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Diffstat (limited to 'webapps/qooxdoo-0.6.5-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js')
-rw-r--r-- | webapps/qooxdoo-0.6.5-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js | 1421 |
1 files changed, 0 insertions, 1421 deletions
diff --git a/webapps/qooxdoo-0.6.5-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js b/webapps/qooxdoo-0.6.5-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js deleted file mode 100644 index dd25b32ba0..0000000000 --- a/webapps/qooxdoo-0.6.5-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js +++ /dev/null @@ -1,1421 +0,0 @@ -/* ************************************************************************ - - qooxdoo - the new era of web development - - http://qooxdoo.org - - Copyright: - 2006, 2007 Derrell Lipman - - License: - LGPL: http://www.gnu.org/licenses/lgpl.html - EPL: http://www.eclipse.org/org/documents/epl-v10.php - See the LICENSE file in the project's top-level directory for details. - - Authors: - * Derrell Lipman (derrell) - -************************************************************************ */ - -/* ************************************************************************ - -#module(util_fsm) - -************************************************************************ */ - -/** - * A finite state machine. - * - * See {@link qx.util.finitestatemacine.State} for details on creating States, - * and {@link qx.util.finitestatemacine.Transitions} for details on creating - * transitions between states. - * - * @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 : 2 - }); - -/* ---------------------------------------------------------------------------- - 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 " + stateName + " already exists"); - } - - // Add the new state object to the finite state machine - this._states[stateName] = state; -}; - - -/** - * Replace a state in the finite state machine. This is useful if initially - * "dummy" states are created which load the real state table for a series of - * operations (and possibly also load the gui associated with the new states - * at the same time). Having portions of the finite state machine and their - * associated gui pages loaded at run time can help prevent long delays at - * application start-up time. - * - * @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. - * - * @param bDispose {Boolean} - * If <i>true</i>, then dispose the old state object. If <i>false</i>, the - * old state object is returned for disposing by the caller. - * - * @return {Object} - * The old state object if it was not disposed; otherwise null. - */ -qx.Proto.replaceState = function(state, bDispose) -{ - // 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(); - - // Save the old state object, so we can return it to be disposed - var oldState = this._states[stateName]; - - // Ensure the old state exists. Otherwise, shouldn't be using replaceState() - if (! oldState) - { - throw new Error("Can not replace state " + stateName + ": " + - "no existing state of that name."); - } - - // Replace the old state with the new state object. - this._states[stateName] = state; - - // Did they request that the old state be disposed? - if (bDispose) - { - // Yup. Mark it to be disposed. - oldState._bNeedDispose = true; - } - - return oldState; -}; - - - -/** - * 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 {@link #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 {@link #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 {@link #addObject}, then - * the friendly name of the object is returned; otherwise, null. - */ -qx.Proto.getFriendlyName = function(obj) -{ - var hash = obj.toHashCode(); - return hash ? this._hashToFriendly[hash] : null; -}; - - -/** - * Retrieve the list of objects which have registered, via {@link 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; -}; - - -/** - * Display all of the saved objects and their reverse mappings. - */ -qx.Proto.displayAllObjects = function() -{ - for (var friendlyName in this._friendlyToHash) - { - var hash = this._friendlyToHash[friendlyName]; - var obj = this.getObject(friendlyName); - this.debug(friendlyName + - " => " + - hash); - this.debug(" " + hash + - " => " + - this._hashToFriendly[hash]); - this.debug(" " + friendlyName + - " => " + - this.getObject(friendlyName)); - this.debug(" " + this.getObject(friendlyName) + - " => " + - this.getFriendlyName(obj)); - } -}; - - -/** - * Recursively display an object (as debug messages) - * - * @param obj {Object} - * The object to be recursively displayed - * @param initialMessage {String} - * The initial message to be displayed. - */ -qx.Proto.debugObject = function(obj, initialMessage) -{ - thisClass = this; - - var displayObj = function(obj, level) - { - var indentStr = ""; - for (var i = 0; i < level; i++) - { - indentStr += " "; - } - - if (typeof(obj) != "object") - { - thisClass.debug(indentStr, obj); - return; - } - - for (var prop in obj) - { - if (typeof(obj[prop]) == "object") - { - if (obj[prop] instanceof Array) - { - thisClass.debug(indentStr + prop + ": " + "Array"); - } - else - { - thisClass.debug(indentStr + prop + ": " + "Object"); - } - - displayObj(obj[prop], level + 1); - } - else - { - thisClass.debug(indentStr + prop + ": " + obj[prop]); - } - } - } - - if (initialMessage) - { - this.debug(initialMessage); - } - - displayObj(obj, 0); -}; - - - -/** - * 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 or previous 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. - * - * @param bCurrent {Boolean} - * When <i>true</i>, then push the current state onto the stack. This might - * be used in a transition, before the state has changed. When - * <i>false</i>, then push the previous state onto the stack. This might be - * used in an on entry function to save the previous state to return to. - */ -qx.Proto.pushState = function(bCurrent) -{ - // See if there's room on the state stack for a new state - if (this._savedStates.length >= this.getMaxSavedStates()) - { - // Nope. Programmer error. - throw new Error("Saved-state stack is full"); - } - - if (bCurrent) - { - // Push the current state onto the saved-state stack - this._savedStates.push(this.getState()); - } - else - { - // Push the previous state onto the saved-state stack - this._savedStates.push(this.getPreviousState()); - } -}; - - -/** - * 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); -}; - - -/** - * Copy an event - * - * @param event {qx.event.type.Event} - * The event to be copied - * - * @return {qx.event.type.Event} - * The new copy of the provided event - */ -qx.Proto.copyEvent = function(event) -{ - var e = { }; - for (var prop in event) - { - e[prop] = event[prop]; - } - - return e; -}; - - -/** - * Enqueue an event for processing - * - * @param event {qx.event.type.Event} - * The event to be enqueued - * - * @param bAddAtHead {Boolean} - * If <i>true</i>, put the event at the head of the queue for immediate - * processing. If <i>false</i>, place the event at the tail of the queue so - * that it receives in-order processing. - */ -qx.Proto.enqueueEvent = function(event, bAddAtHead) -{ - // Add the event to the event queue - if (bAddAtHead) - { - // Put event at the head of the queue - this._eventQueue.push(event); - } - else - { - // Put event at the tail of the queue - this._eventQueue.unshift(event); - } - - if (qx.Settings.getValueOfClass("qx.util.fsm.FiniteStateMachine", - "debugFlags") & - qx.util.fsm.FiniteStateMachine.DebugFlags.EVENTS) - { - if (bAddAtHead) - { - this.debug(this.getName() + ": Pushed event: " + event.getType()); - } - else - { - this.debug(this.getName() + ": Queued event: " + event.getType()); - } - } -}; - - -/** - * 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 = this.copyEvent(event); - - // Enqueue the new event on the tail of the queue - this.enqueueEvent(e, false); - - // 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 - var bDispose = this._run(event); - - // If we didn't block (and re-queue) the event, dispose it. - if (bDispose) - { - 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). - * - * @return {Boolean} - * Whether the event should be disposed. If it was blocked, we've pushed it - * back onto the event queue, and it should not be disposed. - */ -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 (debugEvents) - { - this.debug(this.getName() + ": Event '" + event.getType() + "'" + - " not handled. Ignoring."); - } - return true; - } - - // 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 true; - } - - action = e[friendly]; - - // Do we handle this event type for the widget from which it originated? - if (! action) - { - // Nope. - if (debugEvents) - { - this.debug(this.getName() + ": Event '" + event.getType() + "'" + - " not handled for target " + friendly + ". Ignoring."); - } - return true; - } - } - 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. - if (debugEvents) - { - this.debug(this.getName() + ": Event '" + event.getType() + "'" + - " blocked. Re-queuing."); - } - this._blockedEvents.unshift(event); - return false; - - 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 true; - - default: - throw new Error("Transition " + thisState + ":" + t + - " returned a value other than true, false, or null."); - } - - // 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._savedStates.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._savedStates.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.getAutoActionsAfterOnexit()(this); - - // If this state has been replaced and we're supposed to dispose it... - if (currentState._bNeedDispose) - { - // ... then dispose it now that it's no longer in use - currentState.dispose(); - } - - // 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 any blocked events back onto the pending event queue - var e; - for (var i = 0; i < this._blockedEvents.length; i++) - { - e = this._blockedEvents.pop(); - this._eventQueue.unshift(e); - } - - // 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 true; - } - - if (debugTransitions) - { - this.debug(this.getName() + "#" + thisState + - ": event '" + event.getType() + "'" + - ": no transition found. No state change."); - } - - return true; -}; - - - -/* ---------------------------------------------------------------------------- - 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); -}; |