We need a way to pass flags to rombuilds in Raptor via extension flm interfaces, so that the CPP pass
of the rom input files can be informed what toolchain we are building with and conditionally
include or exclude files depending on whether the toolchain could build them.
// Copyright (c) 2004-2009 Nokia Corporation and/or its subsidiary(-ies).
// All rights reserved.
// This component and the accompanying materials are made available
// under the terms of the License "Eclipse Public License v1.0"
// which accompanies this distribution, and is available
// at the URL "http://www.eclipse.org/legal/epl-v10.html".
//
// Initial Contributors:
// Nokia Corporation - initial contribution.
//
// Contributors:
//
// Description:
// Implementation of finite state machine
//
//
/**
@file
@internalTechnology
*/
#include "t_ms_main.h"
#include "cstatemachine.h"
#include "tstate.h"
CStateMachine*
CStateMachine::NewL()
{
return new (ELeave) CStateMachine;
}
CStateMachine::CStateMachine()
{
// Intentionally left blank
}
CStateMachine::~CStateMachine()
{
allStates.ResetAndDestroy();
}
void
CStateMachine::MoveTo(int aStateId)
{
if (!iCurrentState)
{
test.Printf(_L("The current state is undefined\n"));
test(EFalse);
}
iCurrentState->MoveTo(aStateId);
iCurrentState = FindState(aStateId);
}
const TState*
CStateMachine::AddState(int aStateId)
{
const TState* state = FindState(aStateId);
if (state == 0)
{
switch (aStateId)
{
case EUsbMsDriveState_Disconnected:
state = new TDisconnected();
break;
case EUsbMsDriveState_Connecting:
state = new TConnecting();
break;
case EUsbMsDriveState_Connected:
state = new TConnected();
break;
case EUsbMsDriveState_Disconnecting:
state = new TDisconnecting();
break;
case EUsbMsDriveState_Active:
state = new TActive();
break;
case EUsbMsDriveState_Locked:
state = new TLocked();
break;
case EUsbMsState_Read:
state = new TRead();
break;
case EUsbMsState_Written:
state = new TWritten();
break;
default:
break;
}
if (state)
{
allStates.Append(state);
}
}
return state;
}
void
CStateMachine::SetInitState(int aStateId)
{
iCurrentState = FindState(aStateId);
iFromStateId = aStateId;
}
const TState*
CStateMachine::FindState(int aStateId) const
{
TInt count = allStates.Count();
for (TInt i = 0; i < count; i++)
{
if (allStates[i]->GetStateId() == aStateId)
{
return allStates[i];
}
}
return 0;
}
TInt CStateMachine::CurrentStateId() const
{
return iCurrentState->GetStateId();
}
TInt CStateMachine::FromStateId() const
{
return iFromStateId;
}
void CStateMachine::SetFromStateId(TInt aStateId)
{
iFromStateId = aStateId;
}