qtbase/src/corelib/statemachine/qstatemachine.cpp

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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
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**
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**
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** rights. These rights are described in the Nokia Qt LGPL Exception
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**
** GNU General Public License Usage
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****************************************************************************/
#include "qstatemachine.h"
#ifndef QT_NO_STATEMACHINE
#include "qstate.h"
#include "qstate_p.h"
#include "qstatemachine_p.h"
#include "qabstracttransition.h"
#include "qabstracttransition_p.h"
#include "qsignaltransition.h"
#include "qsignaltransition_p.h"
#include "qsignaleventgenerator_p.h"
#include "qabstractstate.h"
#include "qabstractstate_p.h"
#include "qfinalstate.h"
#include "qhistorystate.h"
#include "qhistorystate_p.h"
#include "private/qobject_p.h"
#include "private/qthread_p.h"
#ifndef QT_NO_STATEMACHINE_EVENTFILTER
#include "qeventtransition.h"
#include "qeventtransition_p.h"
#endif
#ifndef QT_NO_ANIMATION
#include "qpropertyanimation.h"
#include "qanimationgroup.h"
#include <private/qvariantanimation_p.h>
#endif
#include <QtCore/qmetaobject.h>
#include <qdebug.h>
QT_BEGIN_NAMESPACE
/*!
\class QStateMachine
\reentrant
\brief The QStateMachine class provides a hierarchical finite state machine.
\since 4.6
\ingroup statemachine
QStateMachine is based on the concepts and notation of
\l{Statecharts: A visual formalism for complex
systems}{Statecharts}. QStateMachine is part of \l{The State
Machine Framework}.
A state machine manages a set of states (classes that inherit from
QAbstractState) and transitions (descendants of
QAbstractTransition) between those states; these states and
transitions define a state graph. Once a state graph has been
built, the state machine can execute it. QStateMachine's
execution algorithm is based on the \l{State Chart XML: State
Machine Notation for Control Abstraction}{State Chart XML (SCXML)}
algorithm. The framework's \l{The State Machine
Framework}{overview} gives several state graphs and the code to
build them.
Use the addState() function to add a top-level state to the state machine.
States are removed with the removeState() function. Removing states while
the machine is running is discouraged.
Before the machine can be started, the \l{initialState}{initial
state} must be set. The initial state is the state that the
machine enters when started. You can then start() the state
machine. The started() signal is emitted when the initial state is
entered.
The machine is event driven and keeps its own event loop. Events
are posted to the machine through postEvent(). Note that this
means that it executes asynchronously, and that it will not
progress without a running event loop. You will normally not have
to post events to the machine directly as Qt's transitions, e.g.,
QEventTransition and its subclasses, handle this. But for custom
transitions triggered by events, postEvent() is useful.
The state machine processes events and takes transitions until a
top-level final state is entered; the state machine then emits the
finished() signal. You can also stop() the state machine
explicitly. The stopped() signal is emitted in this case.
The following snippet shows a state machine that will finish when a button
is clicked:
\snippet code/src_corelib_statemachine_qstatemachine.cpp simple state machine
This code example uses QState, which inherits QAbstractState. The
QState class provides a state that you can use to set properties
and invoke methods on \l{QObject}s when the state is entered or
exited. It also contains convenience functions for adding
transitions, e.g., \l{QSignalTransition}s as in this example. See
the QState class description for further details.
If an error is encountered, the machine will look for an
\l{errorState}{error state}, and if one is available, it will
enter this state. The types of errors possible are described by the
\l{QStateMachine::}{Error} enum. After the error state is entered,
the type of the error can be retrieved with error(). The execution
of the state graph will not stop when the error state is entered. If
no error state applies to the erroneous state, the machine will stop
executing and an error message will be printed to the console.
\sa QAbstractState, QAbstractTransition, QState, {The State Machine Framework}
*/
/*!
\property QStateMachine::errorString
\brief the error string of this state machine
*/
/*!
\property QStateMachine::globalRestorePolicy
\brief the restore policy for states of this state machine.
The default value of this property is
QStateMachine::DontRestoreProperties.
*/
#ifndef QT_NO_ANIMATION
/*!
\property QStateMachine::animated
\brief whether animations are enabled
The default value of this property is true.
\sa QAbstractTransition::addAnimation()
*/
#endif
// #define QSTATEMACHINE_DEBUG
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
// #define QSTATEMACHINE_RESTORE_PROPERTIES_DEBUG
template <class T>
static uint qHash(const QPointer<T> &p)
{ return qHash(p.data()); }
QStateMachinePrivate::QStateMachinePrivate()
{
isMachine = true;
state = NotRunning;
processing = false;
processingScheduled = false;
stop = false;
stopProcessingReason = EventQueueEmpty;
error = QStateMachine::NoError;
globalRestorePolicy = QStateMachine::DontRestoreProperties;
signalEventGenerator = 0;
#ifndef QT_NO_ANIMATION
animated = true;
#endif
}
QStateMachinePrivate::~QStateMachinePrivate()
{
qDeleteAll(internalEventQueue);
qDeleteAll(externalEventQueue);
}
QStateMachinePrivate *QStateMachinePrivate::get(QStateMachine *q)
{
if (q)
return q->d_func();
return 0;
}
QState *QStateMachinePrivate::rootState() const
{
return const_cast<QStateMachine*>(q_func());
}
static QEvent *cloneEvent(QEvent *e)
{
switch (e->type()) {
case QEvent::None:
return new QEvent(*e);
case QEvent::Timer:
return new QTimerEvent(*static_cast<QTimerEvent*>(e));
default:
Q_ASSERT_X(false, "cloneEvent()", "not implemented");
break;
}
return 0;
}
const QStateMachinePrivate::Handler qt_kernel_statemachine_handler = {
cloneEvent
};
const QStateMachinePrivate::Handler *QStateMachinePrivate::handler = &qt_kernel_statemachine_handler;
Q_CORE_EXPORT const QStateMachinePrivate::Handler *qcoreStateMachineHandler()
{
return &qt_kernel_statemachine_handler;
}
static int indexOfDescendant(QState *s, QAbstractState *desc)
{
QList<QAbstractState*> childStates = QStatePrivate::get(s)->childStates();
for (int i = 0; i < childStates.size(); ++i) {
QAbstractState *c = childStates.at(i);
if ((c == desc) || QStateMachinePrivate::isDescendantOf(desc, c)) {
return i;
}
}
return -1;
}
bool QStateMachinePrivate::stateEntryLessThan(QAbstractState *s1, QAbstractState *s2)
{
if (s1->parent() == s2->parent()) {
return s1->parent()->children().indexOf(s1)
< s2->parent()->children().indexOf(s2);
} else if (isDescendantOf(s1, s2)) {
return false;
} else if (isDescendantOf(s2, s1)) {
return true;
} else {
Q_ASSERT(s1->machine() != 0);
QStateMachinePrivate *mach = QStateMachinePrivate::get(s1->machine());
QState *lca = mach->findLCA(QList<QAbstractState*>() << s1 << s2);
Q_ASSERT(lca != 0);
return (indexOfDescendant(lca, s1) < indexOfDescendant(lca, s2));
}
}
bool QStateMachinePrivate::stateExitLessThan(QAbstractState *s1, QAbstractState *s2)
{
if (s1->parent() == s2->parent()) {
return s1->parent()->children().indexOf(s1)
< s2->parent()->children().indexOf(s2);
} else if (isDescendantOf(s1, s2)) {
return true;
} else if (isDescendantOf(s2, s1)) {
return false;
} else {
Q_ASSERT(s1->machine() != 0);
QStateMachinePrivate *mach = QStateMachinePrivate::get(s1->machine());
QState *lca = mach->findLCA(QList<QAbstractState*>() << s1 << s2);
Q_ASSERT(lca != 0);
return (indexOfDescendant(lca, s1) < indexOfDescendant(lca, s2));
}
}
QState *QStateMachinePrivate::findLCA(const QList<QAbstractState*> &states) const
{
if (states.isEmpty())
return 0;
QList<QState*> ancestors = properAncestors(states.at(0), rootState()->parentState());
for (int i = 0; i < ancestors.size(); ++i) {
QState *anc = ancestors.at(i);
bool ok = true;
for (int j = states.size() - 1; (j > 0) && ok; --j) {
const QAbstractState *s = states.at(j);
if (!isDescendantOf(s, anc))
ok = false;
}
if (ok)
return anc;
}
return 0;
}
bool QStateMachinePrivate::isPreempted(const QAbstractState *s, const QSet<QAbstractTransition*> &transitions) const
{
QSet<QAbstractTransition*>::const_iterator it;
for (it = transitions.constBegin(); it != transitions.constEnd(); ++it) {
QAbstractTransition *t = *it;
QList<QAbstractState*> lst = t->targetStates();
if (!lst.isEmpty()) {
lst.prepend(t->sourceState());
QAbstractState *lca = findLCA(lst);
if (isDescendantOf(s, lca)) {
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q_func() << ':' << transitions << "preempts selection of a transition from"
<< s << "because" << s << "is a descendant of" << lca;
#endif
return true;
}
}
}
return false;
}
QSet<QAbstractTransition*> QStateMachinePrivate::selectTransitions(QEvent *event) const
{
Q_Q(const QStateMachine);
QSet<QAbstractTransition*> enabledTransitions;
QSet<QAbstractState*>::const_iterator it;
const_cast<QStateMachine*>(q)->beginSelectTransitions(event);
for (it = configuration.constBegin(); it != configuration.constEnd(); ++it) {
QAbstractState *state = *it;
if (!isAtomic(state))
continue;
if (isPreempted(state, enabledTransitions))
continue;
QList<QState*> lst = properAncestors(state, rootState()->parentState());
