API Reference

Complete reference for Statement’s machines, states, transitions, templates, timing, debug tooling, and Statement Lens API. For explanations and worked examples, start with the teaching pages; this page is for looking up exact constructors, methods, enums, settings, and top-level helpers.


Machines and states

Statement

Creates a Statement state machine bound to an instance or struct owner.

new Statement(id)
Arguments
id Id.Instance,Struct The instance or struct whose scope is used for state handlers and callbacks.

Methods

Setup and lifecycle
SetInitialState()Sets which registered state should be entered when this machine starts.
SetResetMode()Sets how this machine behaves when its host state exits.
SetInheritPause()Sets whether this machine is paused when its parent machine is paused.
IsRunning()Checks whether this machine currently has an active state.
Start()Explicitly starts this machine by entering its configured initial state.
Stop()Stops the machine, exiting child machines first while keeping its states and settings.
Reset()Stops this machine and starts it again from its configured initial state.
ClearStates()Stops the machine and removes all states and machine-wide transition rules without resetting its settings.
Destroy()Destroys the machine, its child machines, states, hooks, and debug registration.
States and hierarchy
AddState()Registers a state definition without running gameplay code. The first state added becomes the default initial state.
AddStateTemplate()Builds a state from a template and registers it without starting the machine.
GetState()Returns a registered state by name/tag value, or returns the active state when no name is supplied.
RemoveState()Removes a registered state. Removing the active state stops the machine first.
GetStateName()Returns the active state's name/tag value.
IsInState()Returns whether the supplied state name or StatementState is the active state of this machine.
IsInPath()Returns whether this machine's active hierarchy matches a supplied nested state path.
EnsureState()Requests the supplied state and naturally reports SAME_STATE when it is already active.
GetChildMachine()Returns the submachine hosted by the active state, if any.
GetChildState()Returns the active state of the current state's hosted submachine, if any.
Direct transitions
ChangeState()Requests a normal transition to a registered state.
ReenterState()Runs the active state's Exit and Enter handlers again without changing to another state first.
PreviousState()Attempts to return to the most recent previous state retained in runtime history.
Queued transitions
SetQueuePhase()Sets when queued transitions are processed automatically, or disables automatic processing with MANUAL.
GetQueuePhase()Returns when queued transitions are processed automatically.
QueueState()Stores one buffered transition request to be processed according to this machine's queue phase.
ProcessQueuedState()Immediately attempts the currently buffered transition. Exit-lock and exit-guard failures keep the request pending.
HasQueuedState()Returns whether a buffered transition is currently pending.
GetQueuedStateName()Returns the queued target state name when a request is pending.
GetQueuedStateData()Returns the payload associated with the queued transition when one is pending.
ClearQueuedState()Clears the buffered transition request without processing it.
Stack and history
SetHistoryLimit()Sets how many previous states are kept in history. Values at or below zero mean no limit.
GetHistoryCount()Returns how many states are currently stored in history.
GetHistoryAt()Returns a state retained at the supplied history index.
ClearHistory()Clears state history without changing the active state.
WasPreviouslyInState()Returns whether the state at the requested history depth matches a supplied state name.
PushState()Transitions to another state and records the previous state on the stack only when the transition succeeds.
PopState()Attempts to return to the most recently pushed state and removes the stack entry only after success.
GetStateStackDepth()Returns the number of saved states on the push/pop stack.
PeekStateStack()Returns the most recently pushed state without mutating the stack.
ClearStateStack()Clears the push/pop stack without changing the active state.
GetPreviousStateName()Returns the name of the most recent previous state in the history, if any.
GetLastTransitionData()Returns the payload associated with the last successful state transition, if any.
Rules and hooks
AddTransition()Adds a machine-wide transition rule that can fire from any active state.
RemoveTransition()Removes a specific machine-wide transition rule.
ClearTransitions()Removes all machine-wide transition rules.
AddAnyExitHook()Adds a hook that runs after the current state's Exit handlers but before the state changes. It is called as fn(result).
AddAnyEnterHook()Adds a hook that runs after the state changes but before the new state enters. It is called as fn(result).
AddAnyTransitionHook()Adds a hook that runs immediately after the state changes, before enter hooks and the new state Enter handler. It is called as fn(result).
ClearAnyExitHooks()Removes all any-exit hooks from this machine.
ClearAnyEnterHooks()Removes all any-enter hooks from this machine.
ClearAnyTransitionHooks()Removes all any-transition hooks from this machine.
Timing, pause, and events
SetTimeScale()Sets this machine's logical update rate.
GetTimeScale()Returns this machine's logical update scale.
GetGlobalTimeScale()Returns the global time scale applied to externally driven root machines.
SetPaused()Sets this machine's own pause state without changing pause inherited from its host or parent.
IsPaused()Checks whether this machine is paused for any reason.
GetStateTime()Returns the number of logical Statement updates spent in the current state.
SetStateTime()Sets the recorded logical update age of the current state.
Update()Updates this machine using the global Statement update mode. Event mode supplies one update credit per call. Delta-time mode converts elapsed time into credit for externally driven root machines.
Draw()Runs Draw on the active state and each active child state, from parent to deepest child.
RunState()Sends a built-in or custom event through the active state hierarchy using the chosen dispatch mode.
EvaluateTransitions()Checks transition rules by priority and runs the first passing rule that can change state. Machine rules win ties, and self-target rules are skipped.
Debugging and inspection
PrintStateNames()Prints all registered state names to Echo at INFO level.
DebugDescribe()Prints a one-line INFO summary of this machine's owner, state, queue, stack, and history.
PrintStateHistory()Prints this machine's previous states from most recent to oldest.
SetDebugEnabled()Enables or disables debug tracking for this machine.
IsDebugEnabled()Returns whether debug tracking is enabled for this machine.
SetDebugName()Sets a friendly name for this machine in debug UIs.
DebugTag()Sets a tag (or comma-separated tags) for grouping/filtering in debug UIs.
GetDebugTag()Returns the debug tag string, if set.
DebugPause()Pause this machine for debug purposes.
DebugResume()Resume this machine from a debug pause.
DebugStep()Runs exactly one logical machine update while debug-paused, ignoring update scheduling and time scale.
IsDebugPaused()Returns whether this machine is paused by a machine-local debug condition.
GetDebugPauseReason()Returns the active machine-local debug pause reason.
GetDebugName()Returns the friendly debug name, or a fallback based on the owner.
DebugJumpToState()Requests a transition from debug tooling using the target state's configured debug payload.
GetDebugGraph()Returns this machine's debug graph data.
GetDebugStateStats()Returns the per-state debug stats map.
GetDebugStateStatsFor()Returns the debug stats record for the supplied state name/tag value.
GetDebugTransitionHistory()Returns the recent transition history records.
ClearDebugTransitionHistory()Clears any recorded transition history entries.
DebugSetErrorBehavior()Sets how the machine reacts to caught errors: PAUSE (default) or RETHROW.
DebugSetLogErrorsToFile()Control whether caught errors append to debug_statement_errors.log before optional rethrow.
SetInitialState(name)

Sets which registered state should be entered when this machine starts.

