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Finite State Machines and Statecharts for the Modern Web.

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import { MachineSnapshot } from "./State.js"; import { StateNode } from "./StateNode.js"; import { AnyActorSystem } from "./system.js"; import { ResolveTypegenMeta, TypegenDisabled } from "./typegenTypes.js"; import type { ActorLogic, ActorScope, AnyActorRef, AnyActorScope, DoNotInfer, Equals, EventDescriptor, EventObject, HistoryValue, InternalMachineImplementations, MachineConfig, MachineContext, MachineImplementationsSimplified, ParameterizedObject, ProvidedActor, Snapshot, StateMachineDefinition, StateValue, TransitionDefinition } from "./types.js"; export declare const STATE_IDENTIFIER = "#"; export declare const WILDCARD = "*"; export declare class StateMachine<TContext extends MachineContext, TEvent extends EventObject, TChildren extends Record<string, AnyActorRef | undefined>, TActor extends ProvidedActor, TAction extends ParameterizedObject, TGuard extends ParameterizedObject, TDelay extends string, TStateValue extends StateValue, TTag extends string, TInput, TOutput, TEmitted extends EventObject = EventObject, // TODO: remove default TResolvedTypesMeta = ResolveTypegenMeta<TypegenDisabled, DoNotInfer<TEvent>, TActor, TAction, TGuard, TDelay, TTag, TEmitted>> implements ActorLogic<MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>, TEvent, TInput, AnyActorSystem, TEmitted> { /** * The raw config used to create the machine. */ config: MachineConfig<TContext, TEvent, any, any, any, any, any, any, TOutput, any> & { schemas?: unknown; }; /** * The machine's own version. */ version?: string; schemas: unknown; implementations: MachineImplementationsSimplified<TContext, TEvent>; root: StateNode<TContext, TEvent>; id: string; states: StateNode<TContext, TEvent>['states']; events: Array<EventDescriptor<TEvent>>; constructor( /** * The raw config used to create the machine. */ config: MachineConfig<TContext, TEvent, any, any, any, any, any, any, TOutput, any> & { schemas?: unknown; }, implementations?: MachineImplementationsSimplified<TContext, TEvent>); /** * Clones this state machine with the provided implementations * and merges the `context` (if provided). * * @param implementations Options (`actions`, `guards`, `actors`, `delays`, `context`) * to recursively merge with the existing options. * * @returns A new `StateMachine` instance with the provided implementations. */ provide(implementations: InternalMachineImplementations<TContext, TResolvedTypesMeta, true>): StateMachine<TContext, TEvent, TChildren, TActor, TAction, TGuard, TDelay, TStateValue, TTag, TInput, TOutput, TEmitted, TResolvedTypesMeta>; resolveState(config: { value: StateValue; context?: TContext; historyValue?: HistoryValue<TContext, TEvent>; status?: 'active' | 'done' | 'error' | 'stopped'; output?: TOutput; error?: unknown; } & (Equals<TContext, MachineContext> extends false ? { context: unknown; } : {})): MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>; /** * Determines the next snapshot given the current `snapshot` and received `event`. * Calculates a full macrostep from all microsteps. * * @param snapshot The current snapshot * @param event The received event */ transition(snapshot: MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>, event: TEvent, actorScope: ActorScope<typeof snapshot, TEvent, AnyActorSystem, TEmitted>): MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>; /** * Determines the next state given the current `state` and `event`. * Calculates a microstep. * * @param state The current state * @param event The received event */ microstep(snapshot: MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>, event: TEvent, actorScope: AnyActorScope): Array<MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>>; getTransitionData(snapshot: MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>, event: TEvent): Array<TransitionDefinition<TContext, TEvent>>; /** * The initial state _before_ evaluating any microsteps. * This "pre-initial" state is provided to initial actions executed in the initial state. */ private getPreInitialState; /** * Returns the initial `State` instance, with reference to `self` as an `ActorRef`. */ getInitialSnapshot(actorScope: ActorScope<MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>, TEvent, AnyActorSystem, TEmitted>, input?: TInput): MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>; start(snapshot: MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>): void; getStateNodeById(stateId: string): StateNode<TContext, TEvent>; get definition(): StateMachineDefinition<TContext, TEvent>; toJSON(): StateMachineDefinition<TContext, TEvent>; getPersistedSnapshot(snapshot: MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>, options?: unknown): Snapshot<unknown>; restoreSnapshot(snapshot: Snapshot<unknown>, _actorScope: ActorScope<MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>, TEvent, AnyActorSystem, TEmitted>): MachineSnapshot<TContext, TEvent, TChildren, TStateValue, TTag, TOutput>; /** * @deprecated an internal property that was acting as a "phantom" type, it's not used by anything right now but it's kept around for compatibility reasons **/ __TResolvedTypesMeta: TResolvedTypesMeta; }