if (QState *grp = toStandardState(state))
lst.prepend(grp);
bool found = false;
for (int j = 0; (j < lst.size()) && !found; ++j) {
QState *s = lst.at(j);
QList<QAbstractTransition*> transitions = QStatePrivate::get(s)->transitions();
for (int k = 0; k < transitions.size(); ++k) {
QAbstractTransition *t = transitions.at(k);
if (QAbstractTransitionPrivate::get(t)->callEventTest(event)) {
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": selecting transition" << t;
#endif
enabledTransitions.insert(t);
found = true;
break;
}
}
}
}
const_cast<QStateMachine*>(q)->endSelectTransitions(event);
return enabledTransitions;
}
void QStateMachinePrivate::microstep(QEvent *event, const QList<QAbstractTransition*> &enabledTransitions)
{
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q_func() << ": begin microstep( enabledTransitions:" << enabledTransitions << ')';
qDebug() << q_func() << ": configuration before exiting states:" << configuration;
#endif
QList<QAbstractState*> exitedStates = computeStatesToExit(enabledTransitions);
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
QHash<RestorableId, QVariant> pendingRestorables = computePendingRestorables(exitedStates);
QSet<QAbstractState*> statesForDefaultEntry;
QList<QAbstractState*> enteredStates = computeStatesToEnter(enabledTransitions, statesForDefaultEntry);
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
QHash<QAbstractState*, QList<QPropertyAssignment> > assignmentsForEnteredStates =
computePropertyAssignments(enteredStates, pendingRestorables);
if (!pendingRestorables.isEmpty()) {
// Add "implicit" assignments for restored properties to the first
// (outermost) entered state
Q_ASSERT(!enteredStates.isEmpty());
QAbstractState *s = enteredStates.first();
assignmentsForEnteredStates[s] << restorablesToPropertyList(pendingRestorables);
}
exitStates(event, exitedStates, assignmentsForEnteredStates);
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q_func() << ": configuration after exiting states:" << configuration;
#endif
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
executeTransitionContent(event, enabledTransitions);
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
#ifndef QT_NO_ANIMATION
QList<QAbstractAnimation *> selectedAnimations = selectAnimations(enabledTransitions);
#endif
enterStates(event, exitedStates, enteredStates, statesForDefaultEntry, assignmentsForEnteredStates
#ifndef QT_NO_ANIMATION
, selectedAnimations
#endif
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
);
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q_func() << ": configuration after entering states:" << configuration;
qDebug() << q_func() << ": end microstep";
#endif
}
QList<QAbstractState*> QStateMachinePrivate::computeStatesToExit(const QList<QAbstractTransition*> &enabledTransitions)
{
QSet<QAbstractState*> statesToExit;
// QSet<QAbstractState*> statesToSnapshot;
for (int i = 0; i < enabledTransitions.size(); ++i) {
QAbstractTransition *t = enabledTransitions.at(i);
QList<QAbstractState*> lst = t->targetStates();
if (lst.isEmpty())
continue;
lst.prepend(t->sourceState());
QAbstractState *lca = findLCA(lst);
if (lca == 0) {
setError(QStateMachine::NoCommonAncestorForTransitionError, t->sourceState());
lst = pendingErrorStates.toList();
lst.prepend(t->sourceState());
lca = findLCA(lst);
Q_ASSERT(lca != 0);
}
{
QSet<QAbstractState*>::const_iterator it;
for (it = configuration.constBegin(); it != configuration.constEnd(); ++it) {
QAbstractState *s = *it;
if (isDescendantOf(s, lca))
statesToExit.insert(s);
}
}
}
QList<QAbstractState*> statesToExit_sorted = statesToExit.toList();
qSort(statesToExit_sorted.begin(), statesToExit_sorted.end(), stateExitLessThan);
return statesToExit_sorted;
}
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
void QStateMachinePrivate::exitStates(QEvent *event, const QList<QAbstractState*> &statesToExit_sorted,
const QHash<QAbstractState*, QList<QPropertyAssignment> > &assignmentsForEnteredStates)
{
for (int i = 0; i < statesToExit_sorted.size(); ++i) {
QAbstractState *s = statesToExit_sorted.at(i);
if (QState *grp = toStandardState(s)) {
QList<QHistoryState*> hlst = QStatePrivate::get(grp)->historyStates();
for (int j = 0; j < hlst.size(); ++j) {
QHistoryState *h = hlst.at(j);
QHistoryStatePrivate::get(h)->configuration.clear();
QSet<QAbstractState*>::const_iterator it;
for (it = configuration.constBegin(); it != configuration.constEnd(); ++it) {
QAbstractState *s0 = *it;
if (QHistoryStatePrivate::get(h)->historyType == QHistoryState::DeepHistory) {
if (isAtomic(s0) && isDescendantOf(s0, s))
QHistoryStatePrivate::get(h)->configuration.append(s0);
} else if (s0->parentState() == s) {
QHistoryStatePrivate::get(h)->configuration.append(s0);
}
}
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q_func() << ": recorded" << ((QHistoryStatePrivate::get(h)->historyType == QHistoryState::DeepHistory) ? "deep" : "shallow")
<< "history for" << s << "in" << h << ':' << QHistoryStatePrivate::get(h)->configuration;
#endif
}
}
}
for (int i = 0; i < statesToExit_sorted.size(); ++i) {
QAbstractState *s = statesToExit_sorted.at(i);
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q_func() << ": exiting" << s;
#endif
QAbstractStatePrivate::get(s)->callOnExit(event);
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
#ifndef QT_NO_ANIMATION
terminateActiveAnimations(s, assignmentsForEnteredStates);
#else
Q_UNUSED(assignmentsForEnteredStates);
#endif
configuration.remove(s);
QAbstractStatePrivate::get(s)->emitExited();
}
}
void QStateMachinePrivate::executeTransitionContent(QEvent *event, const QList<QAbstractTransition*> &enabledTransitions)
{
for (int i = 0; i < enabledTransitions.size(); ++i) {
QAbstractTransition *t = enabledTransitions.at(i);
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q_func() << ": triggering" << t;
#endif
QAbstractTransitionPrivate::get(t)->callOnTransition(event);
QAbstractTransitionPrivate::get(t)->emitTriggered();
}
}
QList<QAbstractState*> QStateMachinePrivate::computeStatesToEnter(const QList<QAbstractTransition *> &enabledTransitions,
QSet<QAbstractState *> &statesForDefaultEntry)
{
QSet<QAbstractState*> statesToEnter;
if (pendingErrorStates.isEmpty()) {
for (int i = 0; i < enabledTransitions.size(); ++i) {
QAbstractTransition *t = enabledTransitions.at(i);
QList<QAbstractState*> lst = t->targetStates();
if (lst.isEmpty())
continue;
QAbstractState *src = t->sourceState();
if (src)
lst.prepend(src);
QState *lca = findLCA(lst);
for (int j = src ? 1 : 0; j < lst.size(); ++j) {
QAbstractState *s = lst.at(j);
addStatesToEnter(s, lca, statesToEnter, statesForDefaultEntry);
}
for (int j = src ? 1 : 0; j < lst.size(); ++j) {
QAbstractState *s = lst.at(j);
addAncestorStatesToEnter(s, lca, statesToEnter, statesForDefaultEntry);
}
if (isParallel(lca)) {
QList<QAbstractState*> lcac = QStatePrivate::get(lca)->childStates();
foreach (QAbstractState* child,lcac) {
if (!statesToEnter.contains(child))
addStatesToEnter(child,lca,statesToEnter,statesForDefaultEntry);
}
}
}
}
// Did an error occur while selecting transitions? Then we enter the error state.
if (!pendingErrorStates.isEmpty()) {
statesToEnter.clear();
statesToEnter = pendingErrorStates;
statesForDefaultEntry = pendingErrorStatesForDefaultEntry;
pendingErrorStates.clear();
pendingErrorStatesForDefaultEntry.clear();
}
QList<QAbstractState*> statesToEnter_sorted = statesToEnter.toList();
qSort(statesToEnter_sorted.begin(), statesToEnter_sorted.end(), stateEntryLessThan);
return statesToEnter_sorted;
}
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
void QStateMachinePrivate::enterStates(QEvent *event, const QList<QAbstractState*> &exitedStates_sorted,
const QList<QAbstractState*> &statesToEnter_sorted,
const QSet<QAbstractState*> &statesForDefaultEntry,
QHash<QAbstractState*, QList<QPropertyAssignment> > &propertyAssignmentsForState
#ifndef QT_NO_ANIMATION
, const QList<QAbstractAnimation *> &selectedAnimations
#endif
)
{
#ifdef QSTATEMACHINE_DEBUG
Q_Q(QStateMachine);
#endif
for (int i = 0; i < statesToEnter_sorted.size(); ++i) {
QAbstractState *s = statesToEnter_sorted.at(i);
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": entering" << s;
#endif
configuration.insert(s);
registerTransitions(s);
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
#ifndef QT_NO_ANIMATION
initializeAnimations(s, selectedAnimations, exitedStates_sorted, propertyAssignmentsForState);
#endif
// Immediately set the properties that are not animated.
{
QList<QPropertyAssignment> assignments = propertyAssignmentsForState.value(s);
for (int i = 0; i < assignments.size(); ++i) {
const QPropertyAssignment &assn = assignments.at(i);
if (globalRestorePolicy == QStateMachine::RestoreProperties) {
if (assn.explicitlySet) {
if (!hasRestorable(s, assn.object, assn.propertyName)) {
QVariant value = savedValueForRestorable(exitedStates_sorted, assn.object, assn.propertyName);
unregisterRestorables(exitedStates_sorted, assn.object, assn.propertyName);
registerRestorable(s, assn.object, assn.propertyName, value);
}
} else {
// The property is being restored, hence no need to
// save the current value. Discard any saved values in
// exited states, since those are now stale.
unregisterRestorables(exitedStates_sorted, assn.object, assn.propertyName);
}
}
assn.write();
}
}
QAbstractStatePrivate::get(s)->callOnEntry(event);
QAbstractStatePrivate::get(s)->emitEntered();
if (statesForDefaultEntry.contains(s)) {
// ### executeContent(s.initial.transition.children())
}
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
// Emit propertiesAssigned signal if the state has no animated properties.
