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38 ** $QT_END_LICENSE$ |
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40 ****************************************************************************/ |
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41 |
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42 /*! |
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43 \group statemachine |
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44 \title State Machine Classes |
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45 */ |
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46 |
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47 /*! |
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48 \page statemachine-api.html |
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49 \title The State Machine Framework |
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50 \brief An overview of the State Machine framework for constructing and executing state graphs. |
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51 |
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52 \ingroup frameworks-technologies |
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53 |
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54 \tableofcontents |
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55 |
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56 The State Machine framework provides classes for creating and executing |
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57 state graphs. The concepts and notation are based on those from Harel's |
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58 \l{Statecharts: A visual formalism for complex systems}{Statecharts}, which |
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59 is also the basis of UML state diagrams. The semantics of state machine |
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60 execution are based on \l{State Chart XML: State Machine Notation for |
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61 Control Abstraction}{State Chart XML (SCXML)}. |
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62 |
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63 Statecharts provide a graphical way of modeling how a system reacts to |
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64 stimuli. This is done by defining the possible \e states that the system can |
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65 be in, and how the system can move from one state to another (\e transitions |
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66 between states). A key characteristic of event-driven systems (such as Qt |
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67 applications) is that behavior often depends not only on the last or current |
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68 event, but also the events that preceded it. With statecharts, this |
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69 information is easy to express. |
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70 |
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71 The State Machine framework provides an API and execution model that can be |
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72 used to effectively embed the elements and semantics of statecharts in Qt |
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73 applications. The framework integrates tightly with Qt's meta-object system; |
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74 for example, transitions between states can be triggered by signals, and |
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75 states can be configured to set properties and invoke methods on QObjects. |
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76 Qt's event system is used to drive the state machines. |
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77 |
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78 The state graph in the State Machine framework is hierarchical. States can be nested inside of |
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79 other states, and the current configuration of the state machine consists of the set of states |
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80 which are currently active. All the states in a valid configuration of the state machine will |
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81 have a common ancestor. |
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82 |
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83 \section1 Classes in the State Machine Framework |
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84 |
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85 These classes are provided by qt for creating event-driven state machines. |
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86 |
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87 \annotatedlist statemachine |
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88 |
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89 \section1 A Simple State Machine |
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90 |
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91 To demonstrate the core functionality of the State Machine API, let's look |
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92 at a small example: A state machine with three states, \c s1, \c s2 and \c |
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93 s3. The state machine is controlled by a single QPushButton; when the button |
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94 is clicked, the machine transitions to another state. Initially, the state |
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95 machine is in state \c s1. The statechart for this machine is as follows: |
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96 |
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97 \img statemachine-button.png |
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98 \omit |
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99 \caption This is a caption |
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100 \endomit |
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101 |
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102 The following snippet shows the code needed to create such a state machine. |
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103 First, we create the state machine and states: |
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104 |
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105 \snippet doc/src/snippets/statemachine/main.cpp 0 |
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106 |
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107 Then, we create the transitions by using the QState::addTransition() |
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108 function: |
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109 |
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110 \snippet doc/src/snippets/statemachine/main.cpp 1 |
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111 |
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112 Next, we add the states to the machine and set the machine's initial state: |
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113 |
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114 \snippet doc/src/snippets/statemachine/main.cpp 2 |
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115 |
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116 Finally, we start the state machine: |
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117 |
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118 \snippet doc/src/snippets/statemachine/main.cpp 3 |
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119 |
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120 The state machine executes asynchronously, i.e. it becomes part of your |
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121 application's event loop. |
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122 |
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123 \section1 Doing Useful Work on State Entry and Exit |
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124 |
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125 The above state machine merely transitions from one state to another, it |
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126 doesn't perform any operations. The QState::assignProperty() function can be |
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127 used to have a state set a property of a QObject when the state is |
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128 entered. In the following snippet, the value that should be assigned to a |
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129 QLabel's text property is specified for each state: |
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130 |
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131 \snippet doc/src/snippets/statemachine/main.cpp 4 |
