设计模式系列3-----C++实现命令模式(Command Pattern)

什么是命令模式?

      GoF的书的定义为:“Command pattern encapsulate request as an object, thereby letting you parameterize clients with different request, queue or log request, and support undoable operations”

      换言之,讲命令封装成一个对象,既有状态也能执行动作,发出命令者不需要知道命令最终是谁执行的,如何执行,它只依赖抽象。而且调用者可以根据命令纪录,维护一个命令队列,或者log所有的命令。命令模式也可以方便的实现撤销操作。

 

类图结构:

 

Example:

      例子模拟游戏里给人发出移动和跳的命令,Player对应于类图里面的Receiver,代码如下。

#include <iostream>
using namespace std;

class Player
{
public:
	void move(int x, int y)
	{
		cout << "player move to (" << x << ", " << y << ")" << endl;
	}

	void jump()
	{
		cout << "player jump" << endl;
	}
};

class Command
{
public:
	virtual void execute() = 0;
};

class MoveCommand : public Command
{
public:
	MoveCommand(Player* pPlayer, int x, int y)
		: m_pPlayer(pPlayer), m_intX(x), m_intY(y) { }

	virtual void execute()
	{
		if (m_pPlayer)
			m_pPlayer->move(m_intX, m_intY);
	}

private:
	Player* m_pPlayer;
	int m_intX, m_intY;
};

class JumpCommand : public Command
{
public:
	JumpCommand(Player* pPlayer) : m_pPlayer(pPlayer) {}

	virtual void execute()
	{
		if (m_pPlayer)
			m_pPlayer->jump();
	}

private:
	Player* m_pPlayer;
};

class Invoker
{
public:
	void takeOrder(Command* pCommand)
	{
		pCommand->execute();
		delete pCommand;
	}
};

int main()
{
	Player* pPlayer = new Player();

	Invoker invoker;
	char orderType;
	while (cin >> orderType)
	{
		int x, y;
		if (orderType == 'm' && cin >> x >> y)
			invoker.takeOrder(new MoveCommand(pPlayer, x, y));
		else if (orderType == 'j')
			invoker.takeOrder(new JumpCommand(pPlayer));
	}

	delete pPlayer;

	return 0;
}
 
可以对Invoker修改使它支持命令队列的功能,使它包一个装命令的容器,当里面有命令的时候取出来执行。
 
参考资料:
PatternCraft – Command Pattern(非常好!)

<<Head First Design Pattern>>

<<Design Patterns—Elements of Reusable Object-Oriented Software>>

posted on 2011-12-06 23:32  GraphicsMe  阅读(591)  评论(0编辑  收藏  举报

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