{
QState *ss = toStandardState(s);
if (ss
#ifndef QT_NO_ANIMATION
&& !animationsForState.contains(s)
#endif
)
QStatePrivate::get(ss)->emitPropertiesAssigned();
}
if (isFinal(s)) {
QState *parent = s->parentState();
if (parent) {
if (parent != rootState()) {
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": emitting finished signal for" << parent;
#endif
QStatePrivate::get(parent)->emitFinished();
}
QState *grandparent = parent->parentState();
if (grandparent && isParallel(grandparent)) {
bool allChildStatesFinal = true;
QList<QAbstractState*> childStates = QStatePrivate::get(grandparent)->childStates();
for (int j = 0; j < childStates.size(); ++j) {
QAbstractState *cs = childStates.at(j);
if (!isInFinalState(cs)) {
allChildStatesFinal = false;
break;
}
}
if (allChildStatesFinal && (grandparent != rootState())) {
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": emitting finished signal for" << grandparent;
#endif
QStatePrivate::get(grandparent)->emitFinished();
}
}
}
}
}
{
QSet<QAbstractState*>::const_iterator it;
for (it = configuration.constBegin(); it != configuration.constEnd(); ++it) {
if (isFinal(*it)) {
QState *parent = (*it)->parentState();
if (((parent == rootState())
&& (rootState()->childMode() == QState::ExclusiveStates))
|| ((parent->parentState() == rootState())
&& (rootState()->childMode() == QState::ParallelStates)
&& isInFinalState(rootState()))) {
processing = false;
stopProcessingReason = Finished;
break;
}
}
}
}
// qDebug() << "configuration:" << configuration.toList();
}
void QStateMachinePrivate::addStatesToEnter(QAbstractState *s, QState *root,
QSet<QAbstractState*> &statesToEnter,
QSet<QAbstractState*> &statesForDefaultEntry)
{
if (QHistoryState *h = toHistoryState(s)) {
QList<QAbstractState*> hconf = QHistoryStatePrivate::get(h)->configuration;
if (!hconf.isEmpty()) {
for (int k = 0; k < hconf.size(); ++k) {
QAbstractState *s0 = hconf.at(k);
addStatesToEnter(s0, root, statesToEnter, statesForDefaultEntry);
}
#ifdef QSTATEMACHINE_DEBUG
qDebug() <<q_func() << ": restoring"
<< ((QHistoryStatePrivate::get(h)->historyType == QHistoryState::DeepHistory) ? "deep" : "shallow")
<< "history from" << s << ':' << hconf;
#endif
} else {
QList<QAbstractState*> hlst;
if (QHistoryStatePrivate::get(h)->defaultState)
hlst.append(QHistoryStatePrivate::get(h)->defaultState);
if (hlst.isEmpty()) {
setError(QStateMachine::NoDefaultStateInHistoryStateError, h);
} else {
for (int k = 0; k < hlst.size(); ++k) {
QAbstractState *s0 = hlst.at(k);
addStatesToEnter(s0, root, statesToEnter, statesForDefaultEntry);
}
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q_func() << ": initial history targets for" << s << ':' << hlst;
#endif
}
}
} else {
if (s == rootState()) {
// Error has already been set by exitStates().
Q_ASSERT(error != QStateMachine::NoError);
return;
}
statesToEnter.insert(s);
if (isParallel(s)) {
QState *grp = toStandardState(s);
QList<QAbstractState*> lst = QStatePrivate::get(grp)->childStates();
for (int i = 0; i < lst.size(); ++i) {
QAbstractState *child = lst.at(i);
addStatesToEnter(child, grp, statesToEnter, statesForDefaultEntry);
}
} else if (isCompound(s)) {
statesForDefaultEntry.insert(s);
QState *grp = toStandardState(s);
QAbstractState *initial = grp->initialState();
if (initial != 0) {
Q_ASSERT(initial->machine() == q_func());
addStatesToEnter(initial, grp, statesToEnter, statesForDefaultEntry);
} else {
setError(QStateMachine::NoInitialStateError, grp);
return;
}
}
}
}
void QStateMachinePrivate::addAncestorStatesToEnter(QAbstractState *s, QState *root,
QSet<QAbstractState*> &statesToEnter,
QSet<QAbstractState*> &statesForDefaultEntry)
{
QList<QState*> ancs = properAncestors(s, root);
for (int i = 0; i < ancs.size(); ++i) {
QState *anc = ancs.at(i);
if (!anc->parentState())
continue;
statesToEnter.insert(anc);
if (isParallel(anc)) {
QList<QAbstractState*> lst = QStatePrivate::get(anc)->childStates();
for (int j = 0; j < lst.size(); ++j) {
QAbstractState *child = lst.at(j);
bool hasDescendantInList = false;
QSet<QAbstractState*>::const_iterator it;
for (it = statesToEnter.constBegin(); it != statesToEnter.constEnd(); ++it) {
if (isDescendantOf(*it, child)) {
hasDescendantInList = true;
break;
}
}
if (!hasDescendantInList)
addStatesToEnter(child, anc, statesToEnter, statesForDefaultEntry);
}
}
}
}
bool QStateMachinePrivate::isFinal(const QAbstractState *s)
{
return s && (QAbstractStatePrivate::get(s)->stateType == QAbstractStatePrivate::FinalState);
}
bool QStateMachinePrivate::isParallel(const QAbstractState *s)
{
const QState *ss = toStandardState(s);
return ss && (QStatePrivate::get(ss)->childMode == QState::ParallelStates);
}
bool QStateMachinePrivate::isCompound(const QAbstractState *s) const
{
const QState *group = toStandardState(s);
if (!group)
return false;
bool isMachine = QStatePrivate::get(group)->isMachine;
// Don't treat the machine as compound if it's a sub-state of this machine
if (isMachine && (group != rootState()))
return false;
return (!isParallel(group) && !QStatePrivate::get(group)->childStates().isEmpty());
}
bool QStateMachinePrivate::isAtomic(const QAbstractState *s) const
{
const QState *ss = toStandardState(s);
return (ss && QStatePrivate::get(ss)->childStates().isEmpty())
|| isFinal(s)
// Treat the machine as atomic if it's a sub-state of this machine
|| (ss && QStatePrivate::get(ss)->isMachine && (ss != rootState()));
}
bool QStateMachinePrivate::isDescendantOf(const QAbstractState *state, const QAbstractState *other)
{
Q_ASSERT(state != 0);
for (QAbstractState *s = state->parentState(); s != 0; s = s->parentState()) {
if (s == other)
return true;
}
return false;
}
QList<QState*> QStateMachinePrivate::properAncestors(const QAbstractState *state, const QState *upperBound)
{
Q_ASSERT(state != 0);
QList<QState*> result;
for (QState *s = state->parentState(); s && s != upperBound; s = s->parentState()) {
result.append(s);
}
return result;
}
QState *QStateMachinePrivate::toStandardState(QAbstractState *state)
{
if (state && (QAbstractStatePrivate::get(state)->stateType == QAbstractStatePrivate::StandardState))
return static_cast<QState*>(state);
return 0;
}
const QState *QStateMachinePrivate::toStandardState(const QAbstractState *state)
{
if (state && (QAbstractStatePrivate::get(state)->stateType == QAbstractStatePrivate::StandardState))
return static_cast<const QState*>(state);
return 0;
}
QFinalState *QStateMachinePrivate::toFinalState(QAbstractState *state)
{
if (state && (QAbstractStatePrivate::get(state)->stateType == QAbstractStatePrivate::FinalState))
return static_cast<QFinalState*>(state);
return 0;
}
QHistoryState *QStateMachinePrivate::toHistoryState(QAbstractState *state)
{
if (state && (QAbstractStatePrivate::get(state)->stateType == QAbstractStatePrivate::HistoryState))
return static_cast<QHistoryState*>(state);
return 0;
}
bool QStateMachinePrivate::isInFinalState(QAbstractState* s) const
{
if (isCompound(s)) {
QState *grp = toStandardState(s);
QList<QAbstractState*> lst = QStatePrivate::get(grp)->childStates();
for (int i = 0; i < lst.size(); ++i) {
QAbstractState *cs = lst.at(i);
if (isFinal(cs) && configuration.contains(cs))
return true;
}
return false;
} else if (isParallel(s)) {
QState *grp = toStandardState(s);
QList<QAbstractState*> lst = QStatePrivate::get(grp)->childStates();
for (int i = 0; i < lst.size(); ++i) {
QAbstractState *cs = lst.at(i);
if (!isInFinalState(cs))
return false;
}
return true;
}
else
return false;
}
#ifndef QT_NO_PROPERTIES
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
/*!
\internal
Returns true if the given state has saved the value of the given property,
otherwise returns false.
*/
bool QStateMachinePrivate::hasRestorable(QAbstractState *state, QObject *object,
const QByteArray &propertyName) const
{
RestorableId id(object, propertyName);
return registeredRestorablesForState.value(state).contains(id);
}
/*!
\internal
Returns the value to save for the property identified by \a id.
If an exited state (member of \a exitedStates_sorted) has saved a value for
the property, the saved value from the last (outermost) state that will be
exited is returned (in practice carrying the saved value on to the next
state). Otherwise, the current value of the property is returned.
*/
QVariant QStateMachinePrivate::savedValueForRestorable(const QList<QAbstractState*> &exitedStates_sorted,
QObject *object, const QByteArray &propertyName) const
{
#ifdef QSTATEMACHINE_RESTORE_PROPERTIES_DEBUG
qDebug() << q_func() << ": savedValueForRestorable(" << exitedStates_sorted << object << propertyName << ")";
#endif
RestorableId id(object, propertyName);
for (int i = exitedStates_sorted.size() - 1; i >= 0; --i) {
QAbstractState *s = exitedStates_sorted.at(i);
QHash<RestorableId, QVariant> restorables = registeredRestorablesForState.value(s);
QHash<RestorableId, QVariant>::const_iterator it = restorables.constFind(id);
if (it != restorables.constEnd()) {
#ifdef QSTATEMACHINE_RESTORE_PROPERTIES_DEBUG
qDebug() << q_func() << ": using" << it.value() << "from" << s;
#endif
return it.value();
}
}
#ifdef QSTATEMACHINE_RESTORE_PROPERTIES_DEBUG
qDebug() << q_func() << ": falling back to current value";
#endif
return id.first->property(id.second);
}
void QStateMachinePrivate::registerRestorable(QAbstractState *state, QObject *object, const QByteArray &propertyName,
const QVariant &value)
{
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
#ifdef QSTATEMACHINE_RESTORE_PROPERTIES_DEBUG
qDebug() << q_func() << ": registerRestorable(" << state << object << propertyName << value << ")";
#endif
RestorableId id(object, propertyName);
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
QHash<RestorableId, QVariant> &restorables = registeredRestorablesForState[state];
if (!restorables.contains(id))
restorables.insert(id, value);
#ifdef QSTATEMACHINE_RESTORE_PROPERTIES_DEBUG
else
qDebug() << q_func() << ": (already registered)";
#endif
}
void QStateMachinePrivate::unregisterRestorables(const QList<QAbstractState *> &states, QObject *object,
const QByteArray &propertyName)
{
#ifdef QSTATEMACHINE_RESTORE_PROPERTIES_DEBUG
qDebug() << q_func() << ": unregisterRestorables(" << states << object << propertyName << ")";
#endif
RestorableId id(object, propertyName);
for (int i = 0; i < states.size(); ++i) {
QAbstractState *s = states.at(i);
QHash<QAbstractState*, QHash<RestorableId, QVariant> >::iterator it;
it = registeredRestorablesForState.find(s);
if (it == registeredRestorablesForState.end())
continue;
QHash<RestorableId, QVariant> &restorables = it.value();
QHash<RestorableId, QVariant>::iterator it2;
it2 = restorables.find(id);
if (it2 == restorables.end())
continue;
#ifdef QSTATEMACHINE_RESTORE_PROPERTIES_DEBUG
qDebug() << q_func() << ": unregistered for" << s;
#endif
restorables.erase(it2);
if (restorables.isEmpty())
registeredRestorablesForState.erase(it);
}
}
QList<QPropertyAssignment> QStateMachinePrivate::restorablesToPropertyList(const QHash<RestorableId, QVariant> &restorables) const
{
QList<QPropertyAssignment> result;
QHash<RestorableId, QVariant>::const_iterator it;
for (it = restorables.constBegin(); it != restorables.constEnd(); ++it) {
if (!it.key().first) {
// Property object was deleted
continue;
}
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
#ifdef QSTATEMACHINE_RESTORE_PROPERTIES_DEBUG
qDebug() << q_func() << ": restoring" << it.key().first << it.key().second << "to" << it.value();
#endif
result.append(QPropertyAssignment(it.key().first, it.key().second, it.value(), /*explicitlySet=*/false));
}
return result;
}
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
/*!
