author | Eckhart Koeppen <eckhart.koppen@nokia.com> |
Mon, 19 Apr 2010 10:15:19 +0300 | |
branch | RCL_3 |
changeset 9 | b5b118452c7d |
parent 7 | 3f74d0d4af4c |
permissions | -rw-r--r-- |
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/**************************************************************************** |
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** |
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** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). |
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** All rights reserved. |
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** Contact: Nokia Corporation (qt-info@nokia.com) |
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** |
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** This file is part of the documentation of the Qt Toolkit. |
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** |
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** $QT_BEGIN_LICENSE:LGPL$ |
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** No Commercial Usage |
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** This file contains pre-release code and may not be distributed. |
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** You may use this file in accordance with the terms and conditions |
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** contained in the Technology Preview License Agreement accompanying |
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** this package. |
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** |
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** GNU Lesser General Public License Usage |
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** Alternatively, this file may be used under the terms of the GNU Lesser |
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** General Public License version 2.1 as published by the Free Software |
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** Foundation and appearing in the file LICENSE.LGPL included in the |
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** packaging of this file. Please review the following information to |
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** ensure the GNU Lesser General Public License version 2.1 requirements |
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
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** |
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** In addition, as a special exception, Nokia gives you certain additional |
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** rights. These rights are described in the Nokia Qt LGPL Exception |
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
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** |
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** If you have questions regarding the use of this file, please contact |
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** Nokia at qt-info@nokia.com. |
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** |
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** |
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** |
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** |
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** |
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** |
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** |
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** |
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** $QT_END_LICENSE$ |
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** |
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****************************************************************************/ |
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|
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/*! |
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\group statemachine |
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\title State Machine Classes |
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*/ |
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|
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/*! |
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\page statemachine-api.html |
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\title The State Machine Framework |
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\brief An overview of the State Machine framework for constructing and executing state graphs. |
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|
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\ingroup frameworks-technologies |
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|
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\tableofcontents |
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|
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The State Machine framework provides classes for creating and executing |
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state graphs. The concepts and notation are based on those from Harel's |
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\l{Statecharts: A visual formalism for complex systems}{Statecharts}, which |
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is also the basis of UML state diagrams. The semantics of state machine |
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execution are based on \l{State Chart XML: State Machine Notation for |
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Control Abstraction}{State Chart XML (SCXML)}. |
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|
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Statecharts provide a graphical way of modeling how a system reacts to |
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stimuli. This is done by defining the possible \e states that the system can |
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be in, and how the system can move from one state to another (\e transitions |
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between states). A key characteristic of event-driven systems (such as Qt |
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applications) is that behavior often depends not only on the last or current |
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event, but also the events that preceded it. With statecharts, this |
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information is easy to express. |
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|
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The State Machine framework provides an API and execution model that can be |
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used to effectively embed the elements and semantics of statecharts in Qt |
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applications. The framework integrates tightly with Qt's meta-object system; |
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for example, transitions between states can be triggered by signals, and |
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states can be configured to set properties and invoke methods on QObjects. |
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Qt's event system is used to drive the state machines. |
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The state graph in the State Machine framework is hierarchical. States can be nested inside of |
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other states, and the current configuration of the state machine consists of the set of states |
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which are currently active. All the states in a valid configuration of the state machine will |
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have a common ancestor. |
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\section1 Classes in the State Machine Framework |
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These classes are provided by qt for creating event-driven state machines. |
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\annotatedlist statemachine |
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\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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\omit |
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\caption This is a caption |
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\endomit |
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|
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To create a parallel state group, pass QState::ParallelStates to the QState |
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constructor. |
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|
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\snippet doc/src/snippets/statemachine/main3.cpp 0 |
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|
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When a parallel state group is entered, all its child states will be |
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simultaneously entered. Transitions within the individual child states |
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operate normally. However, any of the child states may take a transition which exits the parent |
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state. When this happens, the parent state and all of its child states are exited. |
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|
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The parallelism in the State Machine framework follows an interleaved semantics. All parallel |
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operations will be executed in a single, atomic step of the event processing, so no event can |
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interrupt the parallel operations. However, events will still be processed sequentially, since |
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the machine itself is single threaded. As an example: Consider the situation where there are two |
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transitions that exit the same parallel state group, and their conditions become true |
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simultaneously. In this case, the event that is processed last of the two will not have any |
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effect, since the first event will already have caused the machine to exit from the parallel |
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state. |
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|
