reactive_state_machine library

Classes

CommandStateMachine<StateType extends State<CommandStateMachine<StateType>, StateType>>
EventStateMachine<StateType, EventType>
{@template state_machine} A Bloc that provides facilities methods to create state machines
EventStateMachineTransition<StateType, EventType>
StateDefinitionBuilder<State, Event, DefinedState extends State>
Object used to describe state machine's states
StateMachineBase<StateType>
StreamCommandStateMachine<StateType extends State<StreamCommandStateMachine<StateType>, StateType>>
StreamEventStateMachine<StateType, EventType>
Transition<StateMachineType, StateType>

Mixins

State<MachineType extends CommandStateMachine<StateType>, StateType extends State<MachineType, StateType>>

Typedefs

CommandStateMachineTransition<StateType> = Transition<CommandStateMachine<State<CommandStateMachine, dynamic>>, StateType>
EventTransition<Event, SuperState, CurrentState extends SuperState> = SuperState? Function(Event, CurrentState)
Signature of a function that may or may not emit a new state base on it's current state an an external event
SideEffect<CurrentState> = void Function(CurrentState)
Signature of a callback function called by the state machine in various contexts that hasn't the ability to emit new state
StateDefinitionBuilderCallback<StateType, EventType, DefinedState extends StateType> = StateDefinitionBuilder<StateType, EventType, DefinedState> Function(StateDefinitionBuilder<StateType, EventType, DefinedState>)