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132 |
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133 When any of the states is entered, the label's text will be changed |
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134 accordingly. |
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135 |
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136 The QState::entered() signal is emitted when the state is entered, and the |
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137 QState::exited() signal is emitted when the state is exited. In the |
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138 following snippet, the button's showMaximized() slot will be called when |
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139 state \c s3 is entered, and the button's showMinimized() slot will be called |
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140 when \c s3 is exited: |
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141 |
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142 \snippet doc/src/snippets/statemachine/main.cpp 5 |
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143 |
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144 Custom states can reimplement QAbstractState::onEntry() and |
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145 QAbstractState::onExit(). |
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146 |
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147 \section1 State Machines That Finish |
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148 |
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149 The state machine defined in the previous section never finishes. In order |
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150 for a state machine to be able to finish, it needs to have a top-level \e |
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151 final state (QFinalState object). When the state machine enters a top-level |
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152 final state, the machine will emit the QStateMachine::finished() signal and |
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153 halt. |
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154 |
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155 All you need to do to introduce a final state in the graph is create a |
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156 QFinalState object and use it as the target of one or more transitions. |
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157 |
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158 \section1 Sharing Transitions By Grouping States |
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159 |
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160 Assume we wanted the user to be able to quit the application at any time by |
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161 clicking a Quit button. In order to achieve this, we need to create a final |
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162 state and make it the target of a transition associated with the Quit |
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163 button's clicked() signal. We could add a transition from each of \c s1, \c |
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164 s2 and \c s3; however, this seems redundant, and one would also have to |
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165 remember to add such a transition from every new state that is added in the |
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166 future. |
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167 |
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168 We can achieve the same behavior (namely that clicking the Quit button quits |
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169 the state machine, regardless of which state the state machine is in) by |
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170 grouping states \c s1, \c s2 and \c s3. This is done by creating a new |
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171 top-level state and making the three original states children of the new |
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172 state. The following diagram shows the new state machine. |
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173 |
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174 \img statemachine-button-nested.png |
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175 \omit |
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176 \caption This is a caption |
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177 \endomit |
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178 |
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179 The three original states have been renamed \c s11, \c s12 and \c s13 to |
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180 reflect that they are now children of the new top-level state, \c s1. Child |
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181 states implicitly inherit the transitions of their parent state. This means |
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182 it is now sufficient to add a single transition from \c s1 to the final |
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183 state \c s2. New states added to \c s1 will also automatically inherit this |
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184 transition. |
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185 |
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186 All that's needed to group states is to specify the proper parent when the |
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187 state is created. You also need to specify which of the child states is the |
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188 initial one (i.e. which child state the state machine should enter when the |
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189 parent state is the target of a transition). |
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190 |
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191 \snippet doc/src/snippets/statemachine/main2.cpp 0 |
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192 |
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193 \snippet doc/src/snippets/statemachine/main2.cpp 1 |
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194 |
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195 In this case we want the application to quit when the state machine is |
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196 finished, so the machine's finished() signal is connected to the |
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197 application's quit() slot. |
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198 |
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199 A child state can override an inherited transition. For example, the |
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200 following code adds a transition that effectively causes the Quit button to |
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201 be ignored when the state machine is in state \c s12. |
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202 |
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203 \snippet doc/src/snippets/statemachine/main2.cpp 2 |
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204 |
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205 A transition can have any state as its target, i.e. the target state does |
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206 not have to be on the same level in the state hierarchy as the source state. |
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207 |
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208 \section1 Using History States to Save and Restore the Current State |
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209 |
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210 Imagine that we wanted to add an "interrupt" mechanism to the example |
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211 discussed in the previous section; the user should be able to click a button |
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212 to have the state machine perform some non-related task, after which the |
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213 state machine should resume whatever it was doing before (i.e. return to the |
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214 old state, which is one of \c s11, \c s12 and \c s13 in this case). |
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215 |
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216 Such behavior can easily be modeled using \e{history states}. A history |
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217 state (QHistoryState object) is a pseudo-state that represents the child |
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218 state that the parent state was in the last time the parent state was |
