doc/src/frameworks-technologies/statemachine.qdoc
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    41 
       
    42 /*!
       
    43     \group statemachine
       
    44     \title State Machine Classes
       
    45 */
       
    46 
       
    47 /*!
       
    48   \page statemachine-api.html
       
    49   \title The State Machine Framework
       
    50   \brief An overview of the State Machine framework for constructing and executing state graphs.
       
    51 
       
    52   \ingroup frameworks-technologies
       
    53 
       
    54   \tableofcontents
       
    55 
       
    56   The State Machine framework provides classes for creating and executing
       
    57   state graphs. The concepts and notation are based on those from Harel's
       
    58   \l{Statecharts: A visual formalism for complex systems}{Statecharts}, which
       
    59   is also the basis of UML state diagrams. The semantics of state machine
       
    60   execution are based on \l{State Chart XML: State Machine Notation for
       
    61   Control Abstraction}{State Chart XML (SCXML)}.
       
    62 
       
    63   Statecharts provide a graphical way of modeling how a system reacts to
       
    64   stimuli. This is done by defining the possible \e states that the system can
       
    65   be in, and how the system can move from one state to another (\e transitions
       
    66   between states). A key characteristic of event-driven systems (such as Qt
       
    67   applications) is that behavior often depends not only on the last or current
       
    68   event, but also the events that preceded it. With statecharts, this
       
    69   information is easy to express.
       
    70 
       
    71   The State Machine framework provides an API and execution model that can be
       
    72   used to effectively embed the elements and semantics of statecharts in Qt
       
    73   applications. The framework integrates tightly with Qt's meta-object system;
       
    74   for example, transitions between states can be triggered by signals, and
       
    75   states can be configured to set properties and invoke methods on QObjects.
       
    76   Qt's event system is used to drive the state machines.
       
    77 
       
    78   The state graph in the State Machine framework is hierarchical. States can be nested inside of
       
    79   other states, and the current configuration of the state machine consists of the set of states
       
    80   which are currently active. All the states in a valid configuration of the state machine will
       
    81   have a common ancestor.
       
    82 
       
    83   \section1 Classes in the State Machine Framework
       
    84 
       
    85   These classes are provided by qt for creating event-driven state machines.
       
    86   
       
    87   \annotatedlist statemachine
       
    88 
       
    89   \section1 A Simple State Machine
       
    90 
       
    91   To demonstrate the core functionality of the State Machine API, let's look
       
    92   at a small example: A state machine with three states, \c s1, \c s2 and \c
       
    93   s3. The state machine is controlled by a single QPushButton; when the button
       
    94   is clicked, the machine transitions to another state. Initially, the state
       
    95   machine is in state \c s1. The statechart for this machine is as follows:
       
    96 
       
    97     \img statemachine-button.png
       
    98     \omit
       
    99     \caption This is a caption
       
   100     \endomit
       
   101 
       
   102   The following snippet shows the code needed to create such a state machine.
       
   103   First, we create the state machine and states:
       
   104 
       
   105   \snippet doc/src/snippets/statemachine/main.cpp 0
       
   106 
       
   107   Then, we create the transitions by using the QState::addTransition()
       
   108   function:
       
   109 
       
   110   \snippet doc/src/snippets/statemachine/main.cpp 1
       
   111 
       
   112   Next, we add the states to the machine and set the machine's initial state:
       
   113 
       
   114   \snippet doc/src/snippets/statemachine/main.cpp 2
       
   115 
       
   116   Finally, we start the state machine:
       
   117 
       
   118   \snippet doc/src/snippets/statemachine/main.cpp 3
       
   119 
       
   120   The state machine executes asynchronously, i.e. it becomes part of your
       
   121   application's event loop.
       
   122 
       
   123   \section1 Doing Useful Work on State Entry and Exit
       
   124 
       
   125   The above state machine merely transitions from one state to another, it
       
   126   doesn't perform any operations. The QState::assignProperty() function can be
       
   127   used to have a state set a property of a QObject when the state is
       
   128   entered. In the following snippet, the value that should be assigned to a
       
   129   QLabel's text property is specified for each state:
       
   130 
       
   131   \snippet doc/src/snippets/statemachine/main.cpp 4
       
   132 
       
   133   When any of the states is entered, the label's text will be changed
       
   134   accordingly.
       
