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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the documentation of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:FDL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Free Documentation License Usage
-** Alternatively, this file may be used under the terms of the GNU Free
-** Documentation License version 1.3 as published by the Free Software
-** Foundation and appearing in the file included in the packaging of
-** this file. Please review the following information to ensure
-** the GNU Free Documentation License version 1.3 requirements
-** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
- \group statemachine
- \brief How to create and execute state graphs.
- \title State Machine Classes
-
- These \l{Qt Core} classes are part of the \l{The State Machine Framework}{
- State Machine Framework}.
-
-*/
-
-/*!
- \page statemachine-api.html
- \title The State Machine Framework
- \brief An overview of the State Machine framework for constructing and executing state graphs.
-
- \ingroup frameworks-technologies
-
- \tableofcontents
-
- The State Machine framework provides classes for creating and executing
- state graphs. The concepts and notation are based on those from Harel's
- \l{http://www.wisdom.weizmann.ac.il/~dharel/SCANNED.PAPERS/Statecharts.pdf}{Statecharts: A visual formalism for complex systems}, which
- is also the basis of UML state diagrams. The semantics of state machine
- execution are based on \l{State Chart XML: State Machine Notation for
- Control Abstraction}{State Chart XML (SCXML)}.
-
- Statecharts provide a graphical way of modeling how a system reacts to
- stimuli. This is done by defining the possible \e states that the system can
- be in, and how the system can move from one state to another (\e transitions
- between states). A key characteristic of event-driven systems (such as Qt
- applications) is that behavior often depends not only on the last or current
- event, but also the events that preceded it. With statecharts, this
- information is easy to express.
-
- The State Machine framework provides an API and execution model that can be
- used to effectively embed the elements and semantics of statecharts in Qt
- applications. The framework integrates tightly with Qt's meta-object system;
- for example, transitions between states can be triggered by signals, and
- states can be configured to set properties and invoke methods on {QObject}s.
- Qt's event system is used to drive the state machines.
-
- The state graph in the State Machine framework is hierarchical. States can be nested inside of
- other states, and the current configuration of the state machine consists of the set of states
- which are currently active. All the states in a valid configuration of the state machine will
- have a common ancestor.
-
- \sa {The Declarative State Machine Framework}
-
- \section1 Classes in the State Machine Framework
-
- These classes are provided by qt for creating event-driven state machines.
-
- \annotatedlist statemachine
-
- \section1 A Simple State Machine
-
- To demonstrate the core functionality of the State Machine API, let's look
- at a small example: A state machine with three states, \c s1, \c s2 and \c
- s3. The state machine is controlled by a single QPushButton; when the button
- is clicked, the machine transitions to another state. Initially, the state
- machine is in state \c s1. The statechart for this machine is as follows:
-
- \image statemachine-button.png
- \omit
- \caption This is a caption
- \endomit
-
- The following snippet shows the code needed to create such a state machine.
- First, we create the state machine and states:
-
- \snippet statemachine/main.cpp 0
-
- Then, we create the transitions by using the QState::addTransition()
- function:
-
- \snippet statemachine/main.cpp 1
-
- Next, we add the states to the machine and set the machine's initial state:
-
- \snippet statemachine/main.cpp 2
-
- Finally, we start the state machine:
-
- \snippet statemachine/main.cpp 3
-
- The state machine executes asynchronously, i.e. it becomes part of your
- application's event loop.
-
- \section1 Doing Useful Work on State Entry and Exit
-
- The above state machine merely transitions from one state to another, it
- doesn't perform any operations. The QState::assignProperty() function can be
- used to have a state set a property of a QObject when the state is
- entered. In the following snippet, the value that should be assigned to a
- QLabel's text property is specified for each state:
-
- \snippet statemachine/main.cpp 4
-
- When any of the states is entered, the label's text will be changed
- accordingly.
-
- The QState::entered() signal is emitted when the state is entered, and the
- QState::exited() signal is emitted when the state is exited. In the
- following snippet, the button's \l {QPushButton::}{showMaximized()} slot
- will be called when state \c s3 is entered, and the button's \l {QPushButton::}{showMinimized()}
- slot will be called when \c s3 is exited:
-
- \snippet statemachine/main.cpp 5
-
- Custom states can reimplement QAbstractState::onEntry() and
- QAbstractState::onExit().
