enum_state_machine 0.0.1 → 0.0.2

Sign up to get free protection for your applications and to get access to all the features.
Files changed (72) hide show
  1. checksums.yaml +4 -4
  2. data/.gitignore +12 -0
  3. data/.ruby-gemset +1 -0
  4. data/.ruby-version +1 -0
  5. metadata +83 -130
  6. data/.rvmrc +0 -1
  7. data/enum_state_machine.gemspec +0 -25
  8. data/lib/enum_state_machine.rb +0 -9
  9. data/lib/enum_state_machine/assertions.rb +0 -36
  10. data/lib/enum_state_machine/branch.rb +0 -225
  11. data/lib/enum_state_machine/callback.rb +0 -232
  12. data/lib/enum_state_machine/core.rb +0 -12
  13. data/lib/enum_state_machine/core_ext.rb +0 -2
  14. data/lib/enum_state_machine/core_ext/class/state_machine.rb +0 -5
  15. data/lib/enum_state_machine/error.rb +0 -13
  16. data/lib/enum_state_machine/eval_helpers.rb +0 -87
  17. data/lib/enum_state_machine/event.rb +0 -257
  18. data/lib/enum_state_machine/event_collection.rb +0 -141
  19. data/lib/enum_state_machine/extensions.rb +0 -149
  20. data/lib/enum_state_machine/graph.rb +0 -92
  21. data/lib/enum_state_machine/helper_module.rb +0 -17
  22. data/lib/enum_state_machine/initializers.rb +0 -4
  23. data/lib/enum_state_machine/initializers/rails.rb +0 -22
  24. data/lib/enum_state_machine/integrations.rb +0 -97
  25. data/lib/enum_state_machine/integrations/active_model.rb +0 -585
  26. data/lib/enum_state_machine/integrations/active_model/locale.rb +0 -11
  27. data/lib/enum_state_machine/integrations/active_model/observer.rb +0 -33
  28. data/lib/enum_state_machine/integrations/active_model/observer_update.rb +0 -42
  29. data/lib/enum_state_machine/integrations/active_model/versions.rb +0 -31
  30. data/lib/enum_state_machine/integrations/active_record.rb +0 -548
  31. data/lib/enum_state_machine/integrations/active_record/locale.rb +0 -20
  32. data/lib/enum_state_machine/integrations/active_record/versions.rb +0 -123
  33. data/lib/enum_state_machine/integrations/base.rb +0 -100
  34. data/lib/enum_state_machine/machine.rb +0 -2292
  35. data/lib/enum_state_machine/machine_collection.rb +0 -86
  36. data/lib/enum_state_machine/macro_methods.rb +0 -518
  37. data/lib/enum_state_machine/matcher.rb +0 -123
  38. data/lib/enum_state_machine/matcher_helpers.rb +0 -54
  39. data/lib/enum_state_machine/node_collection.rb +0 -222
  40. data/lib/enum_state_machine/path.rb +0 -120
  41. data/lib/enum_state_machine/path_collection.rb +0 -90
  42. data/lib/enum_state_machine/state.rb +0 -297
  43. data/lib/enum_state_machine/state_collection.rb +0 -112
  44. data/lib/enum_state_machine/state_context.rb +0 -138
  45. data/lib/enum_state_machine/state_enum.rb +0 -23
  46. data/lib/enum_state_machine/transition.rb +0 -470
  47. data/lib/enum_state_machine/transition_collection.rb +0 -245
  48. data/lib/enum_state_machine/version.rb +0 -3
  49. data/lib/enum_state_machine/yard.rb +0 -8
  50. data/lib/enum_state_machine/yard/handlers.rb +0 -12
  51. data/lib/enum_state_machine/yard/handlers/base.rb +0 -32
  52. data/lib/enum_state_machine/yard/handlers/event.rb +0 -25
  53. data/lib/enum_state_machine/yard/handlers/machine.rb +0 -344
  54. data/lib/enum_state_machine/yard/handlers/state.rb +0 -25
  55. data/lib/enum_state_machine/yard/handlers/transition.rb +0 -47
  56. data/lib/enum_state_machine/yard/templates.rb +0 -3
  57. data/lib/enum_state_machine/yard/templates/default/class/html/setup.rb +0 -30
  58. data/lib/enum_state_machine/yard/templates/default/class/html/state_machines.erb +0 -12
  59. data/lib/tasks/enum_state_machine.rake +0 -1
  60. data/lib/tasks/enum_state_machine.rb +0 -24
  61. data/lib/yard-enum_state_machine.rb +0 -2
