require 'state_machine/machine' # A state machine is a model of behavior composed of states, events, and # transitions. This helper adds support for defining this type of # functionality on any Ruby class. module StateMachine module MacroMethods # Creates a new state machine for the given attribute. The default # attribute, if not specified, is "state". # # Configuration options: # * +initial+ - The initial value to set the attribute to. This can be a static value or a lambda block which will be evaluated at runtime. Default is nil. # * +action+ - The action to invoke when an object transitions. Default is nil unless otherwise specified by the configured integration. # * +plural+ - The pluralized name of the attribute. By default, this will attempt to call +pluralize+ on the attribute, otherwise an "s" is appended. # * +namespace+ - The name to use for namespacing all generated instance methods (e.g. "email" => "activate_email", "deactivate_email", etc.). Default is no namespace. # * +integration+ - The name of the integration to use for adding library-specific behavior to the machine. Built-in integrations include :data_mapper, :active_record, and :sequel. By default, this is determined automatically. # # This also requires a block which will be used to actually configure the # states, events and transitions for the state machine. *Note* that this # block will be executed within the context of the state machine. As a # result, you will not be able to access any class methods unless you refer # to them directly (i.e. specifying the class name). # # For examples on the types of configured state machines and blocks, see # the section below. # # == Examples # # With the default attribute and no configuration: # # class Vehicle # state_machine do # event :park do # ... # end # end # end # # The above example will define a state machine for the attribute "state" # on the class. Every vehicle will start without an initial state. # # With a custom attribute: # # class Vehicle # state_machine :status do # ... # end # end # # With a static initial state: # # class Vehicle # state_machine :status, :initial => 'Vehicle' do # ... # end # end # # With a dynamic initial state: # # class Switch # state_machine :status, :initial => lambda {|switch| (8..22).include?(Time.now.hour) ? 'on' : 'off'} do # ... # end # end # # == Attribute accessor # # The attribute for each machine stores the value for the current state # of the machine. In order to access this value and modify it during # transitions, a reader/writer must be available. The following methods # will be automatically generated if they are not already defined # (assuming the attribute is called "state"): # * state - Gets the current value for the attribute # * state=(value) - Sets the current value for the attribute # * state?(value) - Checks the given value against the current value. If the value is not a known state, then an ArgumentError is raised. # # For example, the following machine definition will not generate any # accessor methods since the class has already defined an attribute # accessor: # # class Vehicle # attr_accessor :state # # state_machine do # ... # end # end # # On the other hand, the following state machine will define both a # reader and writer method, which is functionally equivalent to the # example above: # # class Vehicle # state_machine do # ... # end # end # # == Attribute initialization # # For most classes, the initial values for state machine attributes are # automatically assigned when a new object is created. However, this # behavior will *not* work if the class defines an +initialize+ method # without properly calling +super+. # # For example, # # class Vehicle # state_machine :state, :initial => 'parked' do # ... # end # end # # v = Vehicle.new # => # # v.state # => "parked" # # In the above example, no +initialize+ method is defined. As a result, # the default behavior of initializing the state machine attributes is used. # # In the following example, a custom +initialize+ method is defined: # # class Vehicle # state_machine :state, :initial => 'parked' do # ... # end # # def initialize # end # end # # v = Vehicle.new # => # # v.state # => nil # # Since the +initialize+ method is defined, the state machine attributes # never get initialized. In order to ensure that all initialization hooks # are called, the custom method *must* call +super+ without any arguments # like so: # # class Vehicle # state_machine :state, :initial => 'parked' do # ... # end # # def initialize(attributes = {}) # ... # super() # end # end # # v = Vehicle.new # => # # v.state # => "parked" # # Because of the way the inclusion of modules works in Ruby, calling super() # will not only call the superclass's +initialize+, but also +initialize+ on # all included modules. This allows the original state machine hook to get # called properly. # # If you want to avoid calling the superclass's constructor, but still want # to initialize the state machine attributes: # # class Vehicle # state_machine :state, :initial => 'parked' do # ... # end # # def initialize(attributes = {}) # ... # initialize_state_machines # end # end # # v = Vehicle.new # => # # v.state # => "parked" # # == States # # All of the valid states for the machine are automatically tracked based # on the events, transitions, and callbacks defined for the machine. If # there are additional states that are never referenced, these should be # explicitly added using the StateMachine::Machine#other_states # helper. # # When using String or Symbol-based states, a predicate method for that # state is generated on the class. For example, # # class Vehicle # state_machine :initial => 'parked' do # event :ignite do # transition :to => 'idling' # end # end # end # # ...will generate the following instance methods (assuming they're not # already defined in the class): # * parked? # * idling? # # Each predicate method will return true if it matches the object's # current state. Otherwise, it will return false. # # When a namespace is configured for a state machine, the name will be # prepended to each state predicate like so: # * car_parked? # * car_idling? # # == Events and Transitions # # For more information about how to configure an event and its associated # transitions, see StateMachine::Machine#event. # # == Defining callbacks # # Within the +state_machine+ block, you can also define callbacks for # transitions. For more information about defining these callbacks, # see StateMachine::Machine#before_transition and # StateMachine::Machine#after_transition. # # == Namespaces # # When a namespace is configured for a state machine, the name provided will # be used in generating the instance methods for interacting with # events/states in the machine. This is particularly useful when a class # has multiple state machines and it would be difficult to differentiate # between the various states / events. # # For example, # # class Vehicle # state_machine :heater_state, :initial => 'off' :namespace => 'heater' do # event :turn_on do # transition :to => 'on', :from => 'off' # end # # event :turn_off do # transition :to => 'off', :from => 'on' # end # end # # state_machine :hood_state, :initial => 'closed', :namespace => 'hood' do # event :open do # transition :to => 'opened', :from => 'closed' # end # # event :close do # transition :to => 'closed', :from => 'opened' # end # end # end # # The above class defines two state machines: +heater_state+ and +hood_state+. # For the +heater_state+ machine, the following methods are generated since # it's namespaced by "heater": # * can_turn_on_heater? # * turn_on_heater # * ... # * can_turn_off_heater? # * turn_off_heater # * .. # * heater_off? # * heater_on? # # As shown, each method is unique to the state machine so that the states # and events don't conflict. The same goes for the +hood_state+ machine: # * can_open_hood? # * open_hood # * ... # * can_close_hood? # * close_hood # * .. # * hood_open? # * hood_closed? # # == Scopes # # For integrations that support it, a group of default scope filters will # be automatically created for assisting in finding objects that have the # attribute set to a given value. # # For example, # # Vehicle.with_state('parked') # => Finds all vehicles where the state is parked # Vehicle.with_states('parked', 'idling') # => Finds all vehicles where the state is either parked or idling # # Vehicle.without_state('parked') # => Finds all vehicles where the state is *not* parked # Vehicle.without_states('parked', 'idling') # => Finds all vehicles where the state is *not* parked or idling # # *Note* that if class methods already exist with those names (i.e. # "with_state", "with_states", "without_state", or "without_states"), then # a scope will not be defined for that name. # # See StateMachine::Machine for more information about using # integrations and the individual integration docs for information about # the actual scopes that are generated. def state_machine(*args, &block) StateMachine::Machine.find_or_create(self, *args, &block) end end end Class.class_eval do include StateMachine::MacroMethods end