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49 if( theObject != NULL ){
142 if( theObject != NULL ){
bool controlObject(const ISignalState *theObject)
Change the object controlled, this releases previous object and resets its SigState.
~SignalStateConstHelper()
Destructor.
P4SignalState::State m_currentState
virtual P4SignalState::State signalState() const =0
obtain the current signal state
bool releaseObject()
Release controled object (this resets its signal state)
bool resetSignalState()
Reset the Signal State of the controlled object and use it for future operations.
~SignalStateHelper()
Destructor.
bool resetSignalState()
Reset the Signal State of the controlled object and use it for future operations.
bool setSignalState(P4SignalState::State s)
Change the signal state for future operations.
P4SignalState::State m_currentState
bool setSignalState(P4SignalState::State s)
Change the signal state for future operations.
bool releaseObject()
Release controled object (this resets its signal state)
bool controlObject(ISignalState *theObject)
Change the object controlled, this releases previous object and resets its SigState.
SignalStateConstHelper()
Empty Constructor.
virtual bool setSignalState(P4SignalState::State s)=0
set the current signal state
P4SignalState::State m_originalState
Storage of the states.
P4SignalState::State m_originalState
Storage of the states.
ISignalState * m_object
Pointer to the owned object.
ISignalState * m_object
Pointer to the owned object.
SignalStateHelper()
Empty Constructor.