Arguments
name Any The state name/tag value to use as the initial state.
Returns
Struct.Statement
SetResetMode(mode)

Sets how this machine behaves when its host state exits.

Arguments
mode Real Uses the eStatementResetMode enum.
Returns
Struct.Statement
SetInheritPause(enabled)

Sets whether this machine is paused when its parent machine is paused.

Arguments
enabled Bool Whether parent runtime pause should affect this machine.
Returns
Struct.Statement
IsRunning()

Checks whether this machine currently has an active state.

Returns
Bool
Start([data])

Explicitly starts this machine by entering its configured initial state.

Arguments
data optional Any Optional payload supplied to the initial state's Enter lifecycle.
Returns
Stop()

Stops the machine, exiting child machines first while keeping its states and settings.

Returns
Struct.StatementTransitionResult,Undefined
Reset([data])

Stops this machine and starts it again from its configured initial state.

Arguments
data optional Any Optional payload supplied to the fresh initial-state entry.
Returns
ClearStates()

Stops the machine and removes all states and machine-wide transition rules without resetting its settings.

Returns
Struct.Statement
SetHistoryLimit(limit)

Sets how many previous states are kept in history. Values at or below zero mean no limit.

Arguments
limit Real Maximum number of previous states to retain.
Returns
Struct.Statement
GetHistoryCount()

Returns how many states are currently stored in history.

Returns
Real
GetHistoryAt(index)

Returns a state retained at the supplied history index.

Arguments
index Real The zero-based history index to retrieve.
Returns
Struct.StatementState,Undefined
ClearHistory()

Clears state history without changing the active state.

Returns
Struct.Statement
WasPreviouslyInState(name, [depth])

Returns whether the state at the requested history depth matches a supplied state name.

Arguments
name Any The state name to compare against.
depth optional Real History depth where 1 is the most recent previous state.
Returns
Bool
SetQueuePhase(phase)

Sets when queued transitions are processed automatically, or disables automatic processing with MANUAL.

Arguments
phase Real Uses the eStatementQueuePhase enum.
Returns
Struct.Statement
GetQueuePhase()

Returns when queued transitions are processed automatically.

Returns
Real
GetState([state_name])

Returns a registered state by name/tag value, or returns the active state when no name is supplied.

Arguments
state_name optional Any Optional state name/tag value to look up.
Returns
Struct.StatementState,Undefined
AddTransition(rule)

Adds a machine-wide transition rule that can fire from any active state.

Arguments
rule Struct.StatementTransitionRule The unattached rule to bind to this machine.
Returns
Struct.Statement
RemoveTransition(rule)

Removes a specific machine-wide transition rule.

Arguments
rule Struct.StatementTransitionRule The attached rule to remove.
Returns
Struct.Statement
ClearTransitions()

Removes all machine-wide transition rules.

Returns
Struct.Statement
AddState(state)

Registers a state definition without running gameplay code. The first state added becomes the default initial state.

Arguments
state Struct.StatementState The state definition to register.
Returns
Struct.Statement
AddStateTemplate(template, [config], [name], [clone])

Builds a state from a template and registers it without starting the machine.

Arguments
template Struct.StatementStateTemplate The template to build from.
config optional Any Optional config to assign to the created state.
name optional Any Optional override for the state's name.
clone optional Bool Optional override for config cloning.
Returns
Struct.Statement
ChangeState(name, [data], [force])

Requests a normal transition to a registered state.

Arguments
name Any The target state name/tag value.
data optional Any Optional payload associated with this transition.
force optional Bool Whether to bypass exit locks and guards.
Returns
ReenterState([data], [force])

Runs the active state's Exit and Enter handlers again without changing to another state first.

Arguments
data optional Any Optional payload associated with the re-entry.
force optional Bool Whether to bypass exit locks and guards.
Returns
AddAnyExitHook(function)

Adds a hook that runs after the current state's Exit handlers but before the state changes. It is called as fn(result).

Arguments
function Function The hook function.
Returns
Struct.Statement
AddAnyEnterHook(function)

Adds a hook that runs after the state changes but before the new state enters. It is called as fn(result).

Arguments
function Function The hook function.
Returns
Struct.Statement
AddAnyTransitionHook(function)

Adds a hook that runs immediately after the state changes, before enter hooks and the new state Enter handler. It is called as fn(result).

Arguments
function Function The hook function.
Returns
Struct.Statement
ClearAnyExitHooks()

Removes all any-exit hooks from this machine.

Returns
Struct.Statement
ClearAnyEnterHooks()

Removes all any-enter hooks from this machine.

Returns
Struct.Statement
ClearAnyTransitionHooks()

Removes all any-transition hooks from this machine.

Returns
Struct.Statement
QueueState(name, [data], [force])

Stores one buffered transition request to be processed according to this machine's queue phase.

Arguments
name Any The target state name/tag value.
data optional Any Optional payload associated with the queued transition.
force optional Bool Whether the queued transition should bypass exit restrictions.
Returns
Struct.Statement
See also
ProcessQueuedState()

Immediately attempts the currently buffered transition. Exit-lock and exit-guard failures keep the request pending.

Returns
HasQueuedState()

Returns whether a buffered transition is currently pending.

Returns
Bool
GetQueuedStateName()

Returns the queued target state name when a request is pending.

Returns
Any,Undefined
GetQueuedStateData()

Returns the payload associated with the queued transition when one is pending.

Returns
Any,Undefined
ClearQueuedState()

Clears the buffered transition request without processing it.

Returns
Struct.Statement
PushState(name, [data], [force])

Transitions to another state and records the previous state on the stack only when the transition succeeds.

Arguments
name Any The target state name/tag value.
data optional Any Optional transition payload.
force optional Bool Whether to bypass exit restrictions.
Returns
PopState([data], [force])

Attempts to return to the most recently pushed state and removes the stack entry only after success.

