StateMachine class
Finite State Machine.
Exposes a concise API to create and transition in a state machine and also to query it's current values.
- Available Extensions
Constructors
-
StateMachine.create(void builder(StateNode<
AutomataState> ), {String? id, OnTransitionCallback? onTransition}) -
Creates a StateMachine using a builder pattern.
factory
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- id ↔ String?
-
Machine identifier.
getter/setter pair
- onTransition ↔ OnTransitionCallback?
-
The OnTransitionCallback will be called on every state transition the
StateMachine performs.
getter/setter pair
-
rootNode
↔ StateNodeDefinition<
RootState> -
Root node of the StateMachine.
getter/setter pair
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
-
stream
→ Stream<
StateMachineValue> -
no setter
- value ↔ StateMachineValue
-
Hold all the currently active
StateNodeDefinition
.getter/setter pair
Methods
-
dispose(
) → void - Dipose StreamController.
-
isInState(
Type type) → bool - Check if the state machine is currently in a given AutomataState.
-
matchesStatePath(
List< Type> path) → bool -
Check if the state machine contains a value that partially matches
the given
path
. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
send<
E extends AutomataEvent> (E event) → void - Send an event to the state machine.
-
toString(
) → String -
A string representation of this object.
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited