I have two widgets that can be checked, and a numeric entry field that should contain a value greater than zero. Whenever both widgets have been checked, and the numeric entry field contains a value greater than zero, a button should be enabled. I am struggling with defining a proper state machine for this situation. So far I have the following:
QStateMachine *machine = new QStateMachine(this);
QState *buttonDisabled = new QState(QState::ParallelStates);
buttonDisabled->assignProperty(ui_->button, "enabled", false);
QState *a = new QState(buttonDisabled);
QState *aUnchecked = new QState(a);
QFinalState *aChecked = new QFinalState(a);
aUnchecked->addTransition(wa, SIGNAL(checked()), aChecked);
a->setInitialState(aUnchecked);
QState *b = new QState(buttonDisabled);
QState *bUnchecked = new QState(b);
QFinalState *bChecked = new QFinalState(b);
employeeUnchecked->addTransition(wb, SIGNAL(checked()), bChecked);
b->setInitialState(bUnchecked);
QState *weight = new QState(registerButtonDisabled);
QState *weightZero = new QState(weight);
QFinalState *weightGreaterThanZero = new QFinalState(weight);
weightZero->addTransition(this, SIGNAL(validWeight()), weightGreaterThanZero);
weight->setInitialState(weightZero);
QState *buttonEnabled = new QState();
buttonEnabled->assignProperty(ui_->registerButton, "enabled", true);
buttonDisabled->addTransition(buttonDisabled, SIGNAL(finished()), buttonEnabled);
buttonEnabled->addTransition(this, SIGNAL(invalidWeight()), weightZero);
machine->addState(registerButtonDisabled);
machine->addState(registerButtonEnabled);
machine->setInitialState(registerButtonDisabled);
machine->start();
The problem here is that the following transition:
buttonEnabled->addTransition(this, SIGNAL(invalidWeight()), weightZero);
causes all the child states in the registerButtonDisabled state to be reverted to their initial state. This is unwanted behaviour, as I want the a and b states to remain in the same state.
How do I prevent this?