Class | StateMachine::Transition |
In: |
lib/state_machine/transition.rb
|
Parent: | Object |
args | [RW] | The arguments passed in to the event that triggered the transition (does not include the run_action boolean argument if specified) |
from | [R] | The original state value before the transition |
machine | [R] | The state machine for which this transition is defined |
object | [R] | The object being transitioned |
result | [R] | The result of invoking the action associated with the machine |
to | [R] | The new state value after the transition |
transient | [W] | Whether the transition is only existing temporarily for the object |
Determines equality of transitions by testing whether the object, states, and event involved in the transition are equal
A hash of all the core attributes defined for this transition with their names as keys and values of the attributes as values.
machine = StateMachine.new(Vehicle) transition = StateMachine::Transition.new(Vehicle.new, machine, :ignite, :parked, :idling) transition.attributes # => {:object => #<Vehicle:0xb7d60ea4>, :attribute => :state, :event => :ignite, :from => 'parked', :to => 'idling'}
Generates a nicely formatted description of this transitions‘s contents.
For example,
transition = StateMachine::Transition.new(object, machine, :ignite, :parked, :idling) transition # => #<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>
Does this transition represent a loopback (i.e. the from and to state are the same)
machine = StateMachine.new(Vehicle) StateMachine::Transition.new(Vehicle.new, machine, :park, :parked, :parked).loopback? # => true StateMachine::Transition.new(Vehicle.new, machine, :park, :idling, :parked).loopback? # => false
Runs the actual transition and any before/after callbacks associated with the transition. The action associated with the transition/machine can be skipped by passing in false.
class Vehicle state_machine :action => :save do ... end end vehicle = Vehicle.new transition = StateMachine::Transition.new(vehicle, machine, :ignite, :parked, :idling) transition.perform # => Runs the +save+ action after setting the state attribute transition.perform(false) # => Only sets the state attribute transition.perform(Time.now) # => Passes in additional arguments and runs the +save+ action transition.perform(Time.now, false) # => Passes in additional arguments and only sets the state attribute
Transitions the current value of the state to that specified by the transition. Once the state is persisted, it cannot be persisted again until this transition is reset.
class Vehicle state_machine do event :ignite do transition :parked => :idling end end end vehicle = Vehicle.new transition = StateMachine::Transition.new(vehicle, Vehicle.state_machine, :ignite, :parked, :idling) transition.persist vehicle.state # => 'idling'
Resets any tracking of which callbacks have already been run and whether the state has already been persisted
Rolls back changes made to the object‘s state via this transition. This will revert the state back to the from value.
class Vehicle state_machine :initial => :parked do event :ignite do transition :parked => :idling end end end vehicle = Vehicle.new # => #<Vehicle:0xb7b7f568 @state="parked"> transition = StateMachine::Transition.new(vehicle, Vehicle.state_machine, :ignite, :parked, :idling) # Persist the new state vehicle.state # => "parked" transition.persist vehicle.state # => "idling" # Roll back to the original state transition.rollback vehicle.state # => "parked"
Runs the before / after callbacks for this transition. If a block is provided, then it will be executed between the before and after callbacks.
Configuration options:
This will return true if all before callbacks gets executed. After callbacks will not have an effect on the result.
Is this transition existing for a short period only? If this is set, it indicates that the transition (or the event backing it) should not be written to the object if it fails.