【安卓笔记】用MVC、MVP、MVVM来实现井字棋案例
0. 环境:
电脑:Windows10
Android Studio: 2024.3.2
编程语言: Java
Gradle version:8.11.1
Compile Sdk Version:35
Java 版本:Java11
1. 首先、简单实现井字棋的功能。
功能拆解:
1. 棋盘为3x3
2. 点击棋盘button,判断是否有效
3. 如果有效,判断是否赢得游戏
4. 如果赢得游戏,则显示胜利
5. 如果未赢得游戏,判断是否平局
6. 如果平局,则显示平局
7. 如果没赢得游戏,也没平局,则轮换选手下棋
关键部分代码:
package com.liosen.androidnote;import android.os.Bundle;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.view.View;
import android.widget.Button;
import android.widget.GridLayout;
import android.widget.LinearLayout;
import android.widget.TextView;import androidx.activity.EdgeToEdge;
import androidx.annotation.NonNull;
import androidx.appcompat.app.AppCompatActivity;
import androidx.core.graphics.Insets;
import androidx.core.view.ViewCompat;
import androidx.core.view.WindowInsetsCompat;/*** 井字棋的activity* 一个文件实现功能*/
public class TicTacToeActivity extends AppCompatActivity {// --------------------- model ---------------------public enum Player {X, O} // 枚举两位玩家,一位执棋X,一位执棋Opublic class Chessboard {private Player value;}private Chessboard[][] board = new Chessboard[3][3]; // 棋盘为 3x3private Player winner; // 定义胜利者private enum GameState { // 枚举当前游戏状态:游戏中,游戏结束GAMING, FINISHED}private GameState state; // 定义当前游戏状态private Player currentTurn; // 定义当前轮次,当前执棋手// --------------------- View ---------------------private GridLayout glChessboard;private LinearLayout llWinner;private TextView tvWinner, tvTips;@Overrideprotected void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);EdgeToEdge.enable(this);setContentView(R.layout.activity_main);ViewCompat.setOnApplyWindowInsetsListener(findViewById(R.id.main), (v, insets) -> {Insets systemBars = insets.getInsets(WindowInsetsCompat.Type.systemBars());v.setPadding(systemBars.left, systemBars.top, systemBars.right, systemBars.bottom);return insets;});findView();// 重置游戏restartGame();}@Overridepublic boolean onCreateOptionsMenu(Menu menu) {MenuInflater inflater = getMenuInflater();inflater.inflate(R.menu.menu_tictactoe, menu);return super.onCreateOptionsMenu(menu);}@Overridepublic boolean onOptionsItemSelected(@NonNull MenuItem item) {if (item.getItemId() == R.id.reset) {restartGame();return true;} else {return super.onOptionsItemSelected(item);}}private void findView() {glChessboard = findViewById(R.id.gl_chessboard);llWinner = findViewById(R.id.ll_winner);tvWinner = findViewById(R.id.tv_winner);tvTips = findViewById(R.id.tv_tips);}private void restartGame() {// 重置数据clearChessboard();winner = null;currentTurn = Player.X;state = GameState.GAMING;// 重置UIllWinner.setVisibility(View.GONE);tvWinner.setText("");for (int i = 0; i < glChessboard.getChildCount(); i++) {((Button) glChessboard.getChildAt(i)).setText("");}}/*** 清空棋盘上的棋子数据*/private void clearChessboard() {for (int i = 0; i < 3; i++) {for (int j = 0; j < 3; j++) {board[i][j] = new Chessboard();}}}/*** 棋盘上的格子,点击事件*/public void clickButton(View view) {Button btn = (Button) view;String tag = btn.getTag().toString(); // 通过tag获取行列数据int row = Integer.parseInt(tag.substring(0, 1));int col = Integer.parseInt(tag.substring(1, 2));Player currentPlayer = mark(row, col);if (currentPlayer != null) {btn.setText(currentPlayer.toString());if (winner != null) { // 如果胜利的棋手 不为空,则显示胜利的信息tvWinner.setText(currentPlayer.toString());llWinner.setVisibility(View.VISIBLE);} else if (state == GameState.FINISHED) {tvWinner.setText("");tvTips.setText("本局平局");llWinner.setVisibility(View.VISIBLE);}}}/*** 下棋 的函数*/private Player mark(int row, int col) {Player currentPlayer = null;if (isValid(row, col)) { // 这一步下棋,是否有效// 如果有效board[row][col].value = currentTurn; // 将这一步棋存入二维数组currentPlayer = currentTurn;if (isWinningGame(currentTurn, row, col)) {// 如果这一步棋 赢下了游戏// 游戏状态改为结束state = GameState.FINISHED;// 胜者为刚刚这一轮的执棋者winner = currentTurn;} else if (isNoChessboard()) {state = GameState.FINISHED;winner = null;} else {// 如果这一步棋没有赢下游戏,则轮换选手flipPlayerTurn();}}return currentPlayer;}/*** 轮换选手*/private void flipPlayerTurn() {currentTurn = currentTurn == Player.X ? Player.O : Player.X;}/*** 判断 赢下游戏的条件*/private boolean isWinningGame(Player currentTurn, int row, int col) {return (board[row][0].value == currentTurn &&board[row][1].value == currentTurn &&board[row][2].value == currentTurn) // 同一行三个棋子相同||(board[0][col].value == currentTurn &&board[1][col].value == currentTurn &&board[2][col].value == currentTurn) // 同一列三个棋子相同||((row == col) &&board[0][0].value == currentTurn &&board[1][1].value == currentTurn &&board[2][2].value == currentTurn) // 对角线三个棋子相同||((row + col == 2) &&board[0][2].value == currentTurn &&board[1][1].value == currentTurn &&board[2][0].value == currentTurn) //反向对角线棋子相同;}private boolean isNoChessboard() {for (int i = 0; i < 3; i++) {for (int j = 0; j < 3; j++) {if (board[i][j].value == null) {return false;}}}return true;}/*** 判断这一步棋 是否有效*/private boolean isValid(int row, int col) {if (state == GameState.FINISHED) {return false;} else if (isAlreadySet(row, col)) {//当前棋盘按钮,已经下过棋子了return false;} else {return true;}}private boolean isAlreadySet(int row, int col) {return board[row][col].value != null;}}
布局文件:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"xmlns:app="http://schemas.android.com/apk/res-auto"xmlns:tools="http://schemas.android.com/tools"android:id="@+id/main"android:layout_width="match_parent"android:layout_height="match_parent"tools:context=".TicTacToeActivity"android:gravity="center_horizontal"android:orientation="vertical"android:fitsSystemWindows="true"android:layout_marginTop="60dp"><GridLayoutandroid:id="@+id/gl_chessboard"android:layout_width="wrap_content"android:layout_height="wrap_content"android:columnCount="3"android:rowCount="3"><Buttonandroid:tag="00"android:onClick="clickButton"style="@style/chessboard_btn"/><Buttonandroid:tag="01"android:onClick="clickButton"style="@style/chessboard_btn"/><Buttonandroid:tag="02"android:onClick="clickButton"style="@style/chessboard_btn"/><Buttonandroid:tag="10"android:onClick="clickButton"style="@style/chessboard_btn"/><Buttonandroid:tag="11"android:onClick="clickButton"style="@style/chessboard_btn"/><Buttonandroid:tag="12"android:onClick="clickButton"style="@style/chessboard_btn"/><Buttonandroid:tag="20"android:onClick="clickButton"style="@style/chessboard_btn"/><Buttonandroid:tag="21"android:onClick="clickButton"style="@style/chessboard_btn"/><Buttonandroid:tag="22"android:onClick="clickButton"style="@style/chessboard_btn"/></GridLayout><LinearLayoutandroid:id="@+id/ll_winner"android:layout_width="wrap_content"android:layout_height="wrap_content"android:orientation="vertical"><TextViewandroid:id="@+id/tv_winner"android:layout_width="wrap_content"android:layout_height="wrap_content"android:textSize="40sp"android:layout_margin="20dp"tools:text="X"/><TextViewandroid:id="@+id/tv_tips"android:layout_width="wrap_content"android:layout_height="wrap_content"android:textSize="30sp"android:text="@string/winner"/></LinearLayout></LinearLayout>
