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-rw-r--r--webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js1189
-rw-r--r--webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/State.js613
-rw-r--r--webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/Transition.js383
-rw-r--r--webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/example.txt210
4 files changed, 2395 insertions, 0 deletions
diff --git a/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js b/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js
new file mode 100644
index 0000000000..e1a1605c83
--- /dev/null
+++ b/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js
@@ -0,0 +1,1189 @@
+/* ************************************************************************
+
+ qooxdoo - the new era of web development
+
+ http://qooxdoo.org
+
+ Copyright:
+ 2006 by Derrell Lipman
+
+ License:
+ LGPL 2.1: http://www.gnu.org/licenses/lgpl.html
+
+ Authors:
+ * Derrell Lipman (derrell)
+
+************************************************************************ */
+
+/* ************************************************************************
+
+#module(util_fsm)
+
+************************************************************************ */
+
+/**
+ * A finite state machine.
+ *
+ * See {@see qx.util.finitestatemacine.State} for details on creating States,
+ * and {@see qx.util.finitestatemacine.Transitions} for details on creating
+ * transitions between states.
+ *
+ * *EXPERIMENTAL*
+ * The interface to the finite state machine, states, and transitions is
+ * experimental. It may change in non-backward-compatible ways as more
+ * experience is gained in its use.
+ *
+ * @param machineName {string} The name of this finite state machine
+ *
+ */
+qx.OO.defineClass("qx.util.fsm.FiniteStateMachine", qx.core.Target,
+function(machineName)
+{
+ // Call our superclass' constructor
+ qx.core.Target.call(this);
+
+ // Save the machine name
+ this.setName(machineName);
+
+ // Initialize the states object
+ this._states = { };
+
+ // Initialize the saved-states stack
+ this._savedStates = [ ];
+
+ // Initialize the pending event queue
+ this._eventQueue = [ ];
+
+ // Initialize the blocked events queue
+ this._blockedEvents = [ ];
+
+ // Create the friendlyToObject" object. Each object has as its property
+ // name, the friendly name of the object; and as its property value, the
+ // object itself.
+ this._friendlyToObject = { };
+
+ // Create the "friendlyToHash" object. Each object has as its property
+ // name, the friendly name of the object; and as its property value, the
+ // hash code of the object.
+ this._friendlyToHash = { };
+
+ // Create the "hashToFriendly" object. Each object has as its property
+ // name, the hash code of the object; and as its property value, the
+ // friendly name of the object.
+ this._hashToFriendly = { };
+
+ // Friendly names can be added to groups, for easy manipulation of enabling
+ // and disabling groups of widgets. Track which friendly names are in which
+ // group.
+ this._groupToFriendly = { };
+
+ // We also need to be able to map back from friendly name to the groups it
+ // is in.
+ this._friendlyToGroups = { };
+});
+
+
+/*
+---------------------------------------------------------------------------
+ PROPERTIES
+---------------------------------------------------------------------------
+*/
+
+/**
+ * The name of this finite state machine (for debug messages)
+ */
+qx.OO.addProperty(
+ {
+ name : "name",
+ type : "string"
+ });
+
+/**
+ * The current state of the finite state machine.
+ */
+qx.OO.addProperty(
+ {
+ name : "state",
+ type : "string"
+ });
+
+/**
+ * The previous state of the finite state machine, i.e. the state from which
+ * we most recently transitioned. Note that this could be the same as the
+ * current state if a successful transition brought us back to the same
+ * state.
+ */
+qx.OO.addProperty(
+ {
+ name : "previousState",
+ type : "string"
+ });
+
+/**
+ * The state to which we will be transitioning. This property is valid only
+ * during a Transition's ontransition function and a State's onexit function.
+ * At all other times, it is null.
+ */
+qx.OO.addProperty(
+ {
+ name : "nextState",
+ type : "string"
+ });
+
+
+/**
+ * The maximum number of states which may pushed onto the state-stack. It is
+ * generally a poor idea to have very many states saved on a stack. Following
+ * program logic becomes very difficult, and the code can be highly
+ * unmaintainable. The default should be more than adequate. You've been
+ * warned.
+ */
+qx.OO.addProperty(
+ {
+ name : "maxSavedStates",
+ type : "number",
+ defaultValue : 5
+ });
+
+/*
+---------------------------------------------------------------------------
+ MODIFIER
+---------------------------------------------------------------------------
+*/
+
+
+/*
+---------------------------------------------------------------------------
+ UTILITIES
+---------------------------------------------------------------------------
+*/
+
+
+/**
+ * Add a state to the finite state machine.
+ *
+ * @param state {qx.util.fsm.State}
+ * An object of class qx.util.fsm.State representing a state
+ * which is to be a part of this finite state machine.
+ */
+qx.Proto.addState = function(state)
+{
+ // Ensure that we got valid state info
+ if (! state instanceof qx.util.fsm.State)
+ {
+ throw new Error("Invalid state: not an instance of " +
+ "qx.util.fsm.State");
+ }
+
+ // Retrieve the name of this state
+ var stateName = state.getName();
+
+ // Ensure that the state name doesn't already exist
+ if (stateName in this._states)
+ {
+ throw new Error("State " + state + " already exists");
+ }
+
+ // Add the new state object to the finite state machine
+ this._states[stateName] = state;
+};
+
+
+/**
+ * Add an object (typically a widget) that is to be accessed during state
+ * transitions, to the finite state machine.
+ *
+ * @param friendlyName {string}
+ * The friendly name to used for access to the object being added.
+ *
+ * @param obj {Object}
+ * The object to associate with the specified friendly name
+ *
+ * @param groupNames {Array}
+ * An optional list of group names of which this object is a member.
+ */
+qx.Proto.addObject = function(friendlyName, obj, groupNames)
+{
+ var hash = obj.toHashCode();
+ this._friendlyToHash[friendlyName] = hash;
+ this._hashToFriendly[hash] = friendlyName;
+ this._friendlyToObject[friendlyName] = obj;
+
+ // If no groupNames are specified, we're done.
+ if (! groupNames)
+ {
+ return;
+ }
+
+ // Allow either a single group name or an array of group names. If the
+ // former, we convert it to the latter to make the subsequent code simpler.
+ if (typeof(groupNames) == "string")
+ {
+ groupNames = [ groupNames ];
+ }
+
+ // For each group that this friendly name is to be a member of...
+ for (var i = 0; i < groupNames.length; i++)
+ {
+ var groupName = groupNames[i];
+
+ // If the group name doesn't yet exist...
+ if (! this._groupToFriendly[groupName])
+ {
+ // ... then create it.
+ this._groupToFriendly[groupName] = { };
+ }
+
+ // Add the friendly name to the list of names in this group
+ this._groupToFriendly[groupName][friendlyName] = true;
+
+ // If the friendly name group mapping doesn't yet exist...
+ if (! this._friendlyToGroups[friendlyName])
+ {
+ // ... then create it.
+ this._friendlyToGroups[friendlyName] = [ ];
+ }
+
+ // Append this group name to the list of groups this friendly name is in
+ this._friendlyToGroups[friendlyName] =
+ this._friendlyToGroups[friendlyName].concat(groupNames);
+ }
+};
+
+
+/**
+ * Remove an object which had previously been added by {@see #addObject}.
+ *
+ * @param friendlyName {string}
+ * The friendly name associated with an object, specifying which object is
+ * to be removed.
+ */
+qx.Proto.removeObject = function(friendlyName)
+{
+ var hash = this._friendlyToHash[friendlyName];
+
+ // Delete references to any groupos this friendly name was in
+ if (this._friendlyToGroups[friendlyName])
+ {
+ for (groupName in this._friendlyToGroups[friendlyName])
+ {
+ delete this._groupToFriendly[groupName];
+ }
+
+ delete this._friendlyToGroups[friendlyName];
+ }
+
+ // Delete the friendly name
+ delete this._hashToFriendly[hash];
+ delete this._friendlyToHash[friendlyName];
+ delete this._friendlyToObject[friendlyName];
+};
+
+
+/**
+ * Retrieve an object previously saved via {@see #addObject}, using its
+ * Friendly Name.
+ *
+ * @param friendlyName {string}
+ * The friendly name of the object to be retrieved.
+ *
+ * @return {Object}
+ * The object which has the specified friendly name, or undefined if no
+ * object has been associated with that name.
+ */
+qx.Proto.getObject = function(friendlyName)
+{
+ return this._friendlyToObject[friendlyName];
+};
+
+
+/**
+ * Get the friendly name of an object.