  62. data/test/functional/state_machine_test.rb +0 -1066
  63. data/test/unit/integrations/active_model_test.rb +0 -1245
  64. data/test/unit/integrations/active_record_test.rb +0 -2551
  65. data/test/unit/integrations/base_test.rb +0 -104
  66. data/test/unit/integrations_test.rb +0 -71
  67. data/test/unit/invalid_event_test.rb +0 -20
  68. data/test/unit/invalid_parallel_transition_test.rb +0 -18
  69. data/test/unit/invalid_transition_test.rb +0 -115
  70. data/test/unit/machine_collection_test.rb +0 -603
  71. data/test/unit/machine_test.rb +0 -3395
  72. data/test/unit/state_machine_test.rb +0 -31
@@ -1,86 +0,0 @@
1
- require 'enum_state_machine/assertions'
2
-
3
- module EnumStateMachine
4
- # Represents a collection of state machines for a class
5
- class MachineCollection < Hash
6
- include Assertions
7
-
8
- # Initializes the state of each machine in the given object. This can allow
9
- # states to be initialized in two groups: static and dynamic. For example:
10
- #
11
- # machines.initialize_states(object) do
12
- # # After static state initialization, before dynamic state initialization
13
- # end
14
- #
15
- # If no block is provided, then all states will still be initialized.
16
- #
17
- # Valid configuration options:
18
- # * <tt>:static</tt> - Whether to initialize static states. If set to
19
- # :force, the state will be initialized regardless of its current value.
20
- # Default is :force.
21
- # * <tt>:dynamic</tt> - Whether to initialize dynamic states. If set to
22
- # :force, the state will be initialized regardless of its current value.
23
- # Default is true.
24
- # * <tt>:to</tt> - A hash to write the initialized state to instead of
25
- # writing to the object. Default is to write directly to the object.
26
- def initialize_states(object, options = {})
27
- assert_valid_keys(options, :static, :dynamic, :to)
28
- options = {:static => true, :dynamic => true}.merge(options)
29
-
30
- each_value do |machine|
31
- machine.initialize_state(object, :force => options[:static] == :force, :to => options[:to]) unless machine.dynamic_initial_state?
32
- end if options[:static]
33
-
34
- result = yield if block_given?
35
-
36
- each_value do |machine|
37
- machine.initialize_state(object, :force => options[:dynamic] == :force, :to => options[:to]) if machine.dynamic_initial_state?
38
- end if options[:dynamic]
39
-
40
- result
41
- end
42
-
43
- # Runs one or more events in parallel on the given object. See
44
- # EnumStateMachine::InstanceMethods#fire_events for more information.
45
- def fire_events(object, *events)
46
- run_action = [true, false].include?(events.last) ? events.pop : true
47
-
48
- # Generate the transitions to run for each event
49
- transitions = events.collect do |event_name|
50
- # Find the actual event being run
51
- event = nil
52
- detect {|name, machine| event = machine.events[event_name, :qualified_name]}
53
-
54
- raise(InvalidEvent.new(object, event_name)) unless event
55
-
56
- # Get the transition that will be performed for the event
57
- unless transition = event.transition_for(object)
58
- event.on_failure(object)
59
- end
60
-
61
- transition
62
- end.compact
63
-
64
- # Run the events in parallel only if valid transitions were found for
65
- # all of them
66
- if events.length == transitions.length
67
- TransitionCollection.new(transitions, :actions => run_action).perform
68
- else
69
- false
70
- end
71
- end
72
-
73
- # Builds the collection of transitions for all event attributes defined on
74
- # the given object. This will only include events whose machine actions
75
- # match the one specified.
76
- #
77
- # These should only be fired as a result of the action being run.
