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-rw-r--r--fsm/states.c105
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+// fsm-states.c: State-handling functions for SpaghettiMonster.
+// Copyright (C) 2017-2023 Selene ToyKeeper
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+#pragma once
+
+#include "fsm-states.h"
+#include "fsm-adc.h"
+
+// TODO: if callback doesn't handle current event,
+// pass event to next state on stack?
+// Callback return values:
+// 0: event handled normally
+// 1: event not handled
+// 255: error (not sure what this would even mean though, or what difference it would make)
+// TODO: function to call stacked callbacks until one returns "handled"
+
+void _set_state(StatePtr new_state, uint16_t arg,
+ Event exit_event, Event enter_event) {
+ // call old state-exit hook (don't use stack)
+ if (current_state != NULL) current_state(exit_event, arg);
+ // set new state
+ current_state = new_state;
+ // call new state-enter hook (don't use stack)
+ if (new_state != NULL) current_state(enter_event, arg);
+
+ // since state changed, stop any animation in progress
+ interrupt_nice_delays();
+}
+
+int8_t push_state(StatePtr new_state, uint16_t arg) {
+ if (state_stack_len < STATE_STACK_SIZE) {
+ // TODO: call old state's exit hook?
+ // new hook for non-exit recursion into child?
+ state_stack[state_stack_len] = new_state;
+ state_stack_len ++;
+ // FIXME: use EV_stacked_state?
+ _set_state(new_state, arg, EV_leave_state, EV_enter_state);
+ return state_stack_len;
+ } else {
+ // TODO: um... how is a flashlight supposed to handle a recursion depth error?
+ return -1;
+ }
+}
+
+StatePtr pop_state() {
+ // TODO: how to handle pop from empty stack?
+ StatePtr old_state = NULL;
+ StatePtr new_state = NULL;
+ if (state_stack_len > 0) {
+ state_stack_len --;
+ old_state = state_stack[state_stack_len];
+ }
+ if (state_stack_len > 0) {
+ new_state = state_stack[state_stack_len-1];
+ }
+ // FIXME: what should 'arg' be? (maybe re-entry should be entry with arg+1?)
+ _set_state(new_state, 0, EV_leave_state, EV_reenter_state);
+ return old_state;
+}
+
+uint8_t set_state(StatePtr new_state, uint16_t arg) {
+ // FIXME: this calls exit/enter hooks it shouldn't
+ // (for the layer underneath the top)
+ pop_state();
+ return push_state(new_state, arg);
+}
+
+void set_state_deferred(StatePtr new_state, uint16_t arg) {
+ deferred_state = new_state;
+ deferred_state_arg = arg;
+}
+
+#ifndef DONT_USE_DEFAULT_STATE
+// bottom state on stack
+// handles default actions for LVP, thermal regulation, etc
+uint8_t default_state(Event event, uint16_t arg) {
+ if (0) {} // this should get compiled out
+
+ #ifdef USE_LVP
+ else if (event == EV_voltage_low) {
+ low_voltage();
+ return EVENT_HANDLED;
+ }
+ #endif
+
+ #if 0
+ #ifdef USE_THERMAL_REGULATION
+ else if (event == EV_temperature_high) {
+ high_temperature();
+ return 0;
+ }
+
+ else if (event == EV_temperature_low) {
+ low_temperature();
+ return 0;
+ }
+ #endif
+ #endif
+
+ // event not handled
+ return EVENT_NOT_HANDLED;
+}
+#endif
+