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\section1 Detecting that a Composite State has Finished |
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|
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A child state can be final (a QFinalState object); when a final child state |
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is entered, the parent state emits the QState::finished() signal. The |
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following diagram shows a composite state \c s1 which does some processing |
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before entering a final state: |
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|
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\img statemachine-finished.png |
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\omit |
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\caption This is a caption |
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\endomit |
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|
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When \c s1 's final state is entered, \c s1 will automatically emit |
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finished(). We use a signal transition to cause this event to trigger a |
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state change: |
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|
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\snippet doc/src/snippets/statemachine/main3.cpp 1 |
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|
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Using final states in composite states is useful when you want to hide the |
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internal details of a composite state; i.e. the only thing the outside world |
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should be able to do is enter the state, and get a notification when the |
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state has completed its work. This is a very powerful abstraction and |
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encapsulation mechanism when building complex (deeply nested) state |
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machines. (In the above example, you could of course create a transition |
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directly from \c s1 's \c done state rather than relying on \c s1 's |
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finished() signal, but with the consequence that implementation details of |
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\c s1 are exposed and depended on). |
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|
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For parallel state groups, the QState::finished() signal is emitted when \e |
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all the child states have entered final states. |
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319 |
|
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\section1 Targetless Transitions |
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|
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A transition need not have a target state. A transition without a target can |
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be triggered the same way as any other transition; the difference is that |
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when a targetless transition is triggered, it doesn't cause any state |
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changes. This allows you to react to a signal or event when your machine is |
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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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QStateMachine machine; |
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QState *s1 = new QState(&machine); |
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331 |
|
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QPushButton button; |
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QSignalTransition *trans = new QSignalTransition(&button, SIGNAL(clicked())); |
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s1->addTransition(trans); |
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335 |
|
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QMessageBox msgBox; |
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msgBox.setText("The button was clicked; carry on."); |
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QObject::connect(trans, SIGNAL(triggered()), &msgBox, SLOT(exec())); |
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339 |
|
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machine.setInitialState(s1); |
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341 |
\endcode |
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342 |
|
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The message box will be displayed each time the button is clicked, but the |
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state machine will remain in its current state (s1). If the target state |
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were explicitly set to s1, however, s1 would be exited and re-entered each |
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time (e.g. the QAbstractState::entered() and QAbstractState::exited() |
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signals would be emitted). |
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348 |
|
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\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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changeset
|
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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Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
442 |
Here \c s1 has two children: \c s2 and \c s3. When \c s2 is entered, the property \c fooBar |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
443 |
will have the value 2.0, since this is explicitly defined for the state. When the machine is in |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
444 |
state \c s3, no value is defined for the state, but \c s1 defines the property to be 1.0, so this |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
445 |
is the value that will be assigned to \c fooBar. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
446 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
447 |
\section1 Animating Property Assignments |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
448 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
449 |
The State Machine API connects with the Animation API in Qt to allow automatically animating |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
450 |
properties as they are assigned in states. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
451 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
452 |
Say we have the following code: |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
453 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
454 |
\snippet doc/src/snippets/statemachine/main5.cpp 3 |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
455 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
456 |
Here we define two states of a user interface. In \c s1 the \c button is small, and in \c s2 |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
457 |
it is bigger. If we click the button to transition from \c s1 to \c s2, the geometry of the button |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
458 |
will be set immediately when a given state has been entered. If we want the transition to be |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
459 |
smooth, however, all we need to do is make a QPropertyAnimation and add this to the transition |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
460 |
object. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
461 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
462 |
\snippet doc/src/snippets/statemachine/main5.cpp 4 |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
463 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
464 |
Adding an animation for the property in question means that the property assignment will no |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
465 |
longer take immediate effect when the state has been entered. Instead, the animation will start |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
466 |
playing when the state has been entered and smoothly animate the property assignment. Since we |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
467 |
do not set the start value or end value of the animation, these will be set implicitly. The |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
468 |
start value of the animation will be the property's current value when the animation starts, and |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
469 |
the end value will be set based on the property assignments defined for the state. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
470 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
471 |
If the global restore policy of the state machine is set to QStateMachine::RestoreProperties, |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
472 |
it is possible to also add animations for the property restorations. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
473 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
474 |
\section1 Detecting That All Properties Have Been Set In A State |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
475 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
476 |
When animations are used to assign properties, a state no longer defines the exact values that a |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
477 |
property will have when the machine is in the given state. While the animation is running, the |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
478 |
property can potentially have any value, depending on the animation. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
479 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
480 |
In some cases, it can be useful to be able to detect when the property has actually been assigned |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
481 |
the value defined by a state. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
482 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
483 |
Say we have the following code: |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
484 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
