void publish_story() { LOGV("publish_story enter"); Session *session = Session::getActiveSession(); Bundle *postParams = new Bundle(); postParams->putString(to_string("name"), to_string("Facebook SDK for Android")); postParams->putString(to_string("caption"), to_string("Build great social apps and get more installs.")); postParams->putString(to_string("description"), to_string("The Facebook SDK for Android makes it easier and faster to develop Facebook integrated Android apps.")); postParams->putString(to_string("link"), to_string("https://developers.facebook.com/android")); postParams->putString(to_string("picture"), to_string("https://raw.github.com/fbsamples/ios-3.x-howtos/master/Images/iossdk_logo.png")); Request *request = new Request(*session, to_string("me/feed"), *postParams, com_facebook_HttpMethod::POST, *requestCallback); std::vector<Request*> requests; requests.push_back(request); RequestAsyncTask *task = new RequestAsyncTask(requests); std::vector<Object*> *args = 0; task->execute(*args); delete task; delete request; delete postParams; delete session; LOGV("publish_story exit"); }
void run_fql_query(const char * query) { LOGV("run_fql_query enter"); String fqlQuery = to_string(query); Bundle *params = new Bundle(); params->putString(to_string("q"), fqlQuery); Session *session = Session::getActiveSession(); Request *request = new Request(*session, to_string("/fql"), *params, com_facebook_HttpMethod::GET, *requestCallback); List *requestBatch = new ArrayList(); requestBatch->add(*request); Request::executeBatchAsync(*requestBatch); delete requestBatch; delete request; delete session; delete params; LOGV("run_fql_query exit"); }
void FightPrepare::fight() { if (mState != Prepare_State_Loaded) { CCAssert(false,"数据还没准备好,请确认调用了prepareData函数载入数据,并且是在prepareSuccess回调接口中调用的这个函数"); return; } Bundle bundle; bundle.putBool("testMode",mTestMode); if (!mTestMode) { bundle.putString("JumpToWhenEnd","FightEndLayer"); } // 直接换scene ClientFightLayer* layer = (ClientFightLayer*)GameDirector::getDirector()->fight(mPreparedDir_vec,mCallback->getBg(mTaskId,mGridIndex),bundle); GameDirector::getDirector()->hideWaiting(); layer->setBeforeFightPro(beforeFightPro); }