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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. -*/ |