Qt SCXML Pinball Example

 <?xml version="1.0" ?>
 <!--
 /****************************************************************************
 **
 ** Copyright (C) 2016 The Qt Company Ltd.
 ** Contact: https://www.qt.io/licensing/
 **
 ** This file is part of the QtScxml module of the Qt Toolkit.
 **
 ** $QT_BEGIN_LICENSE:BSD$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
 ** a written agreement between you and The Qt Company. For licensing terms
 ** and conditions see https://www.qt.io/terms-conditions. For further
 ** information use the contact form at https://www.qt.io/contact-us.
 **
 ** BSD License Usage
 ** Alternatively, you may use this file under the terms of the BSD license
 ** as follows:
 **
 ** "Redistribution and use in source and binary forms, with or without
 ** modification, are permitted provided that the following conditions are
 ** met:
 **   * Redistributions of source code must retain the above copyright
 **     notice, this list of conditions and the following disclaimer.
 **   * Redistributions in binary form must reproduce the above copyright
 **     notice, this list of conditions and the following disclaimer in
 **     the documentation and/or other materials provided with the
 **     distribution.
 **   * Neither the name of The Qt Company Ltd nor the names of its
 **     contributors may be used to endorse or promote products derived
 **     from this software without specific prior written permission.
 **
 **
 ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
 **
 ** $QT_END_LICENSE$
 **
 ****************************************************************************/
 -->
 <scxml xmlns="http://www.w3.org/2005/07/scxml" version="1.0"
        name="Pinball" datamodel="ecmascript">
     <datamodel>
         <data id="highScore" expr="0"/>
         <data id="score" expr="0"/>
     </datamodel>
     <parallel id="global">
         <parallel id="guiControl">
             <state id="cLight">
                 <state id="cLightOn">
                     <transition event="turnOffC" target="cLightOff"/>
                 </state>
                 <state id="cLightOff">
                     <transition event="turnOnC" target="cLightOn"/>
                 </state>
             </state>
             <state id="rLight">
                 <state id="rLightOn">
                     <transition event="turnOffR" target="rLightOff"/>
                 </state>
                 <state id="rLightOff">
                     <transition event="turnOnR" target="rLightOn"/>
                 </state>
             </state>
             <state id="aLight">
                 <state id="aLightOn">
                     <transition event="turnOffA" target="aLightOff"/>
                 </state>
                 <state id="aLightOff">
                     <transition event="turnOnA" target="aLightOn"/>
                 </state>
             </state>
             <state id="zLight">
                 <state id="zLightOn">
                     <transition event="turnOffZ" target="zLightOff"/>
                 </state>
                 <state id="zLightOff">
                     <transition event="turnOnZ" target="zLightOn"/>
                 </state>
             </state>
             <state id="yLight">
                 <state id="yLightOn">
                     <transition event="turnOffY" target="yLightOff"/>
                 </state>
                 <state id="yLightOff">
                     <transition event="turnOnY" target="yLightOn"/>
                 </state>
             </state>
             <state id="hurryLight">
                 <state id="hurryLightOn">
                     <transition event="turnOffHurry" target="hurryLightOff"/>
                 </state>
                 <state id="hurryLightOff">
                     <transition event="turnOnHurry" target="hurryLightOn"/>
                 </state>
             </state>
             <state id="jackpotLight">
                 <state id="jackpotLightOn">
                     <transition event="turnOffJackpot" target="jackpotLightOff"/>
                 </state>
                 <state id="jackpotLightOff">
                     <transition event="turnOnJackpot" target="jackpotLightOn"/>
                 </state>
             </state>
             <state id="gameOverLight">
                 <state id="gameOverLightOn">
                     <transition event="turnOffGameOver" target="gameOverLightOff"/>
                 </state>
                 <state id="gameOverLightOff">
                     <transition event="turnOnGameOver" target="gameOverLightOn"/>
                 </state>
             </state>
         </parallel>

