require 'state_machine/extensions' require 'state_machine/assertions' require 'state_machine/integrations' require 'state_machine/state' require 'state_machine/event' require 'state_machine/callback' require 'state_machine/node_collection' require 'state_machine/state_collection' module StateMachine # Represents a state machine for a particular attribute. State machines # consist of states, events and a set of transitions that define how the state # changes after a particular event is fired. # # A state machine will not know all of the possible states for an object unless # they are referenced *somewhere* in the state machine definition. As a result, # any unused states should be defined with the +other_states+ or +state+ helper. # # == Callbacks # # Callbacks are supported for hooking before and after every possible # transition in the machine. Each callback is invoked in the order in which # it was defined. See StateMachine::Machine#before_transition # and StateMachine::Machine#after_transition for documentation # on how to define new callbacks. # # === Canceling callbacks # # Callbacks can be canceled by throwing :halt at any point during the # callback. For example, # # ... # throw :halt # ... # # If a +before+ callback halts the chain, the associated transition and all # later callbacks are canceled. If an +after+ callback halts the chain, # the later callbacks are canceled, but the transition is still successful. # # *Note* that if a +before+ callback fails and the bang version of an event # was invoked, an exception will be raised instead of returning false. For # example, # # class Vehicle # state_machine, :initial => :parked do # before_transition :to => :idling, :do => lambda {|vehicle| throw :halt} # ... # end # end # # vehicle = Vehicle.new # vehicle.park # => false # vehicle.park! # => StateMachine::InvalidTransition: Cannot transition state via :park from "idling" # # == Observers # # Observers, in the sense of external classes and *not* Ruby's Observable # mechanism, can hook into state machines as well. Such observers use the # same callback api that's used internally. # # Below are examples of defining observers for the following state machine: # # class Vehicle # state_machine do # event :park do # transition :to => :parked, :from => :idling # end # ... # end # ... # end # # Event/Transition behaviors: # # class VehicleObserver # def self.before_park(vehicle, transition) # logger.info "#{vehicle} instructed to park... state is: #{transition.from}, state will be: #{transition.to}" # end # # def self.after_park(vehicle, transition, result) # logger.info "#{vehicle} instructed to park... state was: #{transition.from}, state is: #{transition.to}" # end # # def self.before_transition(vehicle, transition) # logger.info "#{vehicle} instructed to #{transition.event}... #{transition.attribute} is: #{transition.from}, #{transition.attribute} will be: #{transition.to}" # end # # def self.after_transition(vehicle, transition, result) # logger.info "#{vehicle} instructed to #{transition.event}... #{transition.attribute} was: #{transition.from}, #{transition.attribute} is: #{transition.to}" # end # end # # Vehicle.state_machine do # before_transition :on => :park, :do => VehicleObserver.method(:before_park) # before_transition VehicleObserver.method(:before_transition) # # after_transition :on => :park, :do => VehicleObserver.method(:after_park) # after_transition VehicleObserver.method(:after_transition) # end # # One common callback is to record transitions for all models in the system # for auditing/debugging purposes. Below is an example of an observer that # can easily automate this process for all models: # # class StateMachineObserver # def self.before_transition(object, transition) # Audit.log_transition(object.attributes) # end # end # # [Vehicle, Switch, Project].each do |klass| # klass.state_machines.each do |machine| # machine.before_transition klass.method(:before_transition) # end # end # # Additional observer-like behavior may be exposed by the various # integrations available. See below for more information. # # == Integrations # # By default, state machines are library-agnostic, meaning that they work # on any Ruby class and have no external dependencies. However, there are # certain libraries which expose additional behavior that can be taken # advantage of by state machines. # # This library is built to work out of the box with a few popular Ruby # libraries that allow for additional behavior to provide a cleaner and # smoother experience. This is especially the case for objects backed by a # database that may allow for transactions, persistent storage, # search/filters, callbacks, etc. # # When a state machine is defined for classes using any of the above libraries, # it will try to automatically determine the integration to use (Agnostic, # ActiveRecord, DataMapper, or Sequel) based on the class definition. To # see how each integration affects the machine's behavior, refer to all # constants defined under the StateMachine::Integrations namespace. class Machine include Assertions class << self # Attempts to find or create a state machine for the given class. For # example, # # StateMachine::Machine.find_or_create(Vehicle) # StateMachine::Machine.find_or_create(Vehicle, :initial => :parked) # StateMachine::Machine.find_or_create(Vehicle, :status) # StateMachine::Machine.find_or_create(Vehicle, :status, :initial => :parked) # # If a machine of the given name already exists in one of the class's # superclasses, then a copy of that machine will be created and stored # in the new owner class (the original will remain unchanged). def find_or_create(owner_class, *args, &block) options = args.last.is_a?