class Connection;
class State {
public:
virtual void Open(const Connection&) const = 0;
virtual void Close(const Connection&) const = 0;
virtual ~State() = default;
};
class Connection {
public:
Connection(std::unique_ptr<State> p) : p_(std::move(p)) {}
void ChangeState(std::unique_ptr<State> p) { p_ = std::move(p); }
void Open() const { p_->Open(*this); }
void Close() const { p_->Close(*this); }
private:
std::unique_ptr<State> p_;
};
class StateA : public State {
public:
void Open(const Connection&) const override {
std::cout << "open in stateA\n";
}
void Close(const Connection&) const override {
std::cout << "close in stateA\n";
}
};
class StateB : public State {
public:
void Open(const Connection&) const override {
std::cout << "open in stateB\n";
}
void Close(const Connection&) const override {
std::cout << "close in stateB\n";
}
};
int main() {
Connection connection{std::make_unique<StateA>()};
connection.Open(); // open in stateA
connection.Close(); // close in stateA
connection.ChangeState(std::make_unique<StateB>());
connection.Open(); // open in stateB
connection.Close(); // close in stateB
}