-
- \section1 State Machines That Finish
-
- The state machine defined in the previous section never finishes. In order
- for a state machine to be able to finish, it needs to have a top-level \e
- final state (QFinalState object). When the state machine enters a top-level
- final state, the machine will emit the QStateMachine::finished() signal and
- halt.
-
- All you need to do to introduce a final state in the graph is create a
- QFinalState object and use it as the target of one or more transitions.
-
- \section1 Sharing Transitions By Grouping States
-
- Assume we wanted the user to be able to quit the application at any time by
- clicking a Quit button. In order to achieve this, we need to create a final
- state and make it the target of a transition associated with the Quit
- button's \l{QPushButton::}{clicked()} signal. We could add a transition from each of \c s1, \c
- s2 and \c s3; however, this seems redundant, and one would also have to
- remember to add such a transition from every new state that is added in the
- future.
-
- We can achieve the same behavior (namely that clicking the Quit button quits
- the state machine, regardless of which state the state machine is in) by
- grouping states \c s1, \c s2 and \c s3. This is done by creating a new
- top-level state and making the three original states children of the new
- state. The following diagram shows the new state machine.
-
- \image statemachine-button-nested.png
- \omit
- \caption This is a caption
- \endomit
-
- The three original states have been renamed \c s11, \c s12 and \c s13 to
- reflect that they are now children of the new top-level state, \c s1. Child
- states implicitly inherit the transitions of their parent state. This means
- it is now sufficient to add a single transition from \c s1 to the final
- state \c s2. New states added to \c s1 will also automatically inherit this
- transition.
-
- All that's needed to group states is to specify the proper parent when the
- state is created. You also need to specify which of the child states is the
- initial one (i.e. which child state the state machine should enter when the
- parent state is the target of a transition).
-
- \snippet statemachine/main2.cpp 0
-
- \snippet statemachine/main2.cpp 1
-
- In this case we want the application to quit when the state machine is
- finished, so the machine's \l {QStateMachine::}{finished()} signal is connected to the
- application's \l {QCoreApplication::}{quit()} slot.
-
- A child state can override an inherited transition. For example, the
- following code adds a transition that effectively causes the Quit button to
- be ignored when the state machine is in state \c s12.
-
- \snippet statemachine/main2.cpp 2
-
- A transition can have any state as its target, i.e. the target state does
- not have to be on the same level in the state hierarchy as the source state.
-
- \section1 Using History States to Save and Restore the Current State
-
- Imagine that we wanted to add an "interrupt" mechanism to the example
- discussed in the previous section; the user should be able to click a button
- to have the state machine perform some non-related task, after which the
- state machine should resume whatever it was doing before (i.e. return to the
- old state, which is one of \c s11, \c s12 and \c s13 in this case).
-
- Such behavior can easily be modeled using \e{history states}. A history
- state (QHistoryState object) is a pseudo-state that represents the child
- state that the parent state was in the last time the parent state was
- exited.
-
- A history state is created as a child of the state for which we wish to
- record the current child state; when the state machine detects the presence
- of such a state at runtime, it automatically records the current (real)
- child state when the parent state is exited. A transition to the history
- state is in fact a transition to the child state that the state machine had
- previously saved; the state machine automatically "forwards" the transition
- to the real child state.
-
- The following diagram shows the state machine after the interrupt mechanism
- has been added.
-
- \image statemachine-button-history.png
- \omit
- \caption This is a caption
- \endomit
-
- The following code shows how it can be implemented; in this example we
- simply display a message box when \c s3 is entered, then immediately return
- to the previous child state of \c s1 via the history state.
-
- \snippet statemachine/main2.cpp 3
-
- \section1 Using Parallel States to Avoid a Combinatorial Explosion of States
-
- Assume that you wanted to model a set of mutually exclusive properties of a
- car in a single state machine. Let's say the properties we are interested in
- are Clean vs Dirty, and Moving vs Not moving. It would take four mutually
- exclusive states and eight transitions to be able to represent and freely
- move between all possible combinations.
-
- \image statemachine-nonparallel.png
- \omit
- \caption This is a caption
- \endomit
-
- If we added a third property (say, Red vs Blue), the total number of states
- would double, to eight; and if we added a fourth property (say, Enclosed vs
- Convertible), the total number of states would double again, to 16.