(Hash) ? args.pop : {} attribute = args.first || :state # Attempts to find an existing machine if owner_class.respond_to?(:state_machines) && machine = owner_class.state_machines[attribute] # Create a copy of the state machine if it's being created by a subclass unless machine.owner_class == owner_class machine = machine.clone machine.initial_state = options[:initial] if options.include?(:initial) machine.owner_class = owner_class end # Evaluate DSL caller block machine.instance_eval(&block) if block_given? else # No existing machine: create a new one machine = new(owner_class, attribute, options, &block) end machine end # Draws the state machines defined in the given classes using GraphViz. # The given classes must be a comma-delimited string of class names. # # Configuration options: # * :file - A comma-delimited string of files to load that # contain the state machine definitions to draw # * :path - The path to write the graph file to # * :format - The image format to generate the graph in # * :font - The name of the font to draw state names in def draw(class_names, options = {}) raise ArgumentError, 'At least one class must be specified' unless class_names && class_names.split(',').any? # Load any files if files = options.delete(:file) files.split(',').each {|file| require file} end class_names.split(',').each do |class_name| # Navigate through the namespace structure to get to the class klass = Object class_name.split('::').each do |name| klass = klass.const_defined?(name) ? klass.const_get(name) : klass.const_missing(name) end # Draw each of the class's state machines klass.state_machines.each do |name, machine| machine.draw(options) end end end end # The class that the machine is defined in attr_accessor :owner_class # The attribute for which the machine is being defined attr_reader :attribute # The events that trigger transitions. These are sorted, by default, in the # order in which they were defined. attr_reader :events # A list of all of the states known to this state machine. This will pull # states from the following sources: # * Initial state # * State behaviors # * Event transitions (:to, :from, and :except_from options) # * Transition callbacks (:to, :from, :except_to, and :except_from options) # * Unreferenced states (using +other_states+ helper) # # These are sorted, by default, in the order in which they were referenced. attr_reader :states # The callbacks to invoke before/after a transition is performed # # Maps :before => callbacks and :after => callbacks attr_reader :callbacks # The action to invoke when an object transitions attr_reader :action # An identifier that forces all methods (including state predicates and # event methods) to be generated with the value prefixed or suffixed, # depending on the context. attr_reader :namespace # Creates a new state machine for the given attribute def initialize(owner_class, *args, &block) options = args.last.is_a?(Hash) ? args.pop : {} assert_valid_keys(options, :initial, :action, :plural, :namespace, :integration) # Set machine configuration @attribute = args.first || :state @events = NodeCollection.new @states = StateCollection.new @callbacks = {:before => [], :after => []} @namespace = options[:namespace] self.owner_class = owner_class self.initial_state = options[:initial] # Find an integration that matches this machine's owner class if integration = options[:integration] ? StateMachine::Integrations.find(options[:integration]) : StateMachine::Integrations.match(owner_class) extend integration end # Set integration-specific configurations @action = options.include?(:action) ? options[:action] : default_action define_attribute_helpers define_scopes(options[:plural]) # Call after hook for integration-specific extensions after_initialize # Evaluate DSL caller block instance_eval(&block) if block_given? end # Creates a copy of this machine in addition to copies of each associated # event/states/callback, so that the modifications to those collections do # not affect the original machine. def initialize_copy(orig) #:nodoc: super @events = @events.dup @events.machine = self @states = @states.dup @states.machine = self @callbacks = {:before => @callbacks[:before].dup, :after => @callbacks[:after].dup} end # Sets the class which is the owner of this state machine. Any methods # generated by states, events, or other parts of the machine will be defined # on the given owner class. def owner_class=(klass) @owner_class = klass # Add class-/instance-level methods to the owner class for state initialization owner_class.class_eval do extend StateMachine::ClassMethods include StateMachine::InstanceMethods end unless owner_class.included_modules.include?