Arguments
data optional Any Optional transition payload.
force optional Bool Whether to bypass exit restrictions.
Returns
GetStateStackDepth()

Returns the number of saved states on the push/pop stack.

Returns
Real
PeekStateStack()

Returns the most recently pushed state without mutating the stack.

Returns
Struct.StatementState,Undefined
ClearStateStack()

Clears the push/pop stack without changing the active state.

Returns
Struct.Statement
PreviousState([data], [force])

Attempts to return to the most recent previous state retained in runtime history.

Arguments
data optional Any Optional transition payload.
force optional Bool Whether to bypass exit restrictions.
Returns
GetStateName()

Returns the active state's name/tag value.

Returns
Any,Undefined
GetChildMachine()

Returns the submachine hosted by the active state, if any.

Returns
Struct.Statement,Undefined
GetChildState()

Returns the active state of the current state's hosted submachine, if any.

Returns
Struct.StatementState,Undefined
IsInPath(path)

Returns whether this machine's active hierarchy matches a supplied nested state path.

Arguments
path String,Array A slash-delimited string or array of nested state names.
Returns
Bool
IsInState(state_or_state_struct)

Returns whether the supplied state name or StatementState is the active state of this machine.

Arguments
state_or_state_struct Any A state name/tag value or registered StatementState.
Returns
Bool
SetPaused(paused)

Sets this machine's own pause state without changing pause inherited from its host or parent.

Arguments
paused Bool Whether this machine should be locally paused.
Returns
Struct.Statement
IsPaused()

Checks whether this machine is paused for any reason.

Returns
Bool
EnsureState(name, [data], [force])

Requests the supplied state and naturally reports SAME_STATE when it is already active.

Arguments
name Any The target state name/tag value.
data optional Any Optional transition payload.
force optional Bool Whether to bypass exit restrictions.
Returns
GetStateTime()

Returns the number of logical Statement updates spent in the current state.

Returns
Real
SetStateTime(time)

Sets the recorded logical update age of the current state.

Arguments
time Real The new logical state age.
Returns
Struct.Statement
Update()

Updates this machine using the global Statement update mode. Event mode supplies one update credit per call. Delta-time mode converts elapsed time into credit for externally driven root machines.

Returns
Any,Undefined
Draw()

Runs Draw on the active state and each active child state, from parent to deepest child.

Returns
Any,Undefined
RunState(event, [payload], [dispatch])

Sends a built-in or custom event through the active state hierarchy using the chosen dispatch mode.

Arguments
event Any A built-in eStatementEvents value or StatementEvent identity.
payload optional Any Payload supplied to custom handlers.
dispatch optional Real Uses eStatementEventDispatch. Defaults to CURRENT.
Returns
Any,Undefined
EvaluateTransitions([phase])

Checks transition rules by priority and runs the first passing rule that can change state. Machine rules win ties, and self-target rules are skipped.

Arguments
phase optional Real Uses eStatementTransitionPhase. Defaults to AFTER_UPDATE.
Returns
Struct.StatementTransitionResult,Undefined
RemoveState(name)

Removes a registered state. Removing the active state stops the machine first.

Arguments
name Any The name/tag value of the state to remove.
Returns
Struct.Statement
PrintStateNames()

Prints all registered state names to Echo at INFO level.

Returns
Struct.Statement
DebugDescribe()

Prints a one-line INFO summary of this machine's owner, state, queue, stack, and history.

PrintStateHistory([limit])

Prints this machine's previous states from most recent to oldest.

Arguments
limit optional Real Maximum number of history entries to print (1 = most recent only). Use 0 or a negative value to print all entries.
Returns
Struct.Statement
GetPreviousStateName()

Returns the name of the most recent previous state in the history, if any.

Returns
Any,Undefined
GetLastTransitionData()

Returns the payload associated with the last successful state transition, if any.

Returns
Any,Undefined
Destroy()

Destroys the machine, its child machines, states, hooks, and debug registration.

SetDebugEnabled(enabled)

Enables or disables debug tracking for this machine.

Arguments
enabled Any
Returns
Struct.Statement
IsDebugEnabled()

Returns whether debug tracking is enabled for this machine.

Returns
Bool
SetDebugName(name)

Sets a friendly name for this machine in debug UIs.

Arguments
name Any
Returns
Struct.Statement
SetTimeScale(scale)

Sets this machine's logical update rate.

Arguments
scale Real
Returns
Struct.Statement
GetTimeScale()

Returns this machine's logical update scale.

Returns
Real
GetGlobalTimeScale()

Returns the global time scale applied to externally driven root machines.

Returns
Real
DebugTag(tag)

Sets a tag (or comma-separated tags) for grouping/filtering in debug UIs.

Arguments
tag String
Returns
Struct.Statement
GetDebugTag()

Returns the debug tag string, if set.

Returns
Any,Undefined
DebugPause()

Pause this machine for debug purposes.

Returns
Struct.Statement
DebugResume()

Resume this machine from a debug pause.

Returns
Struct.Statement
DebugStep()

Runs exactly one logical machine update while debug-paused, ignoring update scheduling and time scale.

Returns
Any,Undefined
IsDebugPaused()

Returns whether this machine is paused by a machine-local debug condition.

Returns
Bool
GetDebugPauseReason()

Returns the active machine-local debug pause reason.

Returns
Real
GetDebugName()

Returns the friendly debug name, or a fallback based on the owner.

Returns
Any,Undefined
DebugJumpToState(name, [force])

Requests a transition from debug tooling using the target state's configured debug payload.

Arguments
name Any The target state name/tag value.
force optional Bool Whether to bypass exit restrictions.
Returns
Struct.StatementTransitionResult,Undefined
GetDebugGraph()

Returns this machine's debug graph data.

Returns
Struct,Undefined
GetDebugStateStats()

Returns the per-state debug stats map.

Returns
Struct,Undefined
GetDebugStateStatsFor(state_name)

Returns the debug stats record for the supplied state name/tag value.

Arguments
state_name Any The state name/tag value to look up.
Returns
Struct,Undefined
GetDebugTransitionHistory()

Returns the recent transition history records.

Returns
Array,Undefined
ClearDebugTransitionHistory()

Clears any recorded transition history entries.

Returns
Struct.Statement
DebugSetErrorBehavior(behavior)

Sets how the machine reacts to caught errors: PAUSE (default) or RETHROW.

Arguments
behavior Constant.eStatementErrorBehavior
Returns
Struct.Statement
DebugSetLogErrorsToFile(log_to_file)

Control whether caught errors append to debug_statement_errors.log before optional rethrow.

