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#include "qfinalstate.h"
#ifndef QT_NO_STATEMACHINE
#include "qabstractstate_p.h"
QT_BEGIN_NAMESPACE
/*!
\class QFinalState
\brief The QFinalState class provides a final state.
\since 4.6
\ingroup statemachine
A final state is used to communicate that (part of) a QStateMachine has
finished its work. When a final top-level state is entered, the state
machine's \l{QStateMachine::finished()}{finished}() signal is emitted. In
general, when a final substate (a child of a QState) is entered, the parent
state's \l{QState::finished()}{finished}() signal is emitted. QFinalState
is part of \l{The State Machine Framework}.
To use a final state, you create a QFinalState object and add a transition
to it from another state. Example:
\code
QPushButton button;
QStateMachine machine;
QState *s1 = new QState();
QFinalState *s2 = new QFinalState();
s1->addTransition(&button, SIGNAL(clicked()), s2);
machine.addState(s1);
machine.addState(s2);
QObject::connect(&machine, SIGNAL(finished()), QApplication::instance(), SLOT(quit()));
machine.setInitialState(s1);
machine.start();
\endcode
\sa QStateMachine::finished(), QState::finished()
*/
class QFinalStatePrivate : public QAbstractStatePrivate
{
Q_DECLARE_PUBLIC(QFinalState)
public:
QFinalStatePrivate();
};
QFinalStatePrivate::QFinalStatePrivate()
: QAbstractStatePrivate(FinalState)
{
}
/*!
Constructs a new QFinalState object with the given \a parent state.
*/
QFinalState::QFinalState(QState *parent)
: QAbstractState(*new QFinalStatePrivate, parent)
{
}
/*!
Destroys this final state.
*/
QFinalState::~QFinalState()
{
}
/*!
\reimp
*/
void QFinalState::onEntry(QEvent *event)
{
Q_UNUSED(event);
}
/*!
\reimp
*/
void QFinalState::onExit(QEvent *event)
{
Q_UNUSED(event);
}
/*!
\reimp
*/
bool QFinalState::event(QEvent *e)
{
return QAbstractState::event(e);
}
QT_END_NAMESPACE
#endif //QT_NO_STATEMACHINE