状态模式允许对象在内部状态改变时改变它的行为, 对象看起来好像修改了它的类
状态模式将状态封装成为独立对象, 并将动作委托到代表当前状态的对象
通过将每个状态封装进一个类, 可以将以后任何的改变都局部化
#ifndef State_h
#define State_h
class State
{
public:
virtual void insertQuarter() = 0; // 投入25分钱
virtual void ejectQuarter() = 0; // 弹出25分钱
virtual void turnCrank() = 0; // 转动曲轴
virtual void dispense() = 0; // 发放糖果
};
class SoldOutState;
class NoQuarterState;
class HasQuarterState;
class SoldState;
class GumballMachine // 糖果机
{
public:
GumballMachine(int c) : count(c) { }
void initState(State *soldOutState, State *noQuarterState, State *hasQuarterState, State *soldState)
{
this->soldOutState = soldOutState;
this->noQuarterState = noQuarterState;
this->hasQuarterState = hasQuarterState;
this->soldState = soldState;
state = noQuarterState;
}
void insertQuarter()
{
state->insertQuarter();
}
void ejectQuarter()
{
state->ejectQuarter();
}
void turnCrank()
{
state->turnCrank();
state->dispense();
}
void setState(State *s)
{
state = s;
}
void releaseBall()
{
printf("a gumball comes rolling out the slot.\n");
if (count > 0)
{
--count;
}
}
State *getSoldOutState()
{
return soldOutState;
}
State *getNoQuarterState()
{
return noQuarterState;
}
State *getHasQuarterState()
{
return hasQuarterState;
}
State *getSoldState()
{
return soldState;
}
int getCount()
{
return count;
}
private:
State *soldOutState; // 糖果售罄状态
State *noQuarterState; // 没有25分钱状态
State *hasQuarterState; // 有25分钱状态
State *soldState; // 糖果售出状态
State *state;
int count;
};
class SoldOutState : public State
{
public:
SoldOutState(GumballMachine *g) : gumballMachine(g) { }
virtual void insertQuarter()
{
printf("sold out.\n");
}
virtual void ejectQuarter()
{
printf("sold out.\n");
}
virtual void turnCrank()
{
printf("sold out.\n");
}
virtual void dispense()
{
printf("sold out.\n");
}
private:
GumballMachine *gumballMachine;
};
class NoQuarterState : public State
{
public:
NoQuarterState(GumballMachine *g) : gumballMachine(g) { }
virtual void insertQuarter()
{
printf("insert quarter.\n");
gumballMachine->setState(gumballMachine->getHasQuarterState());
}
virtual void ejectQuarter()
{
printf("no insert quarter.\n");
}
virtual void turnCrank()
{
printf("turned, no insert quarter.\n");
}
virtual void dispense()
{
printf("dispense, no insert quarter.\n");
}
private:
GumballMachine *gumballMachine;
};
class HasQuarterState : public State
{
public:
HasQuarterState(GumballMachine *g) : gumballMachine(g) { }
virtual void insertQuarter()
{
printf("can't insert another quarter.\n");
}
virtual void ejectQuarter()
{
printf("quarter returned.\n");
gumballMachine->setState(gumballMachine->getNoQuarterState());
}
virtual void turnCrank()
{
printf("turned...\n");
gumballMachine->setState(gumballMachine->getSoldState());
}
virtual void dispense()
{
printf("no gumball dispensed.\n");
}
private:
GumballMachine *gumballMachine;
};
class SoldState : public State
{
public:
SoldState(GumballMachine *g) : gumballMachine(g) { }
virtual void insertQuarter()
{
printf("wait.\n");
}
virtual void ejectQuarter()
{
printf("already turned the crank.\n");
}
virtual void turnCrank()
{
printf("already turned.\n");
}
virtual void dispense()
{
gumballMachine->releaseBall();
if (gumballMachine->getCount() > 0)
{
gumballMachine->setState(gumballMachine->getNoQuarterState());
}
else
{
gumballMachine->setState(gumballMachine->getSoldOutState());
}
}
private:
GumballMachine *gumballMachine;
};
#endif
测试
#include <iostream>
#include "State.h"
int main(int argc, char **argv)
{
GumballMachine gumballMachine(5);
SoldOutState soldOutState(&gumballMachine);
NoQuarterState noQuarterState(&gumballMachine);
HasQuarterState hasQuarterState(&gumballMachine);
SoldState soldState(&gumballMachine);
gumballMachine.initState(&soldOutState, &noQuarterState, &hasQuarterState, &soldState);
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
printf("\n");
gumballMachine.insertQuarter();
gumballMachine.ejectQuarter();
gumballMachine.turnCrank();
return 0;
}