Arguments
log_to_file Bool
Returns
Struct.Statement

StatementState

Creates a state bound to the given owner and identified by the supplied name/tag value.

new StatementState(id, name)
Arguments
id Id.Instance,Struct The instance or struct the state belongs to.
name Any The unique state name/tag value within its machine.

Methods

Submachines
CreateSubMachine()Creates and attaches a child Statement machine to this state.
HasSubMachine()Returns whether this state hosts a child machine.
GetSubMachine()Returns the child machine hosted by this state.
LockExitUntilSubIn()Prevents normal exits while this state's child machine is not currently in the supplied state. Does not restrict exit when no child machine exists.
LockExitWhileSubNot()Prevents normal exits while the supplied child-machine condition returns false. The callback is called as fn(submachine). Does not restrict exit when no child machine exists.
OnSubmachineEnter()Sets a callback that runs after this state enters and its child machine is ready. It is called as fn(state, submachine, transition).
OnSubmachineExit()Sets a callback that runs when this state exits and its child machine stops or suspends. It is called as fn(state, submachine, transition).
Exit locks and guards
LockExit()Adds a named exit lock. Any active exit lock blocks normal transitions out of this state.
UnlockExit()Removes one named exit lock without affecting other active locks.
ClearExitLocks()Removes every named exit lock from this state.
IsExitLocked()Returns whether at least one named exit lock is active.
HasExitLock()Returns whether the supplied named exit lock is active.
GetExitLockCount()Returns the number of independent exit locks active on this state.
AddExitGuard()Adds a named exit check. Every exit check must return true before a normal transition can leave this state. It is called as fn(state, transition).
RemoveExitGuard()Removes one exit guard by name.
ClearExitGuards()Removes every exit guard from this state.
HasExitGuard()Returns whether an exit guard with the supplied name exists.
GetExitGuardCount()Returns how many independent exit guards are attached to this state.
Config and timer
SetConfig()Sets config data for this state, optionally cloning the supplied value.
GetConfig()Returns this state's config data.
TimerStart()Enables this state's lightweight timer, resets it to zero, and begins advancing it while this state is active.
TimerSet()Replaces the current state-timer value without changing whether the timer is running.
TimerGet()Returns the current state-timer value.
TimerPause()Pauses this state's timer without changing its current value.
TimerResume()Resumes a timer that has previously been enabled with TimerStart().
TimerStop()Disables this state's timer and resets its value to zero. Call TimerStart() to enable it again.
TimerIsRunning()Returns whether this state's timer is currently enabled and advancing while the state is active.
Handlers and events
AddEnter()Binds an owner-scoped Enter handler called as fn(state, transition).
AddUpdate()Binds an owner-scoped Update handler called as fn(state).
AddExit()Binds an owner-scoped Exit handler called as fn(state, transition).
AddDraw()Binds an owner-scoped Draw handler called as fn(state).
AddStateEvent()Sets a handler for a built-in event or custom StatementEvent. Custom handlers are called as fn(state, payload).
HasStateEvent()Checks whether this state handles the given built-in or custom event.
Transition rules
AddTransition()Adds a transition rule to this state.
RemoveTransition()Removes a specific transition rule.
ClearTransitions()Removes all transition rules from this state.
Debug metadata
DebugLinkTo()Declares a debug-only visual connection from this state to another state.
DebugPayload()Sets the default payload used when debug tooling jumps to this state.
DebugBreakOnEnter()Enables or disables a debug breakpoint whenever this state is entered.
DebugTag()Assigns a tag used for grouping and filtering in debug tooling.
CreateSubMachine([name])

Creates and attaches a child Statement machine to this state.

Arguments
name optional Any Optional friendly child-machine name used by debug tooling.
Returns
Struct.Statement
HasSubMachine()

Returns whether this state hosts a child machine.

Returns
Bool
GetSubMachine()

Returns the child machine hosted by this state.

Returns
Struct.Statement,Undefined
OnSubmachineEnter(function)

Sets a callback that runs after this state enters and its child machine is ready. It is called as fn(state, submachine, transition).

Arguments
function Function The callback function.
Returns
OnSubmachineExit(function)

Sets a callback that runs when this state exits and its child machine stops or suspends. It is called as fn(state, submachine, transition).

Arguments
function Function The callback function.
Returns
LockExitUntilSubIn(state_name)

Prevents normal exits while this state's child machine is not currently in the supplied state. Does not restrict exit when no child machine exists.

Arguments
state_name Any The child state name/tag value required before the host may exit.
Returns
LockExitWhileSubNot(condition)

Prevents normal exits while the supplied child-machine condition returns false. The callback is called as fn(submachine). Does not restrict exit when no child machine exists.

Arguments
condition Function Function that returns true when the host state may exit.
Returns
LockExit([name])

Adds a named exit lock. Any active exit lock blocks normal transitions out of this state.

Arguments
name optional Any Lock identity. Defaults to "default".
Returns
UnlockExit([name])

Removes one named exit lock without affecting other active locks.

Arguments
name optional Any Lock identity. Defaults to "default".
Returns
ClearExitLocks()

Removes every named exit lock from this state.

Returns
IsExitLocked()

Returns whether at least one named exit lock is active.

Returns
Bool
HasExitLock(name)

Returns whether the supplied named exit lock is active.

Arguments
name Any The lock identity to test.
Returns
Bool
GetExitLockCount()

Returns the number of independent exit locks active on this state.

Returns
Real
AddExitGuard(name, condition)

Adds a named exit check. Every exit check must return true before a normal transition can leave this state. It is called as fn(state, transition).

Arguments
name Any Unique guard identity used for removal and transition diagnostics.
condition Function Function that returns true when the state may exit.
Returns
RemoveExitGuard(name)

Removes one exit guard by name.

Arguments
name Any The guard identity to remove.
Returns
ClearExitGuards()

Removes every exit guard from this state.

Returns
HasExitGuard(name)

Returns whether an exit guard with the supplied name exists.

Arguments
name Any The guard identity to test.
Returns
Bool
GetExitGuardCount()

Returns how many independent exit guards are attached to this state.

Returns
Real
SetConfig(config, [clone])

Sets config data for this state, optionally cloning the supplied value.

Arguments
config Any The config data stored by this state.
clone optional Bool Optional override for this state's config cloning default.
Returns
GetConfig()

Returns this state's config data.

Returns
Any,Undefined
TimerStart()

Enables this state's lightweight timer, resets it to zero, and begins advancing it while this state is active.

Returns
TimerSet(time)

Replaces the current state-timer value without changing whether the timer is running.

