/*
* Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
* All rights reserved.
* This component and the accompanying materials are made available
* under the terms of "Eclipse Public License v1.0"
* which accompanies this distribution, and is available
* at the URL "http://www.eclipse.org/legal/epl-v10.html".
*
* Initial Contributors:
* Nokia Corporation - initial contribution.
*
* Contributors:
*
* Description:
*
*/
#ifndef CXESTATEMACHINE_H
#define CXESTATEMACHINE_H
#include "cxestatemachinebase.h"
class CxeState;
/**
* CxeStateMachine extends CxeStateMachineBase functionality. All methods call base class
* implementation, and will panic if the base class return value indicates failure.
*
* Engine classes should derive from CxeStateMachine. CxeStateMachineBase is for situations where
* asserts can't be used, like unit testing.
*
* CxeStateMachine is internal to the engine and is not visible in the engine API.
*/
class CxeStateMachine : public CxeStateMachineBase
{
public:
/**
* CxeStateMachine constructor. After construction, the derived class should
* add all the defined states and call setInitialState().
*
* @sa addState setInitialState
* @param stateMachineName Name for this state machine (used for debug prints)
*/
CxeStateMachine(const char* stateMachineName);
virtual ~CxeStateMachine();
protected:
/**
* Add a new state to the machine. Takes ownership of state. This function will
* panic, if new state id is incorrect.
*
* @param state A CxeState object defining a name, ID, and allowed transitions for
* the new state. The CxeState ID must be unique and not to contain overlapping bits
* with other state ids, since bitwise AND operator is used for the state ids.
* @return True if adding was successful, false if adding failed
*/
bool addState(CxeState *state);
/**
* Initiate a state transition from current state to a given state ID. If the state
* transition is invalid, this function will panic.
*
* @param stateId State ID of the new state
* @param error Optional error code to be associated with the transition
*/
bool setState(int stateId, int error = 0);
/**
* Set the initial state of the state machine. Can be called only once.
* This method will panic, if initial state to be set is unknown, or initial
* state has already been set.
*
* @param stateId State ID for the initial state.
*/
bool setInitialState(int stateId);
/**
* Pure virtual function to be implemented by derived classes. Called when state changes.
* The implementation should emit a signal informing interested parties of a state change.
*
* @param newStateId State ID for the new state
* @param error An error code associated with the state transition
*/
virtual void handleStateChanged(int newStateId, CxeError::Id error) = 0;
private:
};
#endif // CXESTATEMACHINE_H