(StateMachine::InstanceMethods) # Record this machine as matched to the attribute in the current owner # class. This will override any machines mapped to the same attribute # in any superclasses. owner_class.state_machines[attribute] = self end # Sets the initial state of the machine. This can be either the static name # of a state or a lambda block which determines the initial state at # creation time. def initial_state=(new_initial_state) @initial_state = new_initial_state add_states([@initial_state]) unless @initial_state.is_a?(Proc) # Update all states to reflect the new initial state states.each {|state| state.initial = (state.name == @initial_state)} end # Gets the initial state of the machine for the given object. If a dynamic # initial state was configured for this machine, then the object will be # passed into the lambda block to help determine the actual state. # # == Examples # # With a static initial state: # # class Vehicle # state_machine :initial => :parked do # ... # end # end # # vehicle = Vehicle.new # Vehicle.state_machines[:state].initial_state(vehicle) # => # # # With a dynamic initial state: # # class Vehicle # attr_accessor :force_idle # # state_machine :initial => lambda {|vehicle| vehicle.force_idle ? :idling : :parked} do # ... # end # end # # vehicle = Vehicle.new # # vehicle.force_idle = true # Vehicle.state_machines[:state].initial_state(vehicle) # => # # # vehicle.force_idle = false # Vehicle.state_machines[:state].initial_state(vehicle) # => # def initial_state(object) states.fetch(@initial_state.is_a?(Proc) ? @initial_state.call(object) : @initial_state) end # Customizes the definition of one or more states in the machine. # # Configuration options: # * :value - The actual value to store when an object transitions # to the state. Default is the name (stringified). # * :if - Determines whether an object's value matches the state # (e.g. :value => lambda {Time.now}, :if => lambda {|state| !state.nil?}). # By default, the configured value is matched. # # == Customizing the stored value # # Whenever a state is automatically discovered in the state machine, its # default value is assumed to be the stringified version of the name. For # example, # # class Vehicle # state_machine :initial => :parked do # event :ignite do # transition :to => :idling, :from => :parked # end # end # end # # In the above state machine, there are two states automatically discovered: # :parked and :idling. These states, by default, will store their stringified # equivalents when an object moves into that states (e.g. "parked" / "idling"). # # For legacy systems or when tying state machines into existing frameworks, # it's oftentimes necessary to need to store a different value for a state # than the default. In order to continue taking advantage of an expressive # state machine and helper methods, every defined state can be re-configured # with a custom stored value. For example, # # class Vehicle # state_machine :initial => :parked do # event :ignite do # transition :to => :idling, :from => :parked # end # # state :idling, :value => 'IDLING' # state :parked, :value => 'PARKED # end # end # # This is also useful if being used in association with a database and, # instead of storing the state name in a column, you want to store the # state's foreign key: # # class VehicleState < ActiveRecord::Base # end # # class Vehicle < ActiveRecord::Base # state_machine :state_id, :initial => :parked do # event :ignite do # transition :to => :idling, :from => :parked # end # # states.each {|state| self.state(state.name, :value => VehicleState.find_by_name(state.name.to_s).id)} # end # end # # In the above example, each known state is configured to store it's # associated database id in the +state_id+ attribute. # # === Dynamic values # # In addition to customizing states with other value types, lambda blocks # can also be specified to allow for a state's value to be determined # dynamically at runtime. For example, # # class Vehicle # state_machine :purchased_at, :initial => :available do # event :purchase do # transition :to => :purchased # end # # event :restock do # transition :to => :available # end # # state :available, :value => nil # state :purchased, :if => lambda {|value| !value.nil?