Arguments
time Real The timer value to store.
Returns
TimerGet()

Returns the current state-timer value.

Returns
Real
TimerPause()

Pauses this state's timer without changing its current value.

Returns
TimerResume()

Resumes a timer that has previously been enabled with TimerStart().

Returns
TimerStop()

Disables this state's timer and resets its value to zero. Call TimerStart() to enable it again.

Returns
TimerIsRunning()

Returns whether this state's timer is currently enabled and advancing while the state is active.

Returns
Bool
AddEnter(function, [mode])

Binds an owner-scoped Enter handler called as fn(state, transition).

Arguments
function Function The Enter handler to bind.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
AddUpdate(function, [mode])

Binds an owner-scoped Update handler called as fn(state).

Arguments
function Function The Update handler to bind.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
AddExit(function, [mode])

Binds an owner-scoped Exit handler called as fn(state, transition).

Arguments
function Function The Exit handler to bind.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
AddDraw(function, [mode])

Binds an owner-scoped Draw handler called as fn(state).

Arguments
function Function The Draw handler to bind.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
AddStateEvent(event, function, [mode])

Sets a handler for a built-in event or custom StatementEvent. Custom handlers are called as fn(state, payload).

Arguments
event Any A built-in eStatementEvents value or StatementEvent identity.
function Function The handler function to bind to this state's owner.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
HasStateEvent(event)

Checks whether this state handles the given built-in or custom event.

Arguments
event Any The event identity to test.
Returns
Bool
AddTransition(rule)

Adds a transition rule to this state.

Arguments
rule Struct.StatementTransitionRule The unattached rule to bind to this state.
Returns
RemoveTransition(rule)

Removes a specific transition rule.

Arguments
rule Struct.StatementTransitionRule The attached rule to remove.
Returns
ClearTransitions()

Removes all transition rules from this state.

Returns
DebugLinkTo(target_name)

Declares a debug-only visual connection from this state to another state.

Arguments
target_name Any The state name shown as the connection destination.
Returns
DebugPayload(payload)

Sets the default payload used when debug tooling jumps to this state.

Arguments
payload Any The debug transition payload.
Returns
DebugBreakOnEnter([break_on_enter])

Enables or disables a debug breakpoint whenever this state is entered.

Arguments
break_on_enter optional Bool Whether entering this state should pause debug execution. Defaults to true.
Returns
DebugTag(tag)

Assigns a tag used for grouping and filtering in debug tooling.

Arguments
tag String The debug tag value.
Returns

Transitions and results

StatementTransitionRule

Creates a transition rule for a state or whole machine.

new StatementTransitionRule(target_name, condition)
Arguments
target_name Any The state name entered when this rule passes.
condition Function Owner-bound condition called as fn(state, rule) and expected to return true when the rule should fire.

Methods

Target and ordering
GetTargetName()Returns this rule's destination state name.
SetPriority()Sets the rule priority. Higher values are checked first within the same phase.
GetPriority()Returns this rule's evaluation priority.
SetPhase()Sets whether the rule is checked before or after the active state's Update handler.
GetPhase()Returns when the rule is checked automatically.
Enable and force
SetEnabled()Enables or disables the rule without removing it.
IsEnabled()Checks whether the rule is currently enabled.
SetForce()Sets whether the rule ignores exit locks and guards when it fires.
IsForced()Checks whether the rule ignores exit restrictions when it fires.
Payload
SetData()Sets a fixed payload for the rule and removes any payload function.
SetDataProvider()Sets a function that creates the payload only when the rule fires. It is called as fn(state, rule).
GetData()Returns the fixed payload. Payload functions only run when the rule fires.
Lifecycle
Remove()Removes the rule from its state or machine.
Clone()Creates a copy of the rule without attaching it to a state or machine.
GetTargetName()

Returns this rule's destination state name.

Returns
Any
SetPriority(priority)

Sets the rule priority. Higher values are checked first within the same phase.

Arguments
priority Real The new rule priority.
Returns
GetPriority()

Returns this rule's evaluation priority.

Returns
Real
SetPhase(phase)

Sets whether the rule is checked before or after the active state's Update handler.

Arguments
phase Real Uses the eStatementTransitionPhase enum.
Returns
GetPhase()

Returns when the rule is checked automatically.

Returns
Real
SetEnabled(enabled)

Enables or disables the rule without removing it.

Arguments
enabled Bool Whether this rule should participate in evaluation.
Returns
IsEnabled()

Checks whether the rule is currently enabled.

Returns
Bool
SetForce([force])

Sets whether the rule ignores exit locks and guards when it fires.

Arguments
force optional Bool Whether the rule should force its transition. Defaults to true.
Returns
IsForced()

Checks whether the rule ignores exit restrictions when it fires.

Returns
Bool
SetData(data)

Sets a fixed payload for the rule and removes any payload function.

Arguments
data Any The fixed transition payload.
Returns
SetDataProvider(function)

Sets a function that creates the payload only when the rule fires. It is called as fn(state, rule).

Arguments
function Function Function used to create the payload when the rule fires.
Returns
GetData()

Returns the fixed payload. Payload functions only run when the rule fires.

Returns
Any
Remove()

Removes the rule from its state or machine.

Returns
Clone()

Creates a copy of the rule without attaching it to a state or machine.

Returns

StatementTransitionResult

Stores the result of a state transition.

Methods

Status
Succeeded()Checks whether the transition finished successfully.
Blocked()Checks whether the transition finished without changing state.
IsPending()Checks whether the transition is still being processed.
GetBlockReason()Returns why the transition did not happen.
GetBlockDetail()Returns extra information about why the transition was blocked.
Source and destination
GetFromState()Returns the state that was active when the transition started.
GetFromName()Returns the name of the state that was active when the transition started.
GetToState()Returns the state entered by the transition.
GetToName()Returns the name of the state entered by the transition.
GetTargetState()Returns the final target state, even if the transition was blocked.
GetTargetName()Returns the final target state name after any redirect.
Request context
GetMachine()Returns the machine that handled this transition.
GetRequestedName()Returns the state name originally requested.
GetTick()Returns the debug tick for this transition, or -1 if none was recorded.
GetData()Returns the transition payload.
WasForced()Checks whether the original transition request bypassed exit restrictions.
GetCause()Returns what started this transition.
WasRedirected()Checks whether Exit code or a transition hook changed the destination before the transition finished.
GetRedirectCount()Returns how many times the destination changed before the transition finished.
Succeeded()

Checks whether the transition finished successfully.

Returns
Bool
Blocked()

Checks whether the transition finished without changing state.

Returns
Bool
IsPending()

Checks whether the transition is still being processed.

Returns
Bool
GetBlockReason()

Returns why the transition did not happen.

Returns
Real
GetBlockDetail()

Returns extra information about why the transition was blocked.

Returns
Any,Undefined
GetMachine()

Returns the machine that handled this transition.

Returns
Struct.Statement
GetFromState()

Returns the state that was active when the transition started.

Returns
Struct.StatementState,Undefined
GetFromName()

Returns the name of the state that was active when the transition started.

Returns
Any,Undefined
GetToState()

Returns the state entered by the transition.

Returns
Struct.StatementState,Undefined
GetToName()

Returns the name of the state entered by the transition.

Returns
Any,Undefined
GetRequestedName()

Returns the state name originally requested.

Returns
Any
GetTargetState()

Returns the final target state, even if the transition was blocked.

Returns
Struct.StatementState,Undefined
GetTargetName()

Returns the final target state name after any redirect.

Returns
Any,Undefined
GetTick()

Returns the debug tick for this transition, or -1 if none was recorded.

Returns
Real
GetData()

Returns the transition payload.

Returns
Any
WasForced()

Checks whether the original transition request bypassed exit restrictions.

Returns
Bool
GetCause()

Returns what started this transition.

Returns
Real
WasRedirected()

Checks whether Exit code or a transition hook changed the destination before the transition finished.

Returns
Bool
GetRedirectCount()

Returns how many times the destination changed before the transition finished.

Returns
Real

Templates and custom events

StatementStateTemplate

Defines a reusable template for building StatementState instances.

new StatementStateTemplate(name)
Arguments
name Any The template name/tag value and default state name.

Methods

Config
SetConfigClone()Controls whether config data is deep-cloned when this template builds a state.
Handlers and events
AddStateEvent()Stores a handler for a built-in event or custom StatementEvent. The handler is bound to the state owner when the state is built.
AddEnter()Adds an Enter handler to states built from this template.
AddUpdate()Adds an Update handler to states built from this template.
AddExit()Adds an Exit handler to states built from this template.
AddDraw()Adds a Draw handler to states built from this template.
Transition rules
AddTransition()Adds a reusable transition rule to this template.
RemoveTransition()Removes a specific transition rule from this template.
ClearTransitions()Removes all transition rules from this template.
Debug metadata
DebugLinkTo()Declares a debug-only visual connection copied into each built state.
DebugPayload()Sets the default debug-jump payload copied into each built state.
DebugBreakOnEnter()Controls whether built states pause debug execution when entered.
DebugTag()Assigns the debug tag copied into each built state.
Build
Build()Builds a new StatementState from this template without coercing an overridden state name to a string.
SetConfigClone(enabled)

Controls whether config data is deep-cloned when this template builds a state.

Arguments
enabled Bool Whether built states should clone supplied config by default.
Returns
AddStateEvent(event, function, [mode])

Stores a handler for a built-in event or custom StatementEvent. The handler is bound to the state owner when the state is built.

Arguments
event Any A built-in eStatementEvents value or StatementEvent identity.
function Function The handler function copied into each built state.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
AddEnter(function, [mode])

Adds an Enter handler to states built from this template.

Arguments
function Function The Enter handler copied into built states.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
AddUpdate(function, [mode])

Adds an Update handler to states built from this template.

Arguments
function Function The Update handler copied into built states.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
AddExit(function, [mode])

Adds an Exit handler to states built from this template.

Arguments
function Function The Exit handler copied into built states.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
AddDraw(function, [mode])

Adds a Draw handler to states built from this template.

Arguments
function Function The Draw handler copied into built states.
mode optional Real Uses the eStatementBindMode enum. Defaults to REPLACE.
Returns
AddTransition(rule)

Adds a reusable transition rule to this template.

Arguments
rule Struct.StatementTransitionRule The unattached rule to store in this template.
Returns
RemoveTransition(rule)

Removes a specific transition rule from this template.

Arguments
rule Struct.StatementTransitionRule The rule to remove.
Returns
ClearTransitions()

Removes all transition rules from this template.

Returns
DebugLinkTo(target_name)

Declares a debug-only visual connection copied into each built state.

Arguments
target_name Any The state name shown as the connection destination.
Returns
DebugPayload(payload)

Sets the default debug-jump payload copied into each built state.

Arguments
payload Any The debug payload.
Returns
DebugBreakOnEnter([break_on_enter])

Controls whether built states pause debug execution when entered.

Arguments
break_on_enter optional Bool Whether built states should break on Enter. Defaults to true.
Returns
DebugTag(tag)

Assigns the debug tag copied into each built state.

Arguments
tag String The debug tag value.
Returns
Build(owner, [config], [name], [clone])

Builds a new StatementState from this template without coercing an overridden state name to a string.

Arguments
owner Id.Instance,Struct The instance or struct the built state belongs to.
config optional Any Optional config assigned to the built state.
name optional Any Optional state name/tag override. The supplied value is preserved exactly.
clone optional Bool Optional override for config cloning.
Returns
Struct.StatementState,Undefined

StatementEvent

Creates a named custom state event.

new StatementEvent(name)
Arguments
name Any Name shown in debug tools.

Methods

MethodWhat it does
GetName()Returns this event's friendly name.
GetName()

Returns this event's friendly name.

Returns
Any

Statement Lens

StatementLens

Stores Statement Lens selection, saved views, caches, and per-frame state.

Methods

Machine selection
SetMachine()Selects a live Statement machine and resets selection to its current state.
SelectMachineOverview()Selects the machine overview page.
SelectRelativeMachine()Selects the previous or next live machine in the current picker filter.
State and connection selection
SelectState()Selects a state for inspection without mutating the running machine.
View and search
SetLayout()Changes graph layout and restores its per-machine camera.
SaveCurrentView()Saves the current session view for the selected machine.
LoadSavedView()Loads a named session view for the selected machine.
SetMachine(machine)

Selects a live Statement machine and resets selection to its current state.

Arguments
machine Struct.Statement Machine to inspect.
Returns
Struct.StatementLens
SelectState(state_name, [centre])

Selects a state for inspection without mutating the running machine.

Arguments
state_name Any State name/tag value to select.
centre optional Bool Whether to centre the graph on the state.
Returns
Struct.StatementLens
SelectMachineOverview()

Selects the machine overview page.

Returns
Struct.StatementLens
SetLayout(layout)

Changes graph layout and restores its per-machine camera.

