A zero dependency crate to implement state machine.
Let's have a look at the following simple example. This example shows the state machine
can transit its number (it called current_state
in this machine)
from given string ("next") and then, it produces outputs.
use statemachine_rs::machine::{
builder::{BasicStateMachineBuilder, StateMachineBuilder},
StateMachine,
};
fn main() {
let sm = BasicStateMachineBuilder::start()
.initial_state(1)
.transition(|state, input| match (state, input) {
(1, "next") => 2,
(2, "next") => 3,
_ => unreachable!(),
})
.build()
.unwrap();
assert_eq!(1, sm.current_state());
sm.consume("next");
assert_eq!(2, sm.current_state());
}
You can assemble your state machine by using statemachine_rs::machine::builder::BasicStateMachineBuilder
.
BasicStateMachineBuilder::initial_state()
initializes the initial state of its machine.
BasicStateMachineBuilder::transition()
defines the transition model.
Of cource we can use enum
s for representing states and inputs. Let's have a look at another example.
The following example describes if you press the button, the state turns to be On
. Otherwise, Off
.
use statemachine_rs::machine::{
builder::{BasicStateMachineBuilder, StateMachineBuilder},
StateMachine,
};
#[derive(Clone, Debug, PartialEq)]
enum ButtonState {
On,
Off,
}
enum Input {
Press,
}
fn main() {
let sm = BasicStateMachineBuilder::start()
.initial_state(ButtonState::Off)
.transition(|state, input| match (state, input) {
(ButtonState::On, Input::Press) => ButtonState::Off,
(ButtonState::Off, Input::Press) => ButtonState::On,
})
.build()
.unwrap();
assert_eq!(ButtonState::Off, sm.current_state());
sm.consume(Input::Press);
assert_eq!(ButtonState::On, sm.current_state());
}
MIT
All contributions are welcome.
If you have an idea to improve this crate, create new issue or submit new pull request.
License: MIT