2. MVC实现井字棋功能
先拆分功能:
MVC:
M:model数据
V:view视图C:controller逻辑
model部分,分为 Plyaer、GameState、Chessboard、Board(棋盘)
view部分,依然是activity
controller部分,将在Board棋盘中实现
文件结构如下:
重点代码:
activity部分:
package com.liosen.androidnote.mvc.controller;import android.os.Bundle;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.view.View;
import android.widget.Button;
import android.widget.GridLayout;
import android.widget.LinearLayout;
import android.widget.TextView;import androidx.activity.EdgeToEdge;
import androidx.annotation.NonNull;
import androidx.appcompat.app.AppCompatActivity;
import androidx.core.graphics.Insets;
import androidx.core.view.ViewCompat;
import androidx.core.view.WindowInsetsCompat;import com.liosen.androidnote.R;
import com.liosen.androidnote.mvc.model.Board;
import com.liosen.androidnote.mvc.model.GameState;
import com.liosen.androidnote.mvc.model.Player;public class TicTacToeControllerActivity extends AppCompatActivity {// --------------------- model ---------------------Board model;// --------------------- View ---------------------private GridLayout glChessboard;private LinearLayout llWinner;private TextView tvWinner, tvTips;@Overrideprotected void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);EdgeToEdge.enable(this);setContentView(R.layout.activity_main);ViewCompat.setOnApplyWindowInsetsListener(findViewById(R.id.main), (v, insets) -> {Insets systemBars = insets.getInsets(WindowInsetsCompat.Type.systemBars());v.setPadding(systemBars.left, systemBars.top, systemBars.right, systemBars.bottom);return insets;});model = new Board();findView();// 重置游戏restartGame();}private void findView() {glChessboard = findViewById(R.id.gl_chessboard);llWinner = findViewById(R.id.ll_winner);tvWinner = findViewById(R.id.tv_winner);tvTips = findViewById(R.id.tv_tips);}@Overridepublic boolean onCreateOptionsMenu(Menu menu) {MenuInflater inflater = getMenuInflater();inflater.inflate(R.menu.menu_tictactoe, menu);return super.onCreateOptionsMenu(menu);}@Overridepublic boolean onOptionsItemSelected(@NonNull MenuItem item) {if (item.getItemId() == R.id.reset) {restartGame();return true;} else {return super.onOptionsItemSelected(item);}}private void restartGame() {model.restartGame();resetView();}private void resetView() {// 重置UIllWinner.setVisibility(View.GONE);tvWinner.setText("");for (int i = 0; i < glChessboard.getChildCount(); i++) {((Button) glChessboard.getChildAt(i)).setText("");}}/*** 棋盘上的格子,点击事件*/public void clickButton(View view) {Button btn = (Button) view;String tag = btn.getTag().toString(); // 通过tag获取行列数据int row = Integer.parseInt(tag.substring(0, 1));int col = Integer.parseInt(tag.substring(1, 2));Player currentPlayer = model.mark(row, col);if (currentPlayer != null) {btn.setText(currentPlayer.toString());if (model.getWinner() != null) { // 如果胜利的棋手 不为空,则显示胜利的信息tvWinner.setText(currentPlayer.toString());llWinner.setVisibility(View.VISIBLE);} else if (model.getState() == GameState.FINISHED) {tvWinner.setText("");tvTips.setText("本局平局");llWinner.setVisibility(View.VISIBLE);}}}
}
可以看到,代码中,几乎只剩下对UI视图操作的部分。逻辑部分,都交给Board棋盘来实现。
下面看Board棋盘部分的代码:
package com.liosen.androidnote.mvc.model;/*** 计分板*/