+ *
+ * @param obj {Object} The object for which the friendly name is desired
+ *
+ * @return {string}
+ * If the object has been previously registered via {@see #addObject}, then
+ * a reference to the object is returned; otherwise, null.
+ */
+qx.Proto.getFriendlyName = function(obj)
+{
+ var hash = obj.toHashCode();
+ return hash ? this.getObject(this._hashToFriendly[hash]) : null;
+};
+
+
+/**
+ * Retrieve the list of objects which have registered, via {@see addObject} as
+ * being members of the specified group.
+ *
+ * @param groupName {string}
+ * The name of the group for which the member list is desired.
+ *
+ * @return {Array}
+ * An array containing the friendly names of any objects which are members
+ * of the specified group. The resultant array may be empty.
+ */
+qx.Proto.getGroupObjects = function(groupName)
+{
+ var a = [ ];
+
+ for (var name in this._groupToFriendly[groupName])
+ {
+ a.push(name);
+ }
+
+ return a;
+};
+
+/**
+ * Start (or restart, after it has terminated) the finite state machine from
+ * the starting state. The starting state is defined as the first state added
+ * to the finite state machine.
+ */
+qx.Proto.start = function()
+{
+ var stateName;
+
+ // Set the start state to be the first state which was added to the machine
+ for (stateName in this._states)
+ {
+ this.setState(stateName);
+ this.setPreviousState(null);
+ this.setNextState(null);
+ break;
+ }
+
+ if (! stateName)
+ {
+ throw new Error("Machine started with no available states");
+ }
+
+ var debugFunctions =
+ (qx.Settings.getValueOfClass("qx.util.fsm.FiniteStateMachine",
+ "debugFlags") &
+ qx.util.fsm.FiniteStateMachine.DebugFlags.FUNCTION_DETAIL);
+
+ // Run the actionsBeforeOnentry actions for the initial state
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + stateName + "#actionsBeforeOnentry");
+ }
+ this._states[stateName].getAutoActionsBeforeOnentry()(this);
+
+ // Run the entry function for the new state, if one is specified
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + stateName + "#entry");
+ }
+ this._states[stateName].getOnentry()(this, null);
+
+ // Run the actionsAfterOnentry actions for the initial state
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + stateName + "#actionsAfterOnentry");
+ }
+ this._states[stateName].getAutoActionsAfterOnentry()(this);
+
+};
+
+
+/**
+ * Save the current state on the saved-state stack. A future transition can
+ * then provide, as its nextState value, the class constant:
+ *
+ * qx.util.fsm.FiniteStateMachine.StateChange.POP_STATE_STACK
+ *
+ * which will cause the next state to be whatever is at the top of the
+ * saved-state stack, and remove that top element from the saved-state stack.
+ */
+qx.Proto.pushState = function()
+{
+ // See if there's room on the state stack for a new state
+ if (this.getMaxSavedStates() >= this._savedStates.length)
+ {
+ // Nope. Programmer error.
+ throw new Error("Saved-state stack is full");
+ }
+
+ // Push the current state onto the saved-state stack
+ this._savedStates.push(this.getState());
+};
+
+
+/**
+ * Add the specified event to a list of events to be passed to the next state
+ * following state transition.
+ *
+ * @param event {qx.event.type.Event}
+ * The event to add to the event queue for processing after state change.
+ */
+qx.Proto.postponeEvent = function(event)
+{
+ // Add this event to the blocked event queue, so it will be passed to the
+ // next state upon transition.
+ this._blockedEvents.unshift(event);
+};
+
+
+/**
+ * Event listener for all event types in the finite state machine
+ *
+ * @param event {qx.event.type.Event}
+ * The event that was dispatched.
+ */
+qx.Proto.eventListener = function(event)
+{
+ // Events are enqueued upon receipt. Some events are then processed
+ // immediately; other events get processed later. We need to allow the
+ // event dispatcher to free the source event upon our return, so we'll clone
+ // it and enqueue our clone. The source event can then be disposed upon our
+ // return.
+ var e = { };
+ for (var prop in event)
+ {
+ e[prop] = event[prop];
+ }
+
+ // Add the event to the event queue
+ this._eventQueue.unshift(e);
+
+ if (qx.Settings.getValueOfClass("qx.util.fsm.FiniteStateMachine",
+ "debugFlags") &
+ qx.util.fsm.FiniteStateMachine.DebugFlags.EVENTS)
+ {
+ this.debug(this.getName() + ": Queued event: " + e.getType());
+ }
+
+ // Process events
+ this._processEvents();
+};
+
+
+/**
+ * Process all of the events on the event queue.
+ */
+qx.Proto._processEvents = function()
+{
+ // eventListener() can potentially be called while we're processing events
+ if (this._eventProcessingInProgress)
+ {
+ // We were processing already, so don't process concurrently.
+ return;
+ }
+
+ // Track that we're processing events
+ this._eventProcessingInProgress = true;
+
+ // Process each of the events on the event queue
+ while (this._eventQueue.length > 0)
+ {
+ // Pull the next event from the pending event queue
+ var event = this._eventQueue.pop();
+
+ // Run the finite state machine with this event
+ this._run(event);
+
+ // We can now dispose the event
+ event.dispose();
+ }
+
+ // We're no longer processing events
+ this._eventProcessingInProgress = false;
+};
+
+/**
+ * Run the finite state machine to process a single event.
+ *
+ * @param event {qx.event.type.Event}
+ * An event that has been dispatched. The event may be handled (if the
+ * current state handles this event type), queued (if the current state
+ * blocks this event type), or discarded (if the current state neither
+ * handles nor blocks this event type).
+ */
+qx.Proto._run = function(event)
+{
+ // For use in generated functions...
+ var fsm = this;
+
+ // State name variables
+ var thisState;
+ var nextState;
+ var prevState;
+
+ // The current State object
+ var currentState;
+
+ // The transitions available in the current State
+ var transitions;
+
+ // Events handled by the current State
+ var e;
+
+ // The action to take place upon receipt of a particular event
+ var action;
+
+ // Get the debug flags
+ var debugFlags =
+ (qx.Settings.getValueOfClass("qx.util.fsm.FiniteStateMachine",
+ "debugFlags"));
+
+ // Allow slightly faster access to determine if debug is enableda
+ var debugEvents =
+ debugFlags & qx.util.fsm.FiniteStateMachine.DebugFlags.EVENTS;
+ var debugTransitions =
+ debugFlags & qx.util.fsm.FiniteStateMachine.DebugFlags.TRANSITIONS;
+ var debugFunctions =
+ debugFlags & qx.util.fsm.FiniteStateMachine.DebugFlags.FUNCTION_DETAIL;
+ var debugObjectNotFound =
+ debugFlags & qx.util.fsm.FiniteStateMachine.DebugFlags.OBJECT_NOT_FOUND;
+
+ if (debugEvents)
+ {
+ this.debug(this.getName() + ": Process event: " + event.getType());
+ }
+
+ // Get the current state name
+ thisState = this.getState();
+
+ // Get the current State object
+ currentState = this._states[thisState];
+
+ // Get a list of the transitions available from this state
+ transitions = currentState.transitions;
+
+ // Determine how to handle this event
+ e = currentState.getEvents()[event.getType()];
+
+ // See if we actually found this event type
+ if (! e)
+ {
+ if (this.debugEvents)
+ {
+ this.debug(this.getName() + ": Event '" + event.getType() + "'" +
+ " not handled. Ignoring.");
+ }
+ return;
+ }
+
+
+ // We might have found a constant (PREDICATE or BLOCKED) or an object with
+ // each property name being the friendly name of a saved object, and the
+ // property value being one of the constants (PREDICATE or BLOCKED).
+ if (typeof(e) == "object")
+ {
+ // Individual objects are listed. Ensure target is a saved object
+ var friendly = this.getFriendlyName(event.getTarget());
+ if (! friendly)
+ {
+ // Nope, it doesn't seem so. Just discard it.
+ if (debugObjectNotFound)
+ {
+ this.debug(this.getName() + ": Could not find friendly name for '" +
+ event.getType() + "' on '" + event.getTarget() + "'");
+ }
+ return;
+ }
+
+ action = e[friendly];
+ }
+ else
+ {
+ action = e;
+ }
+
+ switch(action)
+ {
+ case qx.util.fsm.FiniteStateMachine.EventHandling.PREDICATE:
+ // Process this event. One of the transitions should handle it.
+ break;
+
+ case qx.util.fsm.FiniteStateMachine.EventHandling.BLOCKED:
+ // This event is blocked. Enqueue it for later, and get outta here.