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219 exited. |
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220 |
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221 A history state is created as a child of the state for which we wish to |
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222 record the current child state; when the state machine detects the presence |
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223 of such a state at runtime, it automatically records the current (real) |
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224 child state when the parent state is exited. A transition to the history |
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225 state is in fact a transition to the child state that the state machine had |
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226 previously saved; the state machine automatically "forwards" the transition |
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227 to the real child state. |
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228 |
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229 The following diagram shows the state machine after the interrupt mechanism |
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230 has been added. |
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231 |
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232 \img statemachine-button-history.png |
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233 \omit |
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234 \caption This is a caption |
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235 \endomit |
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236 |
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237 The following code shows how it can be implemented; in this example we |
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238 simply display a message box when \c s3 is entered, then immediately return |
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239 to the previous child state of \c s1 via the history state. |
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240 |
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241 \snippet doc/src/snippets/statemachine/main2.cpp 3 |
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242 |
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243 \section1 Using Parallel States to Avoid a Combinatorial Explosion of States |
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244 |
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245 Assume that you wanted to model a set of mutually exclusive properties of a |
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246 car in a single state machine. Let's say the properties we are interested in |
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247 are Clean vs Dirty, and Moving vs Not moving. It would take four mutually |
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248 exclusive states and eight transitions to be able to represent and freely |
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249 move between all possible combinations. |
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250 |
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251 \img statemachine-nonparallel.png |
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252 \omit |
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253 \caption This is a caption |
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254 \endomit |
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255 |
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256 If we added a third property (say, Red vs Blue), the total number of states |
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257 would double, to eight; and if we added a fourth property (say, Enclosed vs |
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258 Convertible), the total number of states would double again, to 16. |
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259 |
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260 Using parallel states, the total number of states and transitions grows |
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261 linearly as we add more properties, instead of exponentially. Furthermore, |
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262 states can be added to or removed from the parallel state without affecting |
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263 any of their sibling states. |
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264 |
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265 \img statemachine-parallel.png |
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266 \omit |
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267 \caption This is a caption |
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268 \endomit |
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269 |
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270 To create a parallel state group, pass QState::ParallelStates to the QState |
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271 constructor. |
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272 |
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273 \snippet doc/src/snippets/statemachine/main3.cpp 0 |
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274 |
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275 When a parallel state group is entered, all its child states will be |
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276 simultaneously entered. Transitions within the individual child states |
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277 operate normally. However, any of the child states may take a transition which exits the parent |
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278 state. When this happens, the parent state and all of its child states are exited. |
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279 |
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280 The parallelism in the State Machine framework follows an interleaved semantics. All parallel |
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281 operations will be executed in a single, atomic step of the event processing, so no event can |
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282 interrupt the parallel operations. However, events will still be processed sequentially, since |
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283 the machine itself is single threaded. As an example: Consider the situation where there are two |
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284 transitions that exit the same parallel state group, and their conditions become true |
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285 simultaneously. In this case, the event that is processed last of the two will not have any |
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286 effect, since the first event will already have caused the machine to exit from the parallel |
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287 state. |
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288 |
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289 \section1 Detecting that a Composite State has Finished |
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290 |
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291 A child state can be final (a QFinalState object); when a final child state |
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292 is entered, the parent state emits the QState::finished() signal. The |
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293 following diagram shows a composite state \c s1 which does some processing |
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294 before entering a final state: |
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295 |
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296 \img statemachine-finished.png |
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297 \omit |
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298 \caption This is a caption |
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299 \endomit |
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300 |
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301 When \c s1 's final state is entered, \c s1 will automatically emit |
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302 finished(). We use a signal transition to cause this event to trigger a |
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303 state change: |
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304 |
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305 \snippet doc/src/snippets/statemachine/main3.cpp 1 |
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306 |
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307 Using final states in composite states is useful when you want to hide the |
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308 internal details of a composite state; i.e. the only thing the outside world |
