C++ 命令模式详解

发布于:2025-05-14 ⋅ 阅读:(14) ⋅ 点赞:(0)

命令模式(Command Pattern)是一种行为设计模式,它将请求封装为对象,从而使你可以参数化客户端使用不同的请求、队列或日志请求,以及支持可撤销的操作。

核心概念

设计原则

命令模式遵循以下设计原则:

  1. 单一职责原则:将调用操作的对象与执行操作的对象分离

  2. 开闭原则:可以引入新命令而不修改现有代码

  3. 松耦合:解耦请求发送者和接收者

主要优点

  1. 解耦:分离请求的发送者和接收者

  2. 可扩展:容易添加新命令

  3. 可组合:可以组合多个命令

  4. 支持撤销:可以实现命令的撤销和重做

  5. 延迟执行:支持命令的队列和延迟执行

模式结构

主要组件

  1. Command(命令接口)

    • 声明执行操作的接口

  2. ConcreteCommand(具体命令)

    • 实现命令接口

    • 定义接收者与动作之间的绑定关系

    • 调用接收者的操作

  3. Invoker(调用者)

    • 要求命令执行请求

  4. Receiver(接收者)

    • 知道如何执行与请求相关的操作

  5. Client(客户端)

    • 创建具体命令并设置接收者

完整代码示例

#include <iostream>
#include <memory>
#include <vector>
#include <stack>
#include <string>

// ==================== 接收者类 ====================
// 电灯 - 接收者1
class Light {
    std::string location_;
    
public:
    explicit Light(const std::string& location) : location_(location) {}
    
    void on() {
        std::cout << location_ << " 电灯打开" << std::endl;
    }
    
    void off() {
        std::cout << location_ << " 电灯关闭" << std::endl;
    }
};

// 风扇 - 接收者2
class Fan {
    enum { OFF, LOW, MEDIUM, HIGH } speed_;
    
public:
    Fan() : speed_(OFF) {}
    
    void low() {
        speed_ = LOW;
        std::cout << "风扇设置为低速" << std::endl;
    }
    
    void medium() {
        speed_ = MEDIUM;
        std::cout << "风扇设置为中速" << std::endl;
    }
    
    void high() {
        speed_ = HIGH;
        std::cout << "风扇设置为高速" << std::endl;
    }
    
    void off() {
        speed_ = OFF;
        std::cout << "风扇关闭" << std::endl;
    }
    
    int getSpeed() const {
        return speed_;
    }
};

// ==================== 命令接口 ====================
class Command {
public:
    virtual void execute() = 0;
    virtual void undo() = 0;
    virtual ~Command() = default;
};

// ==================== 具体命令 ====================
// 电灯开命令
class LightOnCommand : public Command {
    Light& light_;
    
public:
    explicit LightOnCommand(Light& light) : light_(light) {}
    
    void execute() override {
        light_.on();
    }
    
    void undo() override {
        light_.off();
    }
};

// 电灯关命令
class LightOffCommand : public Command {
    Light& light_;
    
public:
    explicit LightOffCommand(Light& light) : light_(light) {}
    
    void execute() override {
        light_.off();
    }
    
    void undo() override {
        light_.on();
    }
};

// 风扇命令基类
class FanCommand : public Command {
protected:
    Fan& fan_;
    int prevSpeed_;
    
public:
    explicit FanCommand(Fan& fan) : fan_(fan), prevSpeed_(fan.getSpeed()) {}
    
    void undo() override {
        switch (prevSpeed_) {
            case Fan::HIGH: fan_.high(); break;
            case Fan::MEDIUM: fan_.medium(); break;
            case Fan::LOW: fan_.low(); break;
            default: fan_.off(); break;
        }
    }
};

// 风扇高速命令
class FanHighCommand : public FanCommand {
public:
    explicit FanHighCommand(Fan& fan) : FanCommand(fan) {}
    
    void execute() override {
        prevSpeed_ = fan_.getSpeed();
        fan_.high();
    }
};

// 风扇关闭命令
class FanOffCommand : public FanCommand {
public:
    explicit FanOffCommand(Fan& fan) : FanCommand(fan) {}
    
    void execute() override {
        prevSpeed_ = fan_.getSpeed();
        fan_.off();
    }
};

// 宏命令 - 命令组合
class MacroCommand : public Command {
    std::vector<std::unique_ptr<Command>> commands_;
    
public:
    void addCommand(std::unique_ptr<Command> cmd) {
        commands_.push_back(std::move(cmd));
    }
    
    void execute() override {
        for (const auto& cmd : commands_) {
            cmd->execute();
        }
    }
    
    void undo() override {
        // 反向执行undo
        for (auto it = commands_.rbegin(); it != commands_.rend(); ++it) {
            (*it)->undo();
        }
    }
};

// ==================== 调用者 ====================
class RemoteControl {
    std::vector<std::unique_ptr<Command>> onCommands_;
    std::vector<std::unique_ptr<Command>> offCommands_;
    std::stack<std::unique_ptr<Command>> undoStack_;
    
public:
    RemoteControl() {
        // 初始化空命令
        auto noCommand = std::make_unique<Command>();
        for (int i = 0; i < 7; i++) {
            onCommands_.push_back(std::make_unique<NoCommand>());
            offCommands_.push_back(std::make_unique<NoCommand>());
        }
    }
    
    void setCommand(int slot, std::unique_ptr<Command> onCmd, std::unique_ptr<Command> offCmd) {
        onCommands_[slot] = std::move(onCmd);
        offCommands_[slot] = std::move(offCmd);
    }
    
    void onButtonWasPushed(int slot) {
        if (onCommands_[slot]) {
            onCommands_[slot]->execute();
            undoStack_.push(onCommands_[slot]->clone()); // 假设Command实现了clone方法
        }
    }
    
    void offButtonWasPushed(int slot) {
        if (offCommands_[slot]) {
            offCommands_[slot]->execute();
            undoStack_.push(offCommands_[slot]->clone());
        }
    }
    
    void undoButtonWasPushed() {
        if (!undoStack_.empty()) {
            undoStack_.top()->undo();
            undoStack_.pop();
        }
    }
    