public class Board {private Chessboard[][] board = new Chessboard[3][3]; // 棋盘为 3x3private Player winner; // 定义胜利者private GameState state; // 定义当前游戏状态private Player currentTurn; // 定义当前轮次,当前执棋手public GameState getState() {return state;}public void setState(GameState state) {this.state = state;}public Player getWinner() {return winner;}public void setWinner(Player winner) {this.winner = winner;}/*** 重置游戏,清空数据*/public void restartGame() {// 重置数据clearChessboard();winner = null;currentTurn = Player.X;state = GameState.GAMING;}/*** 清空棋盘上的棋子数据*/public void clearChessboard() {for (int i = 0; i < 3; i++) {for (int j = 0; j < 3; j++) {board[i][j] = new Chessboard();}}}/*** 下棋 的函数*/public Player mark(int row, int col) {Player currentPlayer = null;if (isValid(row, col)) { // 这一步下棋,是否有效// 如果有效board[row][col].setValue(currentTurn); // 将这一步棋存入二维数组currentPlayer = currentTurn;if (isWinningGame(currentTurn, row, col)) {// 如果这一步棋 赢下了游戏// 游戏状态改为结束state = GameState.FINISHED;// 胜者为刚刚这一轮的执棋者winner = currentTurn;} else if (isNoChessboard()) {state = GameState.FINISHED;winner = null;} else {// 如果这一步棋没有赢下游戏,则轮换选手flipPlayerTurn();}}return currentPlayer;}/*** 轮换选手*/private void flipPlayerTurn() {currentTurn = currentTurn == Player.X ? Player.O : Player.X;}/*** 判断 赢下游戏的条件*/private boolean isWinningGame(Player currentTurn, int row, int col) {return (board[row][0].getValue() == currentTurn &&board[row][1].getValue() == currentTurn &&board[row][2].getValue() == currentTurn) // 同一行三个棋子相同||(board[0][col].getValue() == currentTurn &&board[1][col].getValue() == currentTurn &&board[2][col].getValue() == currentTurn) // 同一列三个棋子相同||((row == col) &&board[0][0].getValue() == currentTurn &&board[1][1].getValue() == currentTurn &&board[2][2].getValue() == currentTurn) // 对角线三个棋子相同||((row + col == 2) &&board[0][2].getValue() == currentTurn &&board[1][1].getValue() == currentTurn &&board[2][0].getValue() == currentTurn) //反向对角线棋子相同;}private boolean isNoChessboard() {for (int i = 0; i < 3; i++) {for (int j = 0; j < 3; j++) {if (board[i][j].getValue() == null) {return false;}}}return true;}/*** 判断这一步棋 是否有效*/private boolean isValid(int row, int col) {if (state == GameState.FINISHED) {return false;} else if (isAlreadySet(row, col)) {//当前棋盘按钮,已经下过棋子了return false;} else {return true;}}private boolean isAlreadySet(int row, int col) {return board[row][col].getValue() != null;}
}
model数据部分,主要通过棋盘实现以下功能:
1. 重置游戏数据
2. 下棋动作 及是否有效
3. 判断是否赢得游戏
4. 判断是否平局
5. 轮换选手
这样,就可以把model从activity中抽离出来。减少了activity的臃肿
但是controller部分依然在activity中,随着功能增多,activity依然会变臃肿
于是引入MVP
3. MVP实现井字棋功能
先拆分功能:
M:model数据
V:view视图
P:presenter逻辑
model部分,依然是 Plyaer、GameState、Chessboard、Board,所有不变
view部分,依然是activity,同时增加IView接口
presenter部分,将在TicTacToePresenter逻辑层中实现
文件结构如下:(忽略mvc文件夹)
代码部分:
IView:
package com.liosen.androidnote.mvp.view;public interface TicTacToeView {void showWinner(String winner); // 显示胜利玩家void noWinner(); // 无胜利玩家,即平局void clearButton(); // 清空棋盘按钮void clearWinner(); // 清空胜利玩家void setBtnText(int row, int col, String player); // 下棋动作后,棋盘显示棋子
}
Activity:
package com.liosen.androidnote.mvp.view;import android.os.Bundle;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.view.View;
import android.widget.Button;
import android.widget.GridLayout;
import android.widget.LinearLayout;
import android.widget.TextView;import androidx.activity.EdgeToEdge;
import androidx.annotation.NonNull;