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309 should be able to do is enter the state, and get a notification when the |
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310 state has completed its work. This is a very powerful abstraction and |
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311 encapsulation mechanism when building complex (deeply nested) state |
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312 machines. (In the above example, you could of course create a transition |
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313 directly from \c s1 's \c done state rather than relying on \c s1 's |
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314 finished() signal, but with the consequence that implementation details of |
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315 \c s1 are exposed and depended on). |
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316 |
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317 For parallel state groups, the QState::finished() signal is emitted when \e |
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318 all the child states have entered final states. |
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319 |
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320 \section1 Targetless Transitions |
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321 |
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322 A transition need not have a target state. A transition without a target can |
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323 be triggered the same way as any other transition; the difference is that |
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324 when a targetless transition is triggered, it doesn't cause any state |
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325 changes. This allows you to react to a signal or event when your machine is |
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326 in a certain state, without having to leave that state. Example: |
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327 |
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328 \code |
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329 QStateMachine machine; |
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330 QState *s1 = new QState(&machine); |
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331 |
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332 QPushButton button; |
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333 QSignalTransition *trans = new QSignalTransition(&button, SIGNAL(clicked())); |
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334 s1->addTransition(trans); |
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335 |
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336 QMessageBox msgBox; |
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337 msgBox.setText("The button was clicked; carry on."); |
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338 QObject::connect(trans, SIGNAL(triggered()), &msgBox, SLOT(exec())); |
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339 |
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340 machine.setInitialState(s1); |
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341 \endcode |
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342 |
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343 The message box will be displayed each time the button is clicked, but the |
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344 state machine will remain in its current state (s1). If the target state |
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345 were explicitly set to s1, however, s1 would be exited and re-entered each |
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346 time (e.g. the QAbstractState::entered() and QAbstractState::exited() |
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347 signals would be emitted). |
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348 |
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349 \section1 Events, Transitions and Guards |
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350 |
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351 A QStateMachine runs its own event loop. For signal transitions |
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352 (QSignalTransition objects), QStateMachine automatically posts a |
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353 QStateMachine::SignalEvent to itself when it intercepts the corresponding |
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354 signal; similarly, for QObject event transitions (QEventTransition objects) |
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355 a QStateMachine::WrappedEvent is posted. |
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356 |
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357 You can post your own events to the state machine using |
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358 QStateMachine::postEvent(). |
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359 |
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360 When posting a custom event to the state machine, you typically also have |
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361 one or more custom transitions that can be triggered from events of that |
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362 type. To create such a transition, you subclass QAbstractTransition and |
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363 reimplement QAbstractTransition::eventTest(), where you check if an event |
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364 matches your event type (and optionally other criteria, e.g. attributes of |
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365 the event object). |
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366 |
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367 Here we define our own custom event type, \c StringEvent, for posting |
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368 strings to the state machine: |
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369 |
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370 \snippet doc/src/snippets/statemachine/main4.cpp 0 |
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371 |
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372 Next, we define a transition that only triggers when the event's string |
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373 matches a particular string (a \e guarded transition): |
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374 |
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375 \snippet doc/src/snippets/statemachine/main4.cpp 1 |
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376 |
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377 In the eventTest() reimplementation, we first check if the event type is the |
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378 desired one; if so, we cast the event to a StringEvent and perform the |
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379 string comparison. |
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380 |
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381 The following is a statechart that uses the custom event and transition: |
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382 |
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383 \img statemachine-customevents.png |
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384 \omit |
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385 \caption This is a caption |
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386 \endomit |
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387 |
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388 Here's what the implementation of the statechart looks like: |
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389 |
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390 \snippet doc/src/snippets/statemachine/main4.cpp 2 |
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391 |
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392 Once the machine is started, we can post events to it. |
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393 |
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394 \snippet doc/src/snippets/statemachine/main4.cpp 3 |
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395 |
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396 An event that is not handled by any relevant transition will be silently |
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397 consumed by the state machine. It can be useful to group states and provide |
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398 a default handling of such events; for example, as illustrated in the |
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399 following statechart: |
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400 |
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401 \img statemachine-customevents2.png |
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402 \omit |
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403 \caption This is a caption |
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404 \endomit |
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405 |
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406 For deeply nested statecharts, you can add such "fallback" transitions at |
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407 the level of granularity that's most appropriate. |
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408 |
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409 \section1 Using Restore Policy To Automatically Restore Properties |
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410 |
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411 In some state machines it can be useful to focus the attention on assigning properties in states, |
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412 not on restoring them when the state is no longer active. If you know that a property should |
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413 always be restored to its initial value when the machine enters a state that does not explicitly |
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414 give the property a value, you can set the global restore policy to |
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415 QStateMachine::RestoreProperties. |
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416 |
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417 \code |
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418 QStateMachine machine; |
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419 machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties); |
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420 \endcode |
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421 |
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422 When this restore policy is set, the machine will automatically restore all properties. If it |
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423 enters a state where a given property is not set, it will first search the hierarchy of ancestors |
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424 to see if the property is defined there. If it is, the property will be restored to the value |
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425 defined by the closest ancestor. If not, it will be restored to its initial value (i.e. the |
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426 value of the property before any property assignments in states were executed.) |
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427 |
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428 Take the following code: |
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429 |
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430 \snippet doc/src/snippets/statemachine/main5.cpp 0 |
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431 |
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432 Lets say the property \c fooBar is 0.0 when the machine starts. When the machine is in state |
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433 \c s1, the property will be 1.0, since the state explicitly assigns this value to it. When the |
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434 machine is in state \c s2, no value is explicitly defined for the property, so it will implicitly |
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435 be restored to 0.0. |
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436 |
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437 If we are using nested states, the parent defines a value for the property which is inherited by |
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438 all descendants that do not explicitly assign a value to the property. |
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439 |
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440 \snippet doc/src/snippets/statemachine/main5.cpp 2 |
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441 |
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442 Here \c s1 has two children: \c s2 and \c s3. When \c s2 is entered, the property \c fooBar |
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443 will have the value 2.0, since this is explicitly defined for the state. When the machine is in |
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444 state \c s3, no value is defined for the state, but \c s1 defines the property to be 1.0, so this |
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445 is the value that will be assigned to \c fooBar. |
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446 |
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447 \section1 Animating Property Assignments |
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448 |
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449 The State Machine API connects with the Animation API in Qt to allow automatically animating |
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450 properties as they are assigned in states. |
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451 |
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452 Say we have the following code: |
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453 |
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454 \snippet doc/src/snippets/statemachine/main5.cpp 3 |
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455 |
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456 Here we define two states of a user interface. In \c s1 the \c button is small, and in \c s2 |
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457 it is bigger. If we click the button to transition from \c s1 to \c s2, the geometry of the button |
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458 will be set immediately when a given state has been entered. If we want the transition to be |
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459 smooth, however, all we need to do is make a QPropertyAnimation and add this to the transition |
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460 object. |
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461 |
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462 \snippet doc/src/snippets/statemachine/main5.cpp 4 |
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463 |
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464 Adding an animation for the property in question means that the property assignment will no |
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465 longer take immediate effect when the state has been entered. Instead, the animation will start |
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466 playing when the state has been entered and smoothly animate the property assignment. Since we |
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467 do not set the start value or end value of the animation, these will be set implicitly. The |
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468 start value of the animation will be the property's current value when the animation starts, and |
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469 the end value will be set based on the property assignments defined for the state. |
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470 |
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471 If the global restore policy of the state machine is set to QStateMachine::RestoreProperties, |
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472 it is possible to also add animations for the property restorations. |
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473 |
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474 \section1 Detecting That All Properties Have Been Set In A State |
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475 |
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476 When animations are used to assign properties, a state no longer defines the exact values that a |
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477 property will have when the machine is in the given state. While the animation is running, the |
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478 property can potentially have any value, depending on the animation. |
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479 |
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480 In some cases, it can be useful to be able to detect when the property has actually been assigned |
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481 the value defined by a state. |
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482 |
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483 Say we have the following code: |
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484 |
