简介
状态模式,指当一个对象的内部状态发生改变时,允许改变它的行为。
UML类图
示例
这里我们使用播放器的播放和停止两个状态来模拟状态模式,如下:
状态类,state.h
#ifndef STATE_H
#define STATE_H
#include <iostream>
using namespace std;
#define SAFE_DELETE(p) if(p){delete (p); (p) = NULL;}
class CPlayerContext;
class CState
{
public:
virtual void Switch(CPlayerContext* pContext) = 0;
};
class CPlayState:public CState
{
public:
void Switch(CPlayerContext* pContext);
};
class CStopState:public CState
{
public:
void Switch(CPlayerContext* pContext);
};
class CPlayerContext
{
public:
void Request();
CState* GetState()
{
return m_pState;
}
void SetState(CState* pState)
{
m_pState = pState;
}
private:
CState* m_pState;
};
#endif
状态类实现,state.cpp
#include "state.h"
void CPlayState::Switch(CPlayerContext* pContext)
{
CState* pState = pContext->GetState();
SAFE_DELETE(pState);
cout<<"Play->Stop"<<endl;
pContext->SetState(new CStopState);
}
void CStopState::Switch(CPlayerContext* pContext)
{
CState* pState = pContext->GetState();
SAFE_DELETE(pState);
cout<<"Stop->Play"<<endl;
pContext->SetState(new CPlayState);
}
void CPlayerContext::Request()
{
m_pState->Switch(this);
}
客户端调用,main.cpp
#include "state.h"
int main(int argc, char* argv[])
{
CPlayerContext* pContext = new CPlayerContext;
CState* pState = new CStopState;
pContext->SetState(pState);
pContext->Request();
pContext->Request();
SAFE_DELETE(pState);
SAFE_DELETE(pContext);
return 0;
}
输出如下:
Stop->Play
Play->Stop
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