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Public Member Functions | |
| void | run (SimulationContext &ctx) |
| void | run_machine (StateId initial, SimulationContext &ctx) |
| void | pause () |
| void | resume () |
| void | stop () |
| void | succeed () |
| void | fail () |
| void | reset () |
| void | abort () |
| StateId | handle_interrupt (StateId nominal, StateId interrupt, SimulationContext &ctx) override |
| DEFINE_STATE (CONNECT, Connect) | |
| DEFINE_STATE (START, Start) | |
| DEFINE_STATE (STEP_BEGIN, StepBegin) | |
| DEFINE_STATE (STEP_SIMULATORS, StepSimulators) | |
| DEFINE_STATE (STEP_CONTROLLERS, StepControllers) | |
| DEFINE_STATE (STEP_END, StepEnd) | |
| DEFINE_STATE (PAUSE, Pause) | |
| DEFINE_STATE (RESUME, Resume) | |
| DEFINE_STATE (SUCCESS, Success) | |
| DEFINE_STATE (FAIL, Fail) | |
| DEFINE_STATE (ABORT, Abort) | |
| DEFINE_STATE (STOP, Stop) | |
| DEFINE_STATE (RESET, Reset) | |
| DEFINE_STATE (KEEP_ALIVE, KeepAlive) | |
| DEFINE_STATE (DISCONNECT, Disconnect) | |
Friends | |
| void | to_json (cloe::Json &j, const SimulationMachine &m) |
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inlineoverridevirtual |
Handle an interrupt.
This method will be called between states, with the nominal state that would have occurred being passed along.
Implements engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext >.