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|
/* ************************************************************************
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];
// 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);
};
|