Presents the use of SCXML in a sudoku game.
Sudoku demonstrates how an SCXML file may be used in a game.
To run the example from Qt Creator, open the Welcome mode and select the example from Examples. For more information, visit Building and Running an Example.
Our sudoku contains the following features:
idle
state. In that state the players can see if their last game finished successfully or not. The state machine is then in one of two child states of the
idle
state: solved
or unsolved
, respectively. In the idle
state the players can also choose the sudoku grid they would like to solve. The grid is disabled and the user
interaction is ignored.playing
state and is ready for the user interaction on the board.playing
state and the players click the Stop button, the game ends and enters the unsolved
child state of the idle
state. If the players have solved the
current puzzle successfully, the game automatically ends and enters the solved
child state of the idle
state indicating success.The sudoku.scxml file describes the internal structure of the states the sudoku game can be in, defines the transitions between states, and triggers the appropriate script functions when the transitions take place. It also communicates with the GUI part by sending events and listening to the upcoming events and reacting to them.
We use the ECMAScript data model:
<scxml xmlns="http://www.w3.org/2005/07/scxml" version="1.0" name="Sudoku" datamodel="ecmascript">
We declare the following variables:
<datamodel> <data id="initState"/> <data id="currentState" expr="[[]]"/> <data id="undoStack"/> </datamodel>
Variable | Description |
---|---|
initState |
Holds the initial state of the current game. It is a two-dimensional array of 9x9 cells that contain initial sudoku numbers. The value of zero means the cell is initially empty. |
currentState |
Holds the current state of the game being played. It is similar to the initState variable and initially contains the same content. However, when the players start entering the numbers into the empty cells,
this variable is being updated accordingly, while the initState variable remains unchanged. |
undoStack |
Holds the history of players' moves. It is a vector of the cells' coordinates that were touched last. Each new modification during a game adds a pair of x and y coordinates to that vector. |
The variables above are shared with the script helper functions defined in the sudoku.js
file:
<script src="sudoku.js"/>
We call some of the functions defined there when taking transitions or in reaction to the events sent by the GUI.
All the possible states mentioned before are defined in a root state game
.
<state id="game"> <onentry> <raise event="restart"/> </onentry> <state id="idle"> ... <state id="unsolved"/> <state id="solved"/> </state> <state id="playing"> ... </state> ... </state>
When the sudoku example is started, the state machine enters the game
state and stays in this state until the application exits. When entering this state, we raise internally the restart
event. This
event is also being raised whenever the players change the current sudoku grid or when they start the game by pressing the Start button. We do not want to send it when they have finished the current game because we still
want to show the filled grid from the last game play. So, this event is being raised from three different contexts and is captured internally once in a targetless transition of the game
state:
<transition event="restart"> <script> restart(); </script> <raise event="update"/> </transition>
When we catch the restart
event, we call a helper restart()
script method, defined in the sudoku.js
file and raise internally an additional update
event.
function restart() { for (var i = 0; i < initState.length; i++) currentState[i] = initState[i].slice(); undoStack = []; }
The restart()
function assigns the initState
into the currentState
variable and clears the undoStack
variable.
The update
event is raised internally whenever we want to notify the GUI that the grid contents have been changed and that the GUI should update itself according to the passed values. This event is caught in
another targetless transition of the game
state:
<transition event="update"> <send event="updateGUI"> <param name="currentState" expr="currentState"/> <param name="initState" expr="initState"/> </send> </transition>
We send the external event updateGUI
, which is being intercepted in the C++ code. The updateGUI
event is equipped with additional data, specified
inside <param>
elements. We pass two parameters, which are accessible externally through the currentState
and initState
names. The actual values passed for them equal the datamodel's
currentState
and initState
variables, respectively, which are specified by the expr
attributes.
<state id="idle"> <transition event="start" target="playing"/> <transition event="setup" target="unsolved"> <assign location="initState" expr="_event.data.initState"/> <raise event="restart"/> </transition> <state id="unsolved"/> <state id="solved"/> </state>
When in idle
state, we react to two events, which may be sent by the GUI part: start
and setup
. Whenever we receive the start
event, we just transition to the
playing
state. When we receive the setup
event, we expect that the GUI part has sent us the new grid to be solved. The grid's new initial state is expected to be passed through the initState
field of _event.data
. We assign the passed value to the initState
variable defined in our datamodel and restart the grid's contents.