+ this._blockedEvents.unshift(event);
+ return;
+
+ default:
+ // See if we've been given an explicit transition name
+ if (typeof(action) == "string")
+ {
+ // Yup! Ensure that it exists
+ if (transitions[action])
+ {
+ // Yup. Create a transitions object containing only this transition.
+ var trans = transitions[action];
+ transitions = { };
+ transitions[action] = trans;
+ }
+ else
+ {
+ throw new Error("Explicit transition " + action + " does not exist");
+ }
+
+ break;
+ }
+ }
+
+ // We handle the event. Try each transition in turn until we find one that
+ // is acceptable.
+ for (var t in transitions)
+ {
+ var trans = transitions[t];
+
+ // Does the predicate allow use of this transition?
+ switch(trans.getPredicate()(this, event))
+ {
+ case true:
+ // Transition is allowed. Proceed.
+ break;
+
+ case false:
+ // Transition is not allowed. Try next transition.
+ continue;
+
+ case null:
+ // Transition indicates not to try further transitions
+ return;
+
+ default:
+ throw new Error("Transition " + thisState + ":" + t +
+ " returned a value other than true, false, or null.");
+ return;
+ }
+
+ // We think we can transition to the next state. Set next state.
+ nextState = trans.getNextState();
+ if (typeof(nextState) == "string")
+ {
+ // We found a literal state name. Ensure it exists.
+ if (! nextState in this._states)
+ {
+ throw new Error("Attempt to transition to nonexistent state " +
+ nextState);
+ }
+
+ // It exists. Track it being the next state.
+ this.setNextState(nextState);
+ }
+ else
+ {
+ // If it's not a string, nextState must be a StateChange constant
+ switch(nextState)
+ {
+ case qx.util.fsm.FiniteStateMachine.StateChange.CURRENT_STATE:
+ // They want to remain in the same state.
+ nextState = thisState;
+ this.setNextState(nextState)
+ break;
+
+ case qx.util.fsm.FiniteStateMachine.StateChange.POP_STATE_STACK:
+ // Switch to the state at the top of the state stack.
+ if (this._stateStack.length == 0)
+ {
+ throw new Error("Attempt to transition to POP_STATE_STACK " +
+ "while state stack is empty.");
+ }
+
+ // Pop the state stack to retrieve the state to transition to
+ nextState = this._stateStack.pop();
+ this.setNextState(nextState);
+ break;
+
+ default:
+ throw new Error("Internal error: invalid nextState");
+ break;
+ }
+ }
+
+ // Run the actionsBeforeOntransition actions for this transition
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + thisState + "#" + t +
+ "#autoActionsBeforeOntransition");
+ }
+ trans.getAutoActionsBeforeOntransition()(this);
+
+ // Run the 'ontransition' function
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + thisState + "#" + t + "#ontransition");
+ }
+ trans.getOntransition()(this, event);
+
+ // Run the autoActionsAfterOntransition actions for this transition
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + thisState + "#" + t +
+ "#autoActionsAfterOntransition");
+ }
+ trans.getAutoActionsAfterOntransition()(this);
+
+ // Run the autoActionsBeforeOnexit actions for the old state
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + thisState +
+ "#autoActionsBeforeOnexit");
+ }
+ currentState.getAutoActionsBeforeOnexit()(this);
+
+ // Run the exit function for the old state
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + thisState + "#exit");
+ }
+ currentState.getOnexit()(this, event);
+
+ // Run the autoActionsAfterOnexit actions for the old state
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + thisState + "#autoActionsAfterOnexit");
+ }
+ currentState.getAutoActionsAfterOnentry()(this);
+
+ // Reset currentState to the new state object
+ currentState = this._states[this.getNextState()];
+
+ // set previousState and state, and clear nextState, for transition
+ this.setPreviousState(thisState);
+ this.setState(this.getNextState());
+ this.setNextState(null);
+ prevState = thisState;
+ thisState = nextState;
+ nextState = undefined;
+
+ // Run the autoActionsBeforeOnentry actions for the new state
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + thisState +
+ "#autoActionsBeforeOnentry");
+ }
+ currentState.getAutoActionsBeforeOnentry()(this);
+
+ // Run the entry function for the new state, if one is specified
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + thisState + "#entry");
+ }
+ currentState.getOnentry()(this, event);
+
+ // Run the autoActionsAfterOnentry actions for the new state
+ if (debugFunctions)
+ {
+ this.debug(this.getName() + "#" + thisState +
+ "#autoActionsAfterOnentry");
+ }
+ currentState.getAutoActionsAfterOnentry()(this);
+
+ // Add the blocked events to the pending event queue
+ if (this._blockedEvents.length > 0)
+ {
+ this._eventQueue.unshift(this._blockedEvents);
+ }
+
+ // The blocked event list is now empty
+ this._blockedEvents = [ ];
+
+ // Ensure that all actions have been flushed
+ qx.ui.core.Widget.flushGlobalQueues();
+
+ if (debugTransitions)
+ {
+ this.debug(this.getName() + "#" + prevState + " => " +
+ this.getName() + "#" + thisState);
+ }
+
+ // See ya!
+ return;
+ }
+
+ if (debugTransitions)
+ {
+ this.debug(this.getName() + "#" + thisState +
+ ": event '" + event.getType() + "'" +
+ ": no transition found. No state change.");
+ }
+};
+
+
+
+/*
+---------------------------------------------------------------------------
+ EVENT LISTENERS
+---------------------------------------------------------------------------
+*/
+
+
+
+/*
+---------------------------------------------------------------------------
+ CLASS CONSTANTS
+---------------------------------------------------------------------------
+*/
+
+/**
+ * Constants which may be values of the nextState member in the transitionInfo
+ * parameter of the Transition constructor.
+ */
+qx.Class.StateChange =
+{
+ /** When used as a nextState value, means remain in current state */
+ CURRENT_STATE : 1,
+
+ /** When used as a nextState value, means go to most-recently pushed state */
+ POP_STATE_STACK : 2,
+
+ /** When used as a nextState value, means terminate this state machine */
+ TERMINATE : 3
+};
+
+
+/**
+ * Constants for use in the events member of the transitionInfo parameter of
+ * the Transition constructor.
+ */
+qx.Class.EventHandling =
+{
+ /**
+ * This event is handled by this state, but the predicate of a transition
+ * will determine whether to use that transition.
+ */
+ PREDICATE : 1,
+
+ /** Enqueue this event for possible use by the next state */
+ BLOCKED : 2
+};
+
+/**
+ * Debug bitmask values. Set the debug flags from the application by or-ing
+ * together bits, akin to this:
+ *
+ * qx.Settings.setCustomOfClass(
+ * "qx.util.fsm.FiniteStateMachine",
+ * "debugFlags",
+ * (qx.util.fsm.FiniteStateMachine.DebugFlags.EVENTS |
+ * qx.util.fsm.FiniteStateMachine.DebugFlags.TRANSITIONS |
+ * qx.util.fsm.FiniteStateMachine.DebugFlags.FUNCTION_DETAIL |
+ * qx.util.fsm.FiniteStateMachine.DebugFlags.OBJECT_NOT_FOUND));
+ */
+qx.Class.DebugFlags =
+{
+ /** Show events */
+ EVENTS : 1,
+
+ /** Show transitions */
+ TRANSITIONS : 2,
+
+ /** Show individual function invocations during transitions */
+ FUNCTION_DETAIL : 4,
+
+ /** When object friendly names are referenced but not found, show message */
+ OBJECT_NOT_FOUND : 8
+};
+
+
+/*
+---------------------------------------------------------------------------
+ CLASS DEFAULT SETTINGS
+---------------------------------------------------------------------------
+*/
+
+/**
+ * Debug flags: bitmap of DebugFlags (see Class Constants).
+ */
+qx.Settings.setDefault(
+ "debugFlags",
+ (qx.util.fsm.FiniteStateMachine.DebugFlags.EVENTS |
+ qx.util.fsm.FiniteStateMachine.DebugFlags.TRANSITIONS |
+ qx.util.fsm.FiniteStateMachine.DebugFlags.OBJECT_NOT_FOUND));
+
+
+/*
+---------------------------------------------------------------------------
+ CLASS FUNCTIONS
+---------------------------------------------------------------------------
+*/
+
+/**
+ * Common function used by {qx.util.fsm.State} and
+ * {qx.util.fsm.Transition} for checking the value provided for
+ * auto actions.
