state-machine-js

0.0.7 • Public • Published

state-machine-js

NPM version Bower version Build Status

Finite State Machine

A simple utility that allows you to define states and actions to transition between them.

Installation

  • npm: npm install state-machine-js --save-dev
  • bower: bower install state-machine-js --save-dev

Usage

var stateMachine = new StateMachine();
 
var State = {
    CLOSED: 'CLOSED',
    OPENED: 'OPENED',
    LOCKED: 'LOCKED'
};
 
var Action = {
    CLOSE: 'CLOSE',
    OPEN: 'OPEN',
    LOCK: 'LOCK',
    UNLOCK: 'UNLOCK'
};
 
var config = [
    {
        initial: true,
        name: State.CLOSED,
        transitions: [
            { action: Action.OPEN, target: State.OPENED },
            { action: Action.LOCK, target: State.LOCKED }
        ]
    },
    {
        name: State.OPENED,
        transitions: [
            { action: Action.CLOSE, target: State.CLOSED }
        ]
    },
    {
        name: State.LOCKED,
        transitions: [
            { action: Action.UNLOCK, target: State.CLOSED }
        ]
    }
];
 
// create multiple states with a config array
stateMachine.create(config);
 
// add listener for state change
stateMachine.onChange.add(function(state, data, action) {
    console.log('State has changed to:', state.name);
    console.log('Got data:', data);
    console.log('Got triggering action:', action);
});
 
// start
stateMachine.start(); // state changed to 'CLOSED' because that state has 'initial' flag
 
// state will change to 'LOCKED':
stateMachine.action(Action.LOCK);
// state won't change - no valid transition to 'CLOSED' from 'LOCKED':
stateMachine.action(Action.CLOSE);
// state will change to 'CLOSED', data payload sent through:
stateMachine.action(Action.UNLOCK, { foo: 'bar' });
 
// debug view with info and buttons to change state
var debugView = new StateMachine.DebugView(stateMachine);
document.body.appendChild(debugView);
 

States can be created individually:

// create a single state
stateMachine.create({
    name: State.LOCKED,
    transitions: [
        { action: Action.UNLOCK, target: State.CLOSED }
    ]
});
 
// create multiple states by chaining
stateMachine.create({
    name: State.LOCKED,
    transitions: [
        { action: Action.UNLOCK, target: State.CLOSED }
    ]
}).create({
    name: State.CLOSED,
    transitions: [
        { action: Action.LOCK, target: State.LOCKED }
    ]
});

You can add callbacks to receive notifications when the State Machine is entering or exiting a State and optionally cancel the transition:

// add listener for state enter
stateMachine.onEnter.add(function(state, data, action) {
    console.log('State will change to:', state.name);
    // unless:
    if(someCondition) {
        stateMachine.cancel(); // will not enter this State
    }
});
 
// add listener for state exit
stateMachine.onExit.add(function(state, data, action) {
    console.log('State will change from:', state.name);
    // unless:
    if(someCondition) {
        stateMachine.cancel(); // will not exit this State
    }
});

You can also add optional callbacks to individual states:

// by retrieving individual states
var state = stateMachine.getState('LOCKED');
 
state.onEnter.add(function(state, data, action) {
    // entering LOCKED State
    // Possible to cancel transition in by calling stateMachine.cancel()
});
 
state.onChange.add(function(state, data, action) {
    // in LOCKED State
});
 
state.onExit.add(function(state, data, action) {
    // exiting LOCKED State
    // Possible to cancel transition out by calling stateMachine.cancel()
});
 
// or via config object
stateMachine.create({
    name: 'LOCKED',
    transitions: [
        { action: 'UNLOCK', target: 'CLOSED' }
    ],
    onEnter: function(state, data, action) {
        // entering LOCKED state
        // Possible to cancel transition in by calling stateMachine.cancel()
    },
    onChange: function(state, data, action) {
        // in LOCKED state
    },
    onExit: function(state, data, action) {
        // exiting LOCKED state
        // Possible to cancel transition out by calling stateMachine.cancel()
    }
});

API

Methods

create(config) create new States
start() returns StateMachine starts State Machine, transitioning to 'initial' State
action(action, data) returns StateMachine initiates a State transition
cancel() returns StateMachine cancels the current transition
getState(stateName) returns State retrieve a State
removeState(stateName) returns State remove a State
getTotal() returns number total number of States defined

Getters

currentState returns State
previousState returns State
states returns Object
initial returns State the initial State
history returns array array of State names (strings)

Callbacks

onChange.add(callback, context) add callback when State has changed
onEnter.add(callback, context) add callback when entering a State
onExit.add(callback, context) add callback when exiting a State

onChange.remove(callback, context) remove callback
onEnter.remove(callback, context) remove callback
onExit.remove(callback, context) remove callback

onChange.removeAll() remove all callbacks
onEnter.removeAll() remove all callbacks
onExit.removeAll() remove all callbacks

Dev Setup

To install dependencies:

$ bower install

To run tests:

$ npm install -g karma-cli
$ npm install
$ karma start

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Install

npm i state-machine-js

Weekly Downloads

9

Version

0.0.7

License

MIT

Last publish

Collaborators

  • ianmcgregor