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Module: $RCSfile: vtkKWStateMachine.h,v $
Copyright (c) Kitware, Inc.
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkKWStateMachine - a state machine.
// .SECTION Description
// This class is the basis for a state machine framework.
// A state machine is defined by a set of states, a set of inputs and a
// transition matrix that defines for each pair of (state,input) what is
// the next state to assume.
// .SECTION Thanks
// This work is part of the National Alliance for Medical Image
// Computing (NAMIC), funded by the National Institutes of Health
// through the NIH Roadmap for Medical Research, Grant U54 EB005149.
// Information on the National Centers for Biomedical Computing
// can be obtained from http://nihroadmap.nih.gov/bioinformatics.
// .SECTION See Also
// vtkKWStateMachineInput vtkKWStateMachineState vtkKWStateMachineTransition
#ifndef __vtkKWStateMachine_h
#define __vtkKWStateMachine_h
#include "vtkKWObject.h"
class vtkKWStateMachineState;
class vtkKWStateMachineTransition;
class vtkKWStateMachineInput;
class vtkKWStateMachineInternals;
class vtkKWStateMachineCluster;
class KWWidgets_EXPORT vtkKWStateMachine : public vtkKWObject
{
public:
static vtkKWStateMachine* New();
vtkTypeRevisionMacro(vtkKWStateMachine, vtkKWObject);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Add a state.
// Return 1 on success, 0 otherwise.
virtual int AddState(vtkKWStateMachineState *state);
virtual int HasState(vtkKWStateMachineState *state);
virtual int GetNumberOfStates();
virtual vtkKWStateMachineState* GetNthState(int rank);
// Description:
// Add an input.
// Return 1 on success, 0 otherwise.
virtual int AddInput(vtkKWStateMachineInput *input);
virtual int HasInput(vtkKWStateMachineInput *input);
virtual int GetNumberOfInputs();
virtual vtkKWStateMachineInput* GetNthInput(int rank);
// Description:
// Add a transition. The transition must be complete, i.e. its originating
// and destination states must be set, as well as its input. Furthermore,
// said parameters must be known to the state machine, i.e. one should
// make sure the states and input have been added to the state machine first.
// Return 1 on success, 0 otherwise.
virtual int AddTransition(vtkKWStateMachineTransition *transition);
virtual int HasTransition(vtkKWStateMachineTransition *transition);
virtual int GetNumberOfTransitions();
virtual vtkKWStateMachineTransition* GetNthTransition(int rank);
// Description:
// Create and add a new transition. If a transition object has already
// been added with the same parameters, it will be used instead.
// Return transition on success, NULL otherwise.
virtual vtkKWStateMachineTransition* CreateTransition(
vtkKWStateMachineState *origin,
vtkKWStateMachineInput *input,
vtkKWStateMachineState *destination);
// Description:
// Find a transition.
// Return transition on success, NULL otherwise.
virtual vtkKWStateMachineTransition* FindTransition(
vtkKWStateMachineState *origin,
vtkKWStateMachineInput *input);
virtual vtkKWStateMachineTransition* FindTransition(
vtkKWStateMachineState *origin,
vtkKWStateMachineInput *input,
vtkKWStateMachineState *destination);
// Description:
// Set/Get the initial state.
// IMPORTANT: This call bootstraps/starts the state machine, it should
// therefore be the *last* method you call after setting up the whole state
// machine. No input, state or transition can be added afterwards.
// Note that the initial state can not be reset.
// Note that setting the initial state is actually the same as entering
// it (i.e. the state's Enter() method will be called).
// Return 1 on success, 0 otherwise.
vtkGetObjectMacro(InitialState, vtkKWStateMachineState);
virtual int SetInitialState(vtkKWStateMachineState*);
// Description:
// Get if the state machine is actually running.
// At the moment, this is done by checking if InitialState has been set.
virtual int IsRunning();
// Description:
// Get the current and previous state.
vtkGetObjectMacro(CurrentState, vtkKWStateMachineState);
vtkKWStateMachineState* GetPreviousState();
// Description:
// Push a new input in the queue of inputs to be processed.
virtual void PushInput(vtkKWStateMachineInput *input);
// Description:
// Perform the state transition and invoke the corresponding action for
// every pending input stored in the input queue.
// For each input in the queue:
// - a transition T is searched accepting the current state C and the input,
// - if found:
// - T's Start() method is triggered,
// - C's Leave() method is triggered,
// - T is pushed to the history (see GetNthTransitionInHistory),
// - C becomes T's DestinationState (i.e. current state = new state),
// - CurrentStateChangedCommand and CurrentStateChangedEvent are invoked,
// - C (i.e. T's DestinationState)'s Enter() method is triggered,
// - T's End() method is triggered.
virtual void ProcessInputs();
// Description:
// The state machine keeps an history of all the transitions that were
// applied so far.
virtual int GetNumberOfTransitionsInHistory();
virtual vtkKWStateMachineTransition* GetNthTransitionInHistory(int rank);
// Description:
// Add a cluster. Clusters are not used by the state machine per se, they
// are just a convenient way to group states logically together, and can
// be used by state machine writers (see vtkKWStateMachineDOTWriter)
// to display clusters as groups.
// Return 1 on success, 0 otherwise.
virtual int AddCluster(vtkKWStateMachineCluster *cluster);
virtual int HasCluster(vtkKWStateMachineCluster *cluster);
virtual int GetNumberOfClusters();
virtual vtkKWStateMachineCluster* GetNthCluster(int rank);
// Description:
// Specifies a command to associate with this state machine. This command is
// invoked when the state machine current state has changed.
// The 'object' argument is the object that will have the method called on
// it. The 'method' argument is the name of the method to be called and any
// arguments in string form. If the object is NULL, the method is still
// evaluated as a simple command.
virtual void SetCurrentStateChangedCommand(
vtkObject *object, const char *method);
virtual void InvokeCurrentStateChangedCommand();
virtual int HasCurrentStateChangedCommand();
// Description:
// Events. The CurrentStateChangedCommand is invoked when the state machine
// current state has changed.
//BTX
enum
{
CurrentStateChangedEvent = 10000
};
//ETX
protected:
vtkKWStateMachine();
~vtkKWStateMachine();
vtkKWStateMachineState *InitialState;
vtkKWStateMachineState *CurrentState;
// Description:
// Remove state(s).
virtual void RemoveState(vtkKWStateMachineState *state);
virtual void RemoveAllStates();
// Description:
// Remove input(s).
virtual void RemoveInput(vtkKWStateMachineInput *input);
virtual void RemoveAllInputs();
// Description:
// Remove transition(s).
virtual void RemoveTransition(vtkKWStateMachineTransition *transition);
virtual void RemoveAllTransitions();
// Description:
// Remove cluster(s).
virtual void RemoveCluster(vtkKWStateMachineCluster *cluster);
virtual void RemoveAllClusters();
// PIMPL Encapsulation for STL containers
//BTX
vtkKWStateMachineInternals *Internals;
//ETX
// Description:
// Process one input.
virtual void ProcessInput(vtkKWStateMachineInput *input);
char *CurrentStateChangedCommand;
// Description:
// Push transition to the history.
virtual void PushTransitionToHistory(vtkKWStateMachineTransition*);
private:
vtkKWStateMachine(const vtkKWStateMachine&); // Not implemented
void operator=(const vtkKWStateMachine&); // Not implemented
};
#endif
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