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#include "tinyfsm.hpp"
#include <iostream>
#include <unordered_map>

// Define the events
struct Event0 : tinyfsm::Event {};
struct Event1 : tinyfsm::Event {};
struct Event2 : tinyfsm::Event {};

// Define the states
struct State1;
struct State2;
struct State3;

// Define the Mealy machine
struct MyMealyMachine : tinyfsm::MealyMachine<MyMealyMachine> {
  using StateInputMap = std::unordered_map<std::pair<std::string, char>, std::string>;

  // Transition logic for State1
  void react(Event0 const &) { std::cout << "Output: O1" << std::endl; transit<State2>(); }
  void react(Event1 const &) { std::cout << "Output: O2" << std::endl; transit<State3>(); }
  void react(Event2 const &) { std::cout << "Output: O3" << std::endl; transit<State1>(); }

  // Dispatch event based on input character
  void dispatch_input(char input) {
    auto currentState = current_state_name();
    auto nextState = state_map[{currentState, input}];
    transit(nextState);
  }

  // Map of current state and input to the next state
  static StateInputMap state_map;
};

// Define the states
struct State1 : MyMealyMachine {
  void entry() override { std::cout << "Entering State1" << std::endl; };
};

struct State2 : MyMealyMachine {
  void entry() override{ std::cout << "Entering State2" << std::endl; };
};

struct State3 : MyMealyMachine {
  void entry() override{ std::cout << "Entering State3" << std::endl; };
};

// Define the initial state
FSM_INITIAL_STATE(MyMealyMachine, State1)

// Initialize the state map
MyMealyMachine::StateInputMap MyMealyMachine::state_map = {
    {{"State1", '0'}, "State2"},
    {{"State2", '1'}, "State3"},
    // Add more mappings as needed
};

int main() {
  MyMealyMachine my_machine; // Create an object of the MyMealyMachine class
  my_machine.start(); // Start the state machine

  // Simulate input based on characters
  char input;
  std::cout << "Enter input characters (0, 1, 2): ";
  while (std::cin >> input) {
    my_machine.dispatch_input(input);
    std::cout << "Enter input characters (0, 1, 2): ";
  }

  return 0;
}
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