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485 \snippet doc/src/snippets/statemachine/main5.cpp 5 |
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486 |
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487 When \c button is clicked, the machine will transition into state \c s2, which will set the |
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488 geometry of the button, and then pop up a message box to alert the user that the geometry has |
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489 been changed. |
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490 |
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491 In the normal case, where animations are not used, this will operate as expected. However, if |
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492 an animation for the \c geometry of \c button is set on the transition between \c s1 and \c s2, |
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493 the animation will be started when \c s2 is entered, but the \c geometry property will not |
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494 actually reach its defined value before the animation is finished running. In this case, the |
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495 message box will pop up before the geometry of the button has actually been set. |
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496 |
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497 To ensure that the message box does not pop up until the geometry actually reaches its final |
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498 value, we can use the state's propertiesAssigned() signal. The propertiesAssigned() signal will be |
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499 emitted when the property is assigned its final value, whether this is done immediately or |
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500 after the animation has finished playing. |
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501 |
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502 \snippet doc/src/snippets/statemachine/main5.cpp 6 |
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503 |
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504 In this example, when \c button is clicked, the machine will enter \c s2. It will remain in state |
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505 \c s2 until the \c geometry property has been set to \c QRect(0, 0, 50, 50). Then it will |
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506 transition into \c s3. When \c s3 is entered, the message box will pop up. If the transition into |
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507 \c s2 has an animation for the \c geometry property, then the machine will stay in \c s2 until the |
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508 animation has finished playing. If there is no such animation, it will simply set the property and |
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509 immediately enter state \c s3. |
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510 |
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511 Either way, when the machine is in state \c s3, you are guaranteed that the property \c geometry |
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512 has been assigned the defined value. |
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513 |
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514 If the global restore policy is set to QStateMachine::RestoreProperties, the state will not emit |
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515 the propertiesAssigned() signal until these have been executed as well. |
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516 |
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517 \section1 What Happens If A State Is Exited Before The Animation Has Finished |
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518 |
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519 If a state has property assignments, and the transition into the state has animations for the |
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520 properties, the state can potentially be exited before the properties have been assigned to the |
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521 values defines by the state. This is true in particular when there are transitions out from the |
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522 state that do not depend on the propertiesAssigned signal, as described in the previous section. |
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523 |
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524 The State Machine API guarantees that a property assigned by the state machine either: |
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525 \list |
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526 \o Has a value explicitly assigned to the property. |
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527 \o Is currently being animated into a value explicitly assigned to the property. |
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528 \endlist |
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529 |
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530 When a state is exited prior to the animation finishing, the behavior of the state machine depends |
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531 on the target state of the transition. If the target state explicitly assigns a value to the |
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532 property, no additional action will be taken. The property will be assigned the value defined by |
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533 the target state. |
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534 |
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535 If the target state does not assign any value to the property, there are two |
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536 options: By default, the property will be assigned the value defined by the state it is leaving |
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537 (the value it would have been assigned if the animation had been permitted to finish playing). If |
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538 a global restore policy is set, however, this will take precedence, and the property will be |
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539 restored as usual. |
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540 |
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541 \section1 Default Animations |
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542 |
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543 As described earlier, you can add animations to transitions to make sure property assignments |
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544 in the target state are animated. If you want a specific animation to be used for a given property |
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545 regardless of which transition is taken, you can add it as a default animation to the state |
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546 machine. This is in particular useful when the properties assigned (or restored) by specific |
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547 states is not known when the machine is constructed. |
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548 |
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549 \code |
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550 QState *s1 = new QState(); |
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551 QState *s2 = new QState(); |
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552 |
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553 s2->assignProperty(object, "fooBar", 2.0); |
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554 s1->addTransition(s2); |
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555 |
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556 QStateMachine machine; |
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557 machine.setInitialState(s1); |
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558 machine.addDefaultAnimation(new QPropertyAnimation(object, "fooBar")); |
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559 \endcode |
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560 |
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561 When the machine is in state \c s2, the machine will play the default animation for the |
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562 property \c fooBar since this property is assigned by \c s2. |
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563 |
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564 Note that animations explicitly set on transitions will take precedence over any default |
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565 animation for the given property. |
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566 */ |