本文整理汇总了C++中AppDelegate::GetNetWorkStatus方法的典型用法代码示例。如果您正苦于以下问题:C++ AppDelegate::GetNetWorkStatus方法的具体用法?C++ AppDelegate::GetNetWorkStatus怎么用?C++ AppDelegate::GetNetWorkStatus使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AppDelegate
的用法示例。
在下文中一共展示了AppDelegate::GetNetWorkStatus方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: syncFlow
void GameWin::syncFlow()
{
AppDelegate *app = (AppDelegate*)Application::getInstance();
std::string strFlow= updateFlow();//read local and add current
NetworkType Networ = app->GetNetWorkStatus();
if (Networ != NetworkTypeNone)
{
if (m_UserID > 0 && strFlow.length()>0)
{
_UserInfo userInfo = DataAccess::getUserInfoByID(m_UserID);
HttpRequest* request = new HttpRequest();
request->setUrl(UCAPIWebPostURL);
request->setRequestType(HttpRequest::Type::POST);
request->setResponseCallback(CC_CALLBACK_2(GameWin::onSyncCompleted, this));
//char p[10];
//sprintf(p, "%s", strFlow);
std::string sPost = "action=save_user_info&EncryptData=";
long lUserDiff = app->GetUserScoreDiff();
int iLevel = app->GetUserLevel();
char p1[10];
char p2[10];
char p3[10];
sprintf(p1, "%d", lUserDiff);
sprintf(p2, "%d", iLevel);
string s1 = p1;
string s2 = p2;
//std::string sPost = "action=sync_point&EncryptData=";
int iTools = app->GetToolsDiff();
sprintf(p3, "%d", iTools);
string s4 = p3;
string s3 = "score = " + strFlow + "&local_point = " + s1 + "&LV = " + s2 + "&UserID = " + userInfo.strUserGuid+"&VirtualPops=" + s4;
s3 = app->encode_data_for_http(s3);
sPost = sPost + s3;
sPost = sPost + "&" + app->GetAccessString();
const char* postData = sPost.c_str();
request->setRequestData(postData, strlen(postData));
request->setTag("save_ranking");
cocos2d::network::HttpClient::getInstance()->send(request);
request->release();
}
else updateLocalFlow();//not login or read local error
}
else
{
updateLocalFlow();//no network
}
}
示例2: touchButton
void GameWin::touchButton(Object* obj,::ui::Widget::TouchEventType eventType)
{
auto button = dynamic_cast<::ui::Button*>(obj);
int tag = button->getTag();
auto node =(Node*) this->getChildByTag(CHILD_TURNTABLE);
if (node != nullptr) {
return;
}
AppDelegate *app = (AppDelegate*)Application::getInstance();
switch(eventType)
{
case ::ui::Widget::TouchEventType::ENDED:
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_BUTTON_CLICK);
}
if(tag==1001){ //Continue
if(app->GetNetWorkStatus() != NetworkType::NetworkTypeNone){
std::string sGuid = app->GetUserGuid();
log("GUID is %s", sGuid.c_str());
if (sGuid.length() == 0){ // not a registered user
if (m_iShowRegister == 5){
MsgBoxType m_type = TP_Q_YESNO;;
std::string title="Tweebaa";
std::string msg = MSG_REGISTER_MSG;
std::string info = "\0";
MsgBox::setMsgBox(m_type, &title, &msg, &info);
auto msgbox = MsgBox::create();
auto btnYES = dynamic_cast<Button*>(msgbox->getChildByTag(MSGBOX_UINODE)->getChildByName("btn_Yes"));// Magnifier Button
btnYES->setTitleFontSize(36);
btnYES->setTitleText("YES");
btnYES->addTouchEventListener(CC_CALLBACK_2(GameWin::CallbackRegisterYes, this));
auto btnNO = dynamic_cast<Button*>(msgbox->getChildByTag(MSGBOX_UINODE)->getChildByName("btn_No"));// Magnifier Button
btnNO->setTitleText("NOT NOW");
btnNO->setTitleFontSize(36);
btnNO->addTouchEventListener(CC_CALLBACK_2(GameWin::CallbackRegisterNo, this));
msgbox->setTag(MSGBOX_TAG);
this->addChild(msgbox, 999);
//m_iShowRegister = 0;
break;
}else{
//m_iShowRegister++;
}
}
}
if(m_iCurrentGameID == 1){
auto scene = FindDiffScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if(m_iCurrentGameID == 2){
auto scene = ZoomGameScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if (m_iCurrentGameID == 3){
auto scene = jigSawScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if (m_iCurrentGameID == 4){
auto scene = GameScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if (m_iCurrentGameID == 5){
auto scene = PriceMatchScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if (m_iCurrentGameID == 6){
auto scene = MultiPriceMatchScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else{
auto scene = WelcomeScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
//if(m_iCurrentGameID == 3){
// auto scene = jigSawScene::create();
// //auto scene = LevelSelectLayer::createScene();
// TransitionScene *transition = TransitionFade::create(1, scene);
// Director::getInstance()->replaceScene(transition);
//}
//if(m_iCurrentGameID == 4){
// auto scene = GameScene::create();
// //auto scene = LevelSelectLayer::createScene();
// TransitionScene *transition = TransitionFade::create(1, scene);
// Director::getInstance()->replaceScene(transition);
//}
//if(m_iCurrentGameID == 5){
// auto scene = PriceMatchScene::create();
// //auto scene = LevelSelectLayer::createScene();
// TransitionScene *transition = TransitionFade::create(1, scene);
//.........这里部分代码省略.........