Qt SCXML Calculator QML Example
A Qt Quick application that implements the Calculator example presented in the SCXML Specification.
Calculator uses Qt SCXML to implement the Calculator Example presented in the SCXML Specification.
The state machine is specified in the statemachine.scxml file and compiled into the CalculatorStateMachine
class. The user interface is created using Qt Quick.
Running the Example
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.
Compiling the State Machine
We link against the Qt SCXML module by adding the following lines to the example's build files.
.pro when using qmake:
QT += widgets scxml
We then specify the state machine to compile:
STATECHARTS = ../calculator-common/statemachine.scxml
CMakeLists.txt when using cmake:
find_package(Qt6 COMPONENTS Core Gui Widgets Scxml) target_link_libraries(calculator-widgets PUBLIC Qt6::Core Qt6::Gui Qt6::Scxml Qt6::Widgets )
We then specify the state machine to compile:
qt6_add_statecharts(calculator-widgets ../calculator-common/statemachine.scxml )
The statechart directives STATECHARTS or qt6_add_statecharts invoke the Qt SCXML Compiler, qscxmlc
, which is run automatically to generate statemachine.h and statemachine.cpp, which are then added appropriately as headers and sources for compilation.
Instantiating the State Machine
We make the generated CalculatorStateMachine
class available to QML by registering it as a QML type in the calculator-qml.cpp file:
#include "statemachine.h" int main(int argc, char *argv[]) { QGuiApplication app(argc, argv); qmlRegisterType<CalculatorStateMachine>("CalculatorStateMachine", 1, 0, "CalculatorStateMachine"); QQmlApplicationEngine engine; engine.load(QUrl(QStringLiteral("qrc:/calculator-qml.qml"))); if (engine.rootObjects().isEmpty()) return -1; return app.exec(); }
To use the CalculatorStateMachine type in a QML file, we import it:
import CalculatorStateMachine
We instantiate a CalculatorStateMachine and listen to the updateDisplay
event. When it occurs, we change the text on the calculator display:
CalculatorStateMachine { id: statemachine running: true EventConnection { events: ["updateDisplay"] onOccurred: (event)=> resultText.text = event.data.display } }
When users press the calculator buttons, the buttons submit events to the state machine:
Button { id: resultButton x: 3 * width y: parent.height / 5 textHeight: y - 2 fontHeight: 0.4 width: parent.width / 4 height: y * 4 color: pressed ? "#e0b91c" : "#face20" text: "=" onClicked: statemachine.submitEvent("EQUALS") }