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[游戏编程模式]2.1设计模式之命令模式

命令模式#

命令就是面向对象化的回调。

示例代码

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#include <iostream>
#include <vector>
#include <string>
using namespace std;


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


class ConcreteCommand1 : public Command
{
string arg;
public:
ConcreteCommand1(const string & a) : arg(a) {}
void execute() override
{
cout<< "#1 process..."<<arg<<endl;
}
};

class ConcreteCommand2 : public Command
{
string arg;
public:
ConcreteCommand2(const string & a) : arg(a) {}
void execute() override
{
cout<< "#2 process..."<<arg<<endl;
}
};


class MacroCommand : public Command
{
vector<Command*> commands;
public:
void addCommand(Command *c) { commands.push_back(c); }
void execute() override
{
for (auto &c : commands)
{
c->execute();
}
}
};



int main()
{
ConcreteCommand1 command1(receiver, "Arg ###");
ConcreteCommand2 command2(receiver, "Arg $$$");

MacroCommand macro;
macro.addCommand(&command1);
macro.addCommand(&command2);

macro.execute();
}

命令模式很容易实现撤销和重做