""" Generated by Statechart compiler by Glenn De Jonghe, Joeri Exelmans, Simon Van Mierlo, and Yentl Van Tendeloo (for the inspiration) Model author: Simon Van Mierlo Model name: Bouncing_Balls_Python_Version Model description: Bouncing Balls - no UI code. """ from sccd.runtime.statecharts_core import * from ui_classes import * # package "Bouncing_Balls_Python_Version" class MainApp(RuntimeClassBase): def __init__(self, controller): RuntimeClassBase.__init__(self, controller) self.semantics.big_step_maximality = StatechartSemantics.TakeMany self.semantics.internal_event_lifeline = StatechartSemantics.Queue self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep self.semantics.priority = StatechartSemantics.SourceParent self.semantics.concurrency = StatechartSemantics.Single # build Statechart structure self.build_statechart_structure() # call user defined constructor MainApp.user_defined_constructor(self) def user_defined_constructor(self): self.nr_of_windows = 0 def user_defined_destructor(self): pass # builds Statechart structure def build_statechart_structure(self): # state self.states[""] = State(0, "", self) # state /main self.states["/main"] = ParallelState(1, "/main", self) # state /main/main_behaviour self.states["/main/main_behaviour"] = State(2, "/main/main_behaviour", self) # state /main/main_behaviour/initializing self.states["/main/main_behaviour/initializing"] = State(3, "/main/main_behaviour/initializing", self) self.states["/main/main_behaviour/initializing"].setEnter(self._main_main_behaviour_initializing_enter) # state /main/main_behaviour/running self.states["/main/main_behaviour/running"] = State(4, "/main/main_behaviour/running", self) # state /main/creating_behaviour self.states["/main/creating_behaviour"] = State(5, "/main/creating_behaviour", self) # state /main/creating_behaviour/waiting self.states["/main/creating_behaviour/waiting"] = State(6, "/main/creating_behaviour/waiting", self) # state /main/creating_behaviour/creating self.states["/main/creating_behaviour/creating"] = State(7, "/main/creating_behaviour/creating", self) # state /main/deleting_behaviour self.states["/main/deleting_behaviour"] = State(8, "/main/deleting_behaviour", self) # state /main/deleting_behaviour/waiting self.states["/main/deleting_behaviour/waiting"] = State(9, "/main/deleting_behaviour/waiting", self) # state /main/deleting_behaviour/deleting self.states["/main/deleting_behaviour/deleting"] = State(10, "/main/deleting_behaviour/deleting", self) # state /stopped self.states["/stopped"] = State(11, "/stopped", self) self.states["/stopped"].setEnter(self._stopped_enter) # add children self.states[""].addChild(self.states["/main"]) self.states[""].addChild(self.states["/stopped"]) self.states["/main"].addChild(self.states["/main/main_behaviour"]) self.states["/main"].addChild(self.states["/main/creating_behaviour"]) self.states["/main"].addChild(self.states["/main/deleting_behaviour"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/initializing"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/running"]) self.states["/main/creating_behaviour"].addChild(self.states["/main/creating_behaviour/waiting"]) self.states["/main/creating_behaviour"].addChild(self.states["/main/creating_behaviour/creating"]) self.states["/main/deleting_behaviour"].addChild(self.states["/main/deleting_behaviour/waiting"]) self.states["/main/deleting_behaviour"].addChild(self.states["/main/deleting_behaviour/deleting"]) self.states[""].fixTree() self.states[""].default_state = self.states["/main"] self.states["/main/main_behaviour"].default_state = self.states["/main/main_behaviour/initializing"] self.states["/main/creating_behaviour"].default_state = self.states["/main/creating_behaviour/waiting"] self.states["/main/deleting_behaviour"].default_state = self.states["/main/deleting_behaviour/waiting"] # transition /main/main_behaviour/initializing _main_main_behaviour_initializing_0 = Transition(self, self.states["/main/main_behaviour/initializing"], [self.states["/main/main_behaviour/running"]]) _main_main_behaviour_initializing_0.setTrigger(None) self.states["/main/main_behaviour/initializing"].addTransition(_main_main_behaviour_initializing_0) # transition /main/main_behaviour/running _main_main_behaviour_running_0 = Transition(self, self.states["/main/main_behaviour/running"], [self.states["/main/main_behaviour/running"]]) _main_main_behaviour_running_0.setAction(self._main_main_behaviour_running_0_exec) _main_main_behaviour_running_0.setTrigger(Event("window_created", None)) self.states["/main/main_behaviour/running"].addTransition(_main_main_behaviour_running_0) _main_main_behaviour_running_1 = Transition(self, self.states["/main/main_behaviour/running"], [self.states["/main/main_behaviour/running"]]) _main_main_behaviour_running_1.setAction(self._main_main_behaviour_running_1_exec) _main_main_behaviour_running_1.setTrigger(Event("window_deleted", None)) _main_main_behaviour_running_1.setGuard(self._main_main_behaviour_running_1_guard) self.states["/main/main_behaviour/running"].addTransition(_main_main_behaviour_running_1) _main_main_behaviour_running_2 = Transition(self, self.states["/main/main_behaviour/running"], [self.states["/main/main_behaviour/running"]]) _main_main_behaviour_running_2.setAction(self._main_main_behaviour_running_2_exec) _main_main_behaviour_running_2.setTrigger(Event("window_deleted", None)) _main_main_behaviour_running_2.setGuard(self._main_main_behaviour_running_2_guard) self.states["/main/main_behaviour/running"].addTransition(_main_main_behaviour_running_2) # transition /main/creating_behaviour/waiting _main_creating_behaviour_waiting_0 = Transition(self, self.states["/main/creating_behaviour/waiting"], [self.states["/main/creating_behaviour/creating"]]) _main_creating_behaviour_waiting_0.setAction(self._main_creating_behaviour_waiting_0_exec) _main_creating_behaviour_waiting_0.setTrigger(Event("create_window", None)) self.states["/main/creating_behaviour/waiting"].addTransition(_main_creating_behaviour_waiting_0) # transition /main/creating_behaviour/creating _main_creating_behaviour_creating_0 = Transition(self, self.states["/main/creating_behaviour/creating"], [self.states["/main/creating_behaviour/waiting"]]) _main_creating_behaviour_creating_0.setAction(self._main_creating_behaviour_creating_0_exec) _main_creating_behaviour_creating_0.setTrigger(Event("instance_created", None)) self.states["/main/creating_behaviour/creating"].addTransition(_main_creating_behaviour_creating_0) # transition /main/deleting_behaviour/waiting _main_deleting_behaviour_waiting_0 = Transition(self, self.states["/main/deleting_behaviour/waiting"], [self.states["/main/deleting_behaviour/deleting"]]) _main_deleting_behaviour_waiting_0.setAction(self._main_deleting_behaviour_waiting_0_exec) _main_deleting_behaviour_waiting_0.setTrigger(Event("delete_window", None)) self.states["/main/deleting_behaviour/waiting"].addTransition(_main_deleting_behaviour_waiting_0) # transition /main/deleting_behaviour/deleting _main_deleting_behaviour_deleting_0 = Transition(self, self.states["/main/deleting_behaviour/deleting"], [self.states["/main/deleting_behaviour/waiting"]]) _main_deleting_behaviour_deleting_0.setAction(self._main_deleting_behaviour_deleting_0_exec) _main_deleting_behaviour_deleting_0.setTrigger(Event("instance_deleted", None)) self.states["/main/deleting_behaviour/deleting"].addTransition(_main_deleting_behaviour_deleting_0) # transition /main _main_0 = Transition(self, self.states["/main"], [self.states["/stopped"]]) _main_0.setTrigger(Event("stop", None)) self.states["/main"].addTransition(_main_0) def _main_main_behaviour_initializing_enter(self): self.raiseInternalEvent(Event("create_window", None, [])) def _stopped_enter(self): self.big_step.outputEvent(Event("stop_ui", self.getOutPortName("ui_out"), [])) def _main_main_behaviour_running_0_exec(self, parameters): self.nr_of_windows += 1 def _main_main_behaviour_running_1_exec(self, parameters): self.nr_of_windows -= 1 def _main_main_behaviour_running_1_guard(self, parameters): return self.nr_of_windows > 1 def _main_main_behaviour_running_2_exec(self, parameters): self.raiseInternalEvent(Event("stop", None, [])) def _main_main_behaviour_running_2_guard(self, parameters): return self.nr_of_windows == 1 def _main_creating_behaviour_waiting_0_exec(self, parameters): self.big_step.outputEventOM(Event("create_instance", None, [self, 'windows', 'Window'])) def _main_creating_behaviour_creating_0_exec(self, parameters): association_name = parameters[0] self.big_step.outputEvent(Event("create_new_window", self.getOutPortName("ui_out"), [association_name, self.getSingleChild(association_name)])) self.big_step.outputEventOM(Event("start_instance", None, [self, association_name])) self.big_step.outputEventOM(Event("narrow_cast", None, [self, association_name, Event("set_association_name", None, [association_name])])) self.raiseInternalEvent(Event("window_created", None, [])) def _main_deleting_behaviour_waiting_0_exec(self, parameters): association_name = parameters[0] self.big_step.outputEvent(Event("delete_window", self.getOutPortName("ui_out"), [association_name])) self.big_step.outputEventOM(Event("delete_instance", None, [self, association_name])) def _main_deleting_behaviour_deleting_0_exec(self, parameters): self.raiseInternalEvent(Event("window_deleted", None, [])) def initializeStatechart(self): # enter default state self.default_targets = self.states["/main"].getEffectiveTargetStates() RuntimeClassBase.initializeStatechart(self) class Window(RuntimeClassBase): def __init__(self, controller): RuntimeClassBase.__init__(self, controller) self.inports["window_ui_in"] = controller.addInputPort("window_ui_in", self) self.outports["window_ui_out"] = controller.addOutputPort("window_ui_out", self) self.semantics.big_step_maximality = StatechartSemantics.TakeMany self.semantics.internal_event_lifeline = StatechartSemantics.Queue self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep self.semantics.priority = StatechartSemantics.SourceParent self.semantics.concurrency = StatechartSemantics.Single # build Statechart structure self.build_statechart_structure() # call user defined constructor Window.user_defined_constructor(self) def user_defined_constructor(self): pass def user_defined_destructor(self): pass # builds Statechart structure def build_statechart_structure(self): # state self.states[""] = State(0, "", self) # state /main self.states["/main"] = ParallelState(1, "/main", self) # state /main/main_behaviour self.states["/main/main_behaviour"] = State(2, "/main/main_behaviour", self) # state /main/main_behaviour/initializing self.states["/main/main_behaviour/initializing"] = State(3, "/main/main_behaviour/initializing", self) # state /main/main_behaviour/waiting_for_ui self.states["/main/main_behaviour/waiting_for_ui"] = State(4, "/main/main_behaviour/waiting_for_ui", self) # state /main/main_behaviour/creating_button self.states["/main/main_behaviour/creating_button"] = State(5, "/main/main_behaviour/creating_button", self) # state /main/main_behaviour/running self.states["/main/main_behaviour/running"] = State(6, "/main/main_behaviour/running", self) # state /main/main_behaviour/creating_ball self.states["/main/main_behaviour/creating_ball"] = State(7, "/main/main_behaviour/creating_ball", self) # state /main/size_change_listener self.states["/main/size_change_listener"] = State(8, "/main/size_change_listener", self) # state /main/size_change_listener/listening self.states["/main/size_change_listener/listening"] = State(9, "/main/size_change_listener/listening", self) # state /main/delete_listener self.states["/main/delete_listener"] = State(10, "/main/delete_listener", self) # state /main/delete_listener/listening self.states["/main/delete_listener/listening"] = State(11, "/main/delete_listener/listening", self) # state /stopped self.states["/stopped"] = State(12, "/stopped", self) self.states["/stopped"].setEnter(self._stopped_enter) # add children self.states[""].addChild(self.states["/main"]) self.states[""].addChild(self.states["/stopped"]) self.states["/main"].addChild(self.states["/main/main_behaviour"]) self.states["/main"].addChild(self.states["/main/size_change_listener"]) self.states["/main"].addChild(self.states["/main/delete_listener"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/initializing"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/waiting_for_ui"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/creating_button"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/running"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/creating_ball"]) self.states["/main/size_change_listener"].addChild(self.states["/main/size_change_listener/listening"]) self.states["/main/delete_listener"].addChild(self.states["/main/delete_listener/listening"]) self.states[""].fixTree() self.states[""].default_state = self.states["/main"] self.states["/main/main_behaviour"].default_state = self.states["/main/main_behaviour/initializing"] self.states["/main/size_change_listener"].default_state = self.states["/main/size_change_listener/listening"] self.states["/main/delete_listener"].default_state = self.states["/main/delete_listener/listening"] # transition /main/main_behaviour/initializing _main_main_behaviour_initializing_0 = Transition(self, self.states["/main/main_behaviour/initializing"], [self.states["/main/main_behaviour/waiting_for_ui"]]) _main_main_behaviour_initializing_0.setAction(self._main_main_behaviour_initializing_0_exec) _main_main_behaviour_initializing_0.setTrigger(Event("set_association_name", None)) self.states["/main/main_behaviour/initializing"].addTransition(_main_main_behaviour_initializing_0) # transition /main/main_behaviour/waiting_for_ui _main_main_behaviour_waiting_for_ui_0 = Transition(self, self.states["/main/main_behaviour/waiting_for_ui"], [self.states["/main/main_behaviour/creating_button"]]) _main_main_behaviour_waiting_for_ui_0.setAction(self._main_main_behaviour_waiting_for_ui_0_exec) _main_main_behaviour_waiting_for_ui_0.setTrigger(Event("ui_initialized", self.getInPortName("window_ui_in"))) self.states["/main/main_behaviour/waiting_for_ui"].addTransition(_main_main_behaviour_waiting_for_ui_0) # transition /main/main_behaviour/creating_button _main_main_behaviour_creating_button_0 = Transition(self, self.states["/main/main_behaviour/creating_button"], [self.states["/main/main_behaviour/running"]]) _main_main_behaviour_creating_button_0.setAction(self._main_main_behaviour_creating_button_0_exec) _main_main_behaviour_creating_button_0.setTrigger(Event("instance_created", None)) self.states["/main/main_behaviour/creating_button"].addTransition(_main_main_behaviour_creating_button_0) # transition /main/main_behaviour/running _main_main_behaviour_running_0 = Transition(self, self.states["/main/main_behaviour/running"], [self.states["/main/main_behaviour/running"]]) _main_main_behaviour_running_0.setAction(self._main_main_behaviour_running_0_exec) _main_main_behaviour_running_0.setTrigger(Event("button_pressed", None)) _main_main_behaviour_running_0.setGuard(self._main_main_behaviour_running_0_guard) self.states["/main/main_behaviour/running"].addTransition(_main_main_behaviour_running_0) _main_main_behaviour_running_1 = Transition(self, self.states["/main/main_behaviour/running"], [self.states["/main/main_behaviour/running"]]) _main_main_behaviour_running_1.setAction(self._main_main_behaviour_running_1_exec) _main_main_behaviour_running_1.setTrigger(Event("close_window", self.getInPortName("window_ui_in"))) self.states["/main/main_behaviour/running"].addTransition(_main_main_behaviour_running_1) _main_main_behaviour_running_2 = Transition(self, self.states["/main/main_behaviour/running"], [self.states["/main/main_behaviour/creating_ball"]]) _main_main_behaviour_running_2.setAction(self._main_main_behaviour_running_2_exec) _main_main_behaviour_running_2.setTrigger(Event("create_ball", self.getInPortName("window_ui_in"))) self.states["/main/main_behaviour/running"].addTransition(_main_main_behaviour_running_2) _main_main_behaviour_running_3 = Transition(self, self.states["/main/main_behaviour/running"], [self.states["/main/main_behaviour/running"]]) _main_main_behaviour_running_3.setAction(self._main_main_behaviour_running_3_exec) _main_main_behaviour_running_3.setTrigger(Event("delete_ball", None)) self.states["/main/main_behaviour/running"].addTransition(_main_main_behaviour_running_3) # transition /main/main_behaviour/creating_ball _main_main_behaviour_creating_ball_0 = Transition(self, self.states["/main/main_behaviour/creating_ball"], [self.states["/main/main_behaviour/running"]]) _main_main_behaviour_creating_ball_0.setAction(self._main_main_behaviour_creating_ball_0_exec) _main_main_behaviour_creating_ball_0.setTrigger(Event("instance_created", None)) self.states["/main/main_behaviour/creating_ball"].addTransition(_main_main_behaviour_creating_ball_0) # transition /main/size_change_listener/listening _main_size_change_listener_listening_0 = Transition(self, self.states["/main/size_change_listener/listening"], [self.states["/main/size_change_listener/listening"]]) _main_size_change_listener_listening_0.setAction(self._main_size_change_listener_listening_0_exec) _main_size_change_listener_listening_0.setTrigger(Event("size_changed", self.getInPortName("window_ui_in"))) self.states["/main/size_change_listener/listening"].addTransition(_main_size_change_listener_listening_0) # transition /main/delete_listener/listening _main_delete_listener_listening_0 = Transition(self, self.states["/main/delete_listener/listening"], [self.states["/main/delete_listener/listening"]]) _main_delete_listener_listening_0.setAction(self._main_delete_listener_listening_0_exec) _main_delete_listener_listening_0.setTrigger(Event("delete", self.getInPortName("window_ui_in"))) self.states["/main/delete_listener/listening"].addTransition(_main_delete_listener_listening_0) # transition /main _main_0 = Transition(self, self.states["/main"], [self.states["/stopped"]]) _main_0.setAction(self._main_0_exec) _main_0.setTrigger(Event("stop", None)) self.states["/main"].addTransition(_main_0) def _stopped_enter(self): self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("delete_window", None, [self.association_name])])) def _main_0_exec(self, parameters): self.big_step.outputEventOM(Event("delete_instance", None, [self, 'buttons'])) self.big_step.outputEventOM(Event("delete_instance", None, [self, 'balls'])) def _main_main_behaviour_initializing_0_exec(self, parameters): association_name = parameters[0] self.association_name = association_name def _main_main_behaviour_waiting_for_ui_0_exec(self, parameters): width = parameters[0] height = parameters[1] self.width = width self.height = height self.big_step.outputEventOM(Event("create_instance", None, [self, "buttons", "Button", 'create_window'])) def _main_main_behaviour_creating_button_0_exec(self, parameters): association_name = parameters[0] self.big_step.outputEvent(Event("create_new_button", self.getOutPortName("window_ui_out"), [association_name, self.getSingleChild(association_name)])) self.big_step.outputEventOM(Event("start_instance", None, [self, association_name])) def _main_main_behaviour_running_0_exec(self, parameters): event_name = parameters[0] self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("create_window", None, [])])) def _main_main_behaviour_running_0_guard(self, parameters): event_name = parameters[0] return event_name == 'create_window' def _main_main_behaviour_running_1_exec(self, parameters): self.raiseInternalEvent(Event("stop", None, [])) def _main_main_behaviour_running_2_exec(self, parameters): x = parameters[0] y = parameters[1] self.big_step.outputEventOM(Event("create_instance", None, [self, "balls", "Ball", x, y, self.width, self.height])) def _main_main_behaviour_running_3_exec(self, parameters): association_name = parameters[0] self.big_step.outputEventOM(Event("delete_instance", None, [self, association_name])) self.big_step.outputEvent(Event("delete_ball", self.getOutPortName("window_ui_out"), [association_name])) def _main_main_behaviour_creating_ball_0_exec(self, parameters): association_name = parameters[0] self.big_step.outputEvent(Event("create_new_ball", self.getOutPortName("window_ui_out"), [association_name, self.getSingleChild(association_name)])) self.big_step.outputEventOM(Event("start_instance", None, [self, association_name])) self.big_step.outputEventOM(Event("narrow_cast", None, [self, association_name, Event("set_association_name", None, [association_name])])) def _main_size_change_listener_listening_0_exec(self, parameters): new_width = parameters[0] new_height = parameters[1] self.width = new_width self.height = new_height self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'balls', Event("window_size_changed", None, [new_width, new_height])])) def _main_delete_listener_listening_0_exec(self, parameters): self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'balls', Event("delete", None, [])])) def initializeStatechart(self): # enter default state self.default_targets = self.states["/main"].getEffectiveTargetStates() RuntimeClassBase.initializeStatechart(self) class Button(RuntimeClassBase): def __init__(self, controller, event_name): RuntimeClassBase.__init__(self, controller) self.inports["button_ui_in"] = controller.addInputPort("button_ui_in", self) self.outports["button_ui_out"] = controller.addOutputPort("button_ui_out", self) self.semantics.big_step_maximality = StatechartSemantics.TakeMany self.semantics.internal_event_lifeline = StatechartSemantics.Queue self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep self.semantics.priority = StatechartSemantics.SourceParent self.semantics.concurrency = StatechartSemantics.Single # build Statechart structure self.build_statechart_structure() # call user defined constructor Button.user_defined_constructor(self, event_name) def user_defined_constructor(self, event_name): self.event_name = event_name def user_defined_destructor(self): pass # builds Statechart structure def build_statechart_structure(self): # state self.states[""] = State(0, "", self) # state /waiting self.states["/waiting"] = State(1, "/waiting", self) # state /running self.states["/running"] = State(2, "/running", self) # add children self.states[""].addChild(self.states["/waiting"]) self.states[""].addChild(self.states["/running"]) self.states[""].fixTree() self.states[""].default_state = self.states["/waiting"] # transition /waiting _waiting_0 = Transition(self, self.states["/waiting"], [self.states["/running"]]) _waiting_0.setAction(self._waiting_0_exec) _waiting_0.setTrigger(Event("ui_initialized", self.getInPortName("button_ui_in"))) self.states["/waiting"].addTransition(_waiting_0) # transition /running _running_0 = Transition(self, self.states["/running"], [self.states["/running"]]) _running_0.setAction(self._running_0_exec) _running_0.setTrigger(Event("clicked", self.getInPortName("button_ui_in"))) self.states["/running"].addTransition(_running_0) def _waiting_0_exec(self, parameters): self.big_step.outputEvent(Event("set_text", self.getOutPortName("button_ui_out"), [self.event_name])) def _running_0_exec(self, parameters): self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("button_pressed", None, [self.event_name])])) def initializeStatechart(self): # enter default state self.default_targets = self.states["/waiting"].getEffectiveTargetStates() RuntimeClassBase.initializeStatechart(self) class Ball(RuntimeClassBase): def __init__(self, controller, x, y, window_width, window_height): RuntimeClassBase.__init__(self, controller) self.inports["ball_ui_in"] = controller.addInputPort("ball_ui_in", self) self.outports["ball_ui_out"] = controller.addOutputPort("ball_ui_out", self) self.semantics.big_step_maximality = StatechartSemantics.TakeMany self.semantics.internal_event_lifeline = StatechartSemantics.Queue self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep self.semantics.priority = StatechartSemantics.SourceParent self.semantics.concurrency = StatechartSemantics.Single # build Statechart structure self.build_statechart_structure() # call user defined constructor Ball.user_defined_constructor(self, x, y, window_width, window_height) def user_defined_constructor(self, x, y, window_width, window_height): self.x = x self.y = y self.window_width = window_width self.window_height = window_height self.r = 20.0; self.vel = {'x': random.uniform(-5.0, 5.0), 'y': random.uniform(-5.0, 5.0)}; self.smooth = 0.4 # value between 0 and 1 def user_defined_destructor(self): pass # builds Statechart structure def build_statechart_structure(self): # state self.states[""] = State(0, "", self) # state /main self.states["/main"] = ParallelState(1, "/main", self) # state /main/main_behaviour self.states["/main/main_behaviour"] = State(2, "/main/main_behaviour", self) # state /main/main_behaviour/initializing self.states["/main/main_behaviour/initializing"] = State(3, "/main/main_behaviour/initializing", self) # state /main/main_behaviour/waiting_for_ui self.states["/main/main_behaviour/waiting_for_ui"] = State(4, "/main/main_behaviour/waiting_for_ui", self) # state /main/main_behaviour/bouncing self.states["/main/main_behaviour/bouncing"] = State(5, "/main/main_behaviour/bouncing", self) self.states["/main/main_behaviour/bouncing"].setEnter(self._main_main_behaviour_bouncing_enter) self.states["/main/main_behaviour/bouncing"].setExit(self._main_main_behaviour_bouncing_exit) # state /main/main_behaviour/dragging self.states["/main/main_behaviour/dragging"] = State(6, "/main/main_behaviour/dragging", self) # state /main/main_behaviour/selected self.states["/main/main_behaviour/selected"] = State(7, "/main/main_behaviour/selected", self) # state /main/size_change_listener self.states["/main/size_change_listener"] = State(8, "/main/size_change_listener", self) # state /main/size_change_listener/listening self.states["/main/size_change_listener/listening"] = State(9, "/main/size_change_listener/listening", self) # state /deleted self.states["/deleted"] = State(10, "/deleted", self) # add children