doc/src/frameworks-technologies/statemachine.qdoc
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    41 
       
    42 /*!
       
    43     \group statemachine
       
    44     \title State Machine Classes
       
    45 */
       
    46 
       
    47 /*!
       
    48   \page statemachine-api.html
       
    49   \title The State Machine Framework
       
    50   \brief An overview of the State Machine framework for constructing and executing state graphs.
       
    51 
       
    52   \ingroup frameworks-technologies
       
    53 
       
    54   \tableofcontents
       
    55 
       
    56   The State Machine framework provides classes for creating and executing
       
    57   state graphs. The concepts and notation are based on those from Harel's
       
    58   \l{Statecharts: A visual formalism for complex systems}{Statecharts}, which
       
    59   is also the basis of UML state diagrams. The semantics of state machine
       
    60   execution are based on \l{State Chart XML: State Machine Notation for
       
    61   Control Abstraction}{State Chart XML (SCXML)}.
       
    62 
       
    63   Statecharts provide a graphical way of modeling how a system reacts to
       
    64   stimuli. This is done by defining the possible \e states that the system can
       
    65   be in, and how the system can move from one state to another (\e transitions
       
    66   between states). A key characteristic of event-driven systems (such as Qt
       
    67   applications) is that behavior often depends not only on the last or current
       
    68   event, but also the events that preceded it. With statecharts, this
       
    69   information is easy to express.
       
    70 
       
    71   The State Machine framework provides an API and execution model that can be
       
    72   used to effectively embed the elements and semantics of statecharts in Qt
       
    73   applications. The framework integrates tightly with Qt's meta-object system;
       
    74   for example, transitions between states can be triggered by signals, and
       
    75   states can be configured to set properties and invoke methods on QObjects.
       
    76   Qt's event system is used to drive the state machines.
       
    77 
       
    78   \section1 Classes in the State Machine Framework
       
    79 
       
    80   These classes are provided by qt for creating event-driven state machines.
       
    81   
       
    82   \annotatedlist statemachine
       
    83 
       
    84   \section1 A Simple State Machine
       
    85 
       
    86   To demonstrate the core functionality of the State Machine API, let's look
       
    87   at a small example: A state machine with three states, \c s1, \c s2 and \c
       
    88   s3. The state machine is controlled by a single QPushButton; when the button
       
    89   is clicked, the machine transitions to another state. Initially, the state
       
    90   machine is in state \c s1. The statechart for this machine is as follows:
       
    91 
       
    92     \img statemachine-button.png
       
    93     \omit
       
    94     \caption This is a caption
       
    95     \endomit
       
    96 
       
    97   The following snippet shows the code needed to create such a state machine.
       
    98   First, we create the state machine and states:
       
    99 
       
   100   \snippet doc/src/snippets/statemachine/main.cpp 0
       
   101 
       
   102   Then, we create the transitions by using the QState::addTransition()
       
   103   function:
       
   104 
       
   105   \snippet doc/src/snippets/statemachine/main.cpp 1
       
   106 
       
   107   Next, we add the states to the machine and set the machine's initial state:
       
   108 
       
   109   \snippet doc/src/snippets/statemachine/main.cpp 2
       
   110 
       
   111   Finally, we start the state machine:
       
   112 
       
   113   \snippet doc/src/snippets/statemachine/main.cpp 3
       
   114 
       
   115   The state machine executes asynchronously, i.e. it becomes part of your
       
   116   application's event loop.
       
   117 
       
   118   \section1 Doing Useful Work on State Entry and Exit
       
   119 
       
   120   The above state machine merely transitions from one state to another, it
       
   121   doesn't perform any operations. The QState::assignProperty() function can be
       
   122   used to have a state set a property of a QObject when the state is
       
   123   entered. In the following snippet, the value that should be assigned to a
       
   124   QLabel's text property is specified for each state:
       
   125 
       
   126   \snippet doc/src/snippets/statemachine/main.cpp 4
       
   127 
       
   128   When any of the states is entered, the label's text will be changed
       
   129   accordingly.
       
