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/****************************************************************************
**
** Copyright (C) 2013 NVIDIA Corporation.
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** 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 General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QT3DS_STATE_INTERPRETER_H
#define QT3DS_STATE_INTERPRETER_H
#pragma once
#include "Qt3DSState.h"
#include "Qt3DSStateTypes.h"
#include "Qt3DSStateSignalConnection.h"
#include "foundation/Qt3DSRefCounted.h"
#include "foundation/Qt3DSDataRef.h"
namespace qt3ds {
namespace state {
struct InterpreterEventTypes
{
enum Enum {
UnknownInterpreterEvent = 0,
StateEnter,
StateExit,
Transition,
};
};
struct IStateInterpreterEventHandler
{
protected:
virtual ~IStateInterpreterEventHandler() {}
public:
virtual void OnInterpreterEvent(InterpreterEventTypes::Enum inEvent,
CRegisteredString inEventId) = 0;
};
class IStateInterpreter : public NVRefCounted
{
protected:
virtual ~IStateInterpreter() {}
public:
// Setup of the state system, you can add a set of roots to the state graph.
virtual NVConstDataRef<SStateNode *> GetConfiguration() = 0;
// State context is referenced by this object.
// We can optionally validate the transitions to ensure that no transition can put us into
// an invalid state
// and so that simple loops don't exist. It is highly recommended to use this; it is done
// once via startup and
// shouldn't add appreciably to the initialization time but it makes the transition system a
// lot more robust.
virtual bool Initialize(IStateContext &inContext, bool inValidateTransitions = true) = 0;
// Bring the state machine to the internal state.
// Returns the list of states for the initial configuration
virtual NVConstDataRef<SStateNode *> Start() = 0;
// Execute transitions, internal events and external events until nothing is left to
// be done.
virtual NVConstDataRef<SStateNode *> Execute() = 0;
virtual bool IsRunning() const = 0;
virtual bool EventsPending() const = 0;
// Queue an event with an optional delay (0 means no delay).
// If the event has a delay then it can optionally be cancelled.
virtual void QueueEvent(const char8_t *inEventName, QT3DSU64 inDelay,
CRegisteredString inCancelId, bool inIsExternal = true) = 0;
virtual void QueueEvent(TEventPtr inEvent, QT3DSU64 inDelay, CRegisteredString inCancelId,
bool inIsExternal = true) = 0;
virtual void QueueEvent(TEventPtr inEvent, bool inIsExternal = true) = 0;
virtual void QueueEvent(const char8_t *inEventName, bool inIsExternal = true) = 0;
// Cancel an event with a particular id. Only cancels delayed events that have not fired
// yet.
virtual void CancelEvent(CRegisteredString inCancelId) = 0;
// When the connection gets destroyed, the hander will get no more events.
virtual TSignalConnectionPtr
RegisterEventHandler(IStateInterpreterEventHandler &inHandler) = 0;
virtual debugger::IStateMachineDebugInterface &GetDebugInterface() = 0;
virtual NVFoundationBase &GetFoundation() = 0;
virtual IScriptContext &GetScriptContext() = 0;
virtual IStateContext *GetStateContext() = 0;
// The only code that needs to happen in the state system is the code that executes a
// condition.
static IStateInterpreter &Create(NVFoundationBase &inFnd, IStringTable &inStrTable,
IScriptContext &inScriptContext,
IExecutionContext &inExecutionContext);
};
}
}
#endif
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