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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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/*!
\example statemachine/eventtransitions
\title Event Transitions Example
\brief The Event Transitions example shows how to use event transitions, a
feature of \l{The State Machine Framework}.
\snippet statemachine/eventtransitions/main.cpp 0
The \c Window class's constructors begins by creating a button.
\snippet statemachine/eventtransitions/main.cpp 1
Two states, \c s1 and \c s2, are created; upon entry they will assign
"Outside" and "Inside" to the button's text, respectively.
\snippet statemachine/eventtransitions/main.cpp 2
When the button receives an event of type QEvent::Enter and the state
machine is in state \c s1, the machine will transition to state \c s2.
\snippet statemachine/eventtransitions/main.cpp 3
When the button receives an event of type QEvent::Leave and the state
machine is in state \c s2, the machine will transition back to state \c
s1.
\snippet statemachine/eventtransitions/main.cpp 4
Next, the state \c s3 is created. \c s3 will be entered when the button
receives an event of type QEvent::MouseButtonPress and the state machine
is in state \c s2. When the button receives an event of type
QEvent::MouseButtonRelease and the state machine is in state \c s3, the
machine will transition back to state \c s2.
\snippet statemachine/eventtransitions/main.cpp 5
Finally, the states are added to the machine as top-level states, the
initial state is set to be \c s1 ("Outside"), and the machine is started.
\snippet statemachine/eventtransitions/main.cpp 6
The main() function constructs a Window object and shows it.
*/
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