   135 
       
   136   The QState::entered() signal is emitted when the state is entered, and the
       
   137   QState::exited() signal is emitted when the state is exited. In the
       
   138   following snippet, the button's showMaximized() slot will be called when
       
   139   state \c s3 is entered, and the button's showMinimized() slot will be called
       
   140   when \c s3 is exited:
       
   141 
       
   142   \snippet doc/src/snippets/statemachine/main.cpp 5
       
   143 
       
   144   Custom states can reimplement QAbstractState::onEntry() and
       
   145   QAbstractState::onExit().
       
   146 
       
   147   \section1 State Machines That Finish
       
   148 
       
   149   The state machine defined in the previous section never finishes. In order
       
   150   for a state machine to be able to finish, it needs to have a top-level \e
       
   151   final state (QFinalState object). When the state machine enters a top-level
       
   152   final state, the machine will emit the QStateMachine::finished() signal and
       
   153   halt.
       
   154 
       
   155   All you need to do to introduce a final state in the graph is create a
       
   156   QFinalState object and use it as the target of one or more transitions.
       
   157 
       
   158   \section1 Sharing Transitions By Grouping States
       
   159 
       
   160   Assume we wanted the user to be able to quit the application at any time by
       
   161   clicking a Quit button. In order to achieve this, we need to create a final
       
   162   state and make it the target of a transition associated with the Quit
       
   163   button's clicked() signal. We could add a transition from each of \c s1, \c
       
   164   s2 and \c s3; however, this seems redundant, and one would also have to
       
   165   remember to add such a transition from every new state that is added in the
       
   166   future.
       
   167 
       
   168   We can achieve the same behavior (namely that clicking the Quit button quits
       
   169   the state machine, regardless of which state the state machine is in) by
       
   170   grouping states \c s1, \c s2 and \c s3. This is done by creating a new
       
   171   top-level state and making the three original states children of the new
       
   172   state. The following diagram shows the new state machine.
       
   173 
       
   174     \img statemachine-button-nested.png
       
   175     \omit
       
   176     \caption This is a caption
       
   177     \endomit
       
   178 
       
   179   The three original states have been renamed \c s11, \c s12 and \c s13 to
       
   180   reflect that they are now children of the new top-level state, \c s1.  Child
       
   181   states implicitly inherit the transitions of their parent state. This means
       
   182   it is now sufficient to add a single transition from \c s1 to the final
       
   183   state \c s2. New states added to \c s1 will also automatically inherit this
       
   184   transition.
       
   185 
       
   186   All that's needed to group states is to specify the proper parent when the
       
   187   state is created. You also need to specify which of the child states is the
       
   188   initial one (i.e. which child state the state machine should enter when the
       
   189   parent state is the target of a transition).
       
   190 
       
   191   \snippet doc/src/snippets/statemachine/main2.cpp 0
       
   192 
       
   193   \snippet doc/src/snippets/statemachine/main2.cpp 1
       
   194 
       
   195   In this case we want the application to quit when the state machine is
       
   196   finished, so the machine's finished() signal is connected to the
       
   197   application's quit() slot.
       
   198 
       
   199   A child state can override an inherited transition. For example, the
       
   200   following code adds a transition that effectively causes the Quit button to
       
   201   be ignored when the state machine is in state \c s12.
       
   202 
       
   203   \snippet doc/src/snippets/statemachine/main2.cpp 2
       
   204 
       
   205   A transition can have any state as its target, i.e. the target state does
       
   206   not have to be on the same level in the state hierarchy as the source state.
       
   207 
       
   208   \section1 Using History States to Save and Restore the Current State
       
   209 
       
   210   Imagine that we wanted to add an "interrupt" mechanism to the example
       
   211   discussed in the previous section; the user should be able to click a button
       
   212   to have the state machine perform some non-related task, after which the
       
   213   state machine should resume whatever it was doing before (i.e. return to the
       
   214   old state, which is one of \c s11, \c s12 and \c s13 in this case).
       
   215 
       
   216   Such behavior can easily be modeled using \e{history states}. A history
       
   217   state (QHistoryState object) is a pseudo-state that represents the child
       
   218   state that the parent state was in the last time the parent state was
       
   219   exited.
       
