//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
#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
#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
#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);
}
//main.cpp
#include "Context.h"
#include "State.h"
#include <iostream>
using namespace std;
int main(int argc,char* argv[])
{
State* st = new ConcreteStateA();
Context* con = new Context(st);
con->OprationInterface();
con-> OprationInterface ();
con->OprationInterface();
if (con != NULL)
delete con;
if (st != NULL)
st = NULL;
return 0;
}
代码说明
State 模式在实现中,有两个关键点:
1)将 State 声明为 Context 的友元类(friend class),其作用是让 State 模式访问 Context 的 protected 接口 ChangeSate()。
2)State 及其子类中的操作都将 Context*传入作为参数,其主要目的是 State 类可以通过这个指针调用 Context 中的方法(在本示例代码中没有体现)。这也是 State 模式和 Strategy 模式的最大区别所在。
运行了示例代码后可以获得以下的结果:连续 3 次调用了 Context 的 OprationInterface()
因为每次调用后状态都会改变(A-B-A),因此该动作随着 Context 的状态的转变而获得了不同的结果。