import androidx.appcompat.app.AppCompatActivity;
import androidx.core.graphics.Insets;
import androidx.core.view.ViewCompat;
import androidx.core.view.WindowInsetsCompat;import com.liosen.androidnote.R;
import com.liosen.androidnote.mvp.presenter.TicTacToePresenter;public class TicTacToeViewActivity extends AppCompatActivity implements TicTacToeView {// --------------------- View ---------------------private GridLayout glChessboard;private LinearLayout llWinner;private TextView tvWinner, tvTips;// --------------------- Presenter ---------------------TicTacToePresenter presenter = new TicTacToePresenter(this); // 实例化,传入IView接口@Overrideprotected void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);EdgeToEdge.enable(this);setContentView(R.layout.activity_main);ViewCompat.setOnApplyWindowInsetsListener(findViewById(R.id.main), (v, insets) -> {Insets systemBars = insets.getInsets(WindowInsetsCompat.Type.systemBars());v.setPadding(systemBars.left, systemBars.top, systemBars.right, systemBars.bottom);return insets;});findView();// 重置游戏presenter.reset();}private void findView() {glChessboard = findViewById(R.id.gl_chessboard);llWinner = findViewById(R.id.ll_winner);tvWinner = findViewById(R.id.tv_winner);tvTips = findViewById(R.id.tv_tips);}@Overridepublic boolean onCreateOptionsMenu(Menu menu) {MenuInflater inflater = getMenuInflater();inflater.inflate(R.menu.menu_tictactoe, menu);return super.onCreateOptionsMenu(menu);}@Overridepublic boolean onOptionsItemSelected(@NonNull MenuItem item) {if (item.getItemId() == R.id.reset) {presenter.reset();return true;} else {return super.onOptionsItemSelected(item);}}/*** 棋盘上的格子,点击事件*/public void clickButton(View view) {Button btn = (Button) view;String tag = btn.getTag().toString(); // 通过tag获取行列数据int row = Integer.parseInt(tag.substring(0, 1));int col = Integer.parseInt(tag.substring(1, 2));presenter.clickBtn(row, col); // 通过presenter来实现棋子的点击事件逻辑}// ------------------------------- 以下为IView的接口实现public void showWinner(String winner) {tvWinner.setText(winner);llWinner.setVisibility(View.VISIBLE);}public void noWinner() {tvWinner.setText("");tvTips.setText("本局平局");llWinner.setVisibility(View.VISIBLE);}public void clearButton() {for (int i = 0; i < glChessboard.getChildCount(); i++) {((Button) glChessboard.getChildAt(i)).setText("");}}public void clearWinner() {llWinner.setVisibility(View.GONE);tvWinner.setText("");}public void setBtnText(int row, int col, String player) {Button btn = glChessboard.findViewWithTag("" + row + col);if (btn != null) {btn.setText(player);}}
}
Presenter:
package com.liosen.androidnote.mvp.presenter;import android.view.View;import com.liosen.androidnote.mvp.model.GameState;
import com.liosen.androidnote.mvp.model.Board;
import com.liosen.androidnote.mvp.model.Player;
import com.liosen.androidnote.mvp.view.TicTacToeView;public class TicTacToePresenter {private TicTacToeView view;private Board model;public TicTacToePresenter(TicTacToeView view) {this.view = view;this.model = new Board();}public void clickBtn(int row, int col) {Player player = model.mark(row, col);if (player != null) {view.setBtnText(row, col, player.toString());if (model.getWinner() != null) { // 如果胜利的棋手 不为空,则显示胜利的信息view.showWinner(player.toString());} else if (model.getState() == GameState.FINISHED) {view.noWinner();}}}public void reset() {model.restartGame();view.clearButton();view.clearWinner();}