Arguments
layout Real Uses the eStatementLensLayout enum.
Returns
Struct.StatementLens
SelectRelativeMachine(direction)

Selects the previous or next live machine in the current picker filter.

Arguments
direction Real Negative selects previous. positive selects next.
Returns
Struct.StatementLens
SaveCurrentView()

Saves the current session view for the selected machine.

Returns
String
LoadSavedView(index)

Loads a named session view for the selected machine.

Arguments
index Real Saved-view index.
Returns
Bool

Top-level functions

Update scheduling

StatementSetUpdateMode(mode)

Sets how externally driven Statement machines turn Update calls into update credit.

Arguments
mode Real A value from eStatementUpdateMode.
StatementGetUpdateMode()

Gets the global Statement update mode.

Returns
Real
StatementSetGlobalTimeScale(scale)

Sets the global update scale for externally driven root Statement machines.

Arguments
scale Real The new global update scale. Values below zero are clamped to zero.
StatementGetGlobalTimeScale()

Gets the global update scale for externally driven root Statement machines.

Returns
Real

Statement Lens

StatementLensGet()

Returns the startup-owned Statement Lens view model.

Returns
Struct.StatementLens,Undefined
StatementLensUpdate()

Updates Statement Lens manually until its automatic handler has started.

StatementLensOpen(ui_root)

Creates or reveals the Statement Lens window and ensures its automatic updates are running.

Arguments
ui_root Struct.EchoChamberRoot Echo Chamber root that owns the desktop.
Returns
Struct.EchoChamberWindow,Undefined
StatementDebugPruneRegistry([prune_destroyed_owners])

Removes dead debug entries and can also remove machines whose instance owner was destroyed.

Arguments
prune_destroyed_owners optional Bool Whether destroyed instance owners should be removed.
Returns
Real

Enums

Events and handlers

eStatementEvents

Built-in state events used by lifecycle handlers, AddStateEvent(), and RunState().

Values
ENTER
EXIT
STEP
DRAW
NUM
eStatementEventDispatch

Controls how RunState() dispatches an event through the active submachine hierarchy.

Values
CURRENT
DEEPEST
PATH
NUM
eStatementBindMode

Controls how a newly bound state-event handler combines with an existing handler.

Values
REPLACE
APPEND
PREPEND
NUM

Transitions and queues

eStatementTransitionCause

Identifies which operation initiated a Statement transition result.

Values
START
STOP
DIRECT
DECLARATIVE
QUEUED
PUSH
POP
PREVIOUS
REENTER
DEBUG_JUMP
NUM
eStatementTransitionBlockReason

Explains why a Statement transition request did not commit.

Values
NONE
RUNTIME_STOPPING
TARGET_MISSING
SAME_STATE
EXIT_LOCKED
EXIT_GUARD
ALREADY_RUNNING
NO_INITIAL_STATE
NO_ACTIVE_STATE
NO_QUEUED_STATE
STACK_EMPTY
NO_PREVIOUS_STATE
NUM
eStatementTransitionPhase

Controls whether an automatic transition rule is evaluated before or after the active state Update handler.

Values
BEFORE_UPDATE
AFTER_UPDATE
NUM
eStatementQueuePhase

Controls when queued transition requests are processed automatically.

Values
BEFORE_UPDATE
AFTER_UPDATE
MANUAL
NUM

Runtime and submachines

eStatementUpdateMode

Controls how externally driven Statement Update calls accumulate logical update credit.

Values
EVENT
ELAPSED_TIME
NUM
eStatementResetMode

Controls how a hosted submachine is reset or remembered across host-state lifecycle changes.

Values
RESET_ON_EXIT
REMEMBER
RESET_ON_ENTER
NUM

Debugging

eStatementDebugPauseReason

Identifies why a machine is paused by Statement debug tooling.

Values
NONE
MANUAL
STATE_BREAKPOINT
CONNECTION_BREAKPOINT
STATE_ERROR
CONNECTION_ERROR
NUM
eStatementErrorBehavior

Controls how Statement debug handling reacts to caught state or transition errors.

Values
PAUSE
RETHROW
NUM

Statement Lens

eStatementLensSelectionKind

Identifies the kind of item currently selected in Statement Lens.

Values
MACHINE
STATE
CONNECTION
NUM
eStatementLensLayout

Selects the graph layout used by Statement Lens.

Values
LAYERED
RADIAL
CLUSTERED
NEIGHBOURHOOD
NUM
eStatementLensActivity

Selects the runtime activity metric visualised by Statement Lens.

Values
OFF
TOTAL_ACTIVE_TIME
ENTRIES
RECENT_ACTIVITY
NUM

Macros

Version

Core settings

STATEMENT_DEBUG

Controls whether Statement debug tracking and Statement Lens support are enabled.

Default
1
STATEMENT_MAX_UPDATES_PER_CALL

Maximum number of logical updates one machine can process during a single Update call when catch-up credit accumulates.

Default
8

Statement Lens settings

STATEMENT_LENS_GRAPH_PAN_BUTTON

Mouse button used to pan the Statement Lens graph.

Default
mb_middle
STATEMENT_LENS_STATE_CARD_NAME_LIMIT

Maximum number of characters shown in a Statement Lens state-card name before it is truncated.

Default
24
STATEMENT_LENS_BIND_CLOSE_INSPECTOR

Default Echo Chamber input binding used to close a Statement Lens inspector.

Default
new EchoChamberInputBindingKey(vk_escape)
STATEMENT_LENS_BIND_PREV_MACHINE

Default Echo Chamber input binding used to select the previous machine in Statement Lens.

Default
new EchoChamberInputBindingKey(vk_pageup)
STATEMENT_LENS_BIND_NEXT_MACHINE

Default Echo Chamber input binding used to select the next machine in Statement Lens.

Default
new EchoChamberInputBindingKey(vk_pagedown)
STATEMENT_LENS_BIND_OPEN_SEARCH_PALETTE

Default Echo Chamber input binding used to open the Statement Lens search palette.

Default
new EchoChamberInputBindingKey(ord("F"), eEchoChamberInputCheck.PRESSED, true)
STATEMENT_LENS_BIND_CLOSE_SEARCH_PALETTE

Default Echo Chamber input binding used to close the Statement Lens search palette.

Default
new EchoChamberInputBindingKey(vk_escape)
STATEMENT_LENS_BIND_SCROLL_UP_SEARCH_PALETTE

Default Echo Chamber input binding used to move upward through Statement Lens search results.