-
- Using parallel states, the total number of states and transitions grows
- linearly as we add more properties, instead of exponentially. Furthermore,
- states can be added to or removed from the parallel state without affecting
- any of their sibling states.
-
- \image statemachine-parallel.png
- \omit
- \caption This is a caption
- \endomit
-
- To create a parallel state group, pass QState::ParallelStates to the QState
- constructor.
-
- \snippet statemachine/main3.cpp 0
-
- When a parallel state group is entered, all its child states will be
- simultaneously entered. Transitions within the individual child states
- operate normally. However, any of the child states may take a transition which exits the parent
- state. When this happens, the parent state and all of its child states are exited.
-
- The parallelism in the State Machine framework follows an interleaved semantics. All parallel
- operations will be executed in a single, atomic step of the event processing, so no event can
- interrupt the parallel operations. However, events will still be processed sequentially, since
- the machine itself is single threaded. As an example: Consider the situation where there are two
- transitions that exit the same parallel state group, and their conditions become true
- simultaneously. In this case, the event that is processed last of the two will not have any
- effect, since the first event will already have caused the machine to exit from the parallel
- state.
-
- \section1 Detecting that a Composite State has Finished
-
- A child state can be final (a QFinalState object); when a final child state
- is entered, the parent state emits the QState::finished() signal. The
- following diagram shows a composite state \c s1 which does some processing
- before entering a final state:
-
- \image statemachine-finished.png
- \omit
- \caption This is a caption
- \endomit
-
- When \c s1 's final state is entered, \c s1 will automatically emit
- \l {QState::}{finished()}. We use a signal transition to cause this event to trigger a
- state change:
-
- \snippet statemachine/main3.cpp 1
-
- Using final states in composite states is useful when you want to hide the
- internal details of a composite state; i.e. the only thing the outside world
- should be able to do is enter the state, and get a notification when the
- state has completed its work. This is a very powerful abstraction and
- encapsulation mechanism when building complex (deeply nested) state
- machines. (In the above example, you could of course create a transition
- directly from \c s1 's \c done state rather than relying on \c s1 's
- \l {QState::}{finished()} signal, but with the consequence that implementation details of
- \c s1 are exposed and depended on).
-
- For parallel state groups, the QState::finished() signal is emitted when \e
- all the child states have entered final states.
-
- \section1 Targetless Transitions
-
- A transition need not have a target state. A transition without a target can
- be triggered the same way as any other transition; the difference is that
- when a targetless transition is triggered, it doesn't cause any state
- changes. This allows you to react to a signal or event when your machine is
- in a certain state, without having to leave that state. Example:
-
- \code
- QStateMachine machine;
- QState *s1 = new QState(&machine);
-
- QPushButton button;
- QSignalTransition *trans = new QSignalTransition(&button, &QPushButton::clicked);
- s1->addTransition(trans);
-
- QMessageBox msgBox;
- msgBox.setText("The button was clicked; carry on.");
- QObject::connect(trans, QSignalTransition::triggered, &msgBox, &QMessageBox::exec);
-
- machine.setInitialState(s1);
- \endcode
-
- The message box will be displayed each time the button is clicked, but the
- state machine will remain in its current state (s1). If the target state
- were explicitly set to s1, however, s1 would be exited and re-entered each
- time (e.g. the QAbstractState::entered() and QAbstractState::exited()
- signals would be emitted).
-
- \section1 Events, Transitions and Guards
-
- A QStateMachine runs its own event loop. For signal transitions
- (QSignalTransition objects), QStateMachine automatically posts a
- QStateMachine::SignalEvent to itself when it intercepts the corresponding
- signal; similarly, for QObject event transitions (QEventTransition objects)
- a QStateMachine::WrappedEvent is posted.
-
- You can post your own events to the state machine using
- QStateMachine::postEvent().
-
- When posting a custom event to the state machine, you typically also have
- one or more custom transitions that can be triggered from events of that
- type. To create such a transition, you subclass QAbstractTransition and
- reimplement QAbstractTransition::eventTest(), where you check if an event
- matches your event type (and optionally other criteria, e.g. attributes of
- the event object).