}
可以看到,逻辑部分:点击棋盘、重置游戏,都在presenter中实现。如果需要修改view部分,通过IView接口来传递数据。
这样,通过presenter,就可以完成view和model之间的交互。
但是MVP软件架构有个问题,就是IView接口设计会越来越多。增加一个功能,需要修改的部分变更多了。有点为了架构而架构的味道
接下来引入第三个软件架构:MVVM
4. MVVM实现井字棋功能
文件结构如下:(忽略mvc文件夹和mvp文件夹)
4.1 第一步增加dataBinding
在app级别(如果有使用其他module,那该module也需要增加)的build.gradle中,android下增加,如下所示:
android {···dataBinding {enable true} }
这里我插一嘴:dataBinding和viewBinding的区别
viewBinding:省略findViewById 的功能
dataBinding:除了viewBinding的功能,还能绑定data部分
4.2 修改activity.xml
<?xml version="1.0" encoding="utf-8"?>
<layout xmlns:android="http://schemas.android.com/apk/res/android"xmlns:tools="http://schemas.android.com/tools"><data><import type="android.view.View" /><variablename="viewModel"type="com.liosen.androidnote.mvvm.viewmodel.TicTacToeViewModel" /></data><LinearLayoutandroid:id="@+id/main"android:layout_width="match_parent"android:layout_height="match_parent"android:layout_marginTop="60dp"android:fitsSystemWindows="true"android:gravity="center_horizontal"android:orientation="vertical"tools:context=".TicTacToeActivity"><GridLayoutandroid:id="@+id/gl_chessboard"android:layout_width="wrap_content"android:layout_height="wrap_content"android:columnCount="3"android:rowCount="3"><Buttonstyle="@style/chessboard_btn"android:onClick="@{()->viewModel.onClickedChessboard(0,0)}"android:text='@{viewModel.board["00"]}' /><Buttonstyle="@style/chessboard_btn"android:onClick="@{()->viewModel.onClickedChessboard(0,1)}"android:text='@{viewModel.board["01"]}' /><Buttonstyle="@style/chessboard_btn"android:onClick="@{()->viewModel.onClickedChessboard(0,2)}"android:text='@{viewModel.board["02"]}' /><Buttonstyle="@style/chessboard_btn"android:onClick="@{()->viewModel.onClickedChessboard(1,0)}"android:text='@{viewModel.board["10"]}' /><Buttonstyle="@style/chessboard_btn"android:onClick="@{()->viewModel.onClickedChessboard(1,1)}"android:text='@{viewModel.board["11"]}' /><Buttonstyle="@style/chessboard_btn"android:onClick="@{()->viewModel.onClickedChessboard(1,2)}"android:text='@{viewModel.board["12"]}' /><Buttonstyle="@style/chessboard_btn"android:onClick="@{()->viewModel.onClickedChessboard(2,0)}"android:text='@{viewModel.board["20"]}' /><Buttonstyle="@style/chessboard_btn"android:onClick="@{()->viewModel.onClickedChessboard(2,1)}"android:text='@{viewModel.board["21"]}' /><Buttonstyle="@style/chessboard_btn"android:onClick="@{()->viewModel.onClickedChessboard(2,2)}"android:text='@{viewModel.board["22"]}' /></GridLayout><LinearLayoutandroid:id="@+id/ll_winner"android:layout_width="wrap_content"android:layout_height="wrap_content"android:orientation="vertical"android:visibility="@{viewModel.winner == null ? View.GONE : View.VISIBLE}"><TextViewandroid:id="@+id/tv_winner"android:layout_width="wrap_content"android:layout_height="wrap_content"android:layout_margin="20dp"android:textSize="40sp"tools:text="X"android:text="@{viewModel.winner}"/><TextViewandroid:id="@+id/tv_tips"android:layout_width="wrap_content"android:layout_height="wrap_content"android:text="@{viewModel.result}"android:textSize="30sp" /></LinearLayout></LinearLayout></layout>
可以看到有一些新内容:
首先,必须要用<layout></layout>包裹原有的xml
然后,<variable>标签需要至少引入viewModel,其中name为自定义的名称,type为绑定的ViewModel。此处,我需要将该xml和TicTacToeViewModel.java 进行绑定。
最后,看到<Button>标签中onClick方法变成了
android:onClick="@{()->viewModel.onClickedChessboard(0,0)}"
