e79aa3c0ed
Former-commit-id: a2155e9bd80020e49e72e86c44da02a8ac0e57a4
210 lines
5.6 KiB
C#
210 lines
5.6 KiB
C#
//------------------------------------------------------------------------------
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// <copyright file="State.cs" company="Microsoft">
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// </copyright>
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//------------------------------------------------------------------------------
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namespace System.Activities.Statements
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{
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using System;
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using System.Activities;
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using System.ComponentModel;
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using System.Collections.ObjectModel;
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using System.Runtime.Collections;
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using System.Windows.Markup;
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/// <summary>
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/// This class represents a State in a StateMachine.
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/// </summary>
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public sealed class State
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{
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InternalState internalState;
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Collection<Transition> transitions;
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NoOp nullTrigger;
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Collection<Variable> variables;
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/// <summary>
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/// Gets or sets DisplayName of the State.
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/// </summary>
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public string DisplayName
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{
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get;
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set;
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}
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/// <summary>
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/// Gets or sets entry action of the State. It is executed when the StateMachine enters the State.
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/// It's optional.
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/// </summary>
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[DefaultValue(null)]
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public Activity Entry
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{
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get;
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set;
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}
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/// <summary>
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/// Gets or sets exit action of the State. It is executed when the StateMachine leaves the State.
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/// It's optional.
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/// </summary>
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[DependsOn("Entry")]
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[DefaultValue(null)]
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public Activity Exit
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{
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get;
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set;
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}
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/// <summary>
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/// Gets Transitions collection contains all outgoing Transitions from the State.
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/// </summary>
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[DependsOn("Exit")]
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public Collection<Transition> Transitions
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{
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get
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{
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if (this.transitions == null)
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{
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this.transitions = new ValidatingCollection<Transition>
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{
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// disallow null values
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OnAddValidationCallback = item =>
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{
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if (item == null)
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{
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throw FxTrace.Exception.AsError(new ArgumentNullException("item"));
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}
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},
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};
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}
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return this.transitions;
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}
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}
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/// <summary>
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/// Gets Variables which can be used within the scope of State and its Transitions collection.
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/// </summary>
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[DependsOn("Transitions")]
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public Collection<Variable> Variables
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{
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get
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{
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if (this.variables == null)
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{
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this.variables = new ValidatingCollection<Variable>
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{
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// disallow null values
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OnAddValidationCallback = item =>
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{
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if (item == null)
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{
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throw FxTrace.Exception.AsError(new ArgumentNullException("item"));
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}
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},
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};
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}
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return this.variables;
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}
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}
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/// <summary>
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/// Gets or sets a value indicating whether the State is a final State.
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/// </summary>
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[DefaultValue(false)]
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public bool IsFinal
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{
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get;
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set;
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}
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/// <summary>
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/// Gets Internal activity representation of state.
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/// </summary>
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internal InternalState InternalState
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{
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get
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{
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if (this.internalState == null)
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{
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this.internalState = new InternalState(this);
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}
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return this.internalState;
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}
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}
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/// <summary>
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/// Gets or sets PassNumber is used to detect re-visiting when traversing states in StateMachine.
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/// </summary>
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internal uint PassNumber
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{
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get;
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set;
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}
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/// <summary>
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/// Gets or sets a value indicating whether state can be reached via transitions.
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/// </summary>
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internal bool Reachable
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{
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get;
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set;
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}
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/// <summary>
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/// Gets or sets StateId is unique within a StateMachine.
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/// </summary>
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internal string StateId
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{
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get;
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set;
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}
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/// <summary>
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/// Gets or sets the display name of the parent state machine of the state.
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/// Used for tracking purpose only.
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/// </summary>
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internal string StateMachineName
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{
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get;
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set;
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}
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/// <summary>
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/// Clear internal state.
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/// </summary>
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internal void ClearInternalState()
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{
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this.internalState = null;
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}
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internal NoOp NullTrigger
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{
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get
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{
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if (this.nullTrigger == null)
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{
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this.nullTrigger = new NoOp
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{
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DisplayName = "Null Trigger"
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};
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}
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return this.nullTrigger;
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}
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}
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internal sealed class NoOp : CodeActivity
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{
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protected override void Execute(CodeActivityContext context)
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{
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}
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}
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}
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}
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