\internal
Computes the set of properties whose values should be restored given that
the states \a statesToExit_sorted will be exited.
If a particular (object, propertyName) pair occurs more than once (i.e.,
because nested states are being exited), the value from the last (outermost)
exited state takes precedence.
The result of this function must be filtered according to the explicit
property assignments (QState::assignProperty()) of the entered states
before the property restoration is actually performed; i.e., if an entered
state assigns to a property that would otherwise be restored, that property
should not be restored after all, but the saved value from the exited state
should be remembered by the entered state (see registerRestorable()).
*/
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
QHash<QStateMachinePrivate::RestorableId, QVariant> QStateMachinePrivate::computePendingRestorables(
const QList<QAbstractState*> &statesToExit_sorted) const
{
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
QHash<QStateMachinePrivate::RestorableId, QVariant> restorables;
for (int i = statesToExit_sorted.size() - 1; i >= 0; --i) {
QAbstractState *s = statesToExit_sorted.at(i);
QHash<QStateMachinePrivate::RestorableId, QVariant> rs = registeredRestorablesForState.value(s);
QHash<QStateMachinePrivate::RestorableId, QVariant>::const_iterator it;
for (it = rs.constBegin(); it != rs.constEnd(); ++it) {
if (!restorables.contains(it.key()))
restorables.insert(it.key(), it.value());
}
}
return restorables;
}
/*!
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
\internal
Computes the ordered sets of property assignments for the states to be
entered, \a statesToEnter_sorted. Also filters \a pendingRestorables (removes
properties that should not be restored because they are assigned by an
entered state).
*/
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
QHash<QAbstractState*, QList<QPropertyAssignment> > QStateMachinePrivate::computePropertyAssignments(
const QList<QAbstractState*> &statesToEnter_sorted, QHash<RestorableId, QVariant> &pendingRestorables) const
{
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
QHash<QAbstractState*, QList<QPropertyAssignment> > assignmentsForState;
for (int i = 0; i < statesToEnter_sorted.size(); ++i) {
QState *s = toStandardState(statesToEnter_sorted.at(i));
if (!s)
continue;
QList<QPropertyAssignment> &assignments = QStatePrivate::get(s)->propertyAssignments;
for (int j = 0; j < assignments.size(); ++j) {
const QPropertyAssignment &assn = assignments.at(j);
if (assn.objectDeleted()) {
assignments.removeAt(j--);
} else {
pendingRestorables.remove(RestorableId(assn.object, assn.propertyName));
assignmentsForState[s].append(assn);
}
}
}
return assignmentsForState;
}
#endif // QT_NO_PROPERTIES
QAbstractState *QStateMachinePrivate::findErrorState(QAbstractState *context)
{
// Find error state recursively in parent hierarchy if not set explicitly for context state
QAbstractState *errorState = 0;
if (context != 0) {
QState *s = toStandardState(context);
if (s != 0)
errorState = s->errorState();
if (errorState == 0)
errorState = findErrorState(context->parentState());
}
return errorState;
}
void QStateMachinePrivate::setError(QStateMachine::Error errorCode, QAbstractState *currentContext)
{
Q_Q(QStateMachine);
error = errorCode;
switch (errorCode) {
case QStateMachine::NoInitialStateError:
Q_ASSERT(currentContext != 0);
errorString = QStateMachine::tr("Missing initial state in compound state '%1'")
.arg(currentContext->objectName());
break;
case QStateMachine::NoDefaultStateInHistoryStateError:
Q_ASSERT(currentContext != 0);
errorString = QStateMachine::tr("Missing default state in history state '%1'")
.arg(currentContext->objectName());
break;
case QStateMachine::NoCommonAncestorForTransitionError:
Q_ASSERT(currentContext != 0);
errorString = QStateMachine::tr("No common ancestor for targets and source of transition from state '%1'")
.arg(currentContext->objectName());
break;
default:
errorString = QStateMachine::tr("Unknown error");
};
pendingErrorStates.clear();
pendingErrorStatesForDefaultEntry.clear();
QAbstractState *currentErrorState = findErrorState(currentContext);
// Avoid infinite loop if the error state itself has an error
if (currentContext == currentErrorState)
currentErrorState = 0;
Q_ASSERT(currentErrorState != rootState());
if (currentErrorState != 0) {
QState *lca = findLCA(QList<QAbstractState*>() << currentErrorState << currentContext);
addStatesToEnter(currentErrorState, lca, pendingErrorStates, pendingErrorStatesForDefaultEntry);
addAncestorStatesToEnter(currentErrorState, lca, pendingErrorStates, pendingErrorStatesForDefaultEntry);
} else {
qWarning("Unrecoverable error detected in running state machine: %s",
qPrintable(errorString));
q->stop();
}
}
#ifndef QT_NO_ANIMATION
QPair<QList<QAbstractAnimation*>, QList<QAbstractAnimation*> >
QStateMachinePrivate::initializeAnimation(QAbstractAnimation *abstractAnimation,
const QPropertyAssignment &prop)
{
QList<QAbstractAnimation*> handledAnimations;
QList<QAbstractAnimation*> localResetEndValues;
QAnimationGroup *group = qobject_cast<QAnimationGroup*>(abstractAnimation);
if (group) {
for (int i = 0; i < group->animationCount(); ++i) {
QAbstractAnimation *animationChild = group->animationAt(i);
QPair<QList<QAbstractAnimation*>, QList<QAbstractAnimation*> > ret;
ret = initializeAnimation(animationChild, prop);
handledAnimations << ret.first;
localResetEndValues << ret.second;
}
} else {
QPropertyAnimation *animation = qobject_cast<QPropertyAnimation *>(abstractAnimation);
if (animation != 0
&& prop.object == animation->targetObject()
&& prop.propertyName == animation->propertyName()) {
// Only change end value if it is undefined
if (!animation->endValue().isValid()) {
animation->setEndValue(prop.value);
localResetEndValues.append(animation);
}
handledAnimations.append(animation);
}
}
return qMakePair(handledAnimations, localResetEndValues);
}
void QStateMachinePrivate::_q_animationFinished()
{
Q_Q(QStateMachine);
QAbstractAnimation *anim = qobject_cast<QAbstractAnimation*>(q->sender());
Q_ASSERT(anim != 0);
QObject::disconnect(anim, SIGNAL(finished()), q, SLOT(_q_animationFinished()));
if (resetAnimationEndValues.contains(anim)) {
qobject_cast<QVariantAnimation*>(anim)->setEndValue(QVariant()); // ### generalize
resetAnimationEndValues.remove(anim);
}
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
QAbstractState *state = stateForAnimation.take(anim);
Q_ASSERT(state != 0);
#ifndef QT_NO_PROPERTIES
// Set the final property value.
QPropertyAssignment assn = propertyForAnimation.take(anim);
assn.write();
if (!assn.explicitlySet)
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
unregisterRestorables(QList<QAbstractState*>() << state, assn.object, assn.propertyName);
#endif
QHash<QAbstractState*, QList<QAbstractAnimation*> >::iterator it;
it = animationsForState.find(state);
Q_ASSERT(it != animationsForState.end());
QList<QAbstractAnimation*> &animations = it.value();
animations.removeOne(anim);
if (animations.isEmpty()) {
animationsForState.erase(it);
QStatePrivate::get(toStandardState(state))->emitPropertiesAssigned();
}
}
QList<QAbstractAnimation *> QStateMachinePrivate::selectAnimations(const QList<QAbstractTransition *> &transitionList) const
{
QList<QAbstractAnimation *> selectedAnimations;
if (animated) {
for (int i = 0; i < transitionList.size(); ++i) {
QAbstractTransition *transition = transitionList.at(i);
selectedAnimations << transition->animations();
selectedAnimations << defaultAnimationsForSource.values(transition->sourceState());
QList<QAbstractState *> targetStates = transition->targetStates();
for (int j=0; j<targetStates.size(); ++j)
selectedAnimations << defaultAnimationsForTarget.values(targetStates.at(j));
}
selectedAnimations << defaultAnimations;
}
return selectedAnimations;
}
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
void QStateMachinePrivate::terminateActiveAnimations(QAbstractState *state,
const QHash<QAbstractState*, QList<QPropertyAssignment> > &assignmentsForEnteredStates)
{
Q_Q(QStateMachine);
QList<QAbstractAnimation*> animations = animationsForState.take(state);
for (int i = 0; i < animations.size(); ++i) {
QAbstractAnimation *anim = animations.at(i);
QObject::disconnect(anim, SIGNAL(finished()), q, SLOT(_q_animationFinished()));
stateForAnimation.remove(anim);
// Stop the (top-level) animation.
// ### Stopping nested animation has weird behavior.
QAbstractAnimation *topLevelAnim = anim;
while (QAnimationGroup *group = topLevelAnim->group())
topLevelAnim = group;
topLevelAnim->stop();
if (resetAnimationEndValues.contains(anim)) {
qobject_cast<QVariantAnimation*>(anim)->setEndValue(QVariant()); // ### generalize
resetAnimationEndValues.remove(anim);
}
QPropertyAssignment assn = propertyForAnimation.take(anim);
Q_ASSERT(assn.object != 0);
// If there is no property assignment that sets this property,
// set the property to its target value.
bool found = false;
QHash<QAbstractState*, QList<QPropertyAssignment> >::const_iterator it;
for (it = assignmentsForEnteredStates.constBegin(); it != assignmentsForEnteredStates.constEnd(); ++it) {
const QList<QPropertyAssignment> &assignments = it.value();
for (int j = 0; j < assignments.size(); ++j) {
if (assignments.at(j).hasTarget(assn.object, assn.propertyName)) {
found = true;
break;
}
}
}
if (!found) {
assn.write();
if (!assn.explicitlySet)
unregisterRestorables(QList<QAbstractState*>() << state, assn.object, assn.propertyName);
}
}
}
void QStateMachinePrivate::initializeAnimations(QAbstractState *state, const QList<QAbstractAnimation *> &selectedAnimations,
const QList<QAbstractState*> &exitedStates_sorted,
QHash<QAbstractState*, QList<QPropertyAssignment> > &assignmentsForEnteredStates)
{
Q_Q(QStateMachine);
if (!assignmentsForEnteredStates.contains(state))
return;
QList<QPropertyAssignment> &assignments = assignmentsForEnteredStates[state];
for (int i = 0; i < selectedAnimations.size(); ++i) {
QAbstractAnimation *anim = selectedAnimations.at(i);
QList<QPropertyAssignment>::iterator it;
for (it = assignments.begin(); it != assignments.end(); ) {
QPair<QList<QAbstractAnimation*>, QList<QAbstractAnimation*> > ret;
const QPropertyAssignment &assn = *it;
ret = initializeAnimation(anim, assn);
QList<QAbstractAnimation*> handlers = ret.first;
if (!handlers.isEmpty()) {
for (int j = 0; j < handlers.size(); ++j) {
QAbstractAnimation *a = handlers.at(j);
propertyForAnimation.insert(a, assn);
stateForAnimation.insert(a, state);
animationsForState[state].append(a);
// ### connect to just the top-level animation?
