require 'state_machine/transition' require 'state_machine/guard' require 'state_machine/assertions' module StateMachine # An event defines an action that transitions an attribute from one state to # another. The state that an attribute is transitioned to depends on the # guards configured for the event. class Event include Assertions # The state machine for which this event is defined attr_accessor :machine # The name of the action that fires the event attr_reader :name # The list of guards that determine what state this event transitions # objects to when fired attr_reader :guards # A list of all of the states known to this event using the configured # guards/transitions as the source attr_reader :known_states # Creates a new event within the context of the given machine def initialize(machine, name) #:nodoc: @machine = machine @name = name @guards = [] @known_states = [] add_actions end # Creates a copy of this event in addition to the list of associated # guards to prevent conflicts across different events. def initialize_copy(orig) #:nodoc: super @guards = @guards.dup @known_states = @known_states.dup end # Creates a new transition that will be evaluated when the event is fired. # # Configuration options: # * +to+ - The state that's being transitioned to. If not specified, then the transition will not change the state. # * +from+ - A state or array of states that can be transitioned from. If not specified, then the transition can occur for *any* from state. # * +except_from+ - A state or array of states that *cannot* be transitioned from. # * +if+ - Specifies a method, proc or string to call to determine if the transition should occur (e.g. :if => :moving?, or :if => Proc.new {|car| car.speed > 60}). The method, proc or string should return or evaluate to a true or false value. # * +unless+ - Specifies a method, proc or string to call to determine if the transition should not occur (e.g. :unless => :stopped?, or :unless => Proc.new {|car| car.speed <= 60}). The method, proc or string should return or evaluate to a true or false value. # # == Order of operations # # Transitions are evaluated in the order in which they're defined. As a # result, if more than one transition applies to a given object, then the # first transition that matches will be performed. # # == Dynamic states # # There is limited support for using dynamically generated values for the # +to+ state in transitions. This is especially useful for times where # the machine attribute represents a Time object. In order to have a # a transition be made to the current time, a lambda block can be passed # in representing the state, such as: # # transition :to => lambda {Time.now} # # == Examples # # transition :from => nil, :to => 'parked' # transition :from => %w(first_gear reverse) # transition :except_from => 'parked' # transition :to => nil # transition :to => 'parked' # transition :to => lambda {Time.now} # transition :to => 'parked', :from => 'first_gear' # transition :to => 'parked', :from => %w(first_gear reverse) # transition :to => 'parked', :from => 'first_gear', :if => :moving? # transition :to => 'parked', :from => 'first_gear', :unless => :stopped? # transition :to => 'parked', :except_from => 'parked' def transition(options) assert_valid_keys(options, :to, :from, :except_from, :if, :unless) guards << guard = Guard.new(options) @known_states |= guard.known_states guard end # Determines whether any transitions can be performed for this event based # on the current state of the given object. # # If the event can't be fired, then this will return false, otherwise true. def can_fire?(object) !next_transition(object).nil? end # Finds and builds the next transition that can be performed on the given # object. If no transitions can be made, then this will return nil. def next_transition(object) from = object.send(machine.attribute) if guard = guards.find {|guard| guard.matches?(object, :from => from)} # Guard allows for the transition to occur to = guard.requirements[:to] ? guard.requirements[:to].first : from to = to.call if to.is_a?(Proc) Transition.new(object, machine, name, from, to) end end # Attempts to perform the next available transition on the given object. # If no transitions can be made, then this will return false, otherwise # true. def fire(object, *args) if transition = next_transition(object) transition.perform(*args) else false end end # Draws a representation of this event on the given graph. This will # create 1 or more edges on the graph for each guard (i.e. transition) # configured. # # A collection of the generated edges will be returned. def draw(graph) valid_states = machine.states_order guards.collect {|guard| guard.draw(graph, name, valid_states)}.flatten end protected # Add the various instance methods that can transition the object using # the current event def add_actions attribute = machine.attribute qualified_name = name = self.name qualified_name = "#{name}_#{machine.namespace}" if machine.namespace machine.owner_class.class_eval do # Checks whether the event can be fired on the current object define_method("can_#{qualified_name}?") do self.class.state_machines[attribute].event(name).can_fire?(self) end # Gets the next transition that would be performed if the event were to be fired now define_method("next_#{qualified_name}_transition") do self.class.state_machines[attribute].event(name).next_transition(self) end # Fires the event define_method(qualified_name) do |*args| self.class.state_machines[attribute].event(name).fire(self, *args) end # Fires the event, raising an exception if it fails to transition define_method("#{qualified_name}!") do |*args| send(qualified_name, *args) || raise(StateMachine::InvalidTransition, "Cannot transition #{attribute} via :#{name} from #{send(attribute).inspect}") end end end end end