78
- def transitions(object, action, options = {})
79
- transitions = map do |name, machine|
80
- machine.events.attribute_transition_for(object, true) if machine.action == action
81
- end
82
-
83
- AttributeTransitionCollection.new(transitions.compact, options)
84
- end
85
- end
86
- end
@@ -1,518 +0,0 @@
1
- require 'enum_state_machine/machine'
2
-
3
- # A state machine is a model of behavior composed of states, events, and
4
- # transitions. This helper adds support for defining this type of
5
- # functionality on any Ruby class.
6
- module EnumStateMachine
7
- module MacroMethods
8
- # Creates a new state machine with the given name. The default name, if not
9
- # specified, is <tt>:state</tt>.
10
- #
11
- # Configuration options:
12
- # * <tt>:attribute</tt> - The name of the attribute to store the state value
13
- # in. By default, this is the same as the name of the machine.
14
- # * <tt>:initial</tt> - The initial state of the attribute. This can be a
15
- # static state or a lambda block which will be evaluated at runtime
16
- # (e.g. lambda {|vehicle| vehicle.speed == 0 ? :parked : :idling}).
17
- # Default is nil.
18
- # * <tt>:initialize</tt> - Whether to automatically initialize the attribute
19
- # by hooking into #initialize on the owner class. Default is true.
20
- # * <tt>:action</tt> - The instance method to invoke when an object
21
- # transitions. Default is nil unless otherwise specified by the
22
- # configured integration.
23
- # * <tt>:namespace</tt> - The name to use for namespacing all generated
24
- # state / event instance methods (e.g. "heater" would generate
25
- # :turn_on_heater and :turn_off_heater for the :turn_on/:turn_off events).
26
- # Default is nil.
27
- # * <tt>:integration</tt> - The name of the integration to use for adding
28
- # library-specific behavior to the machine. Built-in integrations
29
- # include :active_model, :active_record. By default, this is determined automatically.
30
- #
31
- # Configuration options relevant to ORM integrations:
32
- # * <tt>:plural</tt> - The pluralized version of the name. By default, this
33
- # will attempt to call +pluralize+ on the name. If this method is not
34
- # available, an "s" is appended. This is used for generating scopes.
35
- # * <tt>:messages</tt> - The error messages to use when invalidating
36
- # objects due to failed transitions. Messages include:
37
- # * <tt>:invalid</tt>
38
- # * <tt>:invalid_event</tt>
39
- # * <tt>:invalid_transition</tt>
40
- # * <tt>:use_transactions</tt> - Whether transactions should be used when
41
- # firing events. Default is true unless otherwise specified by the
42
- # configured integration.
43
- #
44
- # This also expects a block which will be used to actually configure the
45
- # states, events and transitions for the state machine. *Note* that this
46
- # block will be executed within the context of the state machine. As a
47
- # result, you will not be able to access any class methods unless you refer
48
- # to them directly (i.e. specifying the class name).
49
- #
50
- # For examples on the types of state machine configurations and blocks, see
51
- # the section below.
52
- #
53
- # == Examples
54
- #
55
- # With the default name/attribute and no configuration:
56
- #
57
- # class Vehicle
58
- # state_machine do
59
- # event :park do
60
- # ...
61
- # end
62
- # end
63
- # end
64
- #
65
- # The above example will define a state machine named "state" that will
66
- # store the value in the +state+ attribute. Every vehicle will start
67
- # without an initial state.
68
- #
69
- # With a custom name / attribute:
70
- #
71
- # class Vehicle
72
- # state_machine :status, :attribute => :status_value do
73
- # ...
74
- # end
75
- # end
76
- #
77
- # With a static initial state:
78
- #
79
- # class Vehicle
80
- # state_machine :status, :initial => :parked do
81
- # ...
82
- # end
83
- # end
84
- #
85
- # With a dynamic initial state:
86
- #
87
- # class Vehicle
88
- # state_machine :status, :initial => lambda {|vehicle| vehicle.speed == 0 ? :parked : :idling} do
89
- # ...
90
- # end
91
- # end
92
- #
93
- # == Class Methods
94
- #
95
- # The following class methods will be automatically generated by the
96
- # state machine based on the *name* of the machine. Any existing methods
97
- # will not be overwritten.
