State模式将状态逻辑和动作实现进行分离。当一个操作中要维护大量的case分支语句,并且这些分支依赖于对象的状态。State模式将每个分支都封装到独立的类中。
State.h
//state.h
#ifndef _STATE_H_
#define _STATE_H_
class Context; //前置声明
class State
{
public:
State();
virtual ~State();
virtual void OperationInterface(Context* ) = 0;
virtual void OperationChangeState(Context*) = 0;
protected:
bool ChangeState(Context* con,State* st);
private:
//bool ChangeState(Context* con,State* st);
};
class ConcreteStateA:public State
{
public:
ConcreteStateA();
virtual ~ConcreteStateA();
virtual void OperationInterface(Context* );
virtual void OperationChangeState(Context*);
protected:
private:
};
class ConcreteStateB:public State
{
public:
ConcreteStateB();
virtual ~ConcreteStateB();
virtual void OperationInterface(Context* );
virtual void OperationChangeState(Context*);
protected:
private:
};
#endif //~_STATE_H_
State.cpp
//State.cpp
#include "State.h"
#include "Context.h"
#include <iostream>
using namespace std;
State::State()
{
}
State::~State()
{
}
void State::OperationInterface(Context* con)
{
cout<<"State::.."<<endl;
}
bool State::ChangeState(Context* con,State* st)
{
con->ChangeState(st);
return true;
}
void State::OperationChangeState(Context* con)
{
}
ConcreteStateA::ConcreteStateA()
{
}
ConcreteStateA::~ConcreteStateA()
{
}
void ConcreteStateA::OperationInterface(Context* con)
{
cout<<"ConcreteStateA::OperationInterface......"<<endl;
}
void ConcreteStateA::OperationChangeState(Context* con)
{
OperationInterface(con);
this->ChangeState(con,new ConcreteStateB());
}
ConcreteStateB::ConcreteStateB()
{
}
ConcreteStateB::~ConcreteStateB()
{
}
void ConcreteStateB::OperationInterface(Context* con)
{
cout<<"ConcreteStateB::OperationInterface......"<<endl;
}
void ConcreteStateB::OperationChangeState(Context* con)
{
OperationInterface(con);
this->ChangeState(con,new ConcreteStateA());
}
Context.h
//context.h
#ifndef _CONTEXT_H_
#define _CONTEXT_H_
class State;
class Context
{
public:
Context();
Context(State* state);
~Context();
void OprationInterface();
void OperationChangState();
protected:
private:
friend class State; //表明在State类中可以访问Context类的private字段
bool ChangeState(State* state);
private:
State* _state;
};
#endif //~_CONTEXT_H_
Context.cpp
//context.cpp
#include "Context.h"
#include "State.h"
Context::Context()
{
}
Context::Context(State* state)
{
this->_state= state;
}
Context::~Context()
{
delete _state;
}
void Context::OprationInterface()
{
_state->OperationInterface(this);
}
bool Context::ChangeState(State* state)
{
this->_state= state;
return true;
}
void Context::OperationChangState()
{
_state->OperationChangeState(this);
}
State模式和Strategy模式有很大程度上的相似,实际上State模式和Strategy模式所关注的点不尽相同:State模式主要是适应对象对于状态改变时的不同处理策略的实现,而Strategy模式主要是具体算法和实现接口的解耦。