   220 
       
   221   A history state is created as a child of the state for which we wish to
       
   222   record the current child state; when the state machine detects the presence
       
   223   of such a state at runtime, it automatically records the current (real)
       
   224   child state when the parent state is exited. A transition to the history
       
   225   state is in fact a transition to the child state that the state machine had
       
   226   previously saved; the state machine automatically "forwards" the transition
       
   227   to the real child state.
       
   228 
       
   229   The following diagram shows the state machine after the interrupt mechanism
       
   230   has been added.
       
   231 
       
   232     \img statemachine-button-history.png
       
   233     \omit
       
   234     \caption This is a caption
       
   235     \endomit
       
   236 
       
   237   The following code shows how it can be implemented; in this example we
       
   238   simply display a message box when \c s3 is entered, then immediately return
       
   239   to the previous child state of \c s1 via the history state.
       
   240 
       
   241   \snippet doc/src/snippets/statemachine/main2.cpp 3
       
   242 
       
   243   \section1 Using Parallel States to Avoid a Combinatorial Explosion of States
       
   244 
       
   245   Assume that you wanted to model a set of mutually exclusive properties of a
       
   246   car in a single state machine. Let's say the properties we are interested in
       
   247   are Clean vs Dirty, and Moving vs Not moving. It would take four mutually
       
   248   exclusive states and eight transitions to be able to represent and freely
       
   249   move between all possible combinations.
       
   250 
       
   251     \img statemachine-nonparallel.png
       
   252     \omit
       
   253     \caption This is a caption
       
   254     \endomit
       
   255 
       
   256   If we added a third property (say, Red vs Blue), the total number of states
       
   257   would double, to eight; and if we added a fourth property (say, Enclosed vs
       
   258   Convertible), the total number of states would double again, to 16.
       
   259 
       
   260   Using parallel states, the total number of states and transitions grows
       
   261   linearly as we add more properties, instead of exponentially. Furthermore,
       
   262   states can be added to or removed from the parallel state without affecting
       
   263   any of their sibling states.
       
   264 
       
   265     \img statemachine-parallel.png
       
   266     \omit
       
   267     \caption This is a caption
       
   268     \endomit
       
   269 
       
   270   To create a parallel state group, pass QState::ParallelStates to the QState
       
   271   constructor.
       
   272 
       
   273   \snippet doc/src/snippets/statemachine/main3.cpp 0
       
   274 
       
   275   When a parallel state group is entered, all its child states will be
       
   276   simultaneously entered. Transitions within the individual child states
       
   277   operate normally. However, any of the child states may take a transition which exits the parent
       
   278   state. When this happens, the parent state and all of its child states are exited.
       
   279 
       
   280   The parallelism in the State Machine framework follows an interleaved semantics. All parallel
       
   281   operations will be executed in a single, atomic step of the event processing, so no event can
       
   282   interrupt the parallel operations. However, events will still be processed sequentially, since
       
   283   the machine itself is single threaded. As an example: Consider the situation where there are two
       
   284   transitions that exit the same parallel state group, and their conditions become true
       
   285   simultaneously. In this case, the event that is processed last of the two will not have any
       
   286   effect, since the first event will already have caused the machine to exit from the parallel
       
   287   state.
       
   288 
       
   289   \section1 Detecting that a Composite State has Finished
       
   290 
       
   291   A child state can be final (a QFinalState object); when a final child state
       
   292   is entered, the parent state emits the QState::finished() signal. The
       
   293   following diagram shows a composite state \c s1 which does some processing
       
   294   before entering a final state:
       
   295 
       
   296     \img statemachine-finished.png
       
   297     \omit
       
   298     \caption This is a caption
       
   299     \endomit
       
   300 
       
   301   When \c s1 's final state is entered, \c s1 will automatically emit
       
   302   finished(). We use a signal transition to cause this event to trigger a
       
   303   state change:
       
   304 
       
   305   \snippet doc/src/snippets/statemachine/main3.cpp 1
       
   306 
       
   307   Using final states in composite states is useful when you want to hide the
       
   308   internal details of a composite state; i.e. the only thing the outside world
       
   309   should be able to do is enter the state, and get a notification when the
       
   310   state has completed its work. This is a very powerful abstraction and
       
   311   encapsulation mechanism when building complex (deeply nested) state
       
   312   machines. (In the above example, you could of course create a transition
       
   313   directly from \c s1 's \c done state rather than relying on \c s1 's
       
   314   finished() signal, but with the consequence that implementation details of
       
   315   \c s1 are exposed and depended on).
       