98
- # * <tt>human_state_name(state)</tt> - Gets the humanized value for the
99
- # given state. This may be generated by internationalization libraries if
100
- # supported by the integration.
101
- # * <tt>human_state_event_name(event)</tt> - Gets the humanized value for
102
- # the given event. This may be generated by internationalization
103
- # libraries if supported by the integration.
104
- #
105
- # For example,
106
- #
107
- # class Vehicle
108
- # state_machine :state, :initial => :parked do
109
- # event :ignite do
110
- # transition :parked => :idling
111
- # end
112
- #
113
- # event :shift_up do
114
- # transition :idling => :first_gear
115
- # end
116
- # end
117
- # end
118
- #
119
- # Vehicle.human_state_name(:parked) # => "parked"
120
- # Vehicle.human_state_name(:first_gear) # => "first gear"
121
- # Vehicle.human_state_event_name(:park) # => "park"
122
- # Vehicle.human_state_event_name(:shift_up) # => "shift up"
123
- #
124
- # == Instance Methods
125
- #
126
- # The following instance methods will be automatically generated by the
127
- # state machine based on the *name* of the machine. Any existing methods
128
- # will not be overwritten.
129
- # * <tt>state</tt> - Gets the current value for the attribute
130
- # * <tt>state=(value)</tt> - Sets the current value for the attribute
131
- # * <tt>state?(name)</tt> - Checks the given state name against the current
132
- # state. If the name is not a known state, then an ArgumentError is raised.
133
- # * <tt>state_name</tt> - Gets the name of the state for the current value
134
- # * <tt>human_state_name</tt> - Gets the human-readable name of the state
135
- # for the current value
136
- # * <tt>state_events(requirements = {})</tt> - Gets the list of events that
137
- # can be fired on the current object's state (uses the *unqualified* event
138
- # names)
139
- # * <tt>state_transitions(requirements = {})</tt> - Gets the list of
140
- # transitions that can be made on the current object's state
141
- # * <tt>state_paths(requirements = {})</tt> - Gets the list of sequences of
142
- # transitions that can be run from the current object's state
143
- # * <tt>fire_state_event(name, *args)</tt> - Fires an arbitrary event with
144
- # the given argument list. This is essentially the same as calling the
145
- # actual event method itself.
146
- #
147
- # The <tt>state_events</tt>, <tt>state_transitions</tt>, and <tt>state_paths</tt>
148
- # helpers all take an optional set of requirements for determining what's
149
- # available for the current object. These requirements include:
150
- # * <tt>:from</tt> - One or more states to transition from. If none are
151
- # specified, then this will be the object's current state.
152
- # * <tt>:to</tt> - One or more states to transition to. If none are
153
- # specified, then this will match any to state.
154
- # * <tt>:on</tt> - One or more events to transition on. If none are
155
- # specified, then this will match any event.
156
- # * <tt>:guard</tt> - Whether to guard transitions with the if/unless
157
- # conditionals defined for each one. Default is true.
158
- #
159
- # For example,
160
- #
161
- # class Vehicle
162
- # state_machine :state, :initial => :parked do
163
- # event :ignite do
164
- # transition :parked => :idling
165
- # end
166
- #
167
- # event :park do
168
- # transition :idling => :parked
169
- # end
170
- # end
171
- # end
172
- #
173
- # vehicle = Vehicle.new
174
- # vehicle.state # => "parked"
175
- # vehicle.state_name # => :parked
176
- # vehicle.human_state_name # => "parked"
177
- # vehicle.state?(:parked) # => true
178
- #
179
- # # Changing state
180
- # vehicle.state = 'idling'
181
- # vehicle.state # => "idling"
182
- # vehicle.state_name # => :idling
183
- # vehicle.state?(:parked) # => false
184
- #
185
- # # Getting current event / transition availability
186
- # vehicle.state_events # => [:park]
187
- # vehicle.park # => true
188
- # vehicle.state_events # => [:ignite]
189
- # vehicle.state_events(:from => :idling) # => [:park]
190
- # vehicle.state_events(:to => :parked) # => []
191
- #
192
- # vehicle.state_transitions # => [#<EnumStateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
193
- # vehicle.ignite # => true
194
- # vehicle.state_transitions # => [#<EnumStateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>]
195
- #
196
- # vehicle.state_transitions(:on => :ignite) # => []
197
- #
198
- # # Getting current path availability
199
- # vehicle.state_paths # => [
200
- # # [#<EnumStateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>,
201
- # # #<EnumStateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
202
- # # ]
203
- # vehicle.state_paths(:guard => false) # =>
204
- # # [#<EnumStateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>,
205
- # # #<EnumStateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
206
- # # ]
207
- #
208
- # # Fire arbitrary events
209
- # vehicle.fire_state_event(:park) # => true
210
- #
211
- # == Attribute initialization
212
- #
213
- # For most classes, the initial values for state machine attributes are
214
- # automatically assigned when a new object is created. However, this
215
- # behavior will *not* work if the class defines an +initialize+ method
216
- # without properly calling +super+.