+ *
+ * Auto-action property values passed to us look akin to:
+ *
+ * <pre>
+ * {
+ * // The name of a function.
+ * "setEnabled" :
+ * [
+ * {
+ * // The parameter value(s), thus "setEnabled(true);"
+ * "parameters" : [ true ],
+ *
+ * // The function would be called on each object:
+ * // this.getObject("obj1").setEnabled(true);
+ * // this.getObject("obj2").setEnabled(true);
+ * "objects" : [ "obj1", "obj2" ]
+ *
+ * // And similarly for each object in each specified group.
+ * "groups" : [ "group1", "group2" ],
+ * }
+ * ];
+ *
+ * "setColor" :
+ * [
+ * {
+ * "parameters" : [ "blue" ]
+ * "groups" : [ "group3", "group4" ],
+ * "objects" : [ "obj3", "obj4" ]
+ * }
+ * ];
+ * };
+ * </pre>
+ *
+ * @param actionType {string}
+ * The name of the action being validated (for debug messages)
+ *
+ * @param propValue {Object}
+ * The property value which is being validated
+ *
+ * @param propData
+ * Not used
+ */
+qx.Class._commonCheckAutoActions = function(actionType, propValue, propData)
+{
+ // Validate that we received an object property value
+ if (typeof(propValue) != "object")
+ {
+ throw new Error("Invalid " + actionType + " value: " + typeof(propValue));
+ }
+
+ // We'll create a function to do the requested actions. Initialize the
+ // string into which we'll generate the common fragment added to the
+ // function for each object.
+ var funcFragment;
+
+ // Here, we'll keep the function body. Initialize a try block.
+ var func =
+ "try" +
+ "{";
+
+ var param;
+ var objectAndGroupList;
+
+ // Retrieve the function request, e.g.
+ // "enabled" :
+ for (var f in propValue)
+ {
+ // Get the function request value object, e.g.
+ // "setEnabled" :
+ // [
+ // {
+ // "parameters" : [ true ],
+ // "objects" : [ "obj1", "obj2" ]
+ // "groups" : [ "group1", "group2" ],
+ // }
+ // ];
+ var functionRequest = propValue[f];
+
+ // The function request value should be an object
+ if (! functionRequest instanceof Array)
+ {
+ throw new Error("Invalid function request type: " +
+ "expected array, found " + typeof(functionRequest));
+ }
+
+ // For each function request...
+ for (var i = 0; i < functionRequest.length; i++)
+ {
+ // Retreive the object and group list object
+ objectAndGroupList = functionRequest[i];
+
+ // The object and group list should be an object, e.g.
+ // {
+ // "parameters" : [ true ],
+ // "objects" : [ "obj1", "obj2" ]
+ // "groups" : [ "group1", "group2" ],
+ // }
+ if (typeof(objectAndGroupList) != "object")
+ {
+ throw new Error("Invalid function request parameter type: " +
+ "expected object, found " +
+ typeof(functionRequest[param]));
+ }
+
+ // Retrieve the parameter list
+ params = objectAndGroupList["parameters"];
+
+ // If it didn't exist, ...
+ if (! params)
+ {
+ // ... use an empty array.
+ params = [ ];
+ }
+ else
+ {
+ // otherwise, ensure we got an array
+ if (! params instanceof Array)
+ {
+ throw new Error("Invalid function parameters: " +
+ "expected array, found " + typeof(params));
+ }
+ }
+
+ // Create the function to call on each object. The object on which the
+ // function is called will be prepended later.
+ funcFragment = f + "(";
+
+ // For each parameter...
+ for (var j = 0; j < params.length; j++)
+ {
+ // If this isn't the first parameter, add a separator
+ if (j != 0)
+ {
+ funcFragment += ",";
+ }
+
+ if (typeof(params[j]) == "function")
+ {
+ // If the parameter is a function, arrange for it to be called
+ // at run time.
+ funcFragment += "(" + params[j] + ")(fsm)";
+ }
+ else if (typeof(params[j]) == "string")
+ {
+ // If the parameter is a string, quote it.
+ funcFragment += '"' + params[j] + '"';
+ }
+ else
+ {
+ // Otherwise, just add the parameter's literal value
+ funcFragment += params[j];
+ }
+ }
+
+ // Complete the function call
+ funcFragment += ")";
+
+ // Get the "objects" list, e.g.
+ // "objects" : [ "obj1", "obj2" ]
+ var a = objectAndGroupList["objects"];
+
+ // Was there an "objects" list?
+ if (! a)
+ {
+ // Nope. Simplify code by creating an empty array.
+ a = [ ];
+ }
+ else if (! a instanceof Array)
+ {
+ throw new Error("Invalid 'objects' list: expected array, got " +
+ typeof(a));
+ }
+
+ for (var j = 0; j < a.length; j++)
+ {
+ // Ensure we got a string
+ if (typeof(a[j]) != "string")
+ {
+ throw new Error("Invalid friendly name in 'objects' list: " + a[j]);
+ }
+
+ func += " fsm.getObject('" + a[j] + "')." + funcFragment + ";";
+ }
+
+ // Get the "groups" list, e.g.
+ // "groups" : [ "group1, "group2" ]
+ var g = objectAndGroupList["groups"];
+
+ // Was a "groups" list found?
+ if (g)
+ {
+ // Yup. Ensure it's an array.
+ if (! g instanceof Array)
+ {
+ throw new Error("Invalid 'groups' list: expected array, got " +
+ typeof(g));
+ }
+
+ for (var groupName in g)
+ {
+ // Arrange to call the function on each object in each group
+ func +=
+ " var groupObjects = " +
+ " fsm.getGroupObjects('" + g[groupName] + "');" +
+ " for (var i = 0; i < groupObjects.length; i++)" +
+ " {" +
+ " var objName = groupObjects[i];" +
+ " fsm.getObject(objName)." + funcFragment + ";" +
+ " }";
+ }
+ }
+ }
+ }
+
+ // Terminate the try block for function invocations
+ func +=
+ "}" +
+ "catch(e)" +
+ "{" +
+ " fsm.debug(e);" +
+ "}";
+
+// o = new qx.core.Object();
+// o.debug("Dynamically created " + actionType + "(fsm) { " + func + " }");
+
+ // We've now built the entire body of a function that implements calls to
+ // each of the requested automatic actions. Create and return the function,
+ // which will become the property value.
+ return new Function("fsm", func);
+};
+
+
+
+/*
+---------------------------------------------------------------------------
+ DISPOSER
+---------------------------------------------------------------------------
+*/
+
+qx.Proto.dispose = function()
+{
+ var e;
+ var s;
+
+ if (this.getDisposed()) {
+ return true;
+ }
+
+ while (this._savedStates.length > 0)
+ {
+ s = this._savedStates.pop();
+ s = null;
+ }
+ this._savedStates = null;
+
+ while (this._eventQueue.length > 0)
+ {
+ e = this._eventQueue.pop();
+ e.dispose();
+ e = null;
+ }
+ this._eventQueue = null;
+
+ while (this._blockedEvents.length > 0)
+ {
+ e = this._blockedEvents.pop();
+ e.dispose();
+ e = null;
+ }
+
+ for (var s in this._states)
+ {
+ this._states[s].dispose();
+ this._states[s] = null;
+ delete this._states[s];
+ }
+ this._states = null;
+
+ return qx.core.Target.prototype.dispose.call(this);
+}
diff --git a/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/State.js b/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/State.js
new file mode 100644
index 0000000000..a61d27ff24
--- /dev/null
+++ b/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/State.js
@@ -0,0 +1,613 @@
+/* ************************************************************************
+
+ qooxdoo - the new era of web development
+
+ http://qooxdoo.org
+
+ Copyright:
+ 2006 by Derrell Lipman
+
+ License:
+ LGPL 2.1: http://www.gnu.org/licenses/lgpl.html
+
+ Authors:
+ * Derrell Lipman (derrell)
+
+************************************************************************ */
+
+/* ************************************************************************
+
+#module(util_fsm)
+#require(qx.util.fsm.FiniteStateMachine)
+
+************************************************************************ */
+
+/**
+ * Create a new state which may be added to a finite state machine.
+ *
+ * *EXPERIMENTAL*
+ * The interface to the finite state machine, states, and transitions is
+ * experimental. It may change in non-backward-compatible ways as more
+ * experience is gained in its use.
+ *
+ * @param
+ * stateName -
+ * The name of this state. This is the name which may be referenced in
+ * objects of class qx.util.fsm.Transition, when passing of
+ * the the transition's predicate means transition to this state.
