c++设计模式之状态模式

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;
}
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