QObject::connect(a, SIGNAL(finished()), q, SLOT(_q_animationFinished()), Qt::UniqueConnection);
}
if ((globalRestorePolicy == QStateMachine::RestoreProperties)
&& !hasRestorable(state, assn.object, assn.propertyName)) {
QVariant value = savedValueForRestorable(exitedStates_sorted, assn.object, assn.propertyName);
unregisterRestorables(exitedStates_sorted, assn.object, assn.propertyName);
registerRestorable(state, assn.object, assn.propertyName, value);
}
it = assignments.erase(it);
} else {
++it;
}
for (int j = 0; j < ret.second.size(); ++j)
resetAnimationEndValues.insert(ret.second.at(j));
}
// We require that at least one animation is valid.
// ### generalize
QList<QVariantAnimation*> variantAnims = anim->findChildren<QVariantAnimation*>();
if (QVariantAnimation *va = qobject_cast<QVariantAnimation*>(anim))
variantAnims.append(va);
bool hasValidEndValue = false;
for (int j = 0; j < variantAnims.size(); ++j) {
if (variantAnims.at(j)->endValue().isValid()) {
hasValidEndValue = true;
break;
}
}
if (hasValidEndValue) {
if (anim->state() == QAbstractAnimation::Running) {
// The animation is still running. This can happen if the
// animation is a group, and one of its children just finished,
// and that caused a state to emit its propertiesAssigned() signal, and
// that triggered a transition in the machine.
// Just stop the animation so it is correctly restarted again.
anim->stop();
}
anim->start();
}
if (assignments.isEmpty()) {
assignmentsForEnteredStates.remove(state);
break;
}
}
}
#endif // !QT_NO_ANIMATION
QAbstractTransition *QStateMachinePrivate::createInitialTransition() const
{
class InitialTransition : public QAbstractTransition
{
public:
InitialTransition(const QList<QAbstractState *> &targets)
: QAbstractTransition()
{ setTargetStates(targets); }
protected:
virtual bool eventTest(QEvent *) { return true; }
virtual void onTransition(QEvent *) {}
};
QState *root = rootState();
Q_ASSERT(root != 0);
QList<QAbstractState *> targets;
switch (root->childMode()) {
case QState::ExclusiveStates:
targets.append(root->initialState());
break;
case QState::ParallelStates:
targets = QStatePrivate::get(root)->childStates();
break;
}
return new InitialTransition(targets);
}
void QStateMachinePrivate::clearHistory()
{
Q_Q(QStateMachine);
QList<QHistoryState*> historyStates = q->findChildren<QHistoryState*>();
for (int i = 0; i < historyStates.size(); ++i) {
QHistoryState *h = historyStates.at(i);
QHistoryStatePrivate::get(h)->configuration.clear();
}
}
void QStateMachinePrivate::_q_start()
{
Q_Q(QStateMachine);
Q_ASSERT(state == Starting);
configuration.clear();
qDeleteAll(internalEventQueue);
internalEventQueue.clear();
qDeleteAll(externalEventQueue);
externalEventQueue.clear();
clearHistory();
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": starting";
#endif
state = Running;
processingScheduled = true; // we call _q_process() below
QList<QAbstractTransition*> transitions;
QAbstractTransition *initialTransition = createInitialTransition();
transitions.append(initialTransition);
QEvent nullEvent(QEvent::None);
executeTransitionContent(&nullEvent, transitions);
QList<QAbstractState*> exitedStates = QList<QAbstractState*>();
QSet<QAbstractState*> statesForDefaultEntry;
QList<QAbstractState*> enteredStates = computeStatesToEnter(transitions,
statesForDefaultEntry);
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
QHash<RestorableId, QVariant> pendingRestorables;
QHash<QAbstractState*, QList<QPropertyAssignment> > assignmentsForEnteredStates =
computePropertyAssignments(enteredStates, pendingRestorables);
#ifndef QT_NO_ANIMATION
QList<QAbstractAnimation*> selectedAnimations = selectAnimations(transitions);
#endif
// enterStates() will set stopProcessingReason to Finished if a final
// state is entered.
stopProcessingReason = EventQueueEmpty;
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
enterStates(&nullEvent, exitedStates, enteredStates, statesForDefaultEntry,
assignmentsForEnteredStates
#ifndef QT_NO_ANIMATION
, selectedAnimations
#endif
statemachine: Revamp property assignments implementation In the old implementation, property assignments (QState::assignProperty()) were "second-class citizens". Assignments were not really integrated into the state machine algorithm, but rather done as a separate step (QStateMachinePrivate::applyProperties()). While that was convenient for SCXML spec transcription purposes, it resulted in some pretty poor semantics on the user side: * Properties were not assigned until _after_ both the QAbstractState::onEntry() function had been called and the QState::entered() signal had been emitted. * Automatic property restoration (QStateMachine::RestoreProperties) did not play nice with nested states (and parallel states, in particular). The proper fix is to refactor the implementation to make property assignments first-class in the core state machine algorithm (QStateMachinePrivate::microstep()). In practice, this meant splitting some steps. Instead of calling exitStates() straight away, we now first only compute the states to exit (without actually exiting them), and use the resulting set to compute which properties are candidates for restoration. Similarly, instead of calling enterStates(), we first only compute the states to enter (without actually entering them), and use the resulting set to compute which properties are assigned by the entered states. With that in place, the rest was a matter of moving the various chunks of the old applyProperties() logic to the place where they belong in the per-state entry/exit. All existing autotests pass. Added several tests that verify the desired semantics in more detail. Task-number: QTBUG-20362 Change-Id: I7d8c7253b66cae87bb0d09aa504303218e230c65 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
2012-07-05 10:55:20 +00:00
);
delete initialTransition;
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": initial configuration:" << configuration;
#endif
emit q->started();
if (stopProcessingReason == Finished) {
// The state machine immediately reached a final state.
processingScheduled = false;
state = NotRunning;
unregisterAllTransitions();
emit q->finished();
} else {
_q_process();
}
}
void QStateMachinePrivate::_q_process()
{
Q_Q(QStateMachine);
Q_ASSERT(state == Running);
Q_ASSERT(!processing);
processing = true;
processingScheduled = false;
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": starting the event processing loop";
#endif
while (processing) {
if (stop) {
processing = false;
break;
}
QSet<QAbstractTransition*> enabledTransitions;
QEvent *e = new QEvent(QEvent::None);
enabledTransitions = selectTransitions(e);
if (enabledTransitions.isEmpty()) {
delete e;
e = 0;
}
if (enabledTransitions.isEmpty() && ((e = dequeueInternalEvent()) != 0)) {
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": dequeued internal event" << e << "of type" << e->type();
#endif
enabledTransitions = selectTransitions(e);
if (enabledTransitions.isEmpty()) {
delete e;
e = 0;
}
}
if (enabledTransitions.isEmpty()) {
if ((e = dequeueExternalEvent()) != 0) {
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": dequeued external event" << e << "of type" << e->type();
#endif
enabledTransitions = selectTransitions(e);
if (enabledTransitions.isEmpty()) {
delete e;
e = 0;
}
} else {
if (isInternalEventQueueEmpty()) {
processing = false;
stopProcessingReason = EventQueueEmpty;
}
}
}
if (!enabledTransitions.isEmpty()) {
q->beginMicrostep(e);
microstep(e, enabledTransitions.toList());
q->endMicrostep(e);
}
#ifdef QSTATEMACHINE_DEBUG
else {
qDebug() << q << ": no transitions enabled";
}
#endif
delete e;
}
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": finished the event processing loop";
#endif
if (stop) {
stop = false;
stopProcessingReason = Stopped;
}
switch (stopProcessingReason) {
case EventQueueEmpty:
break;
case Finished:
state = NotRunning;
cancelAllDelayedEvents();
unregisterAllTransitions();
emit q->finished();
break;
case Stopped:
state = NotRunning;
cancelAllDelayedEvents();
unregisterAllTransitions();
emit q->stopped();
break;
}
}
void QStateMachinePrivate::_q_startDelayedEventTimer(int id, int delay)
{
Q_Q(QStateMachine);
QMutexLocker locker(&delayedEventsMutex);
QHash<int, DelayedEvent>::iterator it = delayedEvents.find(id);
if (it != delayedEvents.end()) {
DelayedEvent &e = it.value();
Q_ASSERT(!e.timerId);
e.timerId = q->startTimer(delay);
if (!e.timerId) {
qWarning("QStateMachine::postDelayedEvent: failed to start timer (id=%d, delay=%d)", id, delay);
delayedEvents.erase(it);
delayedEventIdFreeList.release(id);
} else {
timerIdToDelayedEventId.insert(e.timerId, id);
}
} else {
// It's been cancelled already
delayedEventIdFreeList.release(id);
}
}
void QStateMachinePrivate::_q_killDelayedEventTimer(int id, int timerId)
{
Q_Q(QStateMachine);
q->killTimer(timerId);
QMutexLocker locker(&delayedEventsMutex);
delayedEventIdFreeList.release(id);
}
void QStateMachinePrivate::postInternalEvent(QEvent *e)
{
QMutexLocker locker(&internalEventMutex);
internalEventQueue.append(e);
}
void QStateMachinePrivate::postExternalEvent(QEvent *e)
{
QMutexLocker locker(&externalEventMutex);
externalEventQueue.append(e);
}
QEvent *QStateMachinePrivate::dequeueInternalEvent()
{
QMutexLocker locker(&internalEventMutex);
if (internalEventQueue.isEmpty())
return 0;
return internalEventQueue.takeFirst();
}
QEvent *QStateMachinePrivate::dequeueExternalEvent()
{
QMutexLocker locker(&externalEventMutex);
if (externalEventQueue.isEmpty())
return 0;
return externalEventQueue.takeFirst();
}
bool QStateMachinePrivate::isInternalEventQueueEmpty()
{
QMutexLocker locker(&internalEventMutex);
return internalEventQueue.isEmpty();
}
bool QStateMachinePrivate::isExternalEventQueueEmpty()
{
QMutexLocker locker(&externalEventMutex);
return externalEventQueue.isEmpty();
}
void QStateMachinePrivate::processEvents(EventProcessingMode processingMode)
{
Q_Q(QStateMachine);
if ((state != Running) || processing || processingScheduled)
return;
switch (processingMode) {
case DirectProcessing:
if (QThread::currentThread() == q->thread()) {
_q_process();
break;
} // fallthrough -- processing must be done in the machine thread
case QueuedProcessing:
processingScheduled = true;
QMetaObject::invokeMethod(q, "_q_process", Qt::QueuedConnection);
break;
}
}
void QStateMachinePrivate::cancelAllDelayedEvents()
{
Q_Q(QStateMachine);
QMutexLocker locker(&delayedEventsMutex);
QHash<int, DelayedEvent>::const_iterator it;
for (it = delayedEvents.constBegin(); it != delayedEvents.constEnd(); ++it) {
const DelayedEvent &e = it.value();
if (e.timerId) {
timerIdToDelayedEventId.remove(e.timerId);
q->killTimer(e.timerId);
delayedEventIdFreeList.release(it.key());
} else {
// Cancellation will be detected in pending _q_startDelayedEventTimer() call
}
delete e.event;
}
delayedEvents.clear();
}
namespace _QStateMachine_Internal{
class GoToStateTransition : public QAbstractTransition
{
Q_OBJECT
public:
GoToStateTransition(QAbstractState *target)
: QAbstractTransition()
{ setTargetState(target); }
protected:
void onTransition(QEvent *) { deleteLater(); }
bool eventTest(QEvent *) { return true; }
};
} // namespace
// mingw compiler tries to export QObject::findChild<GoToStateTransition>(),
// which doesn't work if its in an anonymous namespace.