}, :value => lambda {Time.now} # end # end # # In the above definition, the :purchased state is customized with # both a dynamic value *and* a value matcher. # # When an object transitions to the purchased state, the value's lambda # block will be called. This will get the current time and store it in the # object's +purchased_at+ attribute. # # *Note* that the custom matcher is very important here. Since there's no # way for the state machine to figure out an object's state when it's set to # a runtime value, it must be explicitly defined. If the :if option # were not configured for the state, then an ArgumentError exception would # be raised at runtime, indicating that the state machine could not figure # out what the current state of the object was. # # == Behaviors # # Behaviors defined a series of methods to mixin with objects when the current # state matches the given one(s). This allows instance methods to behave # a specific way depending on what the value of the object's state is. # # For example, # # class Vehicle # attr_accessor :driver # attr_accessor :passenger # # state_machine :initial => :parked do # event :ignite do # transition :to => :idling, :from => :parked # end # # state :parked do # def speed # 0 # end # # def rotate_driver # driver = self.driver # self.driver = passenger # self.passenger = driver # true # end # end # # state :idling, :first_gear do # def speed # 20 # end # # def rotate_driver # self.state = 'parked' # rotate_driver # end # end # # other_states :backing_up # end # end # # In the above example, there are two dynamic behaviors defined for the # class: # * +speed+ # * +rotate_driver+ # # Each of these behaviors are instance methods on the Vehicle class. However, # which method actually gets invoked is based on the current state of the # object. Using the above class as the example: # # vehicle = Vehicle.new # vehicle.driver = 'John' # vehicle.passenger = 'Jane' # # # Behaviors in the "parked" state # vehicle.state # => "parked" # vehicle.speed # => 0 # vehicle.rotate_driver # => true # vehicle.driver # => "Jane" # vehicle.passenger # => "John" # # vehicle.ignite # => true # # # Behaviors in the "idling" state # vehicle.state # => "idling" # vehicle.speed # => 20 # vehicle.rotate_driver # => true # vehicle.driver # => "John" # vehicle.passenger # => "Jane" # vehicle.state # => "parked" # # As can be seen, both the +speed+ and +rotate_driver+ instance method # implementations changed how they behave based on what the current state # of the vehicle was. # # === Invalid behaviors # # If a specific behavior has not been defined for a state, then a # NoMethodError exception will be raised, indicating that that method would # not normally exist for an object with that state. # # Using the example from before: # # vehicle = Vehicle.new # vehicle.state = 'backing_up' # vehicle.speed # => NoMethodError: undefined method 'speed' for # in state "backing_up" def state(*names, &block) options = names.last.is_a?(Hash) ? names.pop : {} assert_valid_keys(options, :value, :if) states = add_states(names) states.each do |state| if options.include?(:value) state.value = options[:value] self.states.update(state) end state.matcher = options[:if] if options.include?(:if) state.context(&block) if block_given? end states.length == 1 ? states.first : states end alias_method :other_states, :state # Determines whether the given object is in a specific state. If the # object's current value doesn't match the state, then this will return # false, otherwise true. If the given state is unknown, then an ArgumentError # exception will be raised. # # == Examples # # class Vehicle # state_machine :initial => :parked do # other_states :idling # end # end # # machine = Vehicle.state_machines[:state] # vehicle = Vehicle.new # => # # # machine.state?(vehicle, :parked) # => true # machine.state?(vehicle, :idling) # => false # machine.state?(vehicle, :invalid) # => ArgumentError: :invalid is an invalid key for :name index def state?(object, name) states.fetch(name).matches?(object.send(attribute)) end # Determines the current state of the given object as configured by this # state machine. This will attempt to find a known state that matches # the value of the attribute on the object. If no state is found, then # an ArgumentError will be raised. # # == Examples # # class Vehicle # state_machine :initial => :parked do # other_states :idling # end # end # # machine = Vehicle.state_machines[:state] # # vehicle = Vehicle.new # => # # machine.state_for(vehicle) # => # # # vehicle.state = 'idling' # machine.state_for(vehicle) # => # # # vehicle.state = 'invalid' # machine.state_for(vehicle) # => ArgumentError: "invalid" is not a known state value def state_for(object) value = object.send(attribute) state = states[value, :value] || states.detect {|state| state.matches?(value)} raise ArgumentError, "#{value.inspect} is not a known #{attribute} value" unless state state end # Defines one or more events for the machine and the transitions that can # be performed when those events are run. # # == Instance methods # # The following instance methods are generated when a new event is defined # (the "park" event is used as an example): # * can_park? - Checks whether the "park" event can be fired given # the current state of the object. # * next_park_transition - Gets the next transition that would be # performed if the "park" event were to be fired now on the object or nil # if no transitions can be performed. # * park(run_action = true) - Fires the "park" event, transitioning # from the current state to the next valid state. # * park!