text: //
  // State_Pong.h
  //
  // Automatically created through MiCASE -- do not change manually!
  //
  #ifndef clfsm_PingPongCLFSM_State_Pong_h
  #define clfsm_PingPongCLFSM_State_Pong_h
  
  #include "CLState.h"
  #include "CLAction.h"
  #include "CLTransition.h"
  
  namespace FSM
  {
      namespace CLM
      {
        namespace FSMPingPongCLFSM
        {
          namespace State
          {
              class Pong: public CLState
              {
                  class OnEntry: public CLAction
                  {
                      virtual void perform(CLMachine *, CLState *) const;
                  };
  
                  class OnExit: public CLAction
                  {
                      virtual void perform(CLMachine *, CLState *) const;
                  };
  
                  class Internal: public CLAction
                  {
                      virtual void perform(CLMachine *, CLState *) const;
                  };
  
  
                  class Transition_0: public CLTransition
                  {
                  public:
                      Transition_0(int toState = 0): CLTransition(toState) {}
  
                      virtual bool check(CLMachine *, CLState *) const;
                  };
  
  
                  CLTransition *_transitions[1];
  
                  public:
                      Pong(const char *name = "Pong");
                      virtual ~Pong();
  
                      virtual CLTransition * const *transitions() const {
                          return _transitions;
                      }
  
                      virtual int numberOfTransitions() const { return 1; }
  
  #                   include "State_Pong_Variables.h"
              };
          }
        }
      }
  }
  
  #endif
  