| abort() (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| fail() (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| get_state(StateId id) | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivate |
| handle_interrupt(StateId nominal, StateId interrupt, SimulationContext &ctx) override | engine::SimulationMachine | inlinevirtual |
| logger() const | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivatevirtual |
| pause() (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| pop_interrupt() (defined in engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext >) | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivate |
| previous_state() const | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivate |
| push_interrupt(StateId id) | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivate |
| register_state(State< SimulationMachine, SimulationContext > *s) (defined in engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext >) | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivate |
| register_state(std::shared_ptr< State< SimulationMachine, SimulationContext > > s) (defined in engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext >) | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivate |
| register_states(std::initializer_list< State< SimulationMachine, SimulationContext > * > init) (defined in engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext >) | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivate |
| reset() (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| resume() (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| run(SimulationContext &ctx) (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| run_machine(StateId initial, SimulationContext &ctx) (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| run_state(StateId id, SimulationContext &ctx) (defined in engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext >) | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivate |
| SimulationMachine() (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| StateMachine()=default (defined in engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext >) | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | private |
| states() const | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | inlineprivate |
| stop() (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| succeed() (defined in engine::SimulationMachine) | engine::SimulationMachine | inline |
| to_json (defined in engine::SimulationMachine) | engine::SimulationMachine | friend |
| ~StateMachine()=default (defined in engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext >) | engine::StateMachine< State< SimulationMachine, SimulationContext >, SimulationContext > | privatevirtual |