using namespace _QStateMachine_Internal;
/*!
\internal
Causes this state machine to unconditionally transition to the given
\a targetState.
Provides a backdoor for using the state machine "imperatively"; i.e. rather
than defining explicit transitions, you drive the machine's execution by
calling this function. It breaks the whole integrity of the
transition-driven model, but is provided for pragmatic reasons.
*/
void QStateMachinePrivate::goToState(QAbstractState *targetState)
{
if (!targetState) {
qWarning("QStateMachine::goToState(): cannot go to null state");
return;
}
if (configuration.contains(targetState))
return;
Q_ASSERT(state == Running);
QState *sourceState = 0;
QSet<QAbstractState*>::const_iterator it;
for (it = configuration.constBegin(); it != configuration.constEnd(); ++it) {
sourceState = toStandardState(*it);
if (sourceState != 0)
break;
}
Q_ASSERT(sourceState != 0);
// Reuse previous GoToStateTransition in case of several calls to
// goToState() in a row.
GoToStateTransition *trans = sourceState->findChild<GoToStateTransition*>();
if (!trans) {
trans = new GoToStateTransition(targetState);
sourceState->addTransition(trans);
} else {
trans->setTargetState(targetState);
}
processEvents(QueuedProcessing);
}
void QStateMachinePrivate::registerTransitions(QAbstractState *state)
{
QState *group = toStandardState(state);
if (!group)
return;
QList<QAbstractTransition*> transitions = QStatePrivate::get(group)->transitions();
for (int i = 0; i < transitions.size(); ++i) {
QAbstractTransition *t = transitions.at(i);
if (QSignalTransition *st = qobject_cast<QSignalTransition*>(t)) {
registerSignalTransition(st);
}
#ifndef QT_NO_STATEMACHINE_EVENTFILTER
else if (QEventTransition *oet = qobject_cast<QEventTransition*>(t)) {
registerEventTransition(oet);
}
#endif
}
}
void QStateMachinePrivate::unregisterTransition(QAbstractTransition *transition)
{
if (QSignalTransition *st = qobject_cast<QSignalTransition*>(transition)) {
unregisterSignalTransition(st);
}
#ifndef QT_NO_STATEMACHINE_EVENTFILTER
else if (QEventTransition *oet = qobject_cast<QEventTransition*>(transition)) {
unregisterEventTransition(oet);
}
#endif
}
void QStateMachinePrivate::registerSignalTransition(QSignalTransition *transition)
{
Q_Q(QStateMachine);
if (QSignalTransitionPrivate::get(transition)->signalIndex != -1)
return; // already registered
QObject *sender = QSignalTransitionPrivate::get(transition)->sender;
if (!sender)
return;
QByteArray signal = QSignalTransitionPrivate::get(transition)->signal;
if (signal.isEmpty())
return;
if (signal.startsWith('0'+QSIGNAL_CODE))
signal.remove(0, 1);
const QMetaObject *meta = sender->metaObject();
int signalIndex = meta->indexOfSignal(signal);
int originalSignalIndex = signalIndex;
if (signalIndex == -1) {
signalIndex = meta->indexOfSignal(QMetaObject::normalizedSignature(signal));
if (signalIndex == -1) {
qWarning("QSignalTransition: no such signal: %s::%s",
meta->className(), signal.constData());
return;
}
originalSignalIndex = signalIndex;
}
// The signal index we actually want to connect to is the one
// that is going to be sent, i.e. the non-cloned original index.
while (meta->method(signalIndex).attributes() & QMetaMethod::Cloned)
--signalIndex;
QVector<int> &connectedSignalIndexes = connections[sender];
if (connectedSignalIndexes.size() <= signalIndex)
connectedSignalIndexes.resize(signalIndex+1);
if (connectedSignalIndexes.at(signalIndex) == 0) {
if (!signalEventGenerator)
signalEventGenerator = new QSignalEventGenerator(q);
bool ok = QMetaObject::connect(sender, signalIndex, signalEventGenerator,
signalEventGenerator->metaObject()->methodOffset());
if (!ok) {
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": FAILED to add signal transition from" << transition->sourceState()
<< ": ( sender =" << sender << ", signal =" << signal
<< ", targets =" << transition->targetStates() << ')';
#endif
return;
}
}
++connectedSignalIndexes[signalIndex];
QSignalTransitionPrivate::get(transition)->signalIndex = signalIndex;
QSignalTransitionPrivate::get(transition)->originalSignalIndex = originalSignalIndex;
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": added signal transition from" << transition->sourceState()
<< ": ( sender =" << sender << ", signal =" << signal
<< ", targets =" << transition->targetStates() << ')';
#endif
}
void QStateMachinePrivate::unregisterSignalTransition(QSignalTransition *transition)
{
int signalIndex = QSignalTransitionPrivate::get(transition)->signalIndex;
if (signalIndex == -1)
return; // not registered
QSignalTransitionPrivate::get(transition)->signalIndex = -1;
const QObject *sender = QSignalTransitionPrivate::get(transition)->sender;
QVector<int> &connectedSignalIndexes = connections[sender];
Q_ASSERT(connectedSignalIndexes.size() > signalIndex);
Q_ASSERT(connectedSignalIndexes.at(signalIndex) != 0);
if (--connectedSignalIndexes[signalIndex] == 0) {
Q_ASSERT(signalEventGenerator != 0);
QMetaObject::disconnect(sender, signalIndex, signalEventGenerator,
signalEventGenerator->metaObject()->methodOffset());
int sum = 0;
for (int i = 0; i < connectedSignalIndexes.size(); ++i)
sum += connectedSignalIndexes.at(i);
if (sum == 0)
connections.remove(sender);
}
}
void QStateMachinePrivate::unregisterAllTransitions()
{
Q_Q(QStateMachine);
{
QList<QSignalTransition*> transitions = rootState()->findChildren<QSignalTransition*>();
for (int i = 0; i < transitions.size(); ++i) {
QSignalTransition *t = transitions.at(i);
if (t->machine() == q)
unregisterSignalTransition(t);
}
}
{
QList<QEventTransition*> transitions = rootState()->findChildren<QEventTransition*>();
for (int i = 0; i < transitions.size(); ++i) {
QEventTransition *t = transitions.at(i);
if (t->machine() == q)
unregisterEventTransition(t);
}
}
}
#ifndef QT_NO_STATEMACHINE_EVENTFILTER
void QStateMachinePrivate::registerEventTransition(QEventTransition *transition)
{
Q_Q(QStateMachine);
if (QEventTransitionPrivate::get(transition)->registered)
return;
if (transition->eventType() >= QEvent::User) {
qWarning("QObject event transitions are not supported for custom types");
return;
}
QObject *object = QEventTransitionPrivate::get(transition)->object;
if (!object)
return;
QObjectPrivate *od = QObjectPrivate::get(object);
if (!od->extraData || !od->extraData->eventFilters.contains(q))
object->installEventFilter(q);
++qobjectEvents[object][transition->eventType()];
QEventTransitionPrivate::get(transition)->registered = true;
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q << ": added event transition from" << transition->sourceState()
<< ": ( object =" << object << ", event =" << transition->eventType()
<< ", targets =" << transition->targetStates() << ')';
#endif
}
void QStateMachinePrivate::unregisterEventTransition(QEventTransition *transition)
{
Q_Q(QStateMachine);
if (!QEventTransitionPrivate::get(transition)->registered)
return;
QObject *object = QEventTransitionPrivate::get(transition)->object;
QHash<QEvent::Type, int> &events = qobjectEvents[object];
Q_ASSERT(events.value(transition->eventType()) > 0);
if (--events[transition->eventType()] == 0) {
events.remove(transition->eventType());
int sum = 0;
QHash<QEvent::Type, int>::const_iterator it;
for (it = events.constBegin(); it != events.constEnd(); ++it)
sum += it.value();
if (sum == 0) {
qobjectEvents.remove(object);
object->removeEventFilter(q);
}
}
QEventTransitionPrivate::get(transition)->registered = false;
}
void QStateMachinePrivate::handleFilteredEvent(QObject *watched, QEvent *event)
{
if (qobjectEvents.value(watched).contains(event->type())) {
postInternalEvent(new QStateMachine::WrappedEvent(watched, handler->cloneEvent(event)));
processEvents(DirectProcessing);
}
}
#endif
void QStateMachinePrivate::handleTransitionSignal(QObject *sender, int signalIndex,
void **argv)
{
Q_ASSERT(connections[sender].at(signalIndex) != 0);
const QMetaObject *meta = sender->metaObject();
QMetaMethod method = meta->method(signalIndex);
QList<QByteArray> parameterTypes = method.parameterTypes();
int argc = parameterTypes.count();
QList<QVariant> vargs;
for (int i = 0; i < argc; ++i) {
int type = QMetaType::type(parameterTypes.at(i));
vargs.append(QVariant(type, argv[i+1]));
}
#ifdef QSTATEMACHINE_DEBUG
qDebug() << q_func() << ": sending signal event ( sender =" << sender
<< ", signal =" << method.methodSignature().constData() << ')';
#endif
postInternalEvent(new QStateMachine::SignalEvent(sender, signalIndex, vargs));
processEvents(DirectProcessing);
}
/*!