   316 
       
   317   For parallel state groups, the QState::finished() signal is emitted when \e
       
   318   all the child states have entered final states.
       
   319 
       
   320   \section1 Targetless Transitions
       
   321 
       
   322   A transition need not have a target state. A transition without a target can
       
   323   be triggered the same way as any other transition; the difference is that
       
   324   when a targetless transition is triggered, it doesn't cause any state
       
   325   changes. This allows you to react to a signal or event when your machine is
       
   326   in a certain state, without having to leave that state. Example:
       
   327 
       
   328   \code
       
   329     QStateMachine machine;
       
   330     QState *s1 = new QState(&machine);
       
   331 
       
   332     QPushButton button;
       
   333     QSignalTransition *trans = new QSignalTransition(&button, SIGNAL(clicked()));
       
   334     s1->addTransition(trans);
       
   335 
       
   336     QMessageBox msgBox;
       
   337     msgBox.setText("The button was clicked; carry on.");
       
   338     QObject::connect(trans, SIGNAL(triggered()), &msgBox, SLOT(exec()));
       
   339 
       
   340     machine.setInitialState(s1);
       
   341   \endcode
       
   342 
       
   343   The message box will be displayed each time the button is clicked, but the
       
   344   state machine will remain in its current state (s1). If the target state
       
   345   were explicitly set to s1, however, s1 would be exited and re-entered each
       
   346   time (e.g. the QAbstractState::entered() and QAbstractState::exited()
       
   347   signals would be emitted).
       
   348 
       
   349   \section1 Events, Transitions and Guards
       
   350 
       
   351   A QStateMachine runs its own event loop. For signal transitions
       
   352   (QSignalTransition objects), QStateMachine automatically posts a
       
   353   QStateMachine::SignalEvent to itself when it intercepts the corresponding
       
   354   signal; similarly, for QObject event transitions (QEventTransition objects)
       
   355   a QStateMachine::WrappedEvent is posted.
       
   356 
       
   357   You can post your own events to the state machine using
       
   358   QStateMachine::postEvent().
       
   359 
       
   360   When posting a custom event to the state machine, you typically also have
       
   361   one or more custom transitions that can be triggered from events of that
       
   362   type. To create such a transition, you subclass QAbstractTransition and
       
   363   reimplement QAbstractTransition::eventTest(), where you check if an event
       
   364   matches your event type (and optionally other criteria, e.g. attributes of
       
   365   the event object).
       
   366 
       
   367   Here we define our own custom event type, \c StringEvent, for posting
       
   368   strings to the state machine:
       
   369 
       
   370   \snippet doc/src/snippets/statemachine/main4.cpp 0
       
   371 
       
   372   Next, we define a transition that only triggers when the event's string
       
   373   matches a particular string (a \e guarded transition):
       
   374 
       
   375   \snippet doc/src/snippets/statemachine/main4.cpp 1
       
   376 
       
   377   In the eventTest() reimplementation, we first check if the event type is the
       
   378   desired one; if so, we cast the event to a StringEvent and perform the
       
   379   string comparison.
       
   380 
       
   381   The following is a statechart that uses the custom event and transition:
       
   382 
       
   383     \img statemachine-customevents.png
       
   384     \omit
       
   385     \caption This is a caption
       
   386     \endomit
       
   387 
       
   388   Here's what the implementation of the statechart looks like:
       
   389 
       
   390   \snippet doc/src/snippets/statemachine/main4.cpp 2
       
   391 
       
   392   Once the machine is started, we can post events to it.
       
   393 
       
   394   \snippet doc/src/snippets/statemachine/main4.cpp 3
       
   395 
       
   396   An event that is not handled by any relevant transition will be silently
       
   397   consumed by the state machine. It can be useful to group states and provide
       
   398   a default handling of such events; for example, as illustrated in the
       
   399   following statechart:
       
   400 
       
   401     \img statemachine-customevents2.png
       
   402     \omit
       
   403     \caption This is a caption
       
   404     \endomit
       
   405 
       
   406   For deeply nested statecharts, you can add such "fallback" transitions at
       
   407   the level of granularity that's most appropriate.
       