+ *
+ * @param
+ * stateInfo -
+ * An object containing any of the following properties:
+ *
+ * onentry -
+ * A function which is called upon entry to the state. Its signature is
+ * function(fsm, event) and it is saved in the onentry property of the
+ * state object. (This function is called after the Transition's action
+ * function and after the previous state's onexit function.)
+ *
+ * In the onentry function:
+ *
+ * fsm -
+ * The finite state machine object to which this state is attached.
+ *
+ * event -
+ * The event that caused the finite state machine to run
+ *
+ * onexit -
+ * A function which is called upon exit from the state. Its signature
+ * is function(fsm, event) and it is saved in the onexit property of the
+ * state object. (This function is called after the Transition's action
+ * function and before the next state's onentry function.)
+ *
+ * In the onexit function:
+ *
+ * fsm -
+ * The finite state machine object to which this state is attached.
+ *
+ * event -
+ * The event that caused the finite state machine to run
+ *
+ * autoActionsBeforeOnentry -
+ * autoActionsAfterOnentry -
+ * auutoActionsBeforeOnexit -
+ * autoActionsAfterOnexit -
+ * Automatic actions which take place at the time specified by the
+ * property name. In all cases, the action takes place immediately
+ * before or after the specified function.
+ *
+ * The property value for each of these properties is an object which
+ * describes some number of functions to invoke on a set of specified
+ * objects (typically widgets).
+ *
+ * An example, using autoActionsBeforeOnentry, might look like this:
+ *
+ * "autoActionsBeforeOnentry" :
+ * {
+ * // The name of a function.
+ * "enabled" :
+ * [
+ * {
+ * // The parameter value, thus "setEnabled(true);"
+ * "parameters" : [ true ],
+ *
+ * // The function would be called on each object:
+ * // this.getObject("obj1").setEnabled(true);
+ * // this.getObject("obj2").setEnabled(true);
+ * "objects" : [ "obj1", "obj2" ],
+ *
+ * // And similarly for each object in each specified group.
+ * "groups" : [ "group1", "group2" ]
+ * }
+ * ],
+ *
+ * // The name of another function.
+ * "visible" :
+ * [
+ * {
+ * // The parameter value, thus "setEnabled(true);"
+ * "parameters" : [ false ],
+ *
+ * // The function would be called on each object and group, as
+ * // described above.
+ * "objects" : [ "obj3", "obj4" ],
+ * "groups" : [ "group3", "group4" ]
+ * }
+ * ]
+ * };
+ *
+ *
+ * events (required) -
+ * A description to the finite state machine of how to handle a
+ * particular event, optionally associated with a specific target object
+ * on which the event was dispatched. This should be an object
+ * containing one property for each event which is either handled or
+ * blocked. The property name should be the event name. The property
+ * value should be one of:
+ *
+ * (a) qx.util.fsm.FiniteStateMachine.EventHandling.PREDICATE
+ *
+ * (b) qx.util.fsm.FiniteStateMachine.EventHandling.BLOCKED
+ *
+ * (c) a string containing the name of an explicit Transition to use
+ *
+ * (d) an object where each property name is the Friendly Name of an
+ * object (meaning that this rule applies if both the event and
+ * the event's target object's Friendly Name match), and its
+ * property value is one of (a), (b) or (c), above.
+ *
+ * This object is saved in the events property of the state object.
+ *
+ * Additional properties may be provided in stateInfo. They will not be
+ * used by the finite state machine, but will be available via
+ * this.getUserData("<propertyName>") during the state's onentry and
+ * onexit functions.
+ */
+qx.OO.defineClass("qx.util.fsm.State", qx.core.Object,
+function(stateName, stateInfo)
+{
+ // Call our superclass' constructor
+ qx.core.Object.call(this, true);
+
+ // Save the state name
+ this.setName(stateName);
+
+ // Ensure they passed in an object
+ if (typeof(stateInfo) != "object")
+ {
+ throw new Error("State info must be an object");
+ }
+
+ // Save data from the stateInfo object
+ for (var field in stateInfo)
+ {
+ // If we find one of our properties, call its setter.
+ switch(field)
+ {
+ case "onentry":
+ this.setOnentry(stateInfo[field]);
+ break;
+
+ case "onexit":
+ this.setOnexit(stateInfo[field]);
+ break;
+
+ case "autoActionsBeforeOnentry":
+ this.setAutoActionsBeforeOnentry(stateInfo[field]);
+ break;
+
+ case "autoActionsAfterOnentry":
+ this.setAutoActionsAfterOnentry(stateInfo[field]);
+ break;
+
+ case "autoActionsBeforeOnexit":
+ this.setAutoActionsBeforeOnentry(stateInfo[field]);
+ break;
+
+ case "autoActionsBeforeOnexit":
+ this.setAutoActionsBeforeOnentry(stateInfo[field]);
+ break;
+
+ case "events":
+ this.setEvents(stateInfo[field]);
+ break;
+
+ default:
+ // Anything else is user-provided data for their own use. Save it.
+ this.setUserData(field, stateInfo[field]);
+
+ // Log it in case it was a typo and they intended a built-in field
+ this.debug("State " + stateName + ": " +
+ "Adding user-provided field to state: " + field);
+
+ break;
+ }
+ }
+
+
+ // Check for required but missing properties
+ if (! this.getEvents())
+ {
+ throw new Error("The events object must be provided in new state info");
+ }
+
+
+ // Initialize the transition list
+ this.transitions = { };
+});
+
+
+
+
+/*
+---------------------------------------------------------------------------
+ PROPERTIES
+---------------------------------------------------------------------------
+*/
+
+/**
+ * The name of this state. This name may be used as a Transition's nextState
+ * value, or an explicit next state in the 'events' handling list in a State.
+ */
+qx.OO.addProperty(
+ {
+ name : "name",
+ type : "string"
+ });
+
+/**
+ * The onentry function for this state. This is documented in the
+ * constructor, and is typically provided through the constructor's stateInfo
+ * object, but it is also possible (but highly NOT recommended) to change this
+ * dynamically.
+ */
+qx.OO.addProperty(
+ {
+ name : "onentry",
+ defaultValue : function(fsm, event) { }
+ });
+
+/**
+ * The onexit function for this state. This is documented in the constructor,
+ * and is typically provided through the constructor's stateInfo object, but
+ * it is also possible (but highly NOT recommended) to change this
+ * dynamically.
+ */
+qx.OO.addProperty(
+ {
+ name : "onexit",
+ defaultValue : function(fsm, event) { }
+ });
+
+/**
+ * Automatic actions to take prior to calling the state's onentry function.
+ *
+ * The value passed to setAutoActionsBeforeOnentry() should like something
+ * akin to:
+ *
+ * "autoActionsBeforeOnentry" :
+ * {
+ * // The name of a function. This would become "setEnabled("
+ * "enabled" :
+ * [
+ * {
+ * // The parameter value, thus "setEnabled(true);"
+ * "parameters" : [ true ],
+ *
+ * // The function would be called on each object:
+ * // this.getObject("obj1").setEnabled(true);
+ * // this.getObject("obj2").setEnabled(true);
+ * "objects" : [ "obj1", "obj2" ]
+ *
+ * // And similarly for each object in each specified group.
+ * "groups" : [ "group1", "group2" ],
+ * }
+ * ];
+ * };
+ */
+qx.OO.addProperty(
+ {
+ name : "autoActionsBeforeOnentry",
+ defaultValue : function(fsm, event) { }
+ });
+
+/**
+ * Automatic actions to take after return from the state's onentry function.
+ *
+ * The value passed to setAutoActionsAfterOnentry() should like something akin
+ * to:
+ *
+ * "autoActionsAfterOnentry" :
+ * {
+ * // The name of a function. This would become "setEnabled("
+ * "enabled" :
+ * [
+ * {
+ * // The parameter value, thus "setEnabled(true);"
+ * "parameters" : [ true ],
+ *
+ * // The function would be called on each object:
+ * // this.getObject("obj1").setEnabled(true);
+ * // this.getObject("obj2").setEnabled(true);
+ * "objects" : [ "obj1", "obj2" ]
+ *
+ * // And similarly for each object in each specified group.
+ * "groups" : [ "group1", "group2" ],
+ * }
+ * ];
+ * };
+ */
+qx.OO.addProperty(
+ {
+ name : "autoActionsAfterOnentry",
+ defaultValue : function(fsm, event) { }
+ });
+
+/**
+ * Automatic actions to take prior to calling the state's onexit function.
