uml-state-machine
Version:
UML state machine in Javascript.
119 lines (98 loc) • 3.85 kB
JavaScript
var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.Machine = Machine;
var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
var _lodash = _interopRequireDefault(require("lodash"));
var _State = require("./State");
function ownKeys(object, enumerableOnly) { var keys = Object.keys(object); if (Object.getOwnPropertySymbols) { var symbols = Object.getOwnPropertySymbols(object); if (enumerableOnly) symbols = symbols.filter(function (sym) { return Object.getOwnPropertyDescriptor(object, sym).enumerable; }); keys.push.apply(keys, symbols); } return keys; }
function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { var source = arguments[i] != null ? arguments[i] : {}; if (i % 2) { ownKeys(Object(source), true).forEach(function (key) { (0, _defineProperty2["default"])(target, key, source[key]); }); } else if (Object.getOwnPropertyDescriptors) { Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)); } else { ownKeys(Object(source)).forEach(function (key) { Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key)); }); } } return target; }
function Machine(_ref) {
var definition = _ref.definition,
actioner = _ref.actioner,
observers = _ref.observers;
observers = _objectSpread({
onEntry: _lodash["default"].noop,
onExit: _lodash["default"].noop,
onTransitionBegin: _lodash["default"].noop,
onTransitionEnd: _lodash["default"].noop
}, observers);
var _stateMap = (0, _State.buildStateMap)(definition);
var currentState = getRootState();
var previousState = null;
var nextState = null;
function getRootState() {
return _stateMap.get("Root");
}
function enterInitialState() {
var initialStateName = (0, _State.findInitialState)(definition.state);
(0, _State.walkOnEntry)(machine, getRootState(), _stateMap.get(initialStateName));
setStateCurrent(initialStateName);
}
function getCurrentState() {
return currentState;
}
function setStateCurrent(stateName) {
currentState = _stateMap.get(stateName);
if (!currentState) {
throw {
name: "RunTime",
message: "invalid state name",
"function": "setStateCurrent",
details: stateName
};
}
}
function setStateNext(stateName) {
nextState = stateName;
}
function addEventHandlers(machine, events) {
return events.reduce(function (machine, event) {
var eventId = event;
machine[eventId] = function (payload) {
var currentState = getCurrentState();
if (currentState[eventId]) {
currentState[eventId](machine, payload);
} else {
throw {
name: "Internal",
eventId: eventId,
state: currentState.name(),
details: currentState
};
}
};
return machine;
}, machine);
}
var machine = {
actioner: actioner,
observers: observers,
stateMap: function stateMap() {
return _stateMap;
},
enterInitialState: enterInitialState,
setStateCurrent: setStateCurrent,
getStateCurrent: function getStateCurrent() {
return currentState;
},
getStatePrevious: function getStatePrevious() {
return previousState;
},
setStatePrevious: function setStatePrevious(state) {
previousState = state;
},
getStateNext: function getStateNext() {
return nextState;
},
setStateNext: setStateNext,
setStatePreviousFromCurrent: function setStatePreviousFromCurrent() {
previousState = currentState;
return previousState;
}
};
machine = addEventHandlers(machine, definition.events);
return machine;
}
;