   130 
       
   131   The QState::entered() signal is emitted when the state is entered, and the
       
   132   QState::exited() signal is emitted when the state is exited. In the
       
   133   following snippet, the button's showMaximized() slot will be called when
       
   134   state \c s3 is entered, and the button's showMinimized() slot will be called
       
   135   when \c s3 is exited:
       
   136 
       
   137   \snippet doc/src/snippets/statemachine/main.cpp 5
       
   138 
       
   139   Custom states can reimplement QAbstractState::onEntry() and
       
   140   QAbstractState::onExit().
       
   141 
       
   142   \section1 State Machines That Finish
       
   143 
       
   144   The state machine defined in the previous section never finishes. In order
       
   145   for a state machine to be able to finish, it needs to have a top-level \e
       
   146   final state (QFinalState object). When the state machine enters a top-level
       
   147   final state, the machine will emit the QStateMachine::finished() signal and
       
   148   halt.
       
   149 
       
   150   All you need to do to introduce a final state in the graph is create a
       
   151   QFinalState object and use it as the target of one or more transitions.
       
   152 
       
   153   \section1 Sharing Transitions By Grouping States
       
   154 
       
   155   Assume we wanted the user to be able to quit the application at any time by
       
   156   clicking a Quit button. In order to achieve this, we need to create a final
       
   157   state and make it the target of a transition associated with the Quit
       
   158   button's clicked() signal. We could add a transition from each of \c s1, \c
       
   159   s2 and \c s3; however, this seems redundant, and one would also have to
       
   160   remember to add such a transition from every new state that is added in the
       
   161   future.
       
   162 
       
   163   We can achieve the same behavior (namely that clicking the Quit button quits
       
   164   the state machine, regardless of which state the state machine is in) by
       
   165   grouping states \c s1, \c s2 and \c s3. This is done by creating a new
       
   166   top-level state and making the three original states children of the new
       
   167   state. The following diagram shows the new state machine.
       
   168 
       
   169     \img statemachine-button-nested.png
       
   170     \omit
       
   171     \caption This is a caption
       
   172     \endomit
       
   173 
       
   174   The three original states have been renamed \c s11, \c s12 and \c s13 to
       
   175   reflect that they are now children of the new top-level state, \c s1.  Child
       
   176   states implicitly inherit the transitions of their parent state. This means
       
   177   it is now sufficient to add a single transition from \c s1 to the final
       
   178   state \c s2. New states added to \c s1 will also automatically inherit this
       
   179   transition.
       
   180 
       
   181   All that's needed to group states is to specify the proper parent when the
       
   182   state is created. You also need to specify which of the child states is the
       
   183   initial one (i.e. which child state the state machine should enter when the
       
   184   parent state is the target of a transition).
       
   185 
       
   186   \snippet doc/src/snippets/statemachine/main2.cpp 0
       
   187 
       
   188   \snippet doc/src/snippets/statemachine/main2.cpp 1
       
   189 
       
   190   In this case we want the application to quit when the state machine is
       
   191   finished, so the machine's finished() signal is connected to the
       
   192   application's quit() slot.
       
   193 
       
   194   A child state can override an inherited transition. For example, the
       
   195   following code adds a transition that effectively causes the Quit button to
       
   196   be ignored when the state machine is in state \c s12.
       
   197 
       
   198   \snippet doc/src/snippets/statemachine/main2.cpp 2
       
   199 
       
   200   A transition can have any state as its target, i.e. the target state does
       
   201   not have to be on the same level in the state hierarchy as the source state.
       
   202 
       
   203   \section1 Using History States to Save and Restore the Current State
       
   204 
       
   205   Imagine that we wanted to add an "interrupt" mechanism to the example
       
   206   discussed in the previous section; the user should be able to click a button
       
   207   to have the state machine perform some non-related task, after which the
       
   208   state machine should resume whatever it was doing before (i.e. return to the
       
   209   old state, which is one of \c s11, \c s12 and \c s13 in this case).
       
   210 
       
   211   Such behavior can easily be modeled using \e{history states}. A history
       
   212   state (QHistoryState object) is a pseudo-state that represents the child
       
   213   state that the parent state was in the last time the parent state was
       
   214   exited.
       
