See: Description
| Interface | Description |
|---|---|
| StateAction |
This interface is able to use to define a action method for entry, exit or a transition in a Statemachine, which is implemented inside any user class.
|
| Class | Description |
|---|---|
| PrepareTransition |
An instance of this class is created only temporary to build the transition path, set the #exitStates
and #entryStates.
|
| StateComposite |
A composite state with its own state variable
StateComposite.stateAct. |
| StateCompositeFlat |
Super class for a composite state which does not contain a history and which is not parallel to other
StateComposite. |
| StateDeepHistory |
This is the Pseudo-state for deep history transitions.
|
| StateMachine |
To build a state machine you should build a maybe inner class derived from
StateMachine. |
| StateMachine.StateCompositeTop | |
| StateParallel |
Base class for a state which contains more as one
StateComposite which are executed parallel if this state is active. |
| StateShallowHistory |
This is the Pseudo-state for deep history transitions.
|
| StateSimple |
Base class of a State in a State machine.
|
StateMachine: base class for the users state machine.
StateSimple: A simple state, base for:
StateComposite: contains an inner statemachine
StateParallel: Parallel behavior.