   408 
       
   409   \section1 Using Restore Policy To Automatically Restore Properties
       
   410 
       
   411   In some state machines it can be useful to focus the attention on assigning properties in states,
       
   412   not on restoring them when the state is no longer active. If you know that a property should
       
   413   always be restored to its initial value when the machine enters a state that does not explicitly
       
   414   give the property a value, you can set the global restore policy to
       
   415   QStateMachine::RestoreProperties.
       
   416 
       
   417   \code
       
   418     QStateMachine machine;
       
   419     machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties);
       
   420   \endcode
       
   421 
       
   422   When this restore policy is set, the machine will automatically restore all properties. If it
       
   423   enters a state where a given property is not set, it will first search the hierarchy of ancestors
       
   424   to see if the property is defined there. If it is, the property will be restored to the value
       
   425   defined by the closest ancestor. If not, it will be restored to its initial value (i.e. the
       
   426   value of the property before any property assignments in states were executed.)
       
   427 
       
   428   Take the following code:
       
   429 
       
   430   \snippet doc/src/snippets/statemachine/main5.cpp 0  
       
   431 
       
   432   Lets say the property \c fooBar is 0.0 when the machine starts. When the machine is in state
       
   433   \c s1, the property will be 1.0, since the state explicitly assigns this value to it. When the
       
   434   machine is in state \c s2, no value is explicitly defined for the property, so it will implicitly
       
   435   be restored to 0.0.
       
   436 
       
   437   If we are using nested states, the parent defines a value for the property which is inherited by
       
   438   all descendants that do not explicitly assign a value to the property.
       
   439 
       
   440   \snippet doc/src/snippets/statemachine/main5.cpp 2
       
   441 
       
   442   Here \c s1 has two children: \c s2 and \c s3. When \c s2 is entered, the property \c fooBar
       
   443   will have the value 2.0, since this is explicitly defined for the state. When the machine is in
       
   444   state \c s3, no value is defined for the state, but \c s1 defines the property to be 1.0, so this
       
   445   is the value that will be assigned to \c fooBar.
       
   446 
       
   447   \section1 Animating Property Assignments
       
   448 
       
   449   The State Machine API connects with the Animation API in Qt to allow automatically animating
       
   450   properties as they are assigned in states.
       
   451 
       
   452   Say we have the following code:
       
   453 
       
   454   \snippet doc/src/snippets/statemachine/main5.cpp 3
       
   455 
       
   456   Here we define two states of a user interface. In \c s1 the \c button is small, and in \c s2
       
   457   it is bigger. If we click the button to transition from \c s1 to \c s2, the geometry of the button
       
   458   will be set immediately when a given state has been entered. If we want the transition to be
       
   459   smooth, however, all we need to do is make a QPropertyAnimation and add this to the transition
       
   460   object.
       
   461 
       
   462   \snippet doc/src/snippets/statemachine/main5.cpp 4
       
   463 
       
   464   Adding an animation for the property in question means that the property assignment will no
       
   465   longer take immediate effect when the state has been entered. Instead, the animation will start
       
   466   playing when the state has been entered and smoothly animate the property assignment. Since we
       
   467   do not set the start value or end value of the animation, these will be set implicitly. The
       
   468   start value of the animation will be the property's current value when the animation starts, and
       
   469   the end value will be set based on the property assignments defined for the state.
       
   470 
       
   471   If the global restore policy of the state machine is set to QStateMachine::RestoreProperties,
       
   472   it is possible to also add animations for the property restorations.
       
   473 
       
   474   \section1 Detecting That All Properties Have Been Set In A State
       
   475 
       
   476   When animations are used to assign properties, a state no longer defines the exact values that a
       
   477   property will have when the machine is in the given state. While the animation is running, the
       
   478   property can potentially have any value, depending on the animation.
       
   479 
       
   480   In some cases, it can be useful to be able to detect when the property has actually been assigned
       
   481   the value defined by a state.
       
   482 
       
   483   Say we have the following code:
       
   484 
       
   485   \snippet doc/src/snippets/statemachine/main5.cpp 5
       
   486 
       
   487   When \c button is clicked, the machine will transition into state \c s2, which will set the
       
   488   geometry of the button, and then pop up a message box to alert the user that the geometry has
       
   489   been changed.
       
