定义:用一个中介对象来封装一系列的对象交互。中介者使各对象不需要显式地相互引用,从而使其耦合松散,而且可以独立地改变它们之间的交互。
说明:
1. Mediator 模式中,每个Colleague 维护一个 Mediator,当要进行通信时,每个具体的 Colleague 直接向ConcreteMediator 发信息,至于信息发到哪里,则由 ConcreteMediator 来决定。
2. ConcreteColleagueA 和 ConcreteColleagueB 不必维护对各自的引用,甚至它们也不知道各个的存在。
3. 优点是,各个 Colleague 减少了耦合。
4. 缺点是,由于 Mediator 控制了集中化,于是就把 Colleague 之间的交互复杂性变为了中介者的复杂性,也就是中介者会变的比任何一个 Colleague 都复杂。
#include <iostream>
#include <string>
using namespace std;
class Mediator;
class Colleague
{
public:
virtual ~Colleague(){};
virtual void Action()=0;
virtual void SetState(const string& sd)=0;
virtual string GetState()=0;
protected:
Colleague(){};
Colleague(Mediator* mdt){this->m_mdt=mdt;};
Mediator* m_mdt;
};
class ConcreteColleagueA:public Colleague
{
public:
ConcreteColleagueA(){};
ConcreteColleagueA(Mediator* mdt):Colleague(mdt){}
~ConcreteColleagueA(){};
void SetState(const string& sd){m_sd=sd;}
string GetState(){return m_sd;}
void Action();
private:
string m_sd;
};
class ConcreteColleagueB:public Colleague
{
public:
ConcreteColleagueB(){};
ConcreteColleagueB(Mediator* mdt):Colleague(mdt){}
~ConcreteColleagueB(){};
void SetState(const string& sd){m_sd=sd;};
string GetState(){return m_sd;}
void Action();
private:
string m_sd;
};
class Mediator
{
public:
virtual ~Mediator(){};
virtual void DoActionFromAtoB()=0;
virtual void DoActionFromBtoA()=0;
protected:
Mediator(){};
};
class ConcreteMediator:public Mediator
{
public:
ConcreteMediator(){};
ConcreteMediator(Colleague* ClA,Colleague* ClB){m_ClA=ClA;m_ClB=ClB;};
~ConcreteMediator(){};
void SetConA(Colleague* ClA){m_ClA=ClA;}
void SetConB(Colleague* ClB){m_ClB=ClB;}
Colleague* GetConA(){return m_ClA;}
Colleague* GetConB(){return m_ClB;}
void DoActionFromAtoB(){m_ClB->SetState(m_ClA->GetState());}
void DoActionFromBtoA(){m_ClA->SetState(m_ClB->GetState());}
void IntroColleague(Colleague* ClA,Colleague* ClB)
{
m_ClA=ClA;m_ClB=ClB;
}
private:
Colleague* m_ClA;
Colleague* m_ClB;
};
void ConcreteColleagueA::Action()
{
m_mdt->DoActionFromAtoB();
cout<<"CONB " << this->GetState()<<endl;
}
void ConcreteColleagueB::Action()
{
m_mdt->DoActionFromBtoA();
cout<<"CONA " << this->GetState()<<endl;
}
int main()
{
ConcreteMediator* m=new ConcreteMediator();
ConcreteColleagueA* c1=new ConcreteColleagueA(m);
ConcreteColleagueB* c2=new ConcreteColleagueB(m);
m->IntroColleague(c1,c2);
c1->SetState("jackill");
c1->Action();
c2->SetState("rukawa");
c2->Action();
cout<<endl;
c1->SetState("new");
c1->Action();
c2->Action();
cout<<endl;
return 0;
}