(run_action = true) - Fires the "park" event, transitioning # from the current state to the next valid state. If the transition fails, # then a StateMachine::InvalidTransition error will be raised. # # With a namespace of "car", the above names map to the following methods: # * can_park_car? # * next_park_car_transition # * park_car # * park_car! # # == Defining transitions # # +event+ requires a block which allows you to define the possible # transitions that can happen as a result of that event. For example, # # event :park, :stop do # transition :to => :parked, :from => :idling # end # # event :first_gear do # transition :to => :first_gear, :from => :parked, :if => :seatbelt_on? # end # # See StateMachine::Event#transition for more information on # the possible options that can be passed in. # # *Note* that this block is executed within the context of the actual event # object. As a result, you will not be able to reference any class methods # on the model without referencing the class itself. For example, # # class Vehicle # def self.safe_states # [:parked, :idling, :stalled] # end # # state_machine do # event :park do # transition :to => :parked, :from => Vehicle.safe_states # end # end # end # # == Example # # class Vehicle # state_machine do # # The park, stop, and halt events will all share the given transitions # event :park, :stop, :halt do # transition :to => :parked, :from => [:idling, :backing_up] # end # # event :stop do # transition :to => :idling, :from => :first_gear # end # # event :ignite do # transition :to => :idling, :from => :parked # end # end # end def event(*names, &block) events = names.collect do |name| unless event = self.events[name] self.events << event = Event.new(self, name) end if block_given? event.instance_eval(&block) add_states(event.known_states) end event end events.length == 1 ? events.first : events end # Creates a callback that will be invoked *before* a transition is # performed so long as the given configuration options match the transition. # Each part of the transition (event, to state, from state) must match in # order for the callback to get invoked. # # Configuration options: # * :from - One or more states being transitioned from. If none # are specified, then all states will match. # * :to - One or more states being transitioned to. If none are # specified, then all states will match. # * :on - One or more events that fired the transition. If none # are specified, then all events will match. # * :except_from - One or more states *not* being transitioned from # * :except_to - One more states *not* being transitioned to # * :except_on - One or more events that *did not* fire the transition # * :do - The callback to invoke when a transition matches. This # can be a method, proc or string. # * :if - A method, proc or string to call to determine if the # callback should occur (e.g. :if => :allow_callbacks, or # :if => lambda {|user| user.signup_step > 2}). The method, proc or string # should return or evaluate to a true or false value. # * :unless - A method, proc or string to call to determine if the # callback should not occur (e.g. :unless => :skip_callbacks, or # :unless => lambda {|user| user.signup_step <= 2}). The method, proc or # string should return or evaluate to a true or false value. # # The +except+ group of options (+except_to+, +exception_from+, and # +except_on+) acts as the +unless+ equivalent of their counterparts (+to+, # +from+, and +on+, respectively) # # == The callback # # When defining additional configuration options, callbacks must be defined # in either the :do option or as a block. For example, # # class Vehicle # state_machine do # before_transition :to => :parked, :do => :set_alarm # before_transition :to => :parked do |vehicle, transition| # vehicle.set_alarm # end # ... # end # end # # === Accessing the transition # # In addition to passing the object being transitioned, the actual # transition describing the context (e.g. event, from, to) can be accessed # as well. This additional argument is only passed if the callback allows # for it. # # For example, # # class Vehicle # # Only specifies one parameter (the object being transitioned) # before_transition :to => :parked, :do => lambda {|vehicle| vehicle.set_alarm} # # # Specifies 2 parameters (object being transitioned and actual transition) # before_transition :to => :parked, :do => lambda {|vehicle, transition| vehicle.set_alarm(transition)} # end # # *Note* that the object in the callback will only be passed in as an # argument if callbacks are configured to *not* be bound to the object # involved. This is the default and may change on a per-integration basis. # # See