217
- #
218
- # For example,
219
- #
220
- # class Vehicle
221
- # state_machine :state, :initial => :parked do
222
- # ...
223
- # end
224
- # end
225
- #
226
- # vehicle = Vehicle.new # => #<Vehicle:0xb7c8dbf8 @state="parked">
227
- # vehicle.state # => "parked"
228
- #
229
- # In the above example, no +initialize+ method is defined. As a result,
230
- # the default behavior of initializing the state machine attributes is used.
231
- #
232
- # In the following example, a custom +initialize+ method is defined:
233
- #
234
- # class Vehicle
235
- # state_machine :state, :initial => :parked do
236
- # ...
237
- # end
238
- #
239
- # def initialize
240
- # end
241
- # end
242
- #
243
- # vehicle = Vehicle.new # => #<Vehicle:0xb7c77678>
244
- # vehicle.state # => nil
245
- #
246
- # Since the +initialize+ method is defined, the state machine attributes
247
- # never get initialized. In order to ensure that all initialization hooks
248
- # are called, the custom method *must* call +super+ without any arguments
249
- # like so:
250
- #
251
- # class Vehicle
252
- # state_machine :state, :initial => :parked do
253
- # ...
254
- # end
255
- #
256
- # def initialize(attributes = {})
257
- # ...
258
- # super()
259
- # end
260
- # end
261
- #
262
- # vehicle = Vehicle.new # => #<Vehicle:0xb7c8dbf8 @state="parked">
263
- # vehicle.state # => "parked"
264
- #
265
- # Because of the way the inclusion of modules works in Ruby, calling
266
- # <tt>super()</tt> will not only call the superclass's +initialize+, but
267
- # also +initialize+ on all included modules. This allows the original state
268
- # machine hook to get called properly.
269
- #
270
- # If you want to avoid calling the superclass's constructor, but still want
271
- # to initialize the state machine attributes:
272
- #
273
- # class Vehicle
274
- # state_machine :state, :initial => :parked do
275
- # ...
276
- # end
277
- #
278
- # def initialize(attributes = {})
279
- # ...
280
- # initialize_state_machines
281
- # end
282
- # end
283
- #
284
- # vehicle = Vehicle.new # => #<Vehicle:0xb7c8dbf8 @state="parked">
285
- # vehicle.state # => "parked"
286
- #
287
- # You may also need to call the +initialize_state_machines+ helper manually
288
- # in cases where you want to change how static / dynamic initial states get
289
- # set. For example, the following example forces the initialization of
290
- # static states regardless of their current value:
291
- #
292
- # class Vehicle
293
- # state_machine :state, :initial => :parked do
294
- # state nil, :idling
295
- # ...
296
- # end
297
- #
298
- # def initialize(attributes = {})
299
- # @state = 'idling'
300
- # initialize_state_machines(:static => :force) do
301
- # ...
