Class: StateMachines::EventCollection
- Inherits:
-
NodeCollection
- Object
- NodeCollection
- StateMachines::EventCollection
- Defined in:
- lib/state_machines/event_collection.rb
Overview
Represents a collection of events in a state machine
Instance Attribute Summary
Attributes inherited from NodeCollection
Instance Method Summary collapse
-
#attribute_transition_for(object, invalidate = false) ⇒ Object
Gets the transition that should be performed for the event stored in the given object’s event attribute.
-
#initialize(machine) ⇒ EventCollection
constructor
:nodoc:.
-
#transitions_for(object, requirements = {}) ⇒ Object
Gets the list of transitions that can be run on the given object.
-
#valid_for(object, requirements = {}) ⇒ Object
Gets the list of events that can be fired on the given object.
Methods inherited from NodeCollection
#<<, #[], #at, #concat, #context, #each, #fetch, #initialize_copy, #keys, #length, #update
Constructor Details
#initialize(machine) ⇒ EventCollection
:nodoc:
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# File 'lib/state_machines/event_collection.rb', line 4 def initialize(machine) #:nodoc: super(machine, index: [:name, :qualified_name]) end |
Instance Method Details
#attribute_transition_for(object, invalidate = false) ⇒ Object
Gets the transition that should be performed for the event stored in the given object’s event attribute. This also takes an additional parameter for automatically invalidating the object if the event or transition are invalid. By default, this is turned off.
Note that if a transition has already been generated for the event, then that transition will be used.
Examples
class Vehicle < ActiveRecord::Base
state_machine :initial => :parked do
event :ignite do
transition :parked => :idling
end
end
end
vehicle = Vehicle.new # => #<Vehicle id: nil, state: "parked">
events = Vehicle.state_machine.events
vehicle.state_event = nil
events.attribute_transition_for(vehicle) # => nil # Event isn't defined
vehicle.state_event = 'invalid'
events.attribute_transition_for(vehicle) # => false # Event is invalid
vehicle.state_event = 'ignite'
events.attribute_transition_for(vehicle) # => #<StateMachines::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>
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# File 'lib/state_machines/event_collection.rb', line 114 def attribute_transition_for(object, invalidate = false) return unless machine.action # TODO, simplify machine.read(object, :event_transition) || if event_name = machine.read(object, :event) if event = self[event_name.to_sym, :name] event.transition_for(object) || begin # No valid transition: invalidate machine.invalidate(object, :event, :invalid_event, [[:state, machine.states.match!(object).human_name(object.class)]]) if invalidate false end else # Event is unknown: invalidate machine.invalidate(object, :event, :invalid) if invalidate false end end end |
#transitions_for(object, requirements = {}) ⇒ Object
Gets the list of transitions that can be run on the given object.
Valid requirement options:
-
:from
- One or more states being transitioned from. If none are specified, then this will be the object’s current state. -
:to
- One or more states being transitioned to. If none are specified, then this will match any to state. -
:on
- One or more events that fire the transition. If none are specified, then this will match any event. -
:guard
- Whether to guard transitions with the if/unless conditionals defined for each one. Default is true.
Examples
class Vehicle
state_machine :initial => :parked do
event :park do
transition :idling => :parked
end
event :ignite do
transition :parked => :idling
end
end
end
events = Vehicle.state_machine.events
vehicle = Vehicle.new # => #<Vehicle:0xb7c464b0 @state="parked">
events.transitions_for(vehicle) # => [#<StateMachines::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
vehicle.state = 'idling'
events.transitions_for(vehicle) # => [#<StateMachines::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>]
# Search for explicit transitions regardless of the current state
events.transitions_for(vehicle, :from => :parked) # => [#<StateMachines::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
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# File 'lib/state_machines/event_collection.rb', line 81 def transitions_for(object, requirements = {}) match(requirements).map { |event| event.transition_for(object, requirements) }.compact end |
#valid_for(object, requirements = {}) ⇒ Object
Gets the list of events that can be fired on the given object.
Valid requirement options:
-
:from
- One or more states being transitioned from. If none are specified, then this will be the object’s current state. -
:to
- One or more states being transitioned to. If none are specified, then this will match any to state. -
:on
- One or more events that fire the transition. If none are specified, then this will match any event. -
:guard
- Whether to guard transitions with the if/unless conditionals defined for each one. Default is true.
Examples
class Vehicle
state_machine :initial => :parked do
event :park do
transition :idling => :parked
end
event :ignite do
transition :parked => :idling
end
end
end
events = Vehicle.state_machine(:state).events
vehicle = Vehicle.new # => #<Vehicle:0xb7c464b0 @state="parked">
events.valid_for(vehicle) # => [#<StateMachines::Event name=:ignite transitions=[:parked => :idling]>]
vehicle.state = 'idling'
events.valid_for(vehicle) # => [#<StateMachines::Event name=:park transitions=[:idling => :parked]>]
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# File 'lib/state_machines/event_collection.rb', line 41 def valid_for(object, requirements = {}) match(requirements).select { |event| event.can_fire?(object, requirements) } end |