<state id="playing"> <onentry> <raise event="restart"/> </onentry> <transition event="tap"> <if cond="isValidPosition()"> <script> calculateCurrentState(); </script> <if cond="isSolved()"> <raise event="solved"/> </if> <raise event="update"/> </if> </transition> ... </state>
Whenever we enter the playing
state, we reset the grid's contents since we could have been still showing the contents from the previous game play. In the playing
state we react to possible events sent
from the GUI: tap
, undo
, and stop
.
The tap
event is sent when the players press one of the enabled sudoku cells. This event is expected to contain additional data specifying the cell's coordinates, which are passed through the x
and
y
fields of _event.data
. First, we check if the passed coordinates are valid by invoking the isValidPosition()
script function:
function isValidPosition() { var x = _event.data.x; var y = _event.data.y; if (x < 0 || x >= initState.length) return false; if (y < 0 || y >= initState.length) return false; if (initState[x][y] !== 0) return false; return true; }
We ensure the coordinates are neither negative nor bigger than our grid. In addition, we check if the coordinates point to an initially empty cell, since we can not modify the cells initially given by the grid description.
When we have ensured the passed coordinates are correct, we call calculateCurrentState()
script function:
function calculateCurrentState() { if (isValidPosition() === false) return; var x = _event.data.x; var y = _event.data.y; var currentValue = currentState[x][y]; if (currentValue === initState.length) currentValue = 0; else currentValue += 1; currentState[x][y] = currentValue; undoStack.push([x, y]); }
This function increments the value of the passed grid's cell and adds the new move to the undo stack history.
Right after the calculateCurrentState()
function finishes its execution, we check whether the grid is already solved by calling the isSolved()
script function:
function isOK(numbers) { var temp = []; for (var i = 0; i < numbers.length; i++) { var currentValue = numbers[i]; if (currentValue === 0) return false; if (temp.indexOf(currentValue) >= 0) return false; temp.push(currentValue); } return true; } function isSolved() { for (var i = 0; i < currentState.length; i++) { if (!isOK(currentState[i])) return false; var column = []; var square = []; for (var j = 0; j < currentState[i].length; j++) { column.push(currentState[j][i]); square.push(currentState[Math.floor(i / 3) * 3 + Math.floor(j / 3)] [i % 3 * 3 + j % 3]); } if (!isOK(column)) return false; if (!isOK(square)) return false; } return true; }
The isSolved()
function returns true
if the grid is properly solved. Since we need to check each row, each column, and each 3x3 square, we define the isOK()
helper function. This function
takes the vector of numbers and returns true
if the passed vector contains unique numbers and no number equals zero, meaning there is no empty cell. The main loop of the isSolved()
is invoked nine times.
In every iteration, we construct three vectors of numbers representing a row, a column, and a square of the grid and call isOK()
for them. When all 27 vectors are OK, the grid is solved properly and we return
true
.
Coming back to our SCXML file, in case isSolved()
returns true
, we raise the solved
event internally. The last instruction in case of a proper move is to raise the update
event, since we need to notify the GUI about the grid's change.
<state id="playing"> ... <transition event="undo"> <script> undo(); </script> <raise event="update"/> </transition> <transition event="stop" target="idle"/> <transition event="solved" target="solved"/> </state>
When in the playing
state, we also react to the undo
event sent from the GUI. In this case, we call the undo()
script function and notify the GUI about the need of an update.
function undo() { if (!undoStack.length) return; var lastMove = undoStack.pop(); var x = lastMove[0]; var y = lastMove[1]; var currentValue = currentState[x][y]; if (currentValue === 0) currentValue = initState.length; else currentValue -= 1; currentState[x][y] = currentValue; }
The undo()
function removes the last move from the history, if there was any, and decrements the current value for the cell described by the coordinates taken from this move.