+ *
+ * The value passed to setAutoActionsBeforeOnexit() should like something akin
+ * to:
+ *
+ * "autoActionsBeforeOnexit" :
+ * {
+ * // The name of a function. This would become "setEnabled("
+ * "enabled" :
+ * [
+ * {
+ * // The parameter value, thus "setEnabled(true);"
+ * "parameters" : [ true ],
+ *
+ * // The function would be called on each object:
+ * // this.getObject("obj1").setEnabled(true);
+ * // this.getObject("obj2").setEnabled(true);
+ * "objects" : [ "obj1", "obj2" ]
+ *
+ * // And similarly for each object in each specified group.
+ * "groups" : [ "group1", "group2" ],
+ * }
+ * ];
+ * };
+ */
+qx.OO.addProperty(
+ {
+ name : "autoActionsBeforeOnexit",
+ defaultValue : function(fsm, event) { }
+ });
+
+
+/**
+ * Automatic actions to take after returning from the state's onexit function.
+ *
+ * The value passed to setAutoActionsAfterOnexit() should like something akin
+ * to:
+ *
+ * "autoActionsBeforeOnexit" :
+ * {
+ * // The name of a function. This would become "setEnabled("
+ * "enabled" :
+ * [
+ * {
+ * // The parameter value, thus "setEnabled(true);"
+ * "parameters" : [ true ],
+ *
+ * // The function would be called on each object:
+ * // this.getObject("obj1").setEnabled(true);
+ * // this.getObject("obj2").setEnabled(true);
+ * "objects" : [ "obj1", "obj2" ]
+ *
+ * // And similarly for each object in each specified group.
+ * "groups" : [ "group1", "group2" ],
+ * }
+ * ];
+ * };
+ */
+qx.OO.addProperty(
+ {
+ name : "autoActionsAfterOnexit",
+ defaultValue : function(fsm, event) { }
+ });
+
+
+/**
+ * The object representing handled and blocked events for this state. This is
+ * documented in the constructor, and is typically provided through the
+ * constructor's stateInfo object, but it is also possible (but highly NOT
+ * recommended) to change this dynamically.
+ */
+qx.OO.addProperty(
+ {
+ name : "events"
+ });
+
+
+
+/*
+---------------------------------------------------------------------------
+ MODIFIER
+---------------------------------------------------------------------------
+*/
+
+qx.Proto._checkName = function(propValue, propData)
+{
+ // Ensure that we got a valid state name
+ if (typeof(propValue) != "string" || propValue.length < 1)
+ {
+ throw new Error("Invalid state name");
+ }
+
+ return propValue;
+};
+
+qx.Proto._checkOnentry = function(propValue, propData)
+{
+ // Validate the onentry function
+ switch(typeof(propValue))
+ {
+ case "undefined":
+ // None provided. Convert it to a null function
+ return function(fsm, event) {};
+
+ case "function":
+ // We're cool. No changes required
+ return propValue;
+
+ default:
+ throw new Error("Invalid onentry type: " + typeof(propValue));
+ return null;
+ }
+};
+
+qx.Proto._checkOnexit = function(propValue, propData)
+{
+ // Validate the onexit function
+ switch(typeof(propValue))
+ {
+ case "undefined":
+ // None provided. Convert it to a null function
+ return function(fsm, event) {};
+
+ case "function":
+ // We're cool. No changes required
+ return propValue;
+
+ default:
+ throw new Error("Invalid onexit type: " + typeof(propValue));
+ return null;
+ }
+};
+
+qx.Proto._checkEvents = function(propValue, propData)
+{
+ // Validate that events is an object
+ if (typeof(propValue) != "object")
+ {
+ throw new Error("events must be an object");
+ }
+
+ // Confirm that each property is a valid value
+ // The property value should be one of:
+ //
+ // (a) qx.util.fsm.FiniteStateMachine.EventHandling.PREDICATE
+ //
+ // (b) qx.util.fsm.FiniteStateMachine.EventHandling.BLOCKED
+ //
+ // (c) a string containing the name of an explicit Transition to use
+ //
+ // (d) an object where each property name is the Friendly Name of an
+ // object (meaning that this rule applies if both the event and
+ // the event's target object's Friendly Name match), and its
+ // property value is one of (a), (b) or (c), above.
+ for (var e in propValue)
+ {
+ var action = propValue[e];
+ if (typeof(action) == "number" &&
+ action != qx.util.fsm.FiniteStateMachine.EventHandling.PREDICATE &&
+ action != qx.util.fsm.FiniteStateMachine.EventHandling.BLOCKED)
+ {
+ throw new Error("Invalid numeric value in events object: " +
+ e + ": " + action);
+ }
+ else if (typeof(action) == "object")
+ {
+ for (action_e in action)
+ {
+ if (typeof(action[action_e]) == "number" &&
+ action != qx.util.fsm.FiniteStateMachine.EventHandling.PREDICATE &&
+ action != qx.util.fsm.FiniteStateMachine.EventHandling.BLOCKED)
+ {
+ throw new Error("Invalid numeric value in events object " +
+ "(" + e + "): " +
+ action_e + ": " + action[action_e]);
+ }
+ else if (typeof(action[action_e]) != "string")
+ {
+ throw new Error("Invalid value in events object " +
+ "(" + e + "): " +
+ action_e + ": " + action[action_e]);
+ }
+ }
+ }
+ else if (typeof(action) != "string")
+ {
+ throw new Error("Invalid value in events object: " +
+ e + ": " + propValue[e]);
+ }
+ }
+
+ // We're cool. No changes required.
+ return propValue;
+};
+
+qx.Proto._checkAutoActionsBeforeOnentry = function(propValue, propData)
+{
+ return qx.util.fsm.FiniteStateMachine._commonCheckAutoActions(
+ "autoActionsBeforeOnentry",
+ propValue,
+ propData);
+};
+
+qx.Proto._checkAutoActionsAfterOnentry = function(propValue, propData)
+{
+ return qx.util.fsm.FiniteStateMachine._commonCheckAutoActions(
+ "autoActionsAfterOnentry",
+ propValue,
+ propData);
+};
+
+qx.Proto._checkAutoActionsBeforeOnexit = function(propValue, propData)
+{
+ return qx.util.fsm.FiniteStateMachine._commonCheckAutoActions(
+ "autoActionsBeforeOnexit",
+ propValue,
+ propData);
+};
+
+qx.Proto._checkAutoActionsAfterOnexit = function(propValue, propData)
+{
+ return qx.util.fsm.FiniteStateMachine._commonCheckAutoActions(
+ "autoActionsAfterOnexit",
+ propValue,
+ propData);
+};
+
+
+/*
+---------------------------------------------------------------------------
+ UTILITIES
+---------------------------------------------------------------------------
+*/
+
+/**
+ * Add a transition to a state
+ *
+ * @param trans {qx.util.fsm.Transition}
+ * An object of class qx.util.fsm.Transition representing a
+ * transition which is to be a part of this state.
+ */
+qx.Proto.addTransition = function(trans)
+{
+ // Ensure that we got valid transition info
+ if (! trans instanceof qx.util.fsm.Transition)
+ {
+ throw new Error("Invalid transition: not an instance of " +
+ "qx.util.fsm.Transition");
+ }
+
+ // Add the new transition object to the state
+ this.transitions[trans.getName()] = trans;
+};
+
+
+
+
+/*
+---------------------------------------------------------------------------
+ EVENT LISTENERS
+---------------------------------------------------------------------------
+*/
+
+
+
+/*
+---------------------------------------------------------------------------
+ CLASS CONSTANTS
+---------------------------------------------------------------------------
+*/
+
+
+
+/*
+---------------------------------------------------------------------------
+ DISPOSER
+---------------------------------------------------------------------------
+*/
+
+qx.Proto.dispose = function()
+{
+ if (this.getDisposed()) {
+ return true;
+ }
+
+ return qx.core.Object.prototype.dispose.call(this);
+}
diff --git a/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/Transition.js b/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/Transition.js
new file mode 100644
index 0000000000..3d13324999
--- /dev/null
+++ b/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/Transition.js
@@ -0,0 +1,383 @@
+/* ************************************************************************
+
+ qooxdoo - the new era of web development
+
+ http://qooxdoo.org
+
+ Copyright:
+ 2006 by Derrell Lipman
+
+ License:
+ LGPL 2.1: http://www.gnu.org/licenses/lgpl.html
+
+ Authors:
+ * Derrell Lipman (derrell)
+
+************************************************************************ */
+
+/* ************************************************************************
+
+#module(util_fsm)
+#require(qx.util.fsm.FiniteStateMachine)
+
+************************************************************************ */
+
+/**
+ * Create a new possible transition from one state to another.