   215 
       
   216   A history state is created as a child of the state for which we wish to
       
   217   record the current child state; when the state machine detects the presence
       
   218   of such a state at runtime, it automatically records the current (real)
       
   219   child state when the parent state is exited. A transition to the history
       
   220   state is in fact a transition to the child state that the state machine had
       
   221   previously saved; the state machine automatically "forwards" the transition
       
   222   to the real child state.
       
   223 
       
   224   The following diagram shows the state machine after the interrupt mechanism
       
   225   has been added.
       
   226 
       
   227     \img statemachine-button-history.png
       
   228     \omit
       
   229     \caption This is a caption
       
   230     \endomit
       
   231 
       
   232   The following code shows how it can be implemented; in this example we
       
   233   simply display a message box when \c s3 is entered, then immediately return
       
   234   to the previous child state of \c s1 via the history state.
       
   235 
       
   236   \snippet doc/src/snippets/statemachine/main2.cpp 3
       
   237 
       
   238   \section1 Using Parallel States to Avoid a Combinatorial Explosion of States
       
   239 
       
   240   Assume that you wanted to model a set of mutually exclusive properties of a
       
   241   car in a single state machine. Let's say the properties we are interested in
       
   242   are Clean vs Dirty, and Moving vs Not moving. It would take four mutually
       
   243   exclusive states and eight transitions to be able to represent and freely
       
   244   move between all possible combinations.
       
   245 
       
   246     \img statemachine-nonparallel.png
       
   247     \omit
       
   248     \caption This is a caption
       
   249     \endomit
       
   250 
       
   251   If we added a third property (say, Red vs Blue), the total number of states
       
   252   would double, to eight; and if we added a fourth property (say, Enclosed vs
       
   253   Convertible), the total number of states would double again, to 16.
       
   254 
       
   255   Using parallel states, the total number of states and transitions grows
       
   256   linearly as we add more properties, instead of exponentially. Furthermore,
       
   257   states can be added to or removed from the parallel state without affecting
       
   258   any of their sibling states.
       
   259 
       
   260     \img statemachine-parallel.png
       
   261     \omit
       
   262     \caption This is a caption
       
   263     \endomit
       
   264 
       
   265   To create a parallel state group, pass QState::ParallelStates to the QState
       
   266   constructor.
       
   267 
       
   268   \snippet doc/src/snippets/statemachine/main3.cpp 0
       
   269 
       
   270   When a parallel state group is entered, all its child states will be
       
   271   simultaneously entered. Transitions within the individual child states
       
   272   operate normally. However, any of the child states may take a transition
       
   273   outside the parent state. When this happens, the parent state and all of its
       
   274   child states are exited.
       
   275 
       
   276   \section1 Detecting that a Composite State has Finished
       
   277 
       
   278   A child state can be final (a QFinalState object); when a final child state
       
   279   is entered, the parent state emits the QState::finished() signal. The
       
   280   following diagram shows a composite state \c s1 which does some processing
       
   281   before entering a final state:
       
   282 
       
   283     \img statemachine-finished.png
       
   284     \omit
       
   285     \caption This is a caption
       
   286     \endomit
       
   287 
       
   288   When \c s1 's final state is entered, \c s1 will automatically emit
       
   289   finished(). We use a signal transition to cause this event to trigger a
       
   290   state change:
       
   291 
       
   292   \snippet doc/src/snippets/statemachine/main3.cpp 1
       
   293 
       
   294   Using final states in composite states is useful when you want to hide the
       
   295   internal details of a composite state; i.e. the only thing the outside world
       
   296   should be able to do is enter the state, and get a notification when the
       
   297   state has completed its work. This is a very powerful abstraction and
       
   298   encapsulation mechanism when building complex (deeply nested) state
       
   299   machines. (In the above example, you could of course create a transition
       
   300   directly from \c s1 's \c done state rather than relying on \c s1 's
       
   301   finished() signal, but with the consequence that implementation details of
       
   302   \c s1 are exposed and depended on).
       
   303 
       
   304   For parallel state groups, the QState::finished() signal is emitted when \e
       
   305   all the child states have entered final states.
       
