/**************************************************************************** ** ** Copyright (C) 2014 Ford Motor Company ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtQml module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "statemachine.h" #include #include #include #include #include #include StateMachine::StateMachine(QObject *parent) : QStateMachine(parent), m_completed(false), m_running(false) { connect(this, SIGNAL(runningChanged(bool)), SIGNAL(qmlRunningChanged())); } bool StateMachine::isRunning() const { return QStateMachine::isRunning(); } void StateMachine::setRunning(bool running) { if (m_completed) QStateMachine::setRunning(running); else m_running = running; } void StateMachine::componentComplete() { if (QStateMachine::initialState() == NULL && childMode() == QState::ExclusiveStates) qmlInfo(this) << "No initial state set for StateMachine"; // Everything is proper setup, now start the state-machine if we got // asked to do so. m_completed = true; if (m_running) setRunning(true); } QQmlListProperty StateMachine::children() { return QQmlListProperty(this, &m_children, m_children.append, m_children.count, m_children.at, m_children.clear); } /*! \qmltype StateMachine \inqmlmodule QtQml.StateMachine \inherits State \ingroup statemachine-qmltypes \since 5.4 \brief Provides a hierarchical finite state machine. StateMachine is based on the concepts and notation of \l{http://www.wisdom.weizmann.ac.il/~dharel/SCANNED.PAPERS/Statecharts.pdf}{Statecharts}. StateMachine is part of \l{The Declarative State Machine Framework}. A state machine manages a set of states and transitions between those states; these states and transitions define a state graph. Once a state graph has been built, the state machine can execute it. StateMachine's execution algorithm is based on the \l{http://www.w3.org/TR/scxml/}{State Chart XML (SCXML)} algorithm. The framework's \l{The Declarative State Machine Framework}{overview} gives several state graphs and the code to build them. Before the machine can be started, the \l{State::initialState}{initialState} must be set. The initial state is the state that the machine enters when started. You can then set running property to true or start() the state machine. The started signal is emitted when the initial state is entered. The state machine processes events and takes transitions until a top-level final state is entered; the state machine then emits the finished() signal. You can also stop() the state machine explicitly (you can also set running property to false). The stopped signal is emitted in this case. \section1 Example Usage The following snippet shows a state machine that will finish when a button is clicked: \snippet qml/statemachine/simplestatemachine.qml document If an error is encountered, the machine will look for an \l{State::errorState}{errorState}, and if one is available, it will enter this state. After the error state is entered, the type of the error can be retrieved with error(). The execution of the state graph will not stop when the error state is entered. If no error state applies to the erroneous state, the machine will stop executing and an error message will be printed to the console. \clearfloat \sa QAbstractState, State, SignalTransition, TimeoutTransition, HistoryState {The Declarative State Machine Framework} */ /*! \qmlproperty enumeration StateMachine::globalRestorePolicy \brief The restore policy for states of this state machine. The default value of this property is QState.DontRestoreProperties. This enum specifies the restore policy type. The restore policy takes effect when the machine enters a state which sets one or more properties. If the restore policy is set to QState.RestoreProperties, the state machine will save the original value of the property before the new value is set. Later, when the machine either enters a state which does not set a value for the given property, the property will automatically be restored to its initial value. Only one initial value will be saved for any given property. If a value for a property has already been saved by the state machine, it will not be overwritten until the property has been successfully restored. \list \li QState.DontRestoreProperties The state machine should not save the initial values of properties and restore them later. \li QState.RestoreProperties The state machine should save the initial values of properties and restore them later. \endlist */ /*! \qmlproperty bool StateMachine::running \brief The running state of this state machine. \sa start(), stop() */ /*! \qmlproperty string StateMachine::errorString \readonly errorString \brief The error string of this state machine. */ /*! \qmlmethod StateMachine::start() Starts this state machine. The machine will reset its configuration and transition to the initial state. When a final top-level state (FinalState) is entered, the machine will emit the finished() signal. \note A state machine will not run without a running event loop, such as the main application event loop started with QCoreApplication::exec() or QApplication::exec(). \sa started, State::finished, stop(), State::initialState, running */ /*! \qmlsignal StateMachine::started() This signal is emitted when the state machine has entered its initial state (State::initialState). The corresponding handler is \c onStarted. \sa running, start(), State::finished */ /*! \qmlmethod StateMachine::stop() Stops this state machine. The state machine will stop processing events and then emit the stopped signal. \sa stopped, start(), running */ /*! \qmlsignal StateMachine::stopped() This signal is emitted when the state machine has stopped. The corresponding handler is \c onStopped. \sa running, stop(), State::finished */