state is a string indicating the current fsm state.
error_action is a string indicating the action (if any) to execute when unknown events are received.
ignore_unknown_events is a boolean. If set, events not recognized will be discarded.
event is a pointer to an event object. It holds the information about the last event received.
transition- (current,event) Delete a state transition. Current is the name of a state. Event is the name of an event object template.
start! Tell the controller to start accepting events.
stop! Tell the controller to stop accepting events.
unknown_input: event When an inputnode object can't match an event, it is returned to the controller as the argument of an unknown_input: message. If unknown events are ignored, it is discarded. If not, a message is displayed or the error_action is invoked (if defined).
event: event This message accepts a string name representing an event. An event object is constructed, then
forwarded to the inputnode object representing the current state. If the state is not set or the controller is not enabled, the event is ignored.
x? is delegated to the event instance variable.
y? is delegated to the event instance variable.
button? is delegated to the event instance variable.
key? is delegated to the event instance variable.
type? is delegated to the event instance variable.
window? is delegated to the event instance variable.
push! pushes the state stack. The usual way to use push! and pop! are to include a transition that has the same current and next state, and let the action object do the pushing or popping and state changing.
pop! pops the state stack. The usual way to use push! and pop! are to include a transition that has the same current and next state, and let the action object do the pushing or popping and state changing.