   306 
       
   307   \section1 Targetless Transitions
       
   308 
       
   309   A transition need not have a target state. A transition without a target can
       
   310   be triggered the same way as any other transition; the difference is that
       
   311   when a targetless transition is triggered, it doesn't cause any state
       
   312   changes. This allows you to react to a signal or event when your machine is
       
   313   in a certain state, without having to leave that state. Example:
       
   314 
       
   315   \code
       
   316     QStateMachine machine;
       
   317     QState *s1 = new QState(&machine);
       
   318 
       
   319     QPushButton button;
       
   320     QSignalTransition *trans = new QSignalTransition(&button, SIGNAL(clicked()));
       
   321     s1->addTransition(trans);
       
   322 
       
   323     QMessageBox msgBox;
       
   324     msgBox.setText("The button was clicked; carry on.");
       
   325     QObject::connect(trans, SIGNAL(triggered()), &msgBox, SLOT(exec()));
       
   326 
       
   327     machine.setInitialState(s1);
       
   328   \endcode
       
   329 
       
   330   The message box will be displayed each time the button is clicked, but the
       
   331   state machine will remain in its current state (s1). If the target state
       
   332   were explicitly set to s1, however, s1 would be exited and re-entered each
       
   333   time (e.g. the QAbstractState::entered() and QAbstractState::exited()
       
   334   signals would be emitted).
       
   335 
       
   336   \section1 Events, Transitions and Guards
       
   337 
       
   338   A QStateMachine runs its own event loop. For signal transitions
       
   339   (QSignalTransition objects), QStateMachine automatically posts a
       
   340   QStateMachine::SignalEvent to itself when it intercepts the corresponding
       
   341   signal; similarly, for QObject event transitions (QEventTransition objects)
       
   342   a QStateMachine::WrappedEvent is posted.
       
   343 
       
   344   You can post your own events to the state machine using
       
   345   QStateMachine::postEvent().
       
   346 
       
   347   When posting a custom event to the state machine, you typically also have
       
   348   one or more custom transitions that can be triggered from events of that
       
   349   type. To create such a transition, you subclass QAbstractTransition and
       
   350   reimplement QAbstractTransition::eventTest(), where you check if an event
       
   351   matches your event type (and optionally other criteria, e.g. attributes of
       
   352   the event object).
       
   353 
       
   354   Here we define our own custom event type, \c StringEvent, for posting
       
   355   strings to the state machine:
       
   356 
       
   357   \snippet doc/src/snippets/statemachine/main4.cpp 0
       
   358 
       
   359   Next, we define a transition that only triggers when the event's string
       
   360   matches a particular string (a \e guarded transition):
       
   361 
       
   362   \snippet doc/src/snippets/statemachine/main4.cpp 1
       
   363 
       
   364   In the eventTest() reimplementation, we first check if the event type is the
       
   365   desired one; if so, we cast the event to a StringEvent and perform the
       
   366   string comparison.
       
   367 
       
   368   The following is a statechart that uses the custom event and transition:
       
   369 
       
   370     \img statemachine-customevents.png
       
   371     \omit
       
   372     \caption This is a caption
       
   373     \endomit
       
   374 
       
   375   Here's what the implementation of the statechart looks like:
       
   376 
       
   377   \snippet doc/src/snippets/statemachine/main4.cpp 2
       
   378 
       
   379   Once the machine is started, we can post events to it.
       
   380 
       
   381   \snippet doc/src/snippets/statemachine/main4.cpp 3
       
   382 
       
   383   An event that is not handled by any relevant transition will be silently
       
   384   consumed by the state machine. It can be useful to group states and provide
       
   385   a default handling of such events; for example, as illustrated in the
       
   386   following statechart:
       
   387 
       
   388     \img statemachine-customevents2.png
       
   389     \omit
       
   390     \caption This is a caption
       
   391     \endomit
       
   392 
       
   393   For deeply nested statecharts, you can add such "fallback" transitions at
       
   394   the level of granularity that's most appropriate.
       
   395 
       
   396   \section1 Using Restore Policy To Automatically Restore Properties
       
   397 
       
   398   In some state machines it can be useful to focus the attention on assigning properties in states,
       
   399   not on restoring them when the state is no longer active. If you know that a property should
       
   400   always be restored to its initial value when the machine enters a state that does not explicitly
       
   401   give the property a value, you can set the global restore policy to
       
   402   QStateMachine::RestoreProperties.
       
   403 
       
   404   \code
       
   405     QStateMachine machine;
       
   406     machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties);
       
   407   \endcode
       
   408 
       
   409   When this restore policy is set, the machine will automatically restore all properties. If it
       
   410   enters a state where a given property is not set, it will first search the hierarchy of ancestors
       
   411   to see if the property is defined there. If it is, the property will be restored to the value
       
   412   defined by the closest ancestor. If not, it will be restored to its initial value (i.e. the
       
   413   value of the property before any property assignments in states were executed.)
       
