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++ // Copyright (C) 2016 Ford Motor Company
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++ // Qt-Security score:significant
++
++ #include "finalstate_p.h"
++
++ #include <QQmlContext>
++ #include <QQmlEngine>
++ #include <QQmlInfo>
++
++ FinalState::FinalState(QState *parent)
++ : QFinalState(parent)
++ {
++ }
++
++ QQmlListProperty<QObject> FinalState::childrenActualCalculation() const
++ {
++ // Mutating accesses to m_children only happen in the QML thread,
++ // so there are no thread-safety issues.
++ // The engine only creates non-const instances of the class anyway
++ return QQmlListProperty<QObject>(const_cast<FinalState*>(this), &m_children,
++ m_children.append, m_children.count, m_children.at,
++ m_children.clear, m_children.replace, m_children.removeLast);
++ }
++
++ QQmlListProperty<QObject> FinalState::children()
++ {
++ return m_childrenComputedProperty;
++ }
++
++ void FinalState::childrenContentChanged()
++ {
++ m_childrenComputedProperty.notify();
++ emit childrenChanged();
++ }
++
++ QBindable<QQmlListProperty<QObject>> FinalState::bindableChildren() const
++ {
++ return &m_childrenComputedProperty;
++ }
++
++ /*!
++ \qmltype FinalState
++ \inqmlmodule QtQml.StateMachine
++ \inherits QAbstractState
++ \ingroup statemachine-qmltypes
++ \since 5.4
++
++ \brief Provides a final state.
++
++
++ A final state is used to communicate that (part of) a StateMachine has
++ finished its work. When a final top-level state is entered, the state
++ machine's \l{State::finished}{finished}() signal is emitted. In
++ general, when a final substate (a child of a State) is entered, the parent
++ state's \l{State::finished}{finished}() signal is emitted. FinalState
++ is part of \l{Qt State Machine QML Guide}{Qt State Machine QML API}
++
++ To use a final state, you create a FinalState object and add a transition
++ to it from another state.
++
++ \section1 Example Usage
++
++ \snippet qml/statemachine/finalstate.qml document
++
++ \clearfloat
++
++ \sa StateMachine, State
++ */