statemachine: Emit finished() signal when the initial state is final
It's legal to set a QFinalState as the initial state. The state machine should correctly emit the finished() signal upon entering such a state in the initial transition, and don't do any further processing. Change-Id: Ica8d3fadbbde604512ea1136624af54eb3b13b11 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
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@ -1341,6 +1341,9 @@ void QStateMachinePrivate::_q_start()
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#ifndef QT_NO_ANIMATION
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QList<QAbstractAnimation*> selectedAnimations = selectAnimations(transitions);
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#endif
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// enterStates() will set stopProcessingReason to Finished if a final
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// state is entered.
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stopProcessingReason = EventQueueEmpty;
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enterStates(&nullEvent, exitedStates, enteredStates, statesForDefaultEntry,
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assignmentsForEnteredStates
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#ifndef QT_NO_ANIMATION
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@ -1355,7 +1358,15 @@ void QStateMachinePrivate::_q_start()
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emit q->started();
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_q_process();
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if (stopProcessingReason == Finished) {
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// The state machine immediately reached a final state.
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processingScheduled = false;
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state = NotRunning;
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unregisterAllTransitions();
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emit q->finished();
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} else {
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_q_process();
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}
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}
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void QStateMachinePrivate::_q_process()
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@ -193,6 +193,7 @@ private slots:
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void setPropertyAfterRestore();
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void transitionWithNoTarget_data();
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void transitionWithNoTarget();
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void initialStateIsFinal();
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void restorePropertiesSimple();
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void restoreProperties2();
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@ -4196,6 +4197,17 @@ void tst_QStateMachine::transitionWithNoTarget()
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delete object;
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}
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void tst_QStateMachine::initialStateIsFinal()
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{
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QStateMachine machine;
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QFinalState *f = new QFinalState(&machine);
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machine.setInitialState(f);
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QSignalSpy finishedSpy(&machine, SIGNAL(finished()));
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machine.start();
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QTRY_VERIFY(machine.configuration().contains(f));
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QTRY_COMPARE(finishedSpy.count(), 1);
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}
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class PropertyObject : public QObject
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{
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Q_OBJECT
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