格式为 "@{}" ,此处中间为lamda,viewModel中的onClickedChessboard方法,在后面的viewModel文件中会有。
text文字变成了
android:text='@{viewModel.board["00"]}'
数据来源为viewModel中的board,同样的 在viewModel文件中会有。
4.3 增加viewModel文件
package com.liosen.androidnote.mvvm.viewmodel;import androidx.databinding.ObservableArrayMap;
import androidx.databinding.ObservableField;import com.liosen.androidnote.mvvm.model.GameState;
import com.liosen.androidnote.mvvm.model.Board;
import com.liosen.androidnote.mvvm.model.Player;public class TicTacToeViewModel {public Board model;public final ObservableArrayMap<String, String> board = new ObservableArrayMap<>(); // 此处为被观察者,被观察的数据为map,用于存 <棋盘格子, 棋手>public final ObservableField<String> winner = new ObservableField<>(); // 此处也为被观察者,被观察的数据为String类型的对象public final ObservableField<String> result = new ObservableField<>();public TicTacToeViewModel() {model = new Board();}public void reset() {model.restartGame();winner.set(null);board.clear();}public void onClickedChessboard(int row, int col) {Player player = model.mark(row, col);if (player != null) {// 棋盘格子 显示玩家X或者Oboard.put("" + row + col, player == null ? null : player.toString());if (model.getWinner() != null) { // 如果胜利的棋手 不为空,则显示胜利的信息winner.set(model.getWinner() == null ? null : model.getWinner().toString());result.set("你赢了");} else if (model.getState() == GameState.FINISHED) {winner.set("");result.set("本局平局");}}}
}
4.4 最后activity文件
package com.liosen.androidnote.mvvm.view;import android.os.Bundle;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;import androidx.activity.EdgeToEdge;
import androidx.annotation.NonNull;
import androidx.appcompat.app.AppCompatActivity;
import androidx.core.graphics.Insets;
import androidx.core.view.ViewCompat;
import androidx.core.view.WindowInsetsCompat;
import androidx.databinding.DataBindingUtil;import com.liosen.androidnote.R;
import com.liosen.androidnote.databinding.ActivityMainMvvmBinding;
import com.liosen.androidnote.mvvm.viewmodel.TicTacToeViewModel;public class TicTacToeMVVMActivity extends AppCompatActivity {// --------------------- View ---------------------TicTacToeViewModel viewModel = new TicTacToeViewModel(); //@Overrideprotected void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);EdgeToEdge.enable(this);
// setContentView(R.layout.activity_main); // 此时已经不需要该行代码了,通过下面两行实现xml和activity的绑定ActivityMainMvvmBinding binding = DataBindingUtil.setContentView(this, R.layout.activity_main_mvvm); // binding.setViewModel(viewModel); //ViewCompat.setOnApplyWindowInsetsListener(findViewById(R.id.main), (v, insets) -> {Insets systemBars = insets.getInsets(WindowInsetsCompat.Type.systemBars());v.setPadding(systemBars.left, systemBars.top, systemBars.right, systemBars.bottom);return insets;});// 重置游戏viewModel.reset();}@Overridepublic boolean onCreateOptionsMenu(Menu menu) {MenuInflater inflater = getMenuInflater();inflater.inflate(R.menu.menu_tictactoe, menu);return super.onCreateOptionsMenu(menu);}@Overridepublic boolean onOptionsItemSelected(@NonNull MenuItem item) {if (item.getItemId() == R.id.reset) {viewModel.reset();return true;} else {return super.onOptionsItemSelected(item);}}
}
activity中绑定viewModel即可。
甚至连findViewById也省了。如果需要在activity中操作UI,可以直接通过binding获取,例如:
binding.tvWinner
至于tvWinner是哪里来的:是由于在xml文件中,设置的id。这样生成binding文件(编译时自动生成)时,就会自动生成该field,可以通过binding获取到。
5. 写在最后
至此我们就学会了用3种软件架构:MVC、MVP、MVVM
MVVM是目前使用最广泛、最好用、最易维护的架构。一定要掌握