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Diffstat (limited to 'webapps/qooxdoo-0.6.5-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js')
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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 new file mode 100644 index 0000000000..d91ab45858 --- /dev/null +++ b/webapps/qooxdoo-0.6.5-sdk/frontend/framework/source/class/qx/util/fsm/FiniteStateMachine.js @@ -0,0 +1,1402 @@ +/* ************************************************************************ + + 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 " + state + " 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]; + + // 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._needDispose; + } + + 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]; + } + 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._needDispose) + { + // ... 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); +}; |