我写了很多C++代码,需要为我正在开发的一些游戏组件创建一个Observer。我需要一些东西来分发“开始框架”,“用户输入”等,作为游戏中的事件给感兴趣的各方。
我也希望能够处理更多事件的粒度。我有很多小的事情会发生......我不需要让那些有兴趣重新设置下一帧的部分担心用户输入的更改。我也希望它是直的C++,不依赖于平台或特定的技术(如boost,Qt等),因为我经常构建和重用不同的组件(以及它们背后的想法)项目。
这里是什么,我想出了一个草图作为一种解决方案:
- 观察员与键(枚举值,而不是字符串单身,这是一个速度的权衡,因为密钥是不搜索散列,但它意味着没有简单的“字符串”名称,并且您必须提前定义它们)以便主题注册感兴趣。因为它是单例,它总是存在。
- 每个主题都来自一个共同的基类。基类有一个抽象的虚函数Notify(...),它必须在派生类中实现,还有一个析构函数,当它被删除时,它会从Observer中移除它(它总是可以到达)。
- 在Observer本身内部,如果在通知(...)正在进行时调用Detach(...),则任何分离的主题最终都会列在列表中。
- 当通知(...)在观察者上被调用时,它创建主题列表的临时副本。当它遍历它时,它将它与最近分离的进行比较。如果目标不在上面,则在目标上调用Notify(...)。否则,它会被跳过。
- Observer中的Notify(...)还会跟踪处理级联调用的深度(A通知B,C,D和D.Notify(...)触发Notify(...)调用以E等)
这是接口告终什么看起来像:
/*
The Notifier is a singleton implementation of the Subject/Observer design
pattern. Any class/instance which wishes to participate as an observer
of an event can derive from the Notified base class and register itself
with the Notiifer for enumerated events.
Notifier derived classes MUST implement the notify function, which has
a prototype of:
void Notify(const NOTIFIED_EVENT_TYPE_T& event)
This is a data object passed from the Notifier class. The structure
passed has a void* in it. There is no illusion of type safety here
and it is the responsibility of the user to ensure it is cast properly.
In most cases, it will be "NULL".
Classes derived from Notified do not need to deregister (though it may
be a good idea to do so) as the base class destructor will attempt to
remove itself from the Notifier system automatically.
The event type is an enumeration and not a string as it is in many
"generic" notification systems. In practical use, this is for a closed
application where the messages will be known at compile time. This allows
us to increase the speed of the delivery by NOT having a
dictionary keyed lookup mechanism. Some loss of generality is implied
by this.
This class/system is NOT thread safe, but could be made so with some
mutex wrappers. It is safe to call Attach/Detach as a consequence
of calling Notify(...).
*/
class Notified;
class Notifier : public SingletonDynamic<Notifier>
{
public:
typedef enum
{
NE_MIN = 0,
NE_DEBUG_BUTTON_PRESSED = NE_MIN,
NE_DEBUG_LINE_DRAW_ADD_LINE_PIXELS,
NE_DEBUG_TOGGLE_VISIBILITY,
NE_DEBUG_MESSAGE,
NE_RESET_DRAW_CYCLE,
NE_VIEWPORT_CHANGED,
NE_MAX,
} NOTIFIED_EVENT_TYPE_T;
private:
typedef vector<NOTIFIED_EVENT_TYPE_T> NOTIFIED_EVENT_TYPE_VECTOR_T;
typedef map<Notified*,NOTIFIED_EVENT_TYPE_VECTOR_T> NOTIFIED_MAP_T;
typedef map<Notified*,NOTIFIED_EVENT_TYPE_VECTOR_T>::iterator NOTIFIED_MAP_ITER_T;
typedef vector<Notified*> NOTIFIED_VECTOR_T;
typedef vector<NOTIFIED_VECTOR_T> NOTIFIED_VECTOR_VECTOR_T;
NOTIFIED_MAP_T _notifiedMap;
NOTIFIED_VECTOR_VECTOR_T _notifiedVector;
NOTIFIED_MAP_ITER_T _mapIter;
// This vector keeps a temporary list of observers that have completely
// detached since the current "Notify(...)" operation began. This is
// to handle the problem where a Notified instance has called Detach(...)
// because of a Notify(...) call. The removed instance could be a dead
// pointer, so don't try to talk to it.
vector<Notified*> _detached;
int32 _notifyDepth;
void RemoveEvent(NOTIFIED_EVENT_TYPE_VECTOR_T& orgEventTypes, NOTIFIED_EVENT_TYPE_T eventType);
void RemoveNotified(NOTIFIED_VECTOR_T& orgNotified, Notified* observer);
public:
virtual void Reset();
virtual bool Init() { Reset(); return true; }
virtual void Shutdown() { Reset(); }
void Attach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType);
// Detach for a specific event
void Detach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType);
// Detach for ALL events
void Detach(Notified* observer);
/* The design of this interface is very specific. I could
* create a class to hold all the event data and then the
* method would just have take that object. But then I would
* have to search for every place in the code that created an
* object to be used and make sure it updated the passed in
* object when a member is added to it. This way, a break
* occurs at compile time that must be addressed.
*/
void Notify(NOTIFIED_EVENT_TYPE_T, const void* eventData = NULL);
/* Used for CPPUnit. Could create a Mock...maybe...but this seems
* like it will get the job done with minimal fuss. For now.
*/
// Return all events that this object is registered for.
vector<NOTIFIED_EVENT_TYPE_T> GetEvents(Notified* observer);
// Return all objects registered for this event.
vector<Notified*> GetNotified(NOTIFIED_EVENT_TYPE_T event);
};
/* This is the base class for anything that can receive notifications.
*/
class Notified
{
public:
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, const void* eventData) = 0;
virtual ~Notified();
};
typedef Notifier::NOTIFIED_EVENT_TYPE_T NOTIFIED_EVENT_TYPE_T;
注:公告类有一个单一的功能,通知(......)在这里。因为void *的不是类型安全的,我创建的其他版本,其中相同的通知长相:
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, int value);
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, const string& str);
相应的通知(...)方法添加到通知本身。所有这些都使用单个函数来获取“目标列表”,然后在目标上调用相应的函数。这很好地工作,并保持接收器不必做丑陋的演员。
这似乎工作得很好。该解决方案与源代码一起发布在网络here上。这是一个相对较新的设计,所以任何反馈都非常感谢。
'Subject'不应该知道哪个观察者对哪个'Subject'属性感兴趣。每个'ConcreteObserver'都知道'ConcreteSubject'的属性是什么,'ConcreteSubject'应该有public getters,所以'ConcreteObserver'可以获取这些属性的最新值(当'ConcreteSubject'触发事件或调用时'Subject :: Notify ()'方法 - Google for Gang Of Four Observer实现)。 'registerObservers'应该只是添加一个新的'ConcreteObserver'到Observers列表中。你可以用多个'ConcreteSubject'来注册每个'ConcreteObserver'。 –
@BojanKomazec“公共获得者”是什么意思?请解释。当主题调用“notify”函数时,会发生什么? –
我的意思是公共存取方法。查看下面的AquilaRapax的答案,并查找'WheatherData :: getTemperature()','WheatherData :: getHumidity()'等''Notify()'遍历所有注册的观察者列表并调用'Update()'。每个'ConcreteObserver'都实现'Update()',并且在这个方法内部通过这些getter获得'ConcreteSubject'属性的最新值。 –