302
- # end
303
- # end
304
- # end
305
- #
306
- # vehicle = Vehicle.new # => #<Vehicle:0xb7c8dbf8 @state="parked">
307
- # vehicle.state # => "parked"
308
- #
309
- # The above example is also noteworthy because it demonstrates how to avoid
310
- # initialization issues when +nil+ is a valid state. Without passing in
311
- # <tt>:static => :force</tt>, state_machine would never have initialized
312
- # the state because +nil+ (the default attribute value) would have been
313
- # interpreted as a valid current state. As a result, state_machine would
314
- # have simply skipped initialization.
315
- #
316
- # == States
317
- #
318
- # All of the valid states for the machine are automatically tracked based
319
- # on the events, transitions, and callbacks defined for the machine. If
320
- # there are additional states that are never referenced, these should be
321
- # explicitly added using the EnumStateMachine::Machine#state or
322
- # EnumStateMachine::Machine#other_states helpers.
323
- #
324
- # When a new state is defined, a predicate method for that state is
325
- # generated on the class. For example,
326
- #
327
- # class Vehicle
328
- # state_machine :initial => :parked do
329
- # event :ignite do
330
- # transition all => :idling
331
- # end
332
- # end
333
- # end
334
- #
335
- # ...will generate the following instance methods (assuming they're not
336
- # already defined in the class):
337
- # * <tt>parked?</tt>
338
- # * <tt>idling?</tt>
339
- #
340
- # Each predicate method will return true if it matches the object's
341
- # current state. Otherwise, it will return false.
342
- #
343
- # == Attribute access
344
- #
345
- # The actual value for a state is stored in the attribute configured for the
346
- # state machine. In most cases, this is the same as the name of the state
347
- # machine. For example:
348
- #
349
- # class Vehicle
350
- # attr_accessor :state
351
- #
352
- # state_machine :state, :initial => :parked do
353
- # ...
354
- # state :parked, :value => 0
355
- # start :idling, :value => 1
356
- # end
357
- # end
358
- #
359
- # vehicle = Vehicle.new # => #<Vehicle:0xb712da60 @state=0>
360
- # vehicle.state # => 0
361
- # vehicle.parked? # => true
362
- # vehicle.state = 1
363
- # vehicle.idling? # => true
364
- #
365
- # The most important thing to note from the example above is what it means
366
- # to read from and write to the state machine's attribute. In particular,
367
- # state_machine treats the attribute (+state+ in this case) like a basic
368
- # attr_accessor that's been defined on the class. There are no special
369
- # behaviors added, such as allowing the attribute to be written to based on
370
- # the name of a state in the machine. This is the case for a few reasons:
371
- # * Setting the attribute directly is an edge case that is meant to only be
372
- # used when you want to skip state_machine altogether. This means that
373
- # state_machine shouldn't have any effect on the attribute accessor
374
- # methods. If you want to change the state, you should be using one of
375
- # the events defined in the state machine.
376
- # * Many ORMs provide custom behavior for the attribute reader / writer - it
377
- # may even be defined by your own framework / method implementation just
378
- # the example above showed. In order to avoid having to worry about the
379
- # different ways an attribute can get written, state_machine just makes
380
- # sure that the configured value for a state is always used when writing
381
- # to the attribute.
382
- #
383
- # If you were interested in accessing the name of a state (instead of its
384
- # actual value through the attribute), you could do the following:
385
- #
386
- # vehicle.state_name # => :idling
387
- #
388
- # == Events and Transitions
389
- #
390
- # Events defined on the machine are the interface to transitioning states
391
- # for an object. Events can be fired either directly (through the method
392
- # generated for the event) or indirectly (through attributes defined on
393
- # the machine).
394
- #
395
- # For example,
396
- #
397
- # class Vehicle
398
- # state_machine :initial => :parked do
399
- # event :ignite do
400
- # transition :parked => :idling
401
- # end
402
- # end
403
- #
404
- # state_machine :alarm_state, :initial => :active do
405
- # event :disable do
406
- # transition all => :off
407
- # end
408
- # end
409
- # end
410
- #
411
- # # Fire +ignite+ event directly
412
- # vehicle = Vehicle.create # => #<Vehicle id=1 state="parked" alarm_state="active">
413
- # vehicle.ignite # => true
414
- # vehicle.state # => "idling"
415
- # vehicle.alarm_state # => "active"
416
- #
417
- # # Fire +disable+ event automatically
418
- # vehicle.alarm_state_event = 'disable'
419
- # vehicle.save # => true
420
- # vehicle.alarm_state # => "off"
421
- #
422
- # In the above example, the +state+ attribute is transitioned using the
423
- # +ignite+ action that's generated from the state machine. On the other
424
- # hand, the +alarm_state+ attribute is transitioned using the +alarm_state_event+
425
- # attribute that automatically gets fired when the machine's action (+save+)
426
- # is invoked.