         <parallel id="internalState">
             <parallel id="logicalState">
                 <state id="letterState">
                     <parallel id="lettersState">
                         <state id="letter.C">
                             <state id="cLetterOff">
                                 <transition event="cLetterTriggered" cond="In('onState')" target="cLetterOn"/>
                             </state>
                             <final id="cLetterOn"/>
                         </state>
                         <state id="letter.R">
                             <state id="rLetterOff">
                                 <transition event="rLetterTriggered" cond="In('onState')" target="rLetterOn"/>
                             </state>
                             <final id="rLetterOn"/>
                         </state>
                         <state id="letter.A">
                             <state id="aLetterOff">
                                 <transition event="aLetterTriggered" cond="In('onState')" target="aLetterOn"/>
                             </state>
                             <final id="aLetterOn"/>
                         </state>
                         <state id="letter.Z">
                             <state id="zLetterOff">
                                 <transition event="zLetterTriggered" cond="In('onState')" target="zLetterOn"/>
                             </state>
                             <final id="zLetterOn"/>
                         </state>
                         <state id="letter.Y">
                             <state id="yLetterOff">
                                 <transition event="yLetterTriggered" cond="In('onState')" target="yLetterOn"/>
                             </state>
                             <final id="yLetterOn"/>
                         </state>
                         <transition event="resetLetters" target="lettersState"/>
                     </parallel>
                 </state>
                 <state id="modeState">
                     <state id="offState">
                         <onentry>
                             <if cond="highScore &lt; score">
                                 <assign location="highScore" expr="score"/>
                             </if>
                             <raise event="resetLetters"/>
                             <raise event="update"/>
                         </onentry>
                         <transition event="startTriggered" target="onState"/>
                     </state>
                     <parallel id="onState">
                         <onentry>
                             <assign location="score" expr="0"/>
                         </onentry>
                         <state id="hurryState">
                             <state id="hurryStateOff">
                                 <onentry>
                                     <raise event="resetLetters"/>
                                     <raise event="update"/>
                                 </onentry>
                                 <transition event="goToHurryOn" target="hurryStateOn"/>
                             </state>
                             <state id="hurryStateOn">
                                 <onentry>
                                     <send event="goToHurryOff" id="hurryId" delay="5s"/>
                                     <raise event="resetLetters"/>
                                     <raise event="update"/>
                                 </onentry>
                                 <transition event="goToHurryOff" target="hurryStateOff"/>
                                 <onexit>
                                     <cancel sendid="hurryId"/>
                                 </onexit>
                             </state>
                         </state>
                         <state id="jackpotState">
                             <state id="jackpotStateOff">
                                 <onentry>
                                     <raise event="update"/>
                                 </onentry>
                                 <transition event="goForJackpot" target="jackpotStateOn"/>
                             </state>
                             <state id="jackpotStateOn">
                                 <onentry>
                                     <raise event="update"/>
                                 </onentry>
                             </state>
                         </state>
                         <transition event="ballOutTriggered" target="offState"/>
                     </parallel>
                 </state>
             </parallel>

             <state id="workflow">
                 <state id="lightImpulseGenerator">
                     <state id="lightImpulseOn"/>
                     <state id="lightImpulseOff"/>

                     <onentry>
                         <raise event="update"/>
                     </onentry>

                     <transition event="scheduleNewImpulse">
                         <cancel sendid="lightId"/>
                         <if cond="In('offState')">
                             <send event="lightImpulse" id="lightId" delay="1s"/>
                         <elseif cond="In('hurryStateOff')"/>
                             <send event="lightImpulse" id="lightId" delay="500ms"/>
                         <else/>
                             <send event="lightImpulse" id="lightId" delay="200ms"/>
                         </if>
                     </transition>

                     <transition event="update">
                         <raise event="scheduleNewImpulse"/>
                         <raise event="updateLights"/>
                     </transition>