-
- Here we define our own custom event type, \c StringEvent, for posting
- strings to the state machine:
-
- \snippet statemachine/main4.cpp 0
-
- Next, we define a transition that only triggers when the event's string
- matches a particular string (a \e guarded transition):
-
- \snippet statemachine/main4.cpp 1
-
- In the \l {QAbstractTransition::}{eventTest()} reimplementation, we first check if the event type is the
- desired one; if so, we cast the event to a \c StringEvent and perform the
- string comparison.
-
- The following is a statechart that uses the custom event and transition:
-
- \image statemachine-customevents.png
- \omit
- \caption This is a caption
- \endomit
-
- Here's what the implementation of the statechart looks like:
-
- \snippet statemachine/main4.cpp 2
-
- Once the machine is started, we can post events to it.
-
- \snippet statemachine/main4.cpp 3
-
- An event that is not handled by any relevant transition will be silently
- consumed by the state machine. It can be useful to group states and provide
- a default handling of such events; for example, as illustrated in the
- following statechart:
-
- \image statemachine-customevents2.png
- \omit
- \caption This is a caption
- \endomit
-
- For deeply nested statecharts, you can add such "fallback" transitions at
- the level of granularity that's most appropriate.
-
- \section1 Using Restore Policy To Automatically Restore Properties
-
- In some state machines it can be useful to focus the attention on assigning properties in states,
- not on restoring them when the state is no longer active. If you know that a property should
- always be restored to its initial value when the machine enters a state that does not explicitly
- give the property a value, you can set the global restore policy to
- QStateMachine::RestoreProperties.
-
- \code
- QStateMachine machine;
- machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties);
- \endcode
-
- When this restore policy is set, the machine will automatically restore all properties. If it
- enters a state where a given property is not set, it will first search the hierarchy of ancestors
- to see if the property is defined there. If it is, the property will be restored to the value
- defined by the closest ancestor. If not, it will be restored to its initial value (i.e. the
- value of the property before any property assignments in states were executed.)
-
- Take the following code:
-
- \snippet statemachine/main5.cpp 0
-
- Lets say the property \c fooBar is 0.0 when the machine starts. When the machine is in state
- \c s1, the property will be 1.0, since the state explicitly assigns this value to it. When the
- machine is in state \c s2, no value is explicitly defined for the property, so it will implicitly
- be restored to 0.0.
-
- If we are using nested states, the parent defines a value for the property which is inherited by
- all descendants that do not explicitly assign a value to the property.
-
- \snippet statemachine/main5.cpp 2
-
- Here \c s1 has two children: \c s2 and \c s3. When \c s2 is entered, the property \c fooBar
- will have the value 2.0, since this is explicitly defined for the state. When the machine is in
- state \c s3, no value is defined for the state, but \c s1 defines the property to be 1.0, so this
- is the value that will be assigned to \c fooBar.
-
- \section1 Animating Property Assignments
-
- The State Machine API connects with the Animation API in Qt to allow automatically animating
- properties as they are assigned in states.
-
- Say we have the following code:
-
- \snippet statemachine/main5.cpp 3
-
- Here we define two states of a user interface. In \c s1 the \c button is small, and in \c s2
- it is bigger. If we click the button to transition from \c s1 to \c s2, the geometry of the button
- will be set immediately when a given state has been entered. If we want the transition to be
- smooth, however, all we need to do is make a QPropertyAnimation and add this to the transition
- object.
-
- \snippet statemachine/main5.cpp 4
-
- Adding an animation for the property in question means that the property assignment will no
- longer take immediate effect when the state has been entered. Instead, the animation will start
- playing when the state has been entered and smoothly animate the property assignment. Since we
- do not set the start value or end value of the animation, these will be set implicitly. The
- start value of the animation will be the property's current value when the animation starts, and
- the end value will be set based on the property assignments defined for the state.
-
- If the global restore policy of the state machine is set to QStateMachine::RestoreProperties,
- it is possible to also add animations for the property restorations.
-
- \section1 Detecting That All Properties Have Been Set In A State
-
- When animations are used to assign properties, a state no longer defines the exact values that a
- property will have when the machine is in the given state. While the animation is running, the
- property can potentially have any value, depending on the animation.
-
- In some cases, it can be useful to be able to detect when the property has actually been assigned
- the value defined by a state.
-
- Say we have the following code:
-
- \snippet statemachine/main5.cpp 5
-
- When \c button is clicked, the machine will transition into state \c s2, which will set the
- geometry of the button, and then pop up a message box to alert the user that the geometry has
- been changed.