   490 
       
   491   In the normal case, where animations are not used, this will operate as expected. However, if
       
   492   an animation for the \c geometry of \c button is set on the transition between \c s1 and \c s2,
       
   493   the animation will be started when \c s2 is entered, but the \c geometry property will not
       
   494   actually reach its defined value before the animation is finished running. In this case, the
       
   495   message box will pop up before the geometry of the button has actually been set.
       
   496 
       
   497   To ensure that the message box does not pop up until the geometry actually reaches its final
       
   498   value, we can use the state's propertiesAssigned() signal. The propertiesAssigned() signal will be
       
   499   emitted when the property is assigned its final value, whether this is done immediately or
       
   500   after the animation has finished playing.
       
   501 
       
   502   \snippet doc/src/snippets/statemachine/main5.cpp 6
       
   503 
       
   504   In this example, when \c button is clicked, the machine will enter \c s2. It will remain in state
       
   505   \c s2 until the \c geometry property has been set to \c QRect(0, 0, 50, 50). Then it will
       
   506   transition into \c s3. When \c s3 is entered, the message box will pop up. If the transition into
       
   507   \c s2 has an animation for the \c geometry property, then the machine will stay in \c s2 until the
       
   508   animation has finished playing. If there is no such animation, it will simply set the property and
       
   509   immediately enter state \c s3.
       
   510 
       
   511   Either way, when the machine is in state \c s3, you are guaranteed that the property \c geometry
       
   512   has been assigned the defined value.
       
   513 
       
   514   If the global restore policy is set to QStateMachine::RestoreProperties, the state will not emit
       
   515   the propertiesAssigned() signal until these have been executed as well.
       
   516 
       
   517   \section1 What Happens If A State Is Exited Before The Animation Has Finished
       
   518 
       
   519   If a state has property assignments, and the transition into the state has animations for the
       
   520   properties, the state can potentially be exited before the properties have been assigned to the
       
   521   values defines by the state. This is true in particular when there are transitions out from the
       
   522   state that do not depend on the propertiesAssigned signal, as described in the previous section.
       
   523 
       
   524   The State Machine API guarantees that a property assigned by the state machine either:
       
   525   \list
       
   526   \o Has a value explicitly assigned to the property.
       
   527   \o Is currently being animated into a value explicitly assigned to the property.
       
   528   \endlist
       
   529 
       
   530   When a state is exited prior to the animation finishing, the behavior of the state machine depends
       
   531   on the target state of the transition. If the target state explicitly assigns a value to the
       
   532   property, no additional action will be taken. The property will be assigned the value defined by
       
   533   the target state.
       
   534 
       
   535   If the target state does not assign any value to the property, there are two
       
   536   options: By default, the property will be assigned the value defined by the state it is leaving
       
   537   (the value it would have been assigned if the animation had been permitted to finish playing). If
       
   538   a global restore policy is set, however, this will take precedence, and the property will be
       
   539   restored as usual.
       
   540 
       
   541   \section1 Default Animations
       
   542 
       
   543   As described earlier, you can add animations to transitions to make sure property assignments
       
   544   in the target state are animated. If you want a specific animation to be used for a given property
       
   545   regardless of which transition is taken, you can add it as a default animation to the state
       
   546   machine. This is in particular useful when the properties assigned (or restored) by specific
       
   547   states is not known when the machine is constructed.
       
   548 
       
   549   \code
       
   550     QState *s1 = new QState();
       
   551     QState *s2 = new QState();
       
   552 
       
   553     s2->assignProperty(object, "fooBar", 2.0);
       
   554     s1->addTransition(s2);
       
   555 
       
   556     QStateMachine machine;
       
   557     machine.setInitialState(s1);
       
   558     machine.addDefaultAnimation(new QPropertyAnimation(object, "fooBar"));
       
   559   \endcode
       
   560 
       
   561   When the machine is in state \c s2, the machine will play the default animation for the
       
   562   property \c fooBar since this property is assigned by \c s2.
       
   563 
       
   564   Note that animations explicitly set on transitions will take precedence over any default
       
   565   animation for the given property.
       
   566 */