A flexible and powerful event-driven State Machine library for ESP8266 and ESP32.
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- Advanced event handling: multiple callbacks for each state event (enter, exit, during)
- Configurable timeouts: set multiple timeouts per state with specific callbacks
- Global transition handlers: customizable hooks before and after state changes
- Easy integration with persistent storage: example of saving and recovering state from flash memory
- Robust error handling: verification of state validity and callbacks
- Fully C++ based: uses modern features like vectors and functionals
- ESP8266 or ESP32 board
- Arduino IDE 1.8.0 or higher
- (Optional) LittleFS for the state persistence example
- Open Arduino IDE
- Go to Sketch > Include Library > Manage Libraries...
- Search for "EventStateMachine"
- Select the library and click "Install"
- Download the library as a ZIP file from GitHub
- Open Arduino IDE
- Go to Sketch > Include Library > Add .ZIP Library...
- Select the downloaded ZIP file
EventStateMachine uses a callback system to handle state events:
- onEnter: executed when entering a state
- onState: executed continuously while in a state (in the
update()method) - onExit: executed when exiting a state
- onTimeout: executed when a configured timeout expires
Each state can have multiple timeouts with different durations and callbacks:
// Add a 5-second timeout to the RUNNING state
stateMachine.addTimeout(STATE_RUNNING, 5000, onRunningTimeout);You can register functions that will be called before and after every state transition:
// Add a handler to save every transition
stateMachine.addAfterStateChangeHandler(saveStateTransition);#include <EventStateMachine.h>
// Define states
enum States {
STATE_IDLE,
STATE_RUNNING,
STATE_ERROR,
NUM_STATES
};
// Create state machine
EventStateMachine stateMachine(NUM_STATES);
// Callback when entering RUNNING state
void onEnterRunning(uint8_t current, uint8_t previous) {
Serial.println("Entering RUNNING state");
digitalWrite(LED_BUILTIN, HIGH);
}
void setup() {
Serial.begin(115200);
pinMode(LED_BUILTIN, OUTPUT);
// Add callbacks
stateMachine.addOnEnter(STATE_RUNNING, onEnterRunning);
// Set initial state
stateMachine.setState(STATE_IDLE);
}
void loop() {
// Update state machine
stateMachine.update();
// You can change the state based on external conditions
if (/* some condition */) {
stateMachine.setState(STATE_RUNNING);
}
}// Create a state machine with the specified number of states
EventStateMachine(uint8_t numberOfStates);
// Destructor - stops all tickers and frees memory
~EventStateMachine();// Configure a state in a single call
void configureState(
uint8_t state, // State to configure
unsigned long timeout = 0, // Optional timeout
StateCallback onEnter = nullptr, // Entry callback
StateFunction onState = nullptr, // During callback
StateCallback onExit = nullptr, // Exit callback
StateCallback onTimeout = nullptr // Timeout callback
);
// Methods to add individual callbacks
bool addTimeout(uint8_t state, unsigned long timeout, StateCallback onTimeout);
bool addOnEnter(uint8_t state, StateCallback onEnter);
bool addOnState(uint8_t state, StateFunction onState);
bool addOnExit(uint8_t state, StateCallback onExit);
// Methods to remove callbacks
bool removeTimeout(uint8_t state, unsigned long timeout);
bool removeOnEnter(uint8_t state, StateCallback onEnter);
bool removeOnState(uint8_t state, StateFunction onState);
bool removeOnExit(uint8_t state, StateCallback onExit);void addBeforeStateChangeHandler(GlobalStateCallback handler);
void addAfterStateChangeHandler(GlobalStateCallback handler);
bool removeBeforeStateChangeHandler(GlobalStateCallback handler);
bool removeAfterStateChangeHandler(GlobalStateCallback handler);// Change the current state
void setState(uint8_t newState);
// Perform an update cycle (call this in loop())
void update();
// Enable/disable debug messages on the serial port
void setDebug(bool enable);// Get the current state
uint8_t getCurrentState() const;
// Get the previous state
uint8_t getPreviousState() const;
// Check if the state has just changed
bool isStateChanged() const;
// Get the time spent in the current state (in ms)
unsigned long timeInCurrentState() const;The library includes three complete examples:
Demonstrates basic state machine usage with three states and essential callbacks. Controls the built-in LED based on state and responds to serial commands.
Illustrates how to use multiple callbacks for each type of state event. Includes examples of:
- Multiple entry callbacks for a state
- Multiple during callbacks for a state
- Multiple exit callbacks for a state
- Multiple timeouts with different durations
Shows how to implement state persistence using LittleFS. Allows you to:
- Save each state transition to a log file
- Recover the last saved state after a restart
- View the history of transitions
The library uses C++ vectors to manage multiple callbacks, which offers flexibility but requires a certain amount of memory. On devices with very limited memory, consider using only the necessary callbacks.
Timeouts are managed using the Ticker library, which works asynchronously. This means that timeout callbacks can be executed at any time, even during other operations.
- Verify that
update()is called regularly in the loop - Check that there are no long delay() calls blocking execution
- Make sure the timeout callback is not null
- Ensure the state is valid (< numStates)
- Verify that callbacks have been properly registered
- Check that the state machine instance is not being recreated
Contributions are welcome! Feel free to open issues or submit pull requests on GitHub.
This library is released under the MIT License. See the LICENSE file for details.
Created by Corrado Casoni ([email protected]), May 2025.