   414 
       
   415   Take the following code:
       
   416   \code
       
   417     QStateMachine machine;
       
   418     machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties);
       
   419 
       
   420     QState *s1 = new QState();
       
   421     s1->assignProperty(object, "fooBar", 1.0);
       
   422     machine.addState(s1);
       
   423     machine.setInitialState(s1);
       
   424 
       
   425     QState *s2 = new QState();
       
   426     machine.addState(s2);
       
   427   \endcode
       
   428 
       
   429   Lets say the property \c fooBar is 0.0 when the machine starts. When the machine is in state
       
   430   \c s1, the property will be 1.0, since the state explicitly assigns this value to it. When the
       
   431   machine is in state \c s2, no value is explicitly defined for the property, so it will implicitly
       
   432   be restored to 0.0.
       
   433 
       
   434   If we are using nested states, the parent defines a value for the property which is inherited by
       
   435   all descendants that do not explicitly assign a value to the property.
       
   436   \code
       
   437     QStateMachine machine;
       
   438     machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties);
       
   439 
       
   440     QState *s1 = new QState();
       
   441     s1->assignProperty(object, "fooBar", 1.0);
       
   442     machine.addState(s1);
       
   443     machine.setInitialState(s1);
       
   444 
       
   445     QState *s2 = new QState(s1);
       
   446     s2->assignProperty(object, "fooBar", 2.0);
       
   447     s1->setInitialState(s2);
       
   448 
       
   449     QState *s3 = new QState(s1);
       
   450   \endcode
       
   451 
       
   452   Here \c s1 has two children: \c s2 and \c s3. When \c s2 is entered, the property \c fooBar
       
   453   will have the value 2.0, since this is explicitly defined for the state. When the machine is in
       
   454   state \c s3, no value is defined for the state, but \c s1 defines the property to be 1.0, so this
       
   455   is the value that will be assigned to \c fooBar.
       
   456 
       
   457   \section1 Animating Property Assignments
       
   458 
       
   459   The State Machine API connects with the Animation API in Qt to allow automatically animating
       
   460   properties as they are assigned in states.
       
   461 
       
   462   Say we have the following code:
       
   463   \code
       
   464     QState *s1 = new QState();
       
   465     QState *s2 = new QState();
       
   466 
       
   467     s1->assignProperty(button, "geometry", QRectF(0, 0, 50, 50));
       
   468     s2->assignProperty(button, "geometry", QRectF(0, 0, 100, 100));
       
   469 
       
   470     s1->addTransition(button, SIGNAL(clicked()), s2);
       
   471   \endcode
       
   472 
       
   473   Here we define two states of a user interface. In \c s1 the \c button is small, and in \c s2
       
   474   it is bigger. If we click the button to transition from \c s1 to \c s2, the geometry of the button
       
   475   will be set immediately when a given state has been entered. If we want the transition to be
       
   476   smooth, however, all we need to do is make a QPropertyAnimation and add this to the transition
       
   477   object.
       
   478 
       
   479   \code
       
   480     QState *s1 = new QState();
       
   481     QState *s2 = new QState();
       
   482 
       
   483     s1->assignProperty(button, "geometry", QRectF(0, 0, 50, 50));
       
   484     s2->assignProperty(button, "geometry", QRectF(0, 0, 100, 100));
       
   485 
       
   486     QSignalTransition *transition = s1->addTransition(button, SIGNAL(clicked()), s2);
       
   487     transition->addAnimation(new QPropertyAnimation(button, "geometry"));
       
   488   \endcode
       
   489 
       
   490   Adding an animation for the property in question means that the property assignment will no
       
   491   longer take immediate effect when the state has been entered. Instead, the animation will start
       
   492   playing when the state has been entered and smoothly animate the property assignment. Since we
       
   493   do not set the start value or end value of the animation, these will be set implicitly. The
       
   494   start value of the animation will be the property's current value when the animation starts, and
       
   495   the end value will be set based on the property assignments defined for the state.
       
