Class | StateMachine::EventCollection |
In: |
lib/state_machine/event_collection.rb
|
Parent: | NodeCollection |
Represents a collection of events in a state machine
Gets the transition that should be performed for the event stored in the given object‘s event attribute. This also takes an additional parameter for automatically invalidating the object if the event or transition are invalid. By default, this is turned off.
Note that if a transition has already been generated for the event, then that transition will be used.
class Vehicle < ActiveRecord::Base state_machine :initial => :parked do event :ignite do transition :parked => :idling end end end vehicle = Vehicle.new # => #<Vehicle id: nil, state: "parked"> events = Vehicle.state_machine.events vehicle.state_event = nil events.attribute_transition_for(vehicle) # => nil # Event isn't defined vehicle.state_event = 'invalid' events.attribute_transition_for(vehicle) # => false # Event is invalid vehicle.state_event = 'ignite' events.attribute_transition_for(vehicle) # => #<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>
Gets the list of transitions that can be run on the given object.
Valid requirement options:
class Vehicle state_machine :initial => :parked do event :park do transition :idling => :parked end event :ignite do transition :parked => :idling end end end events = Vehicle.state_machine.events vehicle = Vehicle.new # => #<Vehicle:0xb7c464b0 @state="parked"> events.transitions_for(vehicle) # => [#<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>] vehicle.state = 'idling' events.transitions_for(vehicle) # => [#<StateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>] # Search for explicit transitions regardless of the current state events.transitions_for(vehicle, :from => :parked) # => [#<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
Gets the list of events that can be fired on the given object.
Valid requirement options:
class Vehicle state_machine :initial => :parked do event :park do transition :idling => :parked end event :ignite do transition :parked => :idling end end end events = Vehicle.state_machine(:state).events vehicle = Vehicle.new # => #<Vehicle:0xb7c464b0 @state="parked"> events.valid_for(vehicle) # => [#<StateMachine::Event name=:ignite transitions=[:parked => :idling]>] vehicle.state = 'idling' events.valid_for(vehicle) # => [#<StateMachine::Event name=:park transitions=[:idling => :parked]>]