// File: DefinitionStateMachine.cs
// Goal: Common functionality of definition of statemachine
using System.Data;
using System.Drawing;
using System.Windows.Forms;
namespace StateTransitionTestCreator
{
public class DefinitionStateMachine : Panel, IDefinitionStateMachine
{
// TODO Check on deadlock
// TODO Add state -> add transition beginning from this state
// FIXME delete state/event -> transitions not updated
public TableDefinition tableEvents;
public TableDefinition tableStates;
public TableTransition tableTransitions;
private static DefinitionStateMachine instance = new DefinitionStateMachine();
public static DefinitionStateMachine Instance
{
get
{
return instance;
}
}
private DefinitionStateMachine()
{
tableEvents = new TableDefinition(new Point(5, 350), 15, "Events");
tableEvents.ContentChangedEvent += new TableDefinition.ContentChangedDelegate(UpdateEventNames);
tableStates = new TableDefinition(new Point(5, 10), 15, "States");
tableStates.ContentChangedEvent += new TableDefinition.ContentChangedDelegate(UpdateStateNames);
tableTransitions = new TableTransition(new Point(320, 10), 32, "Transitions");
}
public void ClearTable()
{
tableEvents.ClearTable();
tableStates.ClearTable();
tableTransitions.ClearTable();
}
public void UpdateTables()
{
tableTransitions.UpdateTable();
}
private void UpdateEventNames(int index)
{
tableTransitions.UpdateTransitionEvents(); // TODO use index to speed up
PanelTestCases panelTestCases = PanelTestCases.Instance;
panelTestCases.tableTestCases.UpdateEventName(index);
}
private void UpdateStateNames(int index)
{
tableTransitions.UpdateTransitionStates(); // TODO use index to speed up
PanelTestCases panelTestCases = PanelTestCases.Instance;
panelTestCases.tableTestCases.UpdateStateName(index);
}
}
}