Constructs a new state machine with the given \a parent.
*/
QStateMachine::QStateMachine(QObject *parent)
: QState(*new QStateMachinePrivate, /*parentState=*/0)
{
// Can't pass the parent to the QState constructor, as it expects a QState
// But this works as expected regardless of whether parent is a QState or not
setParent(parent);
}
/*!
\internal
*/
QStateMachine::QStateMachine(QStateMachinePrivate &dd, QObject *parent)
: QState(dd, /*parentState=*/0)
{
setParent(parent);
}
/*!
Destroys this state machine.
*/
QStateMachine::~QStateMachine()
{
}
/*!
\enum QStateMachine::EventPriority
This enum type specifies the priority of an event posted to the state
machine using postEvent().
Events of high priority are processed before events of normal priority.
\value NormalPriority The event has normal priority.
\value HighPriority The event has high priority.
*/
/*! \enum QStateMachine::Error
This enum type defines errors that can occur in the state machine at run time. When the state
machine encounters an unrecoverable error at run time, it will set the error code returned
by error(), the error message returned by errorString(), and enter an error state based on
the context of the error.
\value NoError No error has occurred.
\value NoInitialStateError The machine has entered a QState with children which does not have an
initial state set. The context of this error is the state which is missing an initial
state.
\value NoDefaultStateInHistoryStateError The machine has entered a QHistoryState which does not have
a default state set. The context of this error is the QHistoryState which is missing a
default state.
\value NoCommonAncestorForTransitionError The machine has selected a transition whose source
and targets are not part of the same tree of states, and thus are not part of the same
state machine. Commonly, this could mean that one of the states has not been given
any parent or added to any machine. The context of this error is the source state of
the transition.
\sa setErrorState()
*/
/*!
\enum QStateMachine::RestorePolicy
This enum specifies the restore policy type. The restore policy
takes effect when the machine enters a state which sets one or more
properties. If the restore policy is set to RestoreProperties,
the state machine will save the original value of the property before the
new value is set.
Later, when the machine either enters a state which does not set
a value for the given property, the property will automatically be restored
to its initial value.
Only one initial value will be saved for any given property. If a value for a property has
already been saved by the state machine, it will not be overwritten until the property has been
successfully restored.
\value DontRestoreProperties The state machine should not save the initial values of properties
and restore them later.
\value RestoreProperties The state machine should save the initial values of properties
and restore them later.
\sa QStateMachine::globalRestorePolicy, QState::assignProperty()
*/
/*!
Returns the error code of the last error that occurred in the state machine.
*/
QStateMachine::Error QStateMachine::error() const
{
Q_D(const QStateMachine);
return d->error;
}
/*!
Returns the error string of the last error that occurred in the state machine.
*/
QString QStateMachine::errorString() const
{
Q_D(const QStateMachine);
return d->errorString;
}
/*!
Clears the error string and error code of the state machine.
*/
void QStateMachine::clearError()
{
Q_D(QStateMachine);
d->errorString.clear();
d->error = NoError;
}
/*!
Returns the restore policy of the state machine.
\sa setGlobalRestorePolicy()
*/
QStateMachine::RestorePolicy QStateMachine::globalRestorePolicy() const
{
Q_D(const QStateMachine);
return d->globalRestorePolicy;
}
/*!
Sets the restore policy of the state machine to \a restorePolicy. The default
restore policy is QAbstractState::DontRestoreProperties.
\sa globalRestorePolicy()
*/
void QStateMachine::setGlobalRestorePolicy(QStateMachine::RestorePolicy restorePolicy)
{
Q_D(QStateMachine);
d->globalRestorePolicy = restorePolicy;
}
/*!
Adds the given \a state to this state machine. The state becomes a top-level
state.
If the state is already in a different machine, it will first be removed
from its old machine, and then added to this machine.
\sa removeState(), setInitialState()
*/
void QStateMachine::addState(QAbstractState *state)
{
if (!state) {
qWarning("QStateMachine::addState: cannot add null state");
return;
}
if (QAbstractStatePrivate::get(state)->machine() == this) {
qWarning("QStateMachine::addState: state has already been added to this machine");
return;
}
state->setParent(this);
}
/*!
Removes the given \a state from this state machine. The state machine
releases ownership of the state.
\sa addState()
*/
void QStateMachine::removeState(QAbstractState *state)
{
if (!state) {
qWarning("QStateMachine::removeState: cannot remove null state");
return;
}
if (QAbstractStatePrivate::get(state)->machine() != this) {
qWarning("QStateMachine::removeState: state %p's machine (%p)"
" is different from this machine (%p)",
state, QAbstractStatePrivate::get(state)->machine(), this);
return;
}
state->setParent(0);
}
/*!
Returns whether this state machine is running.
\sa start(), stop()
*/
bool QStateMachine::isRunning() const
{
Q_D(const QStateMachine);
return (d->state == QStateMachinePrivate::Running);
}
/*!
Starts this state machine. The machine will reset its configuration and
transition to the initial state. When a final top-level state (QFinalState)
is entered, the machine will emit the finished() signal.
\note A state machine will not run without a running event loop, such as
the main application event loop started with QCoreApplication::exec() or
QApplication::exec().
\sa started(), finished(), stop(), initialState()
*/
void QStateMachine::start()
{
Q_D(QStateMachine);
if ((childMode() == QState::ExclusiveStates) && (initialState() == 0)) {
qWarning("QStateMachine::start: No initial state set for machine. Refusing to start.");
return;
}
switch (d->state) {
case QStateMachinePrivate::NotRunning:
d->state = QStateMachinePrivate::Starting;
QMetaObject::invokeMethod(this, "_q_start", Qt::QueuedConnection);
break;
case QStateMachinePrivate::Starting:
break;
case QStateMachinePrivate::Running:
qWarning("QStateMachine::start(): already running");
break;
}
}
/*!
Stops this state machine. The state machine will stop processing events and
then emit the stopped() signal.
\sa stopped(), start()
*/
void QStateMachine::stop()
{
Q_D(QStateMachine);
switch (d->state) {
case QStateMachinePrivate::NotRunning:
break;
case QStateMachinePrivate::Starting:
// the machine will exit as soon as it enters the event processing loop
d->stop = true;
break;
case QStateMachinePrivate::Running:
d->stop = true;
d->processEvents(QStateMachinePrivate::QueuedProcessing);
break;
}
}
/*!
\threadsafe
Posts the given \a event of the given \a priority for processing by this
state machine.
This function returns immediately. The event is added to the state machine's
event queue. Events are processed in the order posted. The state machine
takes ownership of the event and deletes it once it has been processed.
You can only post events when the state machine is running.
\sa postDelayedEvent()
*/
void QStateMachine::postEvent(QEvent *event, EventPriority priority)
{
Q_D(QStateMachine);
if (d->state != QStateMachinePrivate::Running) {
qWarning("QStateMachine::postEvent: cannot post event when the state machine is not running");
return;
}
if (!event) {
qWarning("QStateMachine::postEvent: cannot post null event");
return;
}
#ifdef QSTATEMACHINE_DEBUG
qDebug() << this << ": posting event" << event;
#endif
switch (priority) {
case NormalPriority:
d->postExternalEvent(event);
break;
case HighPriority:
d->postInternalEvent(event);
break;
}
d->processEvents(QStateMachinePrivate::QueuedProcessing);
}
/*!
\threadsafe
Posts the given \a event for processing by this state machine, with the
given \a delay in milliseconds. Returns an identifier associated with the
delayed event, or -1 if the event could not be posted.
This function returns immediately. When the delay has expired, the event
will be added to the state machine's event queue for processing. The state
machine takes ownership of the event and deletes it once it has been
processed.
You can only post events when the state machine is running.
\sa cancelDelayedEvent(), postEvent()
*/
int QStateMachine::postDelayedEvent(QEvent *event, int delay)
{
Q_D(QStateMachine);
if (d->state != QStateMachinePrivate::Running) {
qWarning("QStateMachine::postDelayedEvent: cannot post event when the state machine is not running");
return -1;
}
if (!event) {
qWarning("QStateMachine::postDelayedEvent: cannot post null event");
return -1;
}
if (delay < 0) {
qWarning("QStateMachine::postDelayedEvent: delay cannot be negative");
return -1;
}
#ifdef QSTATEMACHINE_DEBUG
qDebug() << this << ": posting event" << event << "with delay" << delay;
#endif
QMutexLocker locker(&d->delayedEventsMutex);
int id = d->delayedEventIdFreeList.next();
bool inMachineThread = (QThread::currentThread() == thread());
int timerId = inMachineThread ? startTimer(delay) : 0;
if (inMachineThread && !timerId) {
qWarning("QStateMachine::postDelayedEvent: failed to start timer with interval %d", delay);
d->delayedEventIdFreeList.release(id);
return -1;
}
QStateMachinePrivate::DelayedEvent delayedEvent(event, timerId);
d->delayedEvents.insert(id, delayedEvent);
if (timerId) {
d->timerIdToDelayedEventId.insert(timerId, id);
} else {
Q_ASSERT(!inMachineThread);
QMetaObject::invokeMethod(this, "_q_startDelayedEventTimer",
Qt::QueuedConnection,
Q_ARG(int, id),
Q_ARG(int, delay));
}
return id;
}
/*!
\threadsafe
Cancels the delayed event identified by the given \a id. The id should be a
value returned by a call to postDelayedEvent(). Returns true if the event
was successfully cancelled, otherwise returns false.
\sa postDelayedEvent()
*/
bool QStateMachine::cancelDelayedEvent(int id)
{
Q_D(QStateMachine);
if (d->state != QStateMachinePrivate::Running) {
qWarning("QStateMachine::cancelDelayedEvent: the machine is not running");
return false;
}
QMutexLocker locker(&d->delayedEventsMutex);
QStateMachinePrivate::DelayedEvent e = d->delayedEvents.take(id);
if (!e.event)
return false;
if (e.timerId) {
d->timerIdToDelayedEventId.remove(e.timerId);
bool inMachineThread = (QThread::currentThread() == thread());
if (inMachineThread) {
killTimer(e.timerId);
d->delayedEventIdFreeList.release(id);
} else {
QMetaObject::invokeMethod(this, "_q_killDelayedEventTimer",
Qt::QueuedConnection,
Q_ARG(int, id),
Q_ARG(int, e.timerId));
}
} else {
// Cancellation will be detected in pending _q_startDelayedEventTimer() call
}
delete e.event;
return true;
}
/*!