StateMachine::Transition for more information about the # attributes available on the transition. # # == Examples # # Below is an example of a class with one state machine and various types # of +before+ transitions defined for it: # # class Vehicle # state_machine do # # Before all transitions # before_transition :update_dashboard # # # Before specific transition: # before_transition :to => :parked, :from => [:first_gear, :idling], :on => :park, :do => :take_off_seatbelt # # # With conditional callback: # before_transition :to => :parked, :do => :take_off_seatbelt, :if => :seatbelt_on? # # # Using :except counterparts: # before_transition :except_to => :stalled, :except_from => :stalled, :except_on => :crash, :do => :update_dashboard # ... # end # end # # As can be seen, any number of transitions can be created using various # combinations of configuration options. def before_transition(options = {}, &block) add_callback(:before, options.is_a?(Hash) ? options : {:do => options}, &block) end # Creates a callback that will be invoked *after* a transition is # performed, so long as the given configuration options match the transition. # Each part of the transition (event, to state, from state) must match # in order for the callback to get invoked. # # Configuration options: # * :from - One or more states being transitioned from. If none # are specified, then all states will match. # * :to - One or more states being transitioned to. If none are # specified, then all states will match. # * :on - One or more events that fired the transition. If none # are specified, then all events will match. # * :except_from - One or more states *not* being transitioned from # * :except_to - One more states *not* being transitioned to # * :except_on - One or more events that *did not* fire the transition # * :do - The callback to invoke when a transition matches. This # can be a method, proc or string. # * :if - A method, proc or string to call to determine if the # callback should occur (e.g. :if => :allow_callbacks, or # :if => lambda {|user| user.signup_step > 2}). The method, proc or string # should return or evaluate to a true or false value. # * :unless - A method, proc or string to call to determine if the # callback should not occur (e.g. :unless => :skip_callbacks, or # :unless => lambda {|user| user.signup_step <= 2}). The method, proc or # string should return or evaluate to a true or false value. # # The +except+ group of options (+except_to+, +exception_from+, and # +except_on+) acts as the +unless+ equivalent of their counterparts (+to+, # +from+, and +on+, respectively) # # == The callback # # When defining additional configuration options, callbacks must be defined # in either the :do option or as a block. For example, # # class Vehicle # state_machine do # after_transition :to => :parked, :do => :set_alarm # after_transition :to => :parked do |vehicle, transition, result| # vehicle.set_alarm # end # ... # end # end # # === Accessing the transition / result # # In addition to passing the object being transitioned, the actual # transition describing the context (e.g. event, from, to) and the result # from calling the object's action can be optionally passed as well. These # additional arguments are only passed if the callback allows for it. # # For example, # # class Vehicle # # Only specifies one parameter (the object being transitioned) # after_transition :to => :parked, :do => lambda {|vehicle| vehicle.set_alarm} # # # Specifies 3 parameters (object being transitioned, transition, and action result) # after_transition :to => :parked, :do => lambda {|vehicle, transition, result| vehicle.set_alarm(transition) if result} # end # # *Note* that the object in the callback will only be passed in as an # argument if callbacks are configured to *not* be bound to the object # involved. This is the default and may change on a per-integration basis. # # See StateMachine::Transition for more information about the # attributes available on the transition. # # == Examples # # Below is an example of a model with one state machine and various types # of +after+ transitions defined for it: # # class Vehicle # state_machine do # # After all transitions # after_transition :update_dashboard # # # After specific transition: # after_transition :to => :parked, :from => [:first_gear, :idling], :on => :park, :do => :take_off_seatbelt # # # With conditional callback: # after_transition :to => :parked, :do => :take_off_seatbelt, :if => :seatbelt_on? # # # Using :except counterparts: # after_transition :except_to => :stalled, :except_from => :stalled, :except_on => :crash, :do => :update_dashboard # ... # end # end # # As can be seen, any number of transitions can be created using various # combinations of configuration options. def after_transition(options = {}, &block) add_callback(:after, options.is_a?