/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:FDL$ ** GNU Free Documentation License ** 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. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms ** and conditions contained in a signed written agreement between you ** and Nokia. ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \example statemachine/eventtransitions \title Event Transitions Example The Event Transitions example shows how to use event transitions, a feature of \l{The State Machine Framework}. \snippet examples/statemachine/eventtransitions/main.cpp 0 The \c Window class's constructors begins by creating a button. \snippet examples/statemachine/eventtransitions/main.cpp 1 Two states, \c s1 and \c s2, are created; upon entry they will assign "Outside" and "Inside" to the button's text, respectively. \snippet examples/statemachine/eventtransitions/main.cpp 2 When the button receives an event of type QEvent::Enter and the state machine is in state \c s1, the machine will transition to state \c s2. \snippet examples/statemachine/eventtransitions/main.cpp 3 When the button receives an event of type QEvent::Leave and the state machine is in state \c s2, the machine will transition back to state \c s1. \snippet examples/statemachine/eventtransitions/main.cpp 4 Next, the state \c s3 is created. \c s3 will be entered when the button receives an event of type QEvent::MouseButtonPress and the state machine is in state \c s2. When the button receives an event of type QEvent::MouseButtonRelease and the state machine is in state \c s3, the machine will transition back to state \c s2. \snippet examples/statemachine/eventtransitions/main.cpp 5 Finally, the states are added to the machine as top-level states, the initial state is set to be \c s1 ("Outside"), and the machine is started. \snippet examples/statemachine/eventtransitions/main.cpp 6 The main() function constructs a Window object and shows it. */