-
- In the normal case, where animations are not used, this will operate as expected. However, if
- an animation for the \c geometry of \c button is set on the transition between \c s1 and \c s2,
- the animation will be started when \c s2 is entered, but the \c geometry property will not
- actually reach its defined value before the animation is finished running. In this case, the
- message box will pop up before the geometry of the button has actually been set.
-
- To ensure that the message box does not pop up until the geometry actually reaches its final
- value, we can use the state's \l {QState::}{propertiesAssigned()} signal. The \l {QState::}{propertiesAssigned()} signal will be
- emitted when the property is assigned its final value, whether this is done immediately or
- after the animation has finished playing.
-
- \snippet statemachine/main5.cpp 6
-
- In this example, when \c button is clicked, the machine will enter \c s2. It will remain in state
- \c s2 until the \c geometry property has been set to \c QRect(0, 0, 50, 50). Then it will
- transition into \c s3. When \c s3 is entered, the message box will pop up. If the transition into
- \c s2 has an animation for the \c geometry property, then the machine will stay in \c s2 until the
- animation has finished playing. If there is no such animation, it will simply set the property and
- immediately enter state \c s3.
-
- Either way, when the machine is in state \c s3, you are guaranteed that the property \c geometry
- has been assigned the defined value.
-
- If the global restore policy is set to QStateMachine::RestoreProperties, the state will not emit
- the \l {QState::}{propertiesAssigned()} signal until these have been executed as well.
-
- \section1 What Happens If A State Is Exited Before The Animation Has Finished
-
- If a state has property assignments, and the transition into the state has animations for the
- properties, the state can potentially be exited before the properties have been assigned to the
- values defines by the state. This is true in particular when there are transitions out from the
- state that do not depend on the \l {QState::}{propertiesAssigned()} signal, as described in the previous section.
-
- The State Machine API guarantees that a property assigned by the state machine either:
- \list
- \li Has a value explicitly assigned to the property.
- \li Is currently being animated into a value explicitly assigned to the property.
- \endlist
-
- When a state is exited prior to the animation finishing, the behavior of the state machine depends
- on the target state of the transition. If the target state explicitly assigns a value to the
- property, no additional action will be taken. The property will be assigned the value defined by
- the target state.
-
- If the target state does not assign any value to the property, there are two
- options: By default, the property will be assigned the value defined by the state it is leaving
- (the value it would have been assigned if the animation had been permitted to finish playing). If
- a global restore policy is set, however, this will take precedence, and the property will be
- restored as usual.
-
- \section1 Default Animations
-
- As described earlier, you can add animations to transitions to make sure property assignments
- in the target state are animated. If you want a specific animation to be used for a given property
- regardless of which transition is taken, you can add it as a default animation to the state
- machine. This is in particular useful when the properties assigned (or restored) by specific
- states is not known when the machine is constructed.
-
- \code
- QState *s1 = new QState();
- QState *s2 = new QState();
-
- s2->assignProperty(object, "fooBar", 2.0);
- s1->addTransition(s2);
-
- QStateMachine machine;
- machine.setInitialState(s1);
- machine.addDefaultAnimation(new QPropertyAnimation(object, "fooBar"));
- \endcode
-
- When the machine is in state \c s2, the machine will play the default animation for the
- property \c fooBar since this property is assigned by \c s2.
-
- Note that animations explicitly set on transitions will take precedence over any default
- animation for the given property.
-
- \section1 Nesting State Machines
-
- QStateMachine is a subclass of QState. This allows for a state machine to be a child state of
- another machine. QStateMachine reimplements QState::onEntry() and calls QStateMachine::start(),
- so that when the child state machine is entered, it will automatically start running.
-
- The parent state machine treats the child machine as an \e atomic state in the state machine
- algorithm. The child state machine is self-contained; it maintains its own event queue and
- configuration. In particular, note that the \l{QStateMachine::}{configuration()}
- of the child machine is not part of the parent machine's configuration (only the child machine
- itself is).
-
- States of the child state machine cannot be specified as targets of transitions in the parent
- state machine; only the child state machine itself can. Conversely, states of the parent state
- machine cannot be specified as targets of transitions in the child state machine. The child
- state machine's \l{QState::}{finished}() signal can be used to trigger a transition
- in the parent machine.
-*/