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Statemachine
oleegholm edited this page Jan 18, 2012
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Each module has a Statemachine with several States. Any user interaction is detected by and processed within the Statemachine. Inputs can come from either from KEYS or MOUSE, and are fetched using Case Matches. When an event corresponds to the Case Match in the active State in the Statemachine, the code block within the given state is executed.
Conceptually, the hierarchy is as follows:
- Statemachine
- States ('Start, 'End, 'Point, etc.)
- Case matches (Case MouseDown(), Case _, Case KeyDown etc.)
- States ('Start, 'End, 'Point, etc.)
- Home - Overview of Siigna
- About - Why we made Siigna
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Siigna main - The "heart" of Siigna
- Architecture
- Action - Remote and local changes
- Event - How Siigna communicates
- Shape - The figures and geometry
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Siigna module - The "brain" of Siigna
- Module - How a module is defined
- License - It's open source!
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