485 |
\snippet doc/src/snippets/statemachine/main5.cpp 5 |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
486 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
487 |
When \c button is clicked, the machine will transition into state \c s2, which will set the |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
488 |
geometry of the button, and then pop up a message box to alert the user that the geometry has |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
489 |
been changed. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
490 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
491 |
In the normal case, where animations are not used, this will operate as expected. However, if |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
492 |
an animation for the \c geometry of \c button is set on the transition between \c s1 and \c s2, |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
493 |
the animation will be started when \c s2 is entered, but the \c geometry property will not |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
494 |
actually reach its defined value before the animation is finished running. In this case, the |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
495 |
message box will pop up before the geometry of the button has actually been set. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
496 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
497 |
To ensure that the message box does not pop up until the geometry actually reaches its final |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
498 |
value, we can use the state's propertiesAssigned() signal. The propertiesAssigned() signal will be |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
499 |
emitted when the property is assigned its final value, whether this is done immediately or |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
500 |
after the animation has finished playing. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
501 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
502 |
\snippet doc/src/snippets/statemachine/main5.cpp 6 |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
503 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
504 |
In this example, when \c button is clicked, the machine will enter \c s2. It will remain in state |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
505 |
\c s2 until the \c geometry property has been set to \c QRect(0, 0, 50, 50). Then it will |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
506 |
transition into \c s3. When \c s3 is entered, the message box will pop up. If the transition into |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
507 |
\c s2 has an animation for the \c geometry property, then the machine will stay in \c s2 until the |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
508 |
animation has finished playing. If there is no such animation, it will simply set the property and |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
509 |
immediately enter state \c s3. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
510 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
511 |
Either way, when the machine is in state \c s3, you are guaranteed that the property \c geometry |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
512 |
has been assigned the defined value. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
513 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
514 |
If the global restore policy is set to QStateMachine::RestoreProperties, the state will not emit |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
515 |
the propertiesAssigned() signal until these have been executed as well. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
516 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
517 |
\section1 What Happens If A State Is Exited Before The Animation Has Finished |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
518 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
519 |
If a state has property assignments, and the transition into the state has animations for the |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
520 |
properties, the state can potentially be exited before the properties have been assigned to the |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
521 |
values defines by the state. This is true in particular when there are transitions out from the |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
522 |
state that do not depend on the propertiesAssigned signal, as described in the previous section. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
523 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
524 |
The State Machine API guarantees that a property assigned by the state machine either: |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
525 |
\list |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
526 |
\o Has a value explicitly assigned to the property. |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
527 |
\o Is currently being animated into a value explicitly assigned to the property. |
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528 |
\endlist |
3f74d0d4af4c
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|
529 |
|
3f74d0d4af4c
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Eckhart Koeppen <eckhart.koppen@nokia.com>
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530 |
When a state is exited prior to the animation finishing, the behavior of the state machine depends |
3f74d0d4af4c
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parents:
diff
changeset
|
531 |
on the target state of the transition. If the target state explicitly assigns a value to the |
3f74d0d4af4c
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changeset
|
532 |
property, no additional action will be taken. The property will be assigned the value defined by |
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Eckhart Koeppen <eckhart.koppen@nokia.com>
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|
533 |
the target state. |
3f74d0d4af4c
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parents:
diff
changeset
|
534 |
|
3f74d0d4af4c
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Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
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|
535 |
If the target state does not assign any value to the property, there are two |
3f74d0d4af4c
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parents:
diff
changeset
|
536 |
options: By default, the property will be assigned the value defined by the state it is leaving |
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changeset
|
537 |
(the value it would have been assigned if the animation had been permitted to finish playing). If |
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Eckhart Koeppen <eckhart.koppen@nokia.com>
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|
538 |
a global restore policy is set, however, this will take precedence, and the property will be |
3f74d0d4af4c
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|
539 |
restored as usual. |
3f74d0d4af4c
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|
540 |
|
3f74d0d4af4c
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|
541 |
\section1 Default Animations |
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changeset
|
542 |
|
3f74d0d4af4c
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parents:
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changeset
|
543 |
As described earlier, you can add animations to transitions to make sure property assignments |
3f74d0d4af4c
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changeset
|
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 |
3f74d0d4af4c
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Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
546 |
machine. This is in particular useful when the properties assigned (or restored) by specific |
3f74d0d4af4c
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parents:
diff
changeset
|
547 |
states is not known when the machine is constructed. |
3f74d0d4af4c
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|
548 |
|
3f74d0d4af4c
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|
549 |
\code |
3f74d0d4af4c
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parents:
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|
550 |
QState *s1 = new QState(); |
3f74d0d4af4c
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changeset
|
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); |
3f74d0d4af4c
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parents:
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changeset
|
555 |
|
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Eckhart Koeppen <eckhart.koppen@nokia.com>
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changeset
|
556 |
QStateMachine machine; |
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
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parents:
diff
changeset
|
557 |
machine.setInitialState(s1); |
3f74d0d4af4c
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parents:
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|
558 |
machine.addDefaultAnimation(new QPropertyAnimation(object, "fooBar")); |
3f74d0d4af4c
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Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
559 |
\endcode |
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Eckhart Koeppen <eckhart.koppen@nokia.com>
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changeset
|
560 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
561 |
When the machine is in state \c s2, the machine will play the default animation for the |
3f74d0d4af4c
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parents:
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changeset
|
562 |
property \c fooBar since this property is assigned by \c s2. |
3f74d0d4af4c
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Eckhart Koeppen <eckhart.koppen@nokia.com>
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|
563 |
|
3f74d0d4af4c
qt:70947f0f93d948bc89b3b43d00da758a51f1ef84
Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
diff
changeset
|
564 |
Note that animations explicitly set on transitions will take precedence over any default |
3f74d0d4af4c
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Eckhart Koeppen <eckhart.koppen@nokia.com>
parents:
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changeset
|
565 |
animation for the given property. |
3f74d0d4af4c
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|
566 |
*/ |