+ *
+ * *EXPERIMENTAL*
+ * The interface to the finite state machine, states, and transitions is
+ * experimental. It may change in non-backward-compatible ways as more
+ * experience is gained in its use.
+ *
+ * @param transitionName {string}
+ * The name of this transition, used in debug messages.
+ *
+ * @param transitionInfo {Object}
+ * An object optionally containing any of the following properties:
+ *
+ * predicate -
+ * A function which is called to determine whether this transition is
+ * acceptable. An acceptable transition will cause the transition's
+ * "ontransition" function to be run, the current state's "onexit"
+ * function to be run, and the new state's "onentry" function to be run.
+ *
+ * The predicate function's signature is function(fsm, event) and it is
+ * saved in the predicate property of the transition object. In the
+ * predicate function:
+ *
+ * fsm -
+ * The finite state machine object to which this state is attached.
+ *
+ * event -
+ * The event that caused a run of the finite state machine
+ *
+ * The predicate function should return one of the following three
+ * values:
+ *
+ * - true means the transition is acceptable
+ *
+ * - false means the transition is not acceptable, and the next
+ * transition (if one exists) should be tried to determine if it is
+ * acceptable
+ *
+ * - null means that the transition determined that no further
+ * transitions should be tried. This might be used when the
+ * transition ascertained that the event is for a target that is not
+ * available in the current state, and the event has called
+ * fsm.queueEvent() to have the event delivered upon state
+ * transition.
+ *
+ * It is possible to create a default predicate -- one that will cause a
+ * transition to be acceptable always -- by either not providing a
+ * predicate property, or by explicitely either setting the predicate
+ * property to 'true' or setting it to a function that unconditionally
+ * returns 'true'. This default transition should, of course, always be
+ * the last transition added to a state, since no transition added after
+ * it will ever be tried.
+ *
+ * nextState -
+ * The state to which we transition, if the predicate returns true
+ * (meaning the transition is acceptable). The value of nextState may
+ * be:
+ *
+ * - a string, the state name of the state to transition to
+ *
+ * - One of the constants:
+ * - qx.util.fsm.FiniteStateMachine.StateChange.CURRENT_STATE:
+ * Remain in whatever is the current state
+ * - qx.util.fsm.FiniteStateMachine.StateChange.PREVIOUS_STATE:
+ * Transition to the state at the top of the saved-state stack,
+ * and remove the top element from the saved-state stack.
+ * Elements are added to the saved-state stack using
+ * fsm.pushState(). It is an error if no state exists on the
+ * saved-state stack.
+ * - qx.util.fsm.FiniteStateMachine.StateChange.TERMINATE:
+ * TBD
+ *
+ * autoActionsBeforeOntransition -
+ * autoActionsAfterOntransition -
+ * Automatic actions which take place at the time specified by the
+ * property name. In all cases, the action takes place immediately
+ * before or after the specified function.
+ *
+ * The property value for each of these properties is an object which
+ * describes some number of functions to invoke on a set of specified
+ * objects (typically widgets).
+ *
+ * See {@see qx.util.fsm.State} for an example of autoActions.
+ *
+ * ontransition -
+ * A function which is called if the predicate function for this
+ * transition returns true. Its signature is function(fsm, event) and
+ * it is saved in the ontransition property of the transition object.
+ * In the ontransition function:
+ *
+ * fsm -
+ * The finite state machine object to which this state is attached.
+ *
+ * event -
+ * The event that caused a run of the finite state machine
+ *
+ * Additional properties may be provided in transInfo. They will not be
+ * used by the finite state machine, but will be available via
+ * this.getUserData("<propertyName>") during the transition's predicate
+ * and ontransition functions.
+ */
+qx.OO.defineClass("qx.util.fsm.Transition", qx.core.Object,
+function(transitionName, transitionInfo)
+{
+ // Call our superclass' constructor
+ qx.core.Object.call(this, true);
+
+ // Save the state name
+ this.setName(transitionName);
+
+ // Save data from the transitionInfo object
+ for (var field in transitionInfo)
+ {
+ // If we find one of our properties, call its setter.
+ switch(field)
+ {
+ case "predicate":
+ this.setPredicate(transitionInfo[field]);
+ break;
+
+ case "nextState":
+ this.setNextState(transitionInfo[field]);
+ break;
+
+ case "autoActionsBeforeOntransition":
+ this.setAutoActionsBeforeOntransition(transitionInfo[field]);
+ break;
+
+ case "autoActionsAfterOntransition":
+ this.setAutoActionsAfterOntransition(transitionInfo[field]);
+ break;
+
+ case "ontransition":
+ this.setOntransition(transitionInfo[field]);
+ break;
+
+ default:
+ // Anything else is user-provided data for their own use. Save it.
+ this.setUserData(field, transitionInfo[field]);
+
+ // Log it in case it was a typo and they intended a built-in field
+ this.debug("Transition " + transitionName + ": " +
+ "Adding user-provided field to transition: " + field);
+
+ break;
+ }
+ }
+});
+
+
+
+
+/*
+---------------------------------------------------------------------------
+ PROPERTIES
+---------------------------------------------------------------------------
+*/
+
+/**
+ * The name of this transition
+ */
+qx.OO.addProperty(
+ {
+ name : "name",
+ type : "string"
+ });
+
+/**
+ * The predicate function for this transition. This is documented in the
+ * constructor, and is typically provided through the constructor's
+ * transitionInfo object, but it is also possible (but highly NOT recommended)
+ * to change this dynamically.
+ */
+qx.OO.addProperty(
+ {
+ name : "predicate",
+ defaultValue : function(fsm, event) { return true; }
+ });
+
+/**
+ * The state to transition to, if the predicate determines that this
+ * transition is acceptable. This is documented in the constructor, and is
+ * typically provided through the constructor's transitionInfo object, but it
+ * is also possible (but highly NOT recommended) to change this dynamically.
+ */
+qx.OO.addProperty(
+ {
+ name : "nextState",
+ defaultValue : qx.util.fsm.FiniteStateMachine.StateChange.CURRENT_STATE
+ });
+
+/**
+ * Automatic actions to take prior to calling the transition's ontransition
+ * function. This is documented in the constructor, and is typically provided
+ * through the constructor's transitionInfo object, but it is also possible
+ * (but highly NOT recommended) to change this dynamically.
+ */
+qx.OO.addProperty(
+ {
+ name : "autoActionsBeforeOntransition",
+ defaultValue : function(fsm, event) { }
+ });
+
+/**
+ * Automatic actions to take immediately after calling the transition's
+ * ontransition function. This is documented in the constructor, and is
+ * typically provided through the constructor's transitionInfo object, but it
+ * is also possible (but highly NOT recommended) to change this dynamically.
+ */
+qx.OO.addProperty(
+ {
+ name : "autoActionsAfterOntransition",
+ defaultValue : function(fsm, event) { }
+ });
+
+
+/**
+ * The function run when the transition is accepted. This is documented in
+ * the constructor, and is typically provided through the constructor's
+ * transitionInfo object, but it is also possible (but highly NOT recommended)
+ * to change this dynamically.
+ */
+qx.OO.addProperty(
+ {
+ name : "ontransition",
+ defaultValue : function(fsm, event) { }
+ });
+
+
+
+
+/*
+---------------------------------------------------------------------------
+ MODIFIER
+---------------------------------------------------------------------------
+*/
+
+qx.Proto._checkName = function(propValue, propData)
+{
+ // Ensure that we got a valid state name
+ if (typeof(propValue) != "string" || propValue.length < 1)
+ {
+ throw new Error("Invalid transition name");
+ }
+
+ return propValue;
+};
+
+qx.Proto._checkPredicate = function(propValue, propData)
+{
+ // Validate the predicate. Convert all valid types to function.
+ switch(typeof(propValue))
+ {
+ case "undefined":
+ // No predicate means predicate passes
+ return function(fsm, event) { return true; };
+
+ case "boolean":
+ // Convert boolean predicate to a function which returns that value
+ return function(fsm, event) { return propValue; };
+
+ case "function":
+ // Use user-provided function.
+ return propValue;
+
+ default:
+ throw new Error("Invalid transition predicate type: " +
+ typeof(propValue));
+ break;
+ }
+};
+
+qx.Proto._checkNextState = function(propValue, propData)
+{
+ // Validate nextState. It must be a string or a number.
