状态 是一种行为设计模式, 让你能在一个对象的内部状态变化时改变其行为。
该模式将与状态相关的行为抽取到独立的状态类中, 让原对象将工作委派给这些类的实例, 而不是自行进行处理。
The State pattern is related to a finite-state machine (FSM) concept, however, instead of implementing a lot of conditional statements, each state is represented by a separate type that implements a common state trait. Transitions between states depend on the particular trait implementation for each state type.
The State Pattern in Rust is described in detail in The Rust Book .
Music Player
Let's build a music player with the following state transitions:
There is a base trait State
with play
and stop
methods which make state transitions:
pub trait State {
fn play(self: Box<Self>, player: &mut Player) -> Box<dyn State>;
fn stop(self: Box<Self>, player: &mut Player) -> Box<dyn State>;
}
next
and prev
don't change state, there are default implementations in a separate impl dyn State
block that cannot be overridden.
impl dyn State {
pub fn next(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
self
}
pub fn prev(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
self
}
}
Every state is a type implementing the trait State
:
pub struct StoppedState;
pub struct PausedState;
pub struct PlayingState;
impl State for StoppedState {
...
}
impl State for PausedState {
...
}
Anyways, it works as follows:
let state = Box::new(StoppedState); // StoppedState.
let state = state.play(&mut player); // StoppedState -> PlayingState.
let state = state.play(&mut player); // PlayingState -> PausedState.
Here, the same action play
makes a transition to different states depending on where it's called from:
StoppedState
's implementation of play
starts playback and returns
PlayingState
.
fn play(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
player.play();
// Stopped -> Playing.
Box::new(PlayingState)
}
PlayingState
pauses playback after hitting the "play" button again:
fn play(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
player.pause();
// Playing -> Paused.
Box::new(PausedState)
}
The methods are defined with a special self: Box<Self>
notation.
Why is that?
First, self
is not a reference, it means that the method is a "one shot",
it consumes self
and exchanges onto another state returning Box<dyn State>
.
Second, the method consumes the boxed object like Box<dyn State>
and
not an object of a concrete type like PlayingState
, because the concrete
state is unknown at compile time.
player.rs
/// A music track.
pub struct Track {
pub title: String,
pub duration: u32,
cursor: u32,
}
impl Track {
pub fn new(title: &'static str, duration: u32) -> Self {
Self {
title: title.into(),
duration,
cursor: 0,
}
}
}
/// A music player holds a playlist and it can do basic operations over it.
pub struct Player {
playlist: Vec<Track>,
current_track: usize,
_volume: u8,
}
impl Default for Player {
fn default() -> Self {
Self {
playlist: vec![
Track::new("Track 1", 180),
Track::new("Track 2", 165),
Track::new("Track 3", 197),
Track::new("Track 4", 205),
],
current_track: 0,
_volume: 25,
}
}
}
impl Player {
pub fn next_track(&mut self) {
self.current_track = (self.current_track + 1) % self.playlist.len();
}
pub fn prev_track(&mut self) {
self.current_track = (self.playlist.len() + self.current_track - 1) % self.playlist.len();
}
pub fn play(&mut self) {
self.track_mut().cursor = 10; // Playback imitation.
}
pub fn pause(&mut self) {
self.track_mut().cursor = 43; // Paused at some moment.
}
pub fn rewind(&mut self) {
self.track_mut().cursor = 0;
}
pub fn track(&self) -> &Track {
&self.playlist[self.current_track]
}
fn track_mut(&mut self) -> &mut Track {
&mut self.playlist[self.current_track]
}
}
state.rs
use cursive::views::TextView;
use crate::player::Player;
pub struct StoppedState;
pub struct PausedState;
pub struct PlayingState;
/// There is a base `State` trait with methods `play` and `stop` which make
/// state transitions. There are also `next` and `prev` methods in a separate
/// `impl dyn State` block below, those are default implementations
/// that cannot be overridden.
///
/// What is the `self: Box<Self>` notation? We use the state as follows:
/// ```rust
/// let prev_state = Box::new(PlayingState);
/// let next_state = prev_state.play(&mut player);
/// ```
/// A method `play` receives a whole `Box<PlayingState>` object,
/// and not just `PlayingState`. The previous state "disappears" in the method,
/// in turn, it returns a new `Box<PausedState>` state object.
pub trait State {
fn play(self: Box<Self>, player: &mut Player) -> Box<dyn State>;
fn stop(self: Box<Self>, player: &mut Player) -> Box<dyn State>;
fn render(&self, player: &Player, view: &mut TextView);
}
impl State for StoppedState {
fn play(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
player.play();
// Stopped -> Playing.
Box::new(PlayingState)
}
fn stop(self: Box<Self>, _: &mut Player) -> Box<dyn State> {
// Change no state.
self
}
fn render(&self, _: &Player, view: &mut TextView) {
view.set_content("[Stopped] Press 'Play'")
}
}
impl State for PausedState {
fn play(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
player.pause();
// Paused -> Playing.
Box::new(PlayingState)
}
fn stop(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
player.pause();
player.rewind();
// Paused -> Stopped.
Box::new(StoppedState)
}
fn render(&self, player: &Player, view: &mut TextView) {
view.set_content(format!(
"[Paused] {} - {} sec",
player.track().title,
player.track().duration
))
}
}
impl State for PlayingState {
fn play(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
player.pause();
// Playing -> Paused.
Box::new(PausedState)
}
fn stop(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
player.pause();
player.rewind();
// Playing -> Stopped.
Box::new(StoppedState)
}
fn render(&self, player: &Player, view: &mut TextView) {
view.set_content(format!(
"[Playing] {} - {} sec",
player.track().title,
player.track().duration
))
}
}
// Default "next" and "prev" implementations for the trait.
impl dyn State {
pub fn next(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
player.next_track();
// Change no state.
self
}
pub fn prev(self: Box<Self>, player: &mut Player) -> Box<dyn State> {
player.prev_track();
// Change no state.
self
}
}
main.rs
mod player;
mod state;
use cursive::{
event::Key,
view::Nameable,
views::{Dialog, TextView},
Cursive,
};
use player::Player;
use state::{State, StoppedState};
// Application context: a music player and a state.
struct PlayerApplication {
player: Player,
state: Box<dyn State>,
}
fn main() {
let mut app = cursive::default();
app.set_user_data(PlayerApplication {
player: Player::default(),
state: Box::new(StoppedState),
});
app.add_layer(
Dialog::around(TextView::new("Press Play").with_name("Player Status"))
.title("Music Player")
.button("Play", |s| execute(s, "Play"))
.button("Stop", |s| execute(s, "Stop"))
.button("Prev", |s| execute(s, "Prev"))
.button("Next", |s| execute(s, "Next")),
);
app.add_global_callback(Key::Esc, |s| s.quit());
app.run();
}
fn execute(s: &mut Cursive, button: &'static str) {
let PlayerApplication {
mut player,
mut state,
} = s.take_user_data().unwrap();
let mut view = s.find_name::<TextView>("Player Status").unwrap();
// Here is how state mechanics work: the previous state
// executes an action and returns a new state.
// Each state has all 4 operations but reacts differently.
state = match button {
"Play" => state.play(&mut player),
"Stop" => state.stop(&mut player),
"Prev" => state.prev(&mut player),
"Next" => state.next(&mut player),
_ => unreachable!(),
};
state.render(&player, &mut view);
s.set_user_data(PlayerApplication { player, state });
}
Screenshots