diff --git a/addons/base_import/__manifest__.py b/addons/base_import/__manifest__.py index 6afb4288e83..f4f97bdea2b 100644 --- a/addons/base_import/__manifest__.py +++ b/addons/base_import/__manifest__.py @@ -31,7 +31,6 @@ Re-implement Odoo's file import system: ], 'assets': { 'web.assets_backend': [ - 'base_import/static/lib/javascript-state-machine/state-machine.js', 'base_import/static/src/**/*.scss', 'base_import/static/src/**/*.js', 'base_import/static/src/**/*.xml', diff --git a/addons/base_import/static/lib/javascript-state-machine/LICENSE b/addons/base_import/static/lib/javascript-state-machine/LICENSE deleted file mode 100644 index 8ad703ca4ef..00000000000 --- a/addons/base_import/static/lib/javascript-state-machine/LICENSE +++ /dev/null @@ -1,20 +0,0 @@ -Copyright (c) 2012 Jake Gordon and contributors - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. - diff --git a/addons/base_import/static/lib/javascript-state-machine/README.md b/addons/base_import/static/lib/javascript-state-machine/README.md deleted file mode 100644 index 64c045e69d7..00000000000 --- a/addons/base_import/static/lib/javascript-state-machine/README.md +++ /dev/null @@ -1,327 +0,0 @@ -Javascript Finite State Machine (v2.1.0) -======================================== - -This standalone javascript micro-framework provides a finite state machine for your pleasure. - - * You can find the [code here](https://github.com/jakesgordon/javascript-state-machine) - * You can find a [description here](http://codeincomplete.com/posts/2011/8/19/javascript_state_machine_v2/) - * You can find a [working demo here](http://codeincomplete.com/posts/2011/8/19/javascript_state_machine_v2/example/) - -Download -======== - -You can download [state-machine.js](https://github.com/jakesgordon/javascript-state-machine/raw/master/state-machine.js), -or the [minified version](https://github.com/jakesgordon/javascript-state-machine/raw/master/state-machine.min.js) - -Alternatively: - - git clone git@github.com:jakesgordon/javascript-state-machine - - - * All code is in state-machine.js - * Minified version provided in state-machine.min.js - * No 3rd party library is required - * Demo can be found in /index.html - * QUnit tests can be found in /test/index.html - -Usage -===== - -Include `state-machine.min.js` in your application. - -In its simplest form, create a standalone state machine using: - - var fsm = StateMachine.create({ - initial: 'green', - events: [ - { name: 'warn', from: 'green', to: 'yellow' }, - { name: 'panic', from: 'yellow', to: 'red' }, - { name: 'calm', from: 'red', to: 'yellow' }, - { name: 'clear', from: 'yellow', to: 'green' } - ]}); - -... will create an object with a method for each event: - - * fsm.warn() - transition from 'green' to 'yellow' - * fsm.panic() - transition from 'yellow' to 'red' - * fsm.calm() - transition from 'red' to 'yellow' - * fsm.clear() - transition from 'yellow' to 'green' - -along with the following members: - - * fsm.current - contains the current state - * fsm.is(s) - return true if state `s` is the current state - * fsm.can(e) - return true if event `e` can be fired in the current state - * fsm.cannot(e) - return true if event `e` cannot be fired in the current state - -Multiple 'from' and 'to' states for a single event -================================================== - -If an event is allowed **from** multiple states, and always transitions to the same -state, then simply provide an array of states in the `from` attribute of an event. However, -if an event is allowed from multiple states, but should transition **to** a different -state depending on the current state, then provide multiple event entries with -the same name: - - var fsm = StateMachine.create({ - initial: 'hungry', - events: [ - { name: 'eat', from: 'hungry', to: 'satisfied' }, - { name: 'eat', from: 'satisfied', to: 'full' }, - { name: 'eat', from: 'full', to: 'sick' }, - { name: 'rest', from: ['hungry', 'satisfied', 'full', 'sick'], to: 'hungry' }, - ]}); - -This example will create an object with 2 event methods: - - * fsm.eat() - * fsm.rest() - -The `rest` event will always transition to the `hungry` state, while the `eat` event -will transition to a state that is dependent on the current state. - ->> NOTE: The `rest` event could use a wildcard '*' for the 'from' state if it should be -allowed from any current state. - ->> NOTE: The `rest` event in the above example can also be specified as multiple events with -the same name if you prefer the verbose approach. - -Callbacks -========= - -4 callbacks are available if your state machine has methods using the following naming conventions: - - * onbefore**event** - fired before the event - * onleave**state** - fired when leaving the old state - * onenter**state** - fired when entering the new state - * onafter**event** - fired after the event - -You can affect the event in 3 ways: - - * return `false` from an `onbeforeevent` handler to cancel the event. - * return `false` from an `onleavestate` handler to cancel the event. - * return `ASYNC` from an `onleavestate` handler to perform an asynchronous state transition (see next section) - -For convenience, the 2 most useful callbacks can be shortened: - - * on**event** - convenience