427
- #
428
- # For more information about how to configure an event and its associated
429
- # transitions, see EnumStateMachine::Machine#event.
430
- #
431
- # == Defining callbacks
432
- #
433
- # Within the +state_machine+ block, you can also define callbacks for
434
- # transitions. For more information about defining these callbacks,
435
- # see EnumStateMachine::Machine#before_transition, EnumStateMachine::Machine#after_transition,
436
- # and EnumStateMachine::Machine#around_transition, and EnumStateMachine::Machine#after_failure.
437
- #
438
- # == Namespaces
439
- #
440
- # When a namespace is configured for a state machine, the name provided
441
- # will be used in generating the instance methods for interacting with
442
- # states/events in the machine. This is particularly useful when a class
443
- # has multiple state machines and it would be difficult to differentiate
444
- # between the various states / events.
445
- #
446
- # For example,
447
- #
448
- # class Vehicle
449
- # state_machine :heater_state, :initial => :off, :namespace => 'heater' do
450
- # event :turn_on do
451
- # transition all => :on
452
- # end
453
- #
454
- # event :turn_off do
455
- # transition all => :off
456
- # end
457
- # end
458
- #
459
- # state_machine :alarm_state, :initial => :active, :namespace => 'alarm' do
460
- # event :turn_on do
461
- # transition all => :active
462
- # end
463
- #
464
- # event :turn_off do
465
- # transition all => :off
466
- # end
467
- # end
468
- # end
469
- #
470
- # The above class defines two state machines: +heater_state+ and +alarm_state+.
471
- # For the +heater_state+ machine, the following methods are generated since
472
- # it's namespaced by "heater":
473
- # * <tt>can_turn_on_heater?</tt>
474
- # * <tt>turn_on_heater</tt>
475
- # * ...
476
- # * <tt>can_turn_off_heater?</tt>
477
- # * <tt>turn_off_heater</tt>
478
- # * ..
479
- # * <tt>heater_off?</tt>
480
- # * <tt>heater_on?</tt>
481
- #
482
- # As shown, each method is unique to the state machine so that the states
483
- # and events don't conflict. The same goes for the +alarm_state+ machine:
484
- # * <tt>can_turn_on_alarm?</tt>
485
- # * <tt>turn_on_alarm</tt>
486
- # * ...
487
- # * <tt>can_turn_off_alarm?</tt>
488
- # * <tt>turn_off_alarm</tt>
489
- # * ..
490
- # * <tt>alarm_active?</tt>
491
- # * <tt>alarm_off?</tt>
492
- #
493
- # == Scopes
494
- #
495
- # For integrations that support it, a group of default scope filters will
496
- # be automatically created for assisting in finding objects that have the
497
- # attribute set to one of a given set of states.
498
- #
499
- # For example,
500
- #
501
- # Vehicle.with_state(:parked) # => All vehicles where the state is parked
502
- # Vehicle.with_states(:parked, :idling) # => All vehicles where the state is either parked or idling
503
- #
504
- # Vehicle.without_state(:parked) # => All vehicles where the state is *not* parked
505
- # Vehicle.without_states(:parked, :idling) # => All vehicles where the state is *not* parked or idling
506
- #
507
- # *Note* that if class methods already exist with those names (i.e.
508
- # :with_state, :with_states, :without_state, or :without_states), then a
509
- # scope will not be defined for that name.
510
- #
511
- # See EnumStateMachine::Machine for more information about using integrations
512
- # and the individual integration docs for information about the actual
513
- # scopes that are generated.
514
- def state_machine(*args, &block)
515
- EnumStateMachine::Machine.find_or_create(self, *args, &block)
516
- end
517
- end
518
- end