+ switch(typeof(propValue))
+ {
+ case "string":
+ return propValue;
+
+ case "number":
+ // Ensure that it's one of the possible state-change constants
+ switch(propValue)
+ {
+ case qx.util.fsm.FiniteStateMachine.StateChange.CURRENT_STATE:
+ case qx.util.fsm.FiniteStateMachine.StateChange.PREVIOUS_STATE:
+ return propValue;
+
+ default:
+ throw new Error("Invalid transition nextState value: " +
+ propValue +
+ ": nextState must be an explicit state name, " +
+ "or one of the Fsm.StateChange constants");
+ }
+ break;
+
+ default:
+ throw new Error("Invalid transition nextState type: " + typeof(propValue));
+ break;
+ }
+};
+
+qx.Proto._checkOntransition = function(propValue, propData)
+{
+ // Validate the ontransition function. Convert undefined to function.
+ switch(typeof(propValue) )
+ {
+ case "undefined":
+ // No provided function just means do nothing. Use a null function.
+ return function(fsm, event) { };
+
+ case "function":
+ // Use user-provided function.
+ return propValue;
+
+ default:
+ throw new Error("Invalid ontransition type: " + typeof(propValue));
+ break;
+ }
+};
+
+/*
+---------------------------------------------------------------------------
+ UTILITIES
+---------------------------------------------------------------------------
+*/
+
+
+/*
+---------------------------------------------------------------------------
+ EVENT LISTENERS
+---------------------------------------------------------------------------
+*/
+
+
+
+/*
+---------------------------------------------------------------------------
+ CLASS CONSTANTS
+---------------------------------------------------------------------------
+*/
+
+
+
+/*
+---------------------------------------------------------------------------
+ DISPOSER
+---------------------------------------------------------------------------
+*/
+
+qx.Proto.dispose = function()
+{
+ if (this.getDisposed()) {
+ return true;
+ }
+
+ return qx.core.Object.prototype.dispose.call(this);
+}
diff --git a/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/example.txt b/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/example.txt
new file mode 100644
index 0000000000..bb92f70083
--- /dev/null
+++ b/webapps/qooxdoo-0.6.3-sdk/frontend/framework/source/class/qx/util/fsm/example.txt
@@ -0,0 +1,210 @@
+var fsm;
+var state;
+var trans;
+
+// Create a new finite state machine called "Test Machine"
+fsm = new qx.util.finitestatemachine.Fsm("Test machine");
+
+// State S1
+state = new qx.util.finitestatemachine.State(
+ // State name
+ "S1",
+
+ // Object with state information
+ {
+ // Function called on entry to this state
+ "onentry" :
+ function(fsm, event)
+ {
+ alert("Previous state: " + fsm.getPreviousState());
+ };
+
+ // Function called on exit from this state
+ "onexit" :
+ function(fsm, event)
+ {
+ alert("Next state: " + fsm.getNextState());
+ };
+
+ // Automatic actions to take place before a (possibly) new state's onentry
+ // function is called.
+ "autoActionsBeforeOnentry" :
+ {
+ // The name of a function.
+ "setEnabled" :
+ [
+ {
+ // The parameter value(s), thus "setEnabled(true);"
+ "parameters" : [ true ],
+
+ // The function would be called on each object:
+ // this.getObject("obj1").setEnabled(true);
+ // this.getObject("obj2").setEnabled(true);
+ "objects" : [ "obj1", "obj2" ]
+
+ // And similarly for each object in each specified group.
+ "groups" : [ "group1", "group2" ],
+ }
+ ];
+
+ "setColor" :
+ [
+ {
+ "parameters" : [ "blue" ]
+ "groups" : [ "group3", "group4" ],
+ "objects" : [ "obj3", "obj4" ]
+ }
+ ];
+ };
+
+ // also available, in same format as actionsBeforeOnentry:
+ // "actionsAfterOnentry",
+ // "actionsBeforeOnexit"
+ // "actionsAfterOnexit"
+
+ // Events handled by this state, or queued for processing by a future state
+ "events" :
+ {
+ // The event type "compete" is handled by one of the transitions in this
+ // state. The transitions will be searched in order of their addition
+ // to the state, until the predicate for a transition returns true (or
+ // no predicate is specified for the transition, which is an implicit
+ // "true") That transition will be used.
+ "complete" : qx.util.finitestatemachine.Fsm.EventHandling.PREDICATE,
+
+ // The event type "interval" has two objects specified by their
+ // "friendly name". The action when an event of type "interval" occurs
+ // depends on which object was the target of the event.
+ "interval" :
+ {
+ // If the target of the event was the object to which we have given
+ // the friendly name "flash" then use a transition specified by name
+ "flash" : "S1_S3_interval_flash",
+
+ // If the target of the event was the object to which we have given
+ // the friendly name "timeout", then enqueue this event for possible
+ // processing by a future state.
+ "timeout" : qx.util.finitestatemachine.Fsm.EventHandling.BLOCKED
+ },
+
+ // The event type "execute", too, has two objects specified by their
+ // "friendly name".
+ "execute" :
+ {
+ // If the target of the event was the object to which we have given
+ // the friend name "ok", search the transitions in order looking for
+ // one where the predicate is true
+ "ok" : qx.util.finitestatemachine.Fsm.EventHandling.PREDICATE
+
+ // If the target of the event was the object to which we have given
+ // the friendly name "restart", then enqueue this event for possible
+ // processing by a future state.
+ "restart" : qx.util.finitestatemachine.Fsm.EventHandling.BLOCKED
+ }
+
+ // all events other than those which are handled or blocked are ignored.
+ };
+ });
+
+// Add State S1 to the finite state machine.
+fsm.addState(state);
+
+// Transition from S1 to S2 due to event 1
+trans = new qx.util.finitestatemachine.Transition(
+ // Transition name
+ "S1_S2_ev1",
+
+ // Object with transition information
+ {
+ // return TRUE to pass
+ "predicate" :
+ function(fsm, event)
+ {
+ var type = event.getType();
+ if (type == "somethingWeCareAbout")
+ {
+ return true;
+ }
+ else if (type == "somethingToHandleInAnotherState")
+ {
+ // reattempt event delivery following state transition
+ fsm.postponeEvent(event);
+
+ // do no further transition attempts for this event for now
+ return null;
+ }
+ else
+ {
+ return false;
+ }
+ },
+
+ // if event matches and predicate passes, pop the state stack and go to
+ // the state which was found at the top of the stack. States are added to
+ // the state stack by calling fsm.pushState() during a state's onexit
+ // function or by a transition's action function.
+ "nextState" : qx.util.finintestatemachine.Fsm.StateChange.POP_STATE_STACK,
+
+ // action taken during transisition
+ "action" :
+ function(fsm, event)
+ {
+ // save current state so a future transition can get back to
+ // this saved state
+ fsm.pushState();
+ }
+ });
+state.addTransition(trans);
+
+// Default transition (any event): remain in current state
+trans = new qx.util.finitestatemachine.Transition(
+ "S1_S1_default",
+ {
+ // true or undefined : always pass
+ "predicate" :
+ function(fsm, event)
+ {
+ // This predicate does not pass, and we return null to tell the finite
+ // state machine that no additional transitions in the transition list
+ // should be tested. (Note that the next transition is the one
+ // explicitly called for by the "interval" event on the object with
+ // friendly name "flash". We do not want a predicate search to find
+ // it.
+ return null;
+ },
+
+ // return to current state
+ "nextState" : qx.util.finitestatemacine.CURRENT_STATE,
+ });
+state.addTransition(trans);
+
+// Transition from S1 to S2 due to event 2. Since the previous transition
+// returned null in its predicate function, the only way to get to this
+// transition is when it is called out explicitly in the state's event list.
+// This one was specified for the "interval" event on the object with friendly
+// name "flash".
+trans = new qx.util.finitestatememachine.Transition(
+ "S1_S3_interval_flash",
+ {
+ // No predicate or a value of 'true' means that the predicate passes as if
+ // a predicate function returned true.
+ "predicate" : true,
+
+ // if event matches, go to this state
+ "nextState" : "S2",
+
+ // action taken during transisition
+ "action" :
+ function(fsm, event)
+ {
+ alert(this.getName() + "action function");
+ }
+ });
+state.addTransition(trans);
+
+// We would, of course, need to add state S2 since it is specified in a
+// nextState property. That is left as an exercise for the reader.
+
+
+// Initialize and start the machine running
+fsm.start();