The playing
state is also ready for the stop
event sent by the GUI when the players press the Stop button. In this case, we simply activate the idle
state.
In addition, we intercept the solved
event sent internally and activate the solved
state in this case.
The C++ part of the application consists of a MainWindow
class which constructs the GUI and glues it with the SCXML part. The class is declared in mainwindow.h.
class MainWindow : public QWidget { Q_OBJECT public: explicit MainWindow(QScxmlStateMachine *machine, QWidget *parent = nullptr); ~MainWindow(); private: QScxmlStateMachine *m_machine; QVector<QVector<QToolButton *> > m_buttons; QToolButton *m_startButton; QToolButton *m_undoButton; QLabel *m_label; QComboBox *m_chooser; };
The MainWindow
class holds the pointer to the QScxmlStateMachine *m_machine
, which is the state machine class automatically generated by Qt out of the sudoku.scxml
file. It also holds the
pointers to some GUI elements.
MainWindow::MainWindow(QScxmlStateMachine *machine, QWidget *parent) : QWidget(parent), m_machine(machine) {
The constructor of the MainWindow
class instantiates the GUI part of the application and stores the pointer to the passed state machine. It also initializes the GUI part and glues the GUI part to the state machine
by connecting their communication interfaces together.
connect(button, &QToolButton::clicked, [this, i, j] () { QVariantMap data; data.insert(QStringLiteral("x"), i); data.insert(QStringLiteral("y"), j); m_machine->submitEvent("tap", data); });
First, we create 81 buttons and connect their clicked
signal to a lambda expression that submits the tap
event to the state machine passing the button's coordinates.
Later, we add some horizontal and vertical lines to the grid in order to group buttons in 3x3 boxes.
connect(m_startButton, &QAbstractButton::clicked, [this] { if (m_machine->isActive("playing")) m_machine->submitEvent("stop"); else m_machine->submitEvent("start"); });
We create the Start / Stop button and connect its clicked signal to a lambda expression which submits the stop
or start
event depending on whether the machine is in playing
state
or not, respectively.
We create a label informing whether the grid is solved or not, and an Undo button, which submits the undo
event whenever it is clicked.
connect(m_undoButton, &QAbstractButton::clicked, [this] { m_machine->submitEvent("undo"); });
Then we create a combobox that is filled with grid names to be solved. These grids are read from the :/data
directory of the application compiled-in resources.
connect(m_chooser, QOverload<int>::of(&QComboBox::currentIndexChanged), [this] (int index) { const QString sudokuFile = m_chooser->itemData(index).toString(); const QVariantMap initValues = readSudoku(sudokuFile); m_machine->submitEvent("setup", initValues); }); const QVariantMap initValues = readSudoku(m_chooser->itemData(0).toString()); m_machine->setInitialValues(initValues);
Whenever the players change the grid in the combobox, we read the grid contents storing it in the variant map under the initValues
key as a list of lists of int variants and we submit the setup
event
to the state machine passing the grid's contents. Initially, we read the first available grid from the list and pass it directly to the sudoku state machine as the initial grid.
m_machine->connectToState("playing", [this] (bool playing) { ... }); m_machine->connectToState("solved", [this] (bool solved) { if (solved) m_label->setText(tr("SOLVED !!!")); else m_label->setText(tr("unsolved")); }); m_machine->connectToEvent("updateGUI", [this] (const QScxmlEvent &event) { ... });
Later, we connect to the signals that are being sent whenever the machine enters or leaves the playing
or solved
states, and we update some GUI parts accordingly. We also connect to the state
machine's updateGUI
event and update all the buttons' values according to the passed cells' states.
#include "sudoku.h" #include "mainwindow.h" #include <QApplication> int main(int argc, char **argv) { QApplication app(argc, argv); Sudoku machine; MainWindow mainWindow(&machine); machine.start(); mainWindow.show(); return app.exec(); }
In the main()
function in the main.cpp
file, we instantiate the app
application object, Sudoku
state machine, and MainWindow
GUI class. We start the state
machine, show the main window, and execute the application.
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