   496 
       
   497   If the global restore policy of the state machine is set to QStateMachine::RestoreProperties,
       
   498   it is possible to also add animations for the property restorations.
       
   499 
       
   500   \section1 Detecting That All Properties Have Been Set In A State
       
   501 
       
   502   When animations are used to assign properties, a state no longer defines the exact values that a
       
   503   property will have when the machine is in the given state. While the animation is running, the
       
   504   property can potentially have any value, depending on the animation.
       
   505 
       
   506   In some cases, it can be useful to be able to detect when the property has actually been assigned
       
   507   the value defined by a state. For this, we can use the state's polished() signal.
       
   508   \code
       
   509     QState *s1 = new QState();
       
   510     s1->assignProperty(button, "geometry", QRectF(0, 0, 50, 50));
       
   511 
       
   512     QState *s2 = new QState();
       
   513 
       
   514     s1->addTransition(s1, SIGNAL(polished()), s2);
       
   515   \endcode
       
   516 
       
   517   The machine will be in state \c s1 until the \c geometry property has been set. Then it will
       
   518   immediately transition into \c s2. If the transition into \c s1 has an animation for the \c
       
   519   geometry property, then the machine will stay in \c s1 until the animation has finished. If there
       
   520   is no animation, it will simply set the property and immediately enter state \c s2.
       
   521 
       
   522   Either way, when the machine is in state \c s2, the property \c geometry has been assigned the
       
   523   defined value.
       
   524 
       
   525   If the global restore policy is set to QStateMachine::RestoreProperties, the state will not emit
       
   526   the polished() signal until these have been executed as well.
       
   527 
       
   528   \section1 What happens if a state is exited before the animation has finished
       
   529 
       
   530   If a state has property assignments, and the transition into the state has animations for the
       
   531   properties, the state can potentially be exited before the properties have been assigned to the
       
   532   values defines by the state. This is true in particular when there are transitions out from the
       
   533   state that do not depend on the state being polished, as described in the previous section.
       
   534 
       
   535   The State Machine API guarantees that a property assigned by the state machine either:
       
   536   \list
       
   537   \o Has a value explicitly assigned to the property.
       
   538   \o Is currently being animated into a value explicitly assigned to the property.
       
   539   \endlist
       
   540 
       
   541   When a state is exited prior to the animation finishing, the behavior of the state machine depends
       
   542   on the target state of the transition. If the target state explicitly assigns a value to the
       
   543   property, no additional action will be taken. The property will be assigned the value defined by
       
   544   the target state.
       
   545 
       
   546   If the target state does not assign any value to the property, there are two
       
   547   options: By default, the property will be assigned the value defined by the state it is leaving
       
   548   (the value it would have been assigned if the animation had been permitted to finish playing.) If
       
   549   a global restore policy is set, however, this will take precedence, and the property will be
       
   550   restored as usual.
       
   551 
       
   552   \section1 Default Animations
       
   553 
       
   554   As described earlier, you can add animations to transitions to make sure property assignments
       
   555   in the target state are animated. If you want a specific animation to be used for a given property
       
   556   regardless of which transition is taken, you can add it as a default animation to the state
       
   557   machine. This is in particular useful when the properties assigned (or restored) by specific
       
   558   states is not known when the machine is constructed.
       
   559 
       
   560   \code
       
   561     QState *s1 = new QState();
       
   562     QState *s2 = new QState();
       
   563 
       
   564     s2->assignProperty(object, "fooBar", 2.0);
       
   565     s1->addTransition(s2);
       
   566 
       
   567     QStateMachine machine;
       
   568     machine.setInitialState(s1);
       
   569     machine.addDefaultAnimation(new QPropertyAnimation(object, "fooBar"));
       
   570   \endcode
       
   571 
       
   572   When the machine is in state \c s2, the machine will play the default animation for the
       
   573   property \c fooBar since this property is assigned by \c s2.
       
   574 
       
   575   Note that animations explicitly set on transitions will take precedence over any default
       
   576   animation for the given property.
       
   577 */