C++状态模式(State Pattern)

意图

允许一个对象在其内部状态改变时改变它的行为。对象看起来似乎修改了它的类。

适用性

  • 一个对象的行为取决于它的状态。并且它必须在运行时刻根据状态改变它的行为。
  • 一个操作中含有庞大的多分支的条件语句,且这些分支依赖于该对象的状态。这个状态通常用一个或多个枚举常量表示。通常,有多个操作包含这一相同的条件结构。State模式将每一个条件分支放入一个独立的类中。这使得你可以根据对象自身的情况将对象的状态作为一个对象,这一对象可以不依赖于其他对象而独立变化。

类图

在这里插入图片描述

例子场景

有一个糖果机,一个糖果25分线,机器有四种状态,分别是没有25分钱,有25分钱,糖果售罄,售出糖果,可以进行的动作有投入25分钱,返回25分钱,转动曲柄,发放糖果,设计一个框架,可以方便管理和添加状态,不要使用条件语句实现。

实现

State.h

#pragma once

class GumballMachine;
class State
{
public:
	State();
	virtual void insertQuarter() = 0;
	virtual void ejectQuarter() = 0;
	virtual void turnCrank() = 0;
	virtual void dispense() = 0;
protected:
	GumballMachine* m_pGumballMachine;
};

State.cpp

#include "State.h"

State::State()
	: m_pGumballMachine(nullptr)
{
}

SoldState.h

#pragma once
#include "State.h"

class GumballMachine;
class SoldState : public State
{
public: 
	SoldState(GumballMachine* pGumballMachine);
	void insertQuarter() override;
	void ejectQuarter() override;
	void turnCrank() override;
	void dispense() override;
};

SoldState.cpp

#include "SoldState.h"
#include <GumballMachine.h>
#include <iostream>
using namespace std;

SoldState::SoldState(GumballMachine* pGumballMachine)
{
	m_pGumballMachine = pGumballMachine;
}

void SoldState::insertQuarter()
{
	cout << "Please wait, we are already giving you a gumball" << endl;
}

void SoldState::ejectQuarter()
{
	cout << "Sorry, You already turned the crank" << endl;
}

void SoldState::turnCrank()
{
	cout << "Turning twice does not get you another gumball" << endl;
	m_pGumballMachine->setState(m_pGumballMachine->getNoQuarterState());
}

void SoldState::dispense()
{
	cout << "dispense" << endl;
}

NoQuarterState.h

#pragma once
#include "State.h"

class GumballMachine;
class NoQuarterState : public State
{
public:
	NoQuarterState(GumballMachine *pGumballMachine);
	void insertQuarter() override;
	void ejectQuarter() override;
	void turnCrank() override;
	void dispense() override;
};

NoQuarterState.cpp

#include "NoQuarterState.h"
#include "GumballMachine.h"
#include <iostream>
using namespace std;

NoQuarterState::NoQuarterState(GumballMachine* pGumballMachine)
{
	m_pGumballMachine = pGumballMachine;
}

void NoQuarterState::insertQuarter()
{
	cout << "You inserted a quarter" << endl;
	m_pGumballMachine->setState(m_pGumballMachine->getSoldState());
}

void NoQuarterState::ejectQuarter()
{
	cout << "You have not inserted a quarter" << endl;
}

void NoQuarterState::turnCrank()
{
	cout << "You turned, but there is no quarter" << endl;
}

void NoQuarterState::dispense()
{
	cout << "You need to pay first" << endl;
}

GumballMachine.h

#pragma once
#include <memory>

class State;
class GumballMachine
{
public:
	GumballMachine();
	void insertQuarter();
	void ejectQuarter();
	void turnCrank();
	void dispense();
	void setState(State* pState) { m_pCurrentState = pState; }
	State* getNoQuarterState() { return m_pNoQuarterState.get(); }
	State* getSoldState() { return m_pSoldState.get(); }
private:
	std::shared_ptr<State> m_pNoQuarterState;
	std::shared_ptr<State> m_pSoldState;
	State* m_pCurrentState;
};

GumballMachine.cpp

#include "GumballMachine.h"
#include "State.h"
#include "NoQuarterState.h"
#include "SoldState.h"

GumballMachine::GumballMachine()
	: m_pNoQuarterState(std::make_shared<NoQuarterState>(this))
	, m_pSoldState(std::make_shared<SoldState>(this))
	, m_pCurrentState(getNoQuarterState())
{
}

void GumballMachine::insertQuarter()
{
	m_pCurrentState->insertQuarter();
}

void GumballMachine::ejectQuarter()
{
	m_pCurrentState->ejectQuarter();
}

void GumballMachine::turnCrank()
{
	m_pCurrentState->turnCrank();
}

void GumballMachine::dispense()
{
	m_pCurrentState->dispense();
}

main.cpp

#include "GumballMachine.h"
#include <iostream>
using namespace std;

int main()
{
	GumballMachine gumballMachine;
	gumballMachine.insertQuarter();
	gumballMachine.ejectQuarter();
	gumballMachine.turnCrank();
	gumballMachine.dispense();

	cout << endl;

	gumballMachine.insertQuarter();
	gumballMachine.ejectQuarter();
	gumballMachine.turnCrank();
	gumballMachine.dispense();

	return 0;
}

输出

在这里插入图片描述

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