Default
new EchoChamberInputBindingKey(vk_up)
STATEMENT_LENS_BIND_SCROLL_DOWN_SEARCH_PALETTE

Default Echo Chamber input binding used to move downward through Statement Lens search results.

Default
new EchoChamberInputBindingKey(vk_down)
STATEMENT_LENS_BIND_ACCEPT_SEARCH_PALETTE

Default Echo Chamber input binding used to accept the selected Statement Lens search result.

Default
new EchoChamberInputBindingKey(vk_enter)
STATEMENT_LENS_BIND_FIT_GRAPH

Default Echo Chamber input binding used to fit the Statement Lens graph to its visible contents.

Default
new EchoChamberInputBindingKey(ord("F"))
STATEMENT_LENS_BIND_SELECT_ACTIVE

Default Echo Chamber input binding used to select the currently active state in Statement Lens.

Default
new EchoChamberInputBindingKey(ord("A"))

Symbol index

A
AddAnyEnterHook() | Statement
AddAnyExitHook() | Statement
AddDraw() | StatementState
AddDraw() | StatementStateTemplate
AddEnter() | StatementState
AddEnter() | StatementStateTemplate
AddExit() | StatementState
AddExit() | StatementStateTemplate
AddExitGuard() | StatementState
AddState() | Statement
AddStateEvent() | StatementState
AddStateEvent() | StatementStateTemplate
AddStateTemplate() | Statement
AddTransition() | Statement
AddTransition() | StatementState
AddTransition() | StatementStateTemplate
AddUpdate() | StatementState
AddUpdate() | StatementStateTemplate
B
Blocked() | StatementTransitionResult
Build() | StatementStateTemplate
C
ChangeState() | Statement
ClearExitGuards() | StatementState
ClearExitLocks() | StatementState
ClearHistory() | Statement
ClearQueuedState() | Statement
ClearStates() | Statement
ClearStateStack() | Statement
ClearTransitions() | Statement
ClearTransitions() | StatementState
ClearTransitions() | StatementStateTemplate
Clone() | StatementTransitionRule
CreateSubMachine() | StatementState
D
DebugBreakOnEnter() | StatementState
DebugBreakOnEnter() | StatementStateTemplate
DebugDescribe() | Statement
DebugJumpToState() | Statement
DebugLinkTo() | StatementState
DebugLinkTo() | StatementStateTemplate
DebugPause() | Statement
DebugPayload() | StatementState
DebugPayload() | StatementStateTemplate
DebugResume() | Statement
DebugStep() | Statement
DebugTag() | Statement
DebugTag() | StatementState
DebugTag() | StatementStateTemplate
Destroy() | Statement
Draw() | Statement
E
EnsureState() | Statement
G
GetBlockDetail() | StatementTransitionResult
GetBlockReason() | StatementTransitionResult
GetCause() | StatementTransitionResult
GetChildMachine() | Statement
GetChildState() | Statement
GetConfig() | StatementState
GetData() | StatementTransitionResult
GetData() | StatementTransitionRule
GetDebugGraph() | Statement
GetDebugName() | Statement
GetDebugTag() | Statement
GetExitGuardCount() | StatementState
GetExitLockCount() | StatementState
GetFromName() | StatementTransitionResult
GetFromState() | StatementTransitionResult
GetHistoryAt() | Statement
GetHistoryCount() | Statement
GetMachine() | StatementTransitionResult
GetName() | StatementEvent
GetPhase() | StatementTransitionRule
GetPriority() | StatementTransitionRule
GetQueuePhase() | Statement
GetRedirectCount() | StatementTransitionResult
GetRequestedName() | StatementTransitionResult
GetState() | Statement
GetStateName() | Statement
GetStateTime() | Statement
GetSubMachine() | StatementState
GetTargetName() | StatementTransitionResult
GetTargetName() | StatementTransitionRule
GetTargetState() | StatementTransitionResult
GetTick() | StatementTransitionResult
GetTimeScale() | Statement
GetToName() | StatementTransitionResult
GetToState() | StatementTransitionResult
H
HasExitGuard() | StatementState
HasExitLock() | StatementState
HasQueuedState() | Statement
HasStateEvent() | StatementState
HasSubMachine() | StatementState
I
IsDebugEnabled() | Statement
IsDebugPaused() | Statement
IsEnabled() | StatementTransitionRule
IsExitLocked() | StatementState
IsForced() | StatementTransitionRule
IsInPath() | Statement
IsInState() | Statement
IsPaused() | Statement
IsPending() | StatementTransitionResult
IsRunning() | Statement
L
LoadSavedView() | StatementLens
LockExit() | StatementState
LockExitUntilSubIn() | StatementState
LockExitWhileSubNot() | StatementState
O
OnSubmachineEnter() | StatementState
OnSubmachineExit() | StatementState
P
PeekStateStack() | Statement
PopState() | Statement
PreviousState() | Statement
PrintStateNames() | Statement
PushState() | Statement
Q
QueueState() | Statement
R
ReenterState() | Statement
Remove() | StatementTransitionRule
RemoveExitGuard() | StatementState
RemoveState() | Statement
RemoveTransition() | Statement
RemoveTransition() | StatementState
RemoveTransition() | StatementStateTemplate
Reset() | Statement
RunState() | Statement
S
SaveCurrentView() | StatementLens
SelectMachineOverview() | StatementLens
SelectRelativeMachine() | StatementLens
SelectState() | StatementLens
SetConfig() | StatementState
SetConfigClone() | StatementStateTemplate
SetData() | StatementTransitionRule
SetDataProvider() | StatementTransitionRule
SetDebugEnabled() | Statement
SetDebugName() | Statement
SetEnabled() | StatementTransitionRule
SetForce() | StatementTransitionRule
SetHistoryLimit() | Statement
SetInheritPause() | Statement
SetInitialState() | Statement
SetLayout() | StatementLens
SetMachine() | StatementLens
SetPaused() | Statement
SetPhase() | StatementTransitionRule
SetPriority() | StatementTransitionRule
SetQueuePhase() | Statement
SetResetMode() | Statement
SetStateTime() | Statement
SetTimeScale() | Statement
Start() | Statement
Stop() | Statement
Succeeded() | StatementTransitionResult
T
TimerGet() | StatementState
TimerIsRunning() | StatementState
TimerPause() | StatementState
TimerResume() | StatementState
TimerSet() | StatementState
TimerStart() | StatementState
TimerStop() | StatementState
U
UnlockExit() | StatementState
Update() | Statement
W
WasForced() | StatementTransitionResult
WasRedirected() | StatementTransitionResult