                     <transition event="lightImpulse" cond="In('lightImpulseOn')" target="lightImpulseOff"/>
                     <transition event="lightImpulse" cond="In('lightImpulseOff')" target="lightImpulseOn"/>
                 </state>

                 <transition event="done.state.letter.*">
                     <if cond="In('hurryStateOff')">
                         <assign location="score" expr="score + 1000"/>
                     <elseif cond="In('hurryStateOn')"/>
                         <assign location="score" expr="score + 10000"/>
                     </if>
                     <raise event="updateLights"/>
                 </transition>

                 <transition event="done.state.lettersState">
                     <if cond="In('hurryStateOff')">
                         <assign location="score" expr="score + 100000"/>
                         <raise event="goToHurryOn"/>
                     <elseif cond="In('hurryStateOn')"/>
                         <assign location="score" expr="score + 1000000"/>
                         <raise event="goToHurryOff"/>
                         <raise event="goForJackpot"/>
                     </if>
                 </transition>

                 <transition event="updateLights">
                     <send event="updateScore">
                         <param name="highScore" expr="highScore"/>
                         <param name="score" expr="score"/>
                     </send>
                     <if cond="In('jackpotStateOn')">
                         <raise event="turnOnJackpot"/>
                     <else/>
                         <raise event="turnOffJackpot"/>
                     </if>

                     <if cond="In('lightImpulseOn')">
                         <if cond="In('offState')">
                             <raise event="turnOnLights"/>
                             <raise event="turnOnHurry"/>
                             <raise event="turnOnJackpot"/>
                             <raise event="turnOnGameOver"/>
                         <elseif cond="In('hurryStateOff')"/>
                             <raise event="updateLightsAccordingToLettersState"/>
                             <raise event="turnOffHurry"/>
                             <raise event="turnOffGameOver"/>
                         <else/>
                             <raise event="turnOnLights"/>
                             <raise event="turnOnHurry"/>
                             <raise event="turnOffGameOver"/>
                         </if>
                     <else/>
                         <if cond="In('offState')">
                             <raise event="turnOffLights"/>
                             <raise event="turnOffHurry"/>
                             <raise event="turnOffJackpot"/>
                         <elseif cond="In('hurryStateOff')"/>
                             <raise event="turnOffLights"/>
                         <else/>
                             <raise event="updateLightsAccordingToLettersState"/>
                         </if>
                         <raise event="turnOffHurry"/>
                         <raise event="turnOffGameOver"/>
                     </if>
                 </transition>

                 <transition event="updateLightsAccordingToLettersState">
                     <if cond="In('cLetterOn')">
                         <raise event="turnOnC"/>
                     <else/>
                         <raise event="turnOffC"/>
                     </if>
                     <if cond="In('rLetterOn')">
                         <raise event="turnOnR"/>
                     <else/>
                         <raise event="turnOffR"/>
                     </if>
                     <if cond="In('aLetterOn')">
                         <raise event="turnOnA"/>
                     <else/>
                         <raise event="turnOffA"/>
                     </if>
                     <if cond="In('zLetterOn')">
                         <raise event="turnOnZ"/>
                     <else/>
                         <raise event="turnOffZ"/>
                     </if>
                     <if cond="In('yLetterOn')">
                         <raise event="turnOnY"/>
                     <else/>
                         <raise event="turnOffY"/>
                     </if>
                 </transition>

                 <transition event="turnOnLights">
                     <raise event="turnOnC"/>
                     <raise event="turnOnR"/>
                     <raise event="turnOnA"/>
                     <raise event="turnOnZ"/>
                     <raise event="turnOnY"/>
                 </transition>

                 <transition event="turnOffLights">
                     <raise event="turnOffC"/>
                     <raise event="turnOffR"/>
                     <raise event="turnOffA"/>
                     <raise event="turnOffZ"/>
                     <raise event="turnOffY"/>
                 </transition>
             </state>
         </parallel>
     </parallel>
 </scxml>