shorthand for onafter**event** - * on**state** - convenience shorthand for onenter**state** - -In addition, a generic `onchangestate()` callback can be used to call a single function for _all_ state changes: - -All callbacks will be passed the same arguments: - - * **event** name - * **from** state - * **to** state - * _(followed by any arguments you passed into the original event method)_ - -Callbacks can be specified when the state machine is first created: - - var fsm = StateMachine.create({ - initial: 'green', - events: [ - { name: 'warn', from: 'green', to: 'yellow' }, - { name: 'panic', from: 'yellow', to: 'red' }, - { name: 'calm', from: 'red', to: 'yellow' }, - { name: 'clear', from: 'yellow', to: 'green' } - ], - callbacks: { - onpanic: function(event, from, to, msg) { alert('panic! ' + msg); }, - onclear: function(event, from, to, msg) { alert('thanks to ' + msg); }, - ongreen: function(event, from, to) { document.body.className = 'green'; }, - onyellow: function(event, from, to) { document.body.className = 'yellow'; }, - onred: function(event, from, to) { document.body.className = 'red'; }, - } - }); - - fsm.panic('killer bees'); - fsm.clear('sedatives in the honey pots'); - ... - -Additionally, they can be added and removed from the state machine at any time: - - fsm.ongreen = null; - fsm.onyellow = null; - fsm.onred = null; - fsm.onchangestate = function(event, from, to) { document.body.className = to; }; - -Asynchronous State Transitions -============================== - -Sometimes, you need to execute some asynchronous code during a state transition and ensure the -new state is not entered until your code has completed. - -A good example of this is when you transition out of a `menu` state, perhaps you want to gradually -fade the menu away, or slide it off the screen and don't want to transition to your `game` state -until after that animation has been performed. - -You can now return `StateMachine.ASYNC` from your `onleavestate` handler and the state machine -will be _'put on hold'_ until you are ready to trigger the transition using the new `transition()` -method. - -For example, using jQuery effects: - - var fsm = StateMachine.create({ - - initial: 'menu', - - events: [ - { name: 'play', from: 'menu', to: 'game' }, - { name: 'quit', from: 'game', to: 'menu' } - ], - - callbacks: { - - onentermenu: function() { $('#menu').show(); }, - onentergame: function() { $('#game').show(); }, - - onleavemenu: function() { - $('#menu').fadeOut('fast', function() { - fsm.transition(); - }); - return StateMachine.ASYNC; // tell StateMachine to defer next state until we call transition (in fadeOut callback above) - }, - - onleavegame: function() { - $('#game').slideDown('slow', function() { - fsm.transition(); - }; - return StateMachine.ASYNC; // tell StateMachine to defer next state until we call transition (in slideDown callback above) - } - - } - }); - - -State Machine Classes -===================== - -You can also turn all instances of a _class_ into an FSM by applying -the state machine functionality to the prototype, including your callbacks -in your prototype, and providing a `startup` event for use when constructing -instances: - - MyFSM = function() { // my constructor function - this.startup(); - }; - - MyFSM.prototype = { - - onpanic: function(event, from, to) { alert('panic'); }, - onclear: function(event, from, to) { alert('all is clear'); }, - - // my other prototype methods - - }; - - StateMachine.create({ - target: MyFSM.prototype, - events: [ - { name: 'startup', from: 'none', to: 'green' }, - { name: 'warn', from: 'green', to: 'yellow' }, - { name: 'panic', from: 'yellow', to: 'red' }, - { name: 'calm', from: 'red', to: 'yellow' }, - { name: 'clear', from: 'yellow', to: 'green' } - ]}); - - -This should be easy to adjust to fit your appropriate mechanism for object construction. - -Initialization Options -====================== - -How the state machine should initialize can depend on your application requirements, so -the library provides a number of simple options. - -By default, if you dont specify any initial state, the state machine will be in the `'none'` -state and you would need to provide an event to take it out of this state: - - var fsm = StateMachine.create({ - events: [ - { name: 'startup', from: 'none', to: 'green' }, - { name: 'panic', from: 'green', to: 'red' }, - { name: 'calm', from: 'red', to: 'green' }, - ]}); - alert(fsm.current); // "none" - fsm.startup(); - alert(fsm.current); // "green" - -If you specify the name of your initial event (as in all the earlier examples), then an -implicit `startup` event will be created for you and fired when the state machine is constructed. - - var fsm = StateMachine.create({ - initial: 'green', - events: [ - { name: 'panic', from: 'green', to: 'red' }, - { name: 'calm', from: 'red', to: 'green' }, - ]}); - alert(fsm.current); // "green" - -If your object already has a `startup` method you can use a different name for the initial event - - var fsm = StateMachine.create({ - initial: { state: 'green', event: 'init' }, - events: [ - { name: 'panic', from: 'green', to: 'red' }, - { name: 'calm', from: 'red', to: 'green' }, - ]}); - alert(fsm.current); // "green" - -Finally, if