIONS
#define FSM_INVALID_STATE ( unsigned int )( ~0 )
#define FSM_INVALID_STATE (unsigned int)(~0)
class CFsmEvent;
class CFsmTransition;
class CFsm;
typedef bool ( *CONDITION ) ( void* pContext );
typedef bool ( *ACTION ) ( void* pContext, const CFsmEvent* pEvent );
typedef bool (*CONDITION)(void* pContext);
typedef bool (*ACTION)(void* pContext, const CFsmEvent* pEvent);
typedef struct
{
void* pFunction;
void* pContext;
void* pFunction;
void* pContext;
} CallbackFunction;
typedef std::set< unsigned int > StateSet;
typedef std::map< unsigned int, CFsmEvent* > EventMap;
typedef std::vector< CFsmTransition* > TransitionList;
typedef std::vector< CallbackFunction > CallbackList;
typedef std::set<unsigned int> StateSet;
typedef std::map<unsigned int, CFsmEvent*> EventMap;
typedef std::vector<CFsmTransition*> TransitionList;
typedef std::vector<CallbackFunction> CallbackList;
/**
* Represents a signal in the state machine that a change has occurred.
@ -55,16 +54,24 @@ class CFsmEvent
NONCOPYABLE(CFsmEvent);
public:
CFsmEvent( unsigned int type );
~CFsmEvent( void );
CFsmEvent(unsigned int type);
~CFsmEvent();
unsigned int GetType ( void ) const { return m_Type; }
void* GetParamRef ( void ) { return m_Param; }
void SetParamRef ( void* pParam );
unsigned int GetType() const
{
return m_Type;
}
void* GetParamRef()
{
return m_Param;
}
void SetParamRef(void* pParam);
private:
unsigned int m_Type; // Event type
void* m_Param; // Event paramater
unsigned int m_Type; // Event type
void* m_Param; // Event paramater
};
@ -76,31 +83,47 @@ class CFsmTransition
NONCOPYABLE(CFsmTransition);
public:
CFsmTransition( unsigned int state );
~CFsmTransition( void );
CFsmTransition(unsigned int state);
~CFsmTransition();
void RegisterAction (
void* pAction,
void* pContext );
void RegisterCondition (
void* pCondition,
void* pContext );
void SetEvent ( CFsmEvent* pEvent );
CFsmEvent* GetEvent ( void ) const { return m_Event; }
void SetNextState ( unsigned int nextState );
unsigned int GetNextState ( void ) const { return m_NextState; }
unsigned int GetCurrState ( void ) const { return m_CurrState; }
const CallbackList& GetActions ( void ) const { return m_Actions; }
const CallbackList& GetConditions ( void ) const { return m_Conditions; }
bool ApplyConditions ( void ) const;
bool RunActions ( void ) const;
void RegisterAction(void* pAction, void* pContext);
void RegisterCondition(void* pCondition, void* pContext);
void SetEvent(CFsmEvent* pEvent);
CFsmEvent* GetEvent() const
{
return m_Event;
}
void SetNextState(unsigned int nextState);
unsigned int GetNextState() const
{
return m_NextState;
}
unsigned int GetCurrState() const
{
return m_CurrState;
}
const CallbackList& GetActions() const
{
return m_Actions;
}
const CallbackList& GetConditions() const
{
return m_Conditions;
}
bool ApplyConditions() const;
bool RunActions() const;
private:
unsigned int m_CurrState; // Current state
unsigned int m_NextState; // Next state
CFsmEvent* m_Event; // Transition event
CallbackList m_Actions; // List of actions for transition
CallbackList m_Conditions; // List of conditions for transition
unsigned int m_CurrState; // Current state
unsigned int m_NextState; // Next state
CFsmEvent* m_Event; // Transition event
CallbackList m_Actions; // List of actions for transition
CallbackList m_Conditions; // List of conditions for transition
};
/**
@ -119,60 +142,75 @@ class CFsm
NONCOPYABLE(CFsm);
public:
CFsm( void );
virtual ~CFsm( void );
CFsm();
virtual ~CFsm();
/**
* Constructs the state machine. This method must be overriden so that
* connections are constructed for the particular state machine implemented
*/
virtual void Setup( void );
virtual void Setup();
/**
* Clear event, action and condition lists and reset state machine
*/
void Shutdown( void );
void Shutdown();
void AddState ( unsigned int state );
CFsmEvent* AddEvent ( unsigned int eventType );
CFsmTransition* AddTransition (
unsigned int state,
unsigned int eventType,
unsigned int nextState );
CFsmTransition* AddTransition (
unsigned int state,
unsigned int eventType,
unsigned int nextState,
void* pAction,
void* pContext );
CFsmTransition* GetTransition (
unsigned int state,
unsigned int eventType ) const;
CFsmTransition* GetEventTransition ( unsigned int eventType ) const;
void SetFirstState ( unsigned int firstState );
void SetCurrState ( unsigned int state );
unsigned int GetCurrState ( void ) const { return m_CurrState; }
void SetNextState ( unsigned int nextState ) { m_NextState = nextState; }
unsigned int GetNextState ( void ) const { return m_NextState; }
const StateSet& GetStates ( void ) const { return m_States; }
const EventMap& GetEvents ( void ) const { return m_Events; }
const TransitionList& GetTransitions ( void ) const { return m_Transitions; }
bool Update ( unsigned int eventType, void* pEventData );
bool IsValidState ( unsigned int state ) const;
bool IsValidEvent ( unsigned int eventType ) const;
virtual bool IsDone ( void ) const;
void AddState(unsigned int state);
CFsmEvent* AddEvent(unsigned int eventType);
CFsmTransition* AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState );
CFsmTransition* AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
void* pAction, void* pContext);
CFsmTransition* GetTransition(unsigned int state, unsigned int eventType) const;
CFsmTransition* GetEventTransition (unsigned int eventType) const;
void SetFirstState(unsigned int firstState);
void SetCurrState(unsigned int state);
unsigned int GetCurrState() const
{
return m_CurrState;
}
void SetNextState(unsigned int nextState)
{
m_NextState = nextState;
}
unsigned int GetNextState() const
{
return m_NextState;
}
const StateSet& GetStates() const
{
return m_States;
}
const EventMap& GetEvents() const
{
return m_Events;
}
const TransitionList& GetTransitions() const
{
return m_Transitions;
}
bool Update(unsigned int eventType, void* pEventData);
bool IsValidState(unsigned int state) const;
bool IsValidEvent(unsigned int eventType) const;
virtual bool IsDone() const;
private:
bool IsFirstTime ( void ) const;
bool IsFirstTime() const;
bool m_Done; // FSM work is done
unsigned int m_FirstState; // Initial state
unsigned int m_CurrState; // Current state
unsigned int m_NextState; // Next state
StateSet m_States; // List of states
EventMap m_Events; // List of events
TransitionList m_Transitions; // State transitions
bool m_Done; // FSM work is done
unsigned int m_FirstState; // Initial state
unsigned int m_CurrState; // Current state
unsigned int m_NextState; // Next state
StateSet m_States; // List of states
EventMap m_Events; // List of events
TransitionList m_Transitions; // State transitions
};
#endif // FSM_H
#endif // FSM_H