Returns the maximal consistent set of states (including parallel and final
states) that this state machine is currently in. If a state \c s is in the
configuration, it is always the case that the parent of \c s is also in
c. Note, however, that the machine itself is not an explicit member of the
configuration.
*/
QSet<QAbstractState*> QStateMachine::configuration() const
{
Q_D(const QStateMachine);
return d->configuration;
}
/*!
\fn QStateMachine::started()
This signal is emitted when the state machine has entered its initial state
(QStateMachine::initialState).
\sa QStateMachine::finished(), QStateMachine::start()
*/
/*!
\fn QStateMachine::stopped()
This signal is emitted when the state machine has stopped.
\sa QStateMachine::stop(), QStateMachine::finished()
*/
/*!
\reimp
*/
bool QStateMachine::event(QEvent *e)
{
Q_D(QStateMachine);
if (e->type() == QEvent::Timer) {
QTimerEvent *te = static_cast<QTimerEvent*>(e);
int tid = te->timerId();
if (d->state != QStateMachinePrivate::Running) {
// This event has been cancelled already
QMutexLocker locker(&d->delayedEventsMutex);
Q_ASSERT(!d->timerIdToDelayedEventId.contains(tid));
return true;
}
d->delayedEventsMutex.lock();
int id = d->timerIdToDelayedEventId.take(tid);
QStateMachinePrivate::DelayedEvent ee = d->delayedEvents.take(id);
if (ee.event != 0) {
Q_ASSERT(ee.timerId == tid);
killTimer(tid);
d->delayedEventIdFreeList.release(id);
d->delayedEventsMutex.unlock();
d->postExternalEvent(ee.event);
d->processEvents(QStateMachinePrivate::DirectProcessing);
return true;
} else {
d->delayedEventsMutex.unlock();
}
}
return QState::event(e);
}
#ifndef QT_NO_STATEMACHINE_EVENTFILTER
/*!
\reimp
*/
bool QStateMachine::eventFilter(QObject *watched, QEvent *event)
{
Q_D(QStateMachine);
d->handleFilteredEvent(watched, event);
return false;
}
#endif
/*!
\internal
This function is called when the state machine is about to select
transitions based on the given \a event.
The default implementation does nothing.
*/
void QStateMachine::beginSelectTransitions(QEvent *event)
{
Q_UNUSED(event);
}
/*!
\internal
This function is called when the state machine has finished selecting
transitions based on the given \a event.
The default implementation does nothing.
*/
void QStateMachine::endSelectTransitions(QEvent *event)
{
Q_UNUSED(event);
}
/*!
\internal
This function is called when the state machine is about to do a microstep.
The default implementation does nothing.
*/
void QStateMachine::beginMicrostep(QEvent *event)
{
Q_UNUSED(event);
}
/*!
\internal
This function is called when the state machine has finished doing a
microstep.
The default implementation does nothing.
*/
void QStateMachine::endMicrostep(QEvent *event)
{
Q_UNUSED(event);
}
/*!
\reimp
This function will call start() to start the state machine.
*/
void QStateMachine::onEntry(QEvent *event)
{
start();
QState::onEntry(event);
}
/*!
\reimp
This function will call stop() to stop the state machine and
subsequently emit the stopped() signal.
*/
void QStateMachine::onExit(QEvent *event)
{
stop();
QState::onExit(event);
}
#ifndef QT_NO_ANIMATION
/*!
Returns whether animations are enabled for this state machine.
*/
bool QStateMachine::isAnimated() const
{
Q_D(const QStateMachine);
return d->animated;
}
/*!
Sets whether animations are \a enabled for this state machine.
*/
void QStateMachine::setAnimated(bool enabled)
{
Q_D(QStateMachine);
d->animated = enabled;
}
/*!
Adds a default \a animation to be considered for any transition.
*/
void QStateMachine::addDefaultAnimation(QAbstractAnimation *animation)
{
Q_D(QStateMachine);
d->defaultAnimations.append(animation);
}
/*!
Returns the list of default animations that will be considered for any transition.
*/
QList<QAbstractAnimation*> QStateMachine::defaultAnimations() const
{
Q_D(const QStateMachine);
return d->defaultAnimations;
}
/*!
Removes \a animation from the list of default animations.
*/
void QStateMachine::removeDefaultAnimation(QAbstractAnimation *animation)
{
Q_D(QStateMachine);
d->defaultAnimations.removeAll(animation);
}
#endif // QT_NO_ANIMATION
// Begin moc-generated code -- modify carefully (check "HAND EDIT" parts)!
struct qt_meta_stringdata_QSignalEventGenerator_t {
QByteArrayData data[3];
char stringdata[32];
};
#define QT_MOC_LITERAL(idx, ofs, len) \
Q_STATIC_BYTE_ARRAY_DATA_HEADER_INITIALIZER_WITH_OFFSET(len, \
offsetof(qt_meta_stringdata_QSignalEventGenerator_t, stringdata) + ofs \
- idx * sizeof(QByteArrayData) \
)
static const qt_meta_stringdata_QSignalEventGenerator_t qt_meta_stringdata_QSignalEventGenerator = {
{
QT_MOC_LITERAL(0, 0, 21),
QT_MOC_LITERAL(1, 22, 7),
QT_MOC_LITERAL(2, 30, 0)
},
"QSignalEventGenerator\0execute\0\0"
};
#undef QT_MOC_LITERAL
static const uint qt_meta_data_QSignalEventGenerator[] = {
// content:
7, // revision
0, // classname
0, 0, // classinfo
1, 14, // methods
0, 0, // properties
0, 0, // enums/sets
0, 0, // constructors
0, // flags
0, // signalCount
// slots: name, argc, parameters, tag, flags
1, 0, 19, 2, 0x0a,
// slots: parameters
QMetaType::Void,
0 // eod
};
void QSignalEventGenerator::qt_static_metacall(QObject *_o, QMetaObject::Call _c, int _id, void **_a)
{
if (_c == QMetaObject::InvokeMetaMethod) {
Q_ASSERT(staticMetaObject.cast(_o));
QSignalEventGenerator *_t = static_cast<QSignalEventGenerator *>(_o);
switch (_id) {
case 0: _t->execute(_a); break; // HAND EDIT: add the _a parameter
default: ;
}
}
Q_UNUSED(_a);
}
const QMetaObject QSignalEventGenerator::staticMetaObject = {
{ &QObject::staticMetaObject, qt_meta_stringdata_QSignalEventGenerator.data,
qt_meta_data_QSignalEventGenerator, qt_static_metacall, 0, 0 }
};
const QMetaObject *QSignalEventGenerator::metaObject() const
{
return &staticMetaObject;
}
void *QSignalEventGenerator::qt_metacast(const char *_clname)
{
if (!_clname) return 0;
if (!strcmp(_clname, qt_meta_stringdata_QSignalEventGenerator.stringdata))
return static_cast<void*>(const_cast< QSignalEventGenerator*>(this));
return QObject::qt_metacast(_clname);
}
int QSignalEventGenerator::qt_metacall(QMetaObject::Call _c, int _id, void **_a)
{
_id = QObject::qt_metacall(_c, _id, _a);
if (_id < 0)
return _id;
if (_c == QMetaObject::InvokeMetaMethod) {
if (_id < 1)
qt_static_metacall(this, _c, _id, _a);
_id -= 1;
}
return _id;
}
// End moc-generated code
void QSignalEventGenerator::execute(void **_a)
{
int signalIndex = senderSignalIndex();
Q_ASSERT(signalIndex != -1);
QStateMachine *machine = qobject_cast<QStateMachine*>(parent());
QStateMachinePrivate::get(machine)->handleTransitionSignal(sender(), signalIndex, _a);
}
QSignalEventGenerator::QSignalEventGenerator(QStateMachine *parent)
: QObject(parent)
{
}
/*!
\class QStateMachine::SignalEvent
\brief The SignalEvent class represents a Qt signal event.
\since 4.6
\ingroup statemachine
A signal event is generated by a QStateMachine in response to a Qt
signal. The QSignalTransition class provides a transition associated with a
signal event. QStateMachine::SignalEvent is part of \l{The State Machine Framework}.
The sender() function returns the object that generated the signal. The
signalIndex() function returns the index of the signal. The arguments()
function returns the arguments of the signal.
\sa QSignalTransition
*/
/*!
\internal
Constructs a new SignalEvent object with the given \a sender, \a
signalIndex and \a arguments.
*/
QStateMachine::SignalEvent::SignalEvent(QObject *sender, int signalIndex,
const QList<QVariant> &arguments)
: QEvent(QEvent::StateMachineSignal), m_sender(sender),
m_signalIndex(signalIndex), m_arguments(arguments)
{
}
/*!
Destroys this SignalEvent.
*/
QStateMachine::SignalEvent::~SignalEvent()
{
}
/*!
\fn QStateMachine::SignalEvent::sender() const
Returns the object that emitted the signal.
\sa QObject::sender()
*/
/*!
\fn QStateMachine::SignalEvent::signalIndex() const
Returns the index of the signal.
\sa QMetaObject::indexOfSignal(), QMetaObject::method()
*/
/*!
\fn QStateMachine::SignalEvent::arguments() const
Returns the arguments of the signal.
*/
/*!
\class QStateMachine::WrappedEvent
\brief The WrappedEvent class inherits QEvent and holds a clone of an event associated with a QObject.
\since 4.6
\ingroup statemachine
A wrapped event is generated by a QStateMachine in response to a Qt
event. The QEventTransition class provides a transition associated with a
such an event. QStateMachine::WrappedEvent is part of \l{The State Machine
Framework}.
The object() function returns the object that generated the event. The
event() function returns a clone of the original event.
\sa QEventTransition
*/
/*!
\internal
Constructs a new WrappedEvent object with the given \a object
and \a event.
The WrappedEvent object takes ownership of \a event.
*/
QStateMachine::WrappedEvent::WrappedEvent(QObject *object, QEvent *event)
: QEvent(QEvent::StateMachineWrapped), m_object(object), m_event(event)
{
}
/*!
Destroys this WrappedEvent.
*/
QStateMachine::WrappedEvent::~WrappedEvent()
{
delete m_event;
}
/*!
\fn QStateMachine::WrappedEvent::object() const
Returns the object that the event is associated with.
*/
/*!
\fn QStateMachine::WrappedEvent::event() const
Returns a clone of the original event.
*/
QT_END_NAMESPACE
#include "qstatemachine.moc"
#include "moc_qstatemachine.cpp"
#endif //QT_NO_STATEMACHINE