(Hash) ? options : {:do => options}, &block) end # Runs a transaction, rolling back any changes if the yielded block fails. # # This is only applicable to integrations that involve databases. By # default, this will not run any transactions, since the changes aren't # taking place within the context of a database. def within_transaction(object) yield end # Draws a directed graph of the machine for visualizing the various events, # states, and their transitions. # # This requires both the Ruby graphviz gem and the graphviz library be # installed on the system. # # Configuration options: # * :name - The name of the file to write to (without the file extension). # Default is "#{owner_class.name}_#{attribute}" # * :path - The path to write the graph file to. Default is the # current directory ("."). # * :format - The image format to generate the graph in. # Default is "png'. # * :font - The name of the font to draw state names in. # Default is "Arial". def draw(options = {}) options = { :name => "#{owner_class.name}_#{attribute}", :path => '.', :format => 'png', :font => 'Arial' }.merge(options) assert_valid_keys(options, :name, :font, :path, :format) begin # Load the graphviz library require 'rubygems' require 'graphviz' graph = GraphViz.new('G', :output => options[:format], :file => File.join(options[:path], "#{options[:name]}.#{options[:format]}")) # Add nodes states.by_priority.each do |state| node = state.draw(graph) node.fontname = options[:font] end # Add edges events.each do |event| edges = event.draw(graph) edges.each {|edge| edge.fontname = options[:font]} end # Generate the graph graph.output graph rescue LoadError $stderr.puts 'Cannot draw the machine. `gem install ruby-graphviz` and try again.' false end end protected # Runs additional initialization hooks. By default, this is a no-op. def after_initialize end # Gets the default action that should be invoked when performing a # transition on the attribute for this machine. This may change # depending on the configured integration for the owner class. def default_action end # Adds helper methods for interacting with this state machine's attribute, # including reader, writer, and predicate methods def define_attribute_helpers define_attribute_accessor define_attribute_predicate attribute = self.attribute owner_class.class_eval do # Gets the state name for the current value define_method("#{attribute}_name") do self.class.state_machines[attribute].state_for(self).name end end end # Adds reader/writer methods for accessing the attribute def define_attribute_accessor attribute = self.attribute owner_class.class_eval do attr_reader attribute unless method_defined?(attribute) || private_method_defined?(attribute) attr_writer attribute unless method_defined?("#{attribute}=") || private_method_defined?("#{attribute}=") end end # Adds predicate method to the owner class for determining the name of the # current state def define_attribute_predicate attribute = self.attribute owner_class.class_eval do # Checks whether the current state is a given value define_method("#{attribute}?") do |state| self.class.state_machines[attribute].state?(self, state) end unless method_defined?("#{attribute}?") || private_method_defined?("#{attribute}?") end end # Defines the with/without scope helpers for this attribute. Both the # singular and plural versions of the attribute are defined for each # scope helper. A custom plural can be specified if it cannot be # automatically determined by either calling +pluralize+ on the attribute # name or adding an "s" to the end of the name. def define_scopes(custom_plural = nil) attribute = self.attribute plural = custom_plural || (attribute.respond_to?(:pluralize) ? attribute.pluralize : "#{attribute}s") [attribute, plural].uniq.each do |name| [:with, :without].each do |kind| method = "#{kind}_#{name}" if !owner_class.respond_to?(method) && scope = send("create_#{kind}_scope", method) (class << owner_class; self; end).class_eval do # Converts state names to their corresponding values so that # they can be looked up properly define_method(method) do |*states| machine_states = state_machines[attribute].states values = states.flatten.map {|state| machine_states.fetch(state).value} # Invoke the original scope implementation scope.call(self, values) end end end end end end # Creates a scope for finding objects *with* a particular value or values # for the attribute. # # This is only applicable to specific integrations. def create_with_scope(name) end # Creates a scope for finding objects *without* a particular value or # values for the attribute. # # This is only applicable to specific integrations. def create_without_scope(name) end # Adds a new transition callback of the given type. def add_callback(type, options, &block) callbacks[type] << callback = Callback.new(options, &block) add_states(callback.known_states) callback end # Tracks the given set of states in the list of all known states for # this machine def add_states(new_states) new_states.collect do |new_state| unless state = states[new_state] states << state = State.new(self, new_state) end state end end end end