you want to wait to call the initial state transition event until a later date you -can `defer` it: - - var fsm = StateMachine.create({ - initial: { state: 'green', event: 'init', defer: true }, - events: [ - { name: 'panic', from: 'green', to: 'red' }, - { name: 'calm', from: 'red', to: 'green' }, - ]}); - alert(fsm.current); // "none" - fsm.init(); - alert(fsm.current); // "green" - -Of course, we have now come full circle, this last example is pretty much functionally the -same as the first example in this section where you simply define your own startup event. - -So you have a number of choices available to you when initializing your state machine. - -Handling Failures -====================== - -By default, if you try to call an event method that is not allowed in the current state, the -state machine will throw an exception. If you prefer to handle the problem yourself, you can -define a custom `error` handler: - - var fsm = StateMachine.create({ - initial: 'green', - error: function(eventName, from, to, args, errorCode, errorMessage) { - return 'event ' + eventName + ' was naughty :- ' + errorMessage; - }, - events: [ - { name: 'panic', from: 'green', to: 'red' }, - { name: 'calm', from: 'red', to: 'green' }, - ]}); - alert(fsm.calm()); // "event calm was naughty :- event not allowed in current state green" - -Release Notes -============= - -See [RELEASE NOTES](https://github.com/jakesgordon/javascript-state-machine/blob/master/RELEASE_NOTES.md) file. - -License -======= - -See [LICENSE](https://github.com/jakesgordon/javascript-state-machine/blob/master/LICENSE) file. - -Contact -======= - -If you have any ideas, feedback, requests or bug reports, you can reach me at -[jake@codeincomplete.com](mailto:jake@codeincomplete.com), or via -my website: [Code inComplete](http://codeincomplete.com/posts/2011/8/19/javascript_state_machine_v2/) - - - - - diff --git a/addons/base_import/static/lib/javascript-state-machine/RELEASE_NOTES.md b/addons/base_import/static/lib/javascript-state-machine/RELEASE_NOTES.md deleted file mode 100644 index 06abf402d38..00000000000 --- a/addons/base_import/static/lib/javascript-state-machine/RELEASE_NOTES.md +++ /dev/null @@ -1,32 +0,0 @@ -Version 2.1.0 (January 7th 2012) --------------------------------- - - * Wrapped in self executing function to be more easily used with loaders like `require.js` or `curl.js` (issue #15) - * Allow event to be cancelled by returning `false` from `onleavestate` handler (issue #13) - WARNING: this breaks backward compatibility for async transitions (you now need to return `StateMachine.ASYNC` instead of `false`) - * Added explicit return values for event methods (issue #12) - * Added support for wildcard events that can be fired 'from' any state (issue #11) - * Added support for no-op events that transition 'to' the same state (issue #5) - * extended custom error callback to handle any exceptions caused by caller provided callbacks - * added custom error callback to override exception when an illegal state transition is attempted (thanks to cboone) - * fixed typos (thanks to cboone) - * fixed issue #4 - ensure before/after event hooks are called even if the event doesn't result in a state change - -Version 2.0.0 (August 19th 2011) --------------------------------- - - * adding support for asynchronous state transitions (see README) - with lots of qunit tests (see test/async.js). - * consistent arguments for ALL callbacks, first 3 args are ALWAYS event name, from state and to state, followed by whatever arguments the user passed to the original event method. - * added a generic `onchangestate(event,from,to)` callback to detect all state changes with a single function. - * allow callbacks to be declared at creation time (instead of having to attach them afterwards) - * renamed 'hooks' => 'callbacks' - * [read more...](http://codeincomplete.com/posts/2011/8/19/javascript_state_machine_v2/) - -Version 1.2.0 (June 21st 2011) ------------------------------- - * allows the same event to transition to different states, depending on the current state (see 'Multiple...' section in README.md) - * [read more...](http://codeincomplete.com/posts/2011/6/21/javascript_state_machine_v1_2_0/) - -Version 1.0.0 (June 1st 2011) ------------------------------ - * initial version - * [read more...](http://codeincomplete.com/posts/2011/6/1/javascript_state_machine/) diff --git a/addons/base_import/static/lib/javascript-state-machine/Rakefile b/addons/base_import/static/lib/javascript-state-machine/Rakefile deleted file mode 100644 index beb8702a7f0..00000000000 --- a/addons/base_import/static/lib/javascript-state-machine/Rakefile +++ /dev/null @@ -1,8 +0,0 @@ - -desc "create minified version of state-machine.js" -task :minify do - require File.expand_path(File.join(File.dirname(__FILE__), 'minifier/minifier')) - Minifier.enabled = true - Minifier.minify('state-machine.js') -end - diff --git a/addons/base_import/static/lib/javascript-state-machine/index.html b/addons/base_import/static/lib/javascript-state-machine/index.html deleted file mode 100644 index 2d6cb62617b..00000000000 --- a/addons/base_import/static/lib/javascript-state-machine/index.html +++ /dev/null @@ -1,39 +0,0 @@ - - -
-