    // 空命令类
    class NoCommand : public Command {
    public:
        void execute() override {}
        void undo() override {}
    };
};

// ==================== 客户端代码 ====================
int main() {
    std::cout << "=== 命令模式演示: 智能家居遥控器 ===" << std::endl;
    
    // 创建接收者
    Light livingRoomLight("客厅");
    Light kitchenLight("厨房");
    Fan ceilingFan;
    
    // 创建命令
    auto livingRoomLightOn = std::make_unique<LightOnCommand>(livingRoomLight);
    auto livingRoomLightOff = std::make_unique<LightOffCommand>(livingRoomLight);
    
    auto kitchenLightOn = std::make_unique<LightOnCommand>(kitchenLight);
    auto kitchenLightOff = std::make_unique<LightOffCommand>(kitchenLight);
    
    auto ceilingFanHigh = std::make_unique<FanHighCommand>(ceilingFan);
    auto ceilingFanOff = std::make_unique<FanOffCommand>(ceilingFan);
    
    // 创建宏命令
    auto partyOn = std::make_unique<MacroCommand>();
    dynamic_cast<MacroCommand*>(partyOn.get())->addCommand(std::move(livingRoomLightOn));
    dynamic_cast<MacroCommand*>(partyOn.get())->addCommand(std::move(kitchenLightOn));
    dynamic_cast<MacroCommand*>(partyOn.get())->addCommand(std::move(ceilingFanHigh));
    
    auto partyOff = std::make_unique<MacroCommand>();
    dynamic_cast<MacroCommand*>(partyOff.get())->addCommand(std::move(livingRoomLightOff));
    dynamic_cast<MacroCommand*>(partyOff.get())->addCommand(std::move(kitchenLightOff));
    dynamic_cast<MacroCommand*>(partyOff.get())->addCommand(std::move(ceilingFanOff));
    
    // 设置遥控器
    RemoteControl remote;
    remote.setCommand(0, std::make_unique<LightOnCommand>(livingRoomLight), 
                     std::make_unique<LightOffCommand>(livingRoomLight));
    remote.setCommand(1, std::make_unique<LightOnCommand>(kitchenLight), 
                     std::make_unique<LightOffCommand>(kitchenLight));
    remote.setCommand(2, std::make_unique<FanHighCommand>(ceilingFan), 
                     std::make_unique<FanOffCommand>(ceilingFan));
    remote.setCommand(3, std::move(partyOn), std::move(partyOff));
    
    // 测试遥控器
    std::cout << "\n--- 测试单个命令 ---" << std::endl;
    remote.onButtonWasPushed(0); // 打开客厅灯
    remote.offButtonWasPushed(0); // 关闭客厅灯
    remote.undoButtonWasPushed(); // 撤销
    
    std::cout << "\n--- 测试风扇命令 ---" << std::endl;
    remote.onButtonWasPushed(2); // 风扇高速
    remote.offButtonWasPushed(2); // 风扇关闭
    remote.undoButtonWasPushed(); // 撤销
    
    std::cout << "\n--- 测试宏命令 ---" << std::endl;
    remote.onButtonWasPushed(3); // 派对模式开
    remote.offButtonWasPushed(3); // 派对模式关
    remote.undoButtonWasPushed(); // 撤销
    
    return 0;
}

模式变体

1. 支持重做的命令模式

class CommandHistory {
    std::stack<std::unique_ptr<Command>> undoStack_;
    std::stack<std::unique_ptr<Command>> redoStack_;
    
public:
    void execute(std::unique_ptr<Command> cmd) {
        cmd->execute();
        undoStack_.push(std::move(cmd));
        // 执行新命令时清空重做栈
        while (!redoStack_.empty()) redoStack_.pop();
    }
    
    void undo() {
        if (!undoStack_.empty()) {
            auto cmd = std::move(undoStack_.top());
            undoStack_.pop();
            cmd->undo();
            redoStack_.push(std::move(cmd));
        }
    }
    
    void redo() {
        if (!redoStack_.empty()) {
            auto cmd = std::move(redoStack_.top());
            redoStack_.pop();
            cmd->execute();
            undoStack_.push(std::move(cmd));
        }
    }
};

2. 事务性命令

class TransactionalCommand : public Command {
    std::vector<std::unique_ptr<Command>> commands_;
    bool executed_ = false;
    
public:
    void addCommand(std::unique_ptr<Command> cmd) {
        if (!executed_) {
            commands_.push_back(std::move(cmd));
        }
    }
    
    void execute() override {
        if (!executed_) {
            for (const auto& cmd : commands_) {
                cmd->execute();
            }
            executed_ = true;
        }
    }
    
    void undo() override {
        if (executed_) {
            for (auto it = commands_.rbegin(); it != commands_.rend(); ++it) {
                (*it)->undo();
            }
            executed_ = false;
        }
    }
};

实际应用场景

  1. GUI操作:菜单项、按钮点击等操作的封装

  2. 事务系统:支持原子操作和回滚

  3. 游戏开发:游戏命令、回放系统

  4. 智能家居:设备控制命令

  5. 任务队列:异步任务执行和调度


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