self.states[""].addChild(self.states["/main"]) self.states[""].addChild(self.states["/deleted"]) self.states["/main"].addChild(self.states["/main/main_behaviour"]) self.states["/main"].addChild(self.states["/main/size_change_listener"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/initializing"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/waiting_for_ui"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/bouncing"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/dragging"]) self.states["/main/main_behaviour"].addChild(self.states["/main/main_behaviour/selected"]) self.states["/main/size_change_listener"].addChild(self.states["/main/size_change_listener/listening"]) self.states[""].fixTree() self.states[""].default_state = self.states["/main"] self.states["/main/main_behaviour"].default_state = self.states["/main/main_behaviour/initializing"] self.states["/main/size_change_listener"].default_state = self.states["/main/size_change_listener/listening"] # transition /main/main_behaviour/initializing _main_main_behaviour_initializing_0 = Transition(self, self.states["/main/main_behaviour/initializing"], [self.states["/main/main_behaviour/waiting_for_ui"]]) _main_main_behaviour_initializing_0.setAction(self._main_main_behaviour_initializing_0_exec) _main_main_behaviour_initializing_0.setTrigger(Event("set_association_name", None)) self.states["/main/main_behaviour/initializing"].addTransition(_main_main_behaviour_initializing_0) # transition /main/main_behaviour/waiting_for_ui _main_main_behaviour_waiting_for_ui_0 = Transition(self, self.states["/main/main_behaviour/waiting_for_ui"], [self.states["/main/main_behaviour/bouncing"]]) _main_main_behaviour_waiting_for_ui_0.setAction(self._main_main_behaviour_waiting_for_ui_0_exec) _main_main_behaviour_waiting_for_ui_0.setTrigger(Event("ui_initialized", self.getInPortName("ball_ui_in"))) self.states["/main/main_behaviour/waiting_for_ui"].addTransition(_main_main_behaviour_waiting_for_ui_0) # transition /main/main_behaviour/bouncing _main_main_behaviour_bouncing_0 = Transition(self, self.states["/main/main_behaviour/bouncing"], [self.states["/main/main_behaviour/bouncing"]]) _main_main_behaviour_bouncing_0.setAction(self._main_main_behaviour_bouncing_0_exec) _main_main_behaviour_bouncing_0.setTrigger(Event("_0after")) self.states["/main/main_behaviour/bouncing"].addTransition(_main_main_behaviour_bouncing_0) _main_main_behaviour_bouncing_1 = Transition(self, self.states["/main/main_behaviour/bouncing"], [self.states["/main/main_behaviour/selected"]]) _main_main_behaviour_bouncing_1.setAction(self._main_main_behaviour_bouncing_1_exec) _main_main_behaviour_bouncing_1.setTrigger(Event("select_ball", self.getInPortName("ball_ui_in"))) self.states["/main/main_behaviour/bouncing"].addTransition(_main_main_behaviour_bouncing_1) # transition /main/main_behaviour/dragging _main_main_behaviour_dragging_0 = Transition(self, self.states["/main/main_behaviour/dragging"], [self.states["/main/main_behaviour/dragging"]]) _main_main_behaviour_dragging_0.setAction(self._main_main_behaviour_dragging_0_exec) _main_main_behaviour_dragging_0.setTrigger(Event("motion", self.getInPortName("ball_ui_in"))) self.states["/main/main_behaviour/dragging"].addTransition(_main_main_behaviour_dragging_0) _main_main_behaviour_dragging_1 = Transition(self, self.states["/main/main_behaviour/dragging"], [self.states["/main/main_behaviour/bouncing"]]) _main_main_behaviour_dragging_1.setAction(self._main_main_behaviour_dragging_1_exec) _main_main_behaviour_dragging_1.setTrigger(Event("unselect_ball", self.getInPortName("ball_ui_in"))) self.states["/main/main_behaviour/dragging"].addTransition(_main_main_behaviour_dragging_1) # transition /main/main_behaviour/selected _main_main_behaviour_selected_0 = Transition(self, self.states["/main/main_behaviour/selected"], [self.states["/main/main_behaviour/dragging"]]) _main_main_behaviour_selected_0.setTrigger(Event("select_ball", self.getInPortName("ball_ui_in"))) self.states["/main/main_behaviour/selected"].addTransition(_main_main_behaviour_selected_0) _main_main_behaviour_selected_1 = Transition(self, self.states["/main/main_behaviour/selected"], [self.states["/main/main_behaviour/selected"]]) _main_main_behaviour_selected_1.setAction(self._main_main_behaviour_selected_1_exec) _main_main_behaviour_selected_1.setTrigger(Event("delete", None)) self.states["/main/main_behaviour/selected"].addTransition(_main_main_behaviour_selected_1) # transition /main/size_change_listener/listening _main_size_change_listener_listening_0 = Transition(self, self.states["/main/size_change_listener/listening"], [self.states["/main/size_change_listener/listening"]]) _main_size_change_listener_listening_0.setAction(self._main_size_change_listener_listening_0_exec) _main_size_change_listener_listening_0.setTrigger(Event("window_size_changed", None)) self.states["/main/size_change_listener/listening"].addTransition(_main_size_change_listener_listening_0) # transition /main _main_0 = Transition(self, self.states["/main"], [self.states["/deleted"]]) _main_0.setTrigger(Event("delete_local", None)) self.states["/main"].addTransition(_main_0) def _main_main_behaviour_bouncing_enter(self): self.addTimer(0, (20 - self.getSimulatedTime() % 20) / 1000.0) def _main_main_behaviour_bouncing_exit(self): self.removeTimer(0) def _main_main_behaviour_initializing_0_exec(self, parameters): association_name = parameters[0] self.association_name = association_name def _main_main_behaviour_waiting_for_ui_0_exec(self, parameters): self.big_step.outputEvent(Event("set_initial_params", self.getOutPortName("ball_ui_out"), [self.x, self.y, self.r])) def _main_main_behaviour_bouncing_0_exec(self, parameters): if self.x <= 0 or self.x + (self.r * 2) >= self.window_width: self.vel['x'] = -self.vel['x'] if self.y <= 0 or self.y + (self.r * 2) >= self.window_height: self.vel['y'] = -self.vel['y'] self.x += self.vel['x'] self.y += self.vel['y'] self.big_step.outputEvent(Event("change_position", self.getOutPortName("ball_ui_out"), [self.x, self.y])) def _main_main_behaviour_bouncing_1_exec(self, parameters): self.big_step.outputEvent(Event("change_color", self.getOutPortName("ball_ui_out"), ['yellow'])) def _main_main_behaviour_dragging_0_exec(self, parameters): dx = parameters[0] dy = parameters[1] self.x += dx self.y += dy if self.x - self.r <= 0: self.x = 1; elif self.x + self.r >= self.window_width: self.x = self.window_width - (2 * self.r) - 1 if self.y - self.r <= 0: self.y = 1 elif self.y + self.r >= self.window_height: self.y = self.window_height - (2 * self.r) - 1; self.vel = { 'x': (1 - self.smooth) * dx + self.smooth * self.vel['x'], 'y': (1 - self.smooth) * dy + self.smooth * self.vel['y'] } self.big_step.outputEvent(Event("change_position", self.getOutPortName("ball_ui_out"), [self.x, self.y])) def _main_main_behaviour_dragging_1_exec(self, parameters): self.big_step.outputEvent(Event("change_color", self.getOutPortName("ball_ui_out"), ['red'])) def _main_main_behaviour_selected_1_exec(self, parameters): self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("delete_ball", None, [self.association_name])])) self.raiseInternalEvent(Event("delete_local", None, [])) def _main_size_change_listener_listening_0_exec(self, parameters): new_width = parameters[0] new_height = parameters[1] self.window_width = new_width self.window_height = new_height def initializeStatechart(self): # enter default state self.default_targets = self.states["/main"].getEffectiveTargetStates() RuntimeClassBase.initializeStatechart(self) class ObjectManager(ObjectManagerBase): def __init__(self, controller): ObjectManagerBase.__init__(self, controller) def instantiate(self, class_name, construct_params): if class_name == "MainApp": instance = MainApp(self.controller) instance.associations = {} instance.associations["windows"] = Association("Window", 0, -1) elif class_name == "Window": instance = Window(self.controller) instance.associations = {} instance.associations["balls"] = Association("Ball", 0, -1) instance.associations["buttons"] = Association("Button", 0, -1) instance.associations["parent"] = Association("MainApp", 1, 1) elif class_name == "Button": instance = Button(self.controller, construct_params[0]) instance.associations = {} instance.associations["parent"] = Association("Field", 1, 1) elif class_name == "Ball": instance = Ball(self.controller, construct_params[0], construct_params[1], construct_params[2], construct_params[3]) instance.associations = {} instance.associations["parent"] = Association("Window", 1, 1) else: raise Exception("Cannot instantiate class " + class_name) return instance class Controller(EventLoopControllerBase): def __init__(self, event_loop_callbacks, finished_callback = None, behind_schedule_callback = None): if finished_callback == None: finished_callback = None if behind_schedule_callback == None: behind_schedule_callback = None EventLoopControllerBase.__init__(self, ObjectManager(self), event_loop_callbacks, finished_callback, behind_schedule_callback) self.addInputPort("ui_in") self.addOutputPort("ui_out") self.object_manager.createInstance("MainApp", [])