Hi there, I’m new in cocos2d-x. I want to add In app billing for android but still get stuck. I have a c++ file called: InAppPurchase.cpp which had already implemented for iOS:
#include "InAppPurchase.h"
using namespace cocos2d;
TitleScreenLayer* titleScreenSceneObjectInAppPurchase=0;
void InAppPurchase::requestProducts(TitleScreenLayer* titleScreenDelegate)
{
#if(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#endif
#if(CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
titleScreenSceneObjectInAppPurchase = titleScreenDelegate;
InAppPurchaseIosBridge::sharedInstance().requestProducts();
#endif
}
...
void InAppPurchase::productsReceived()
{
#if(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#endif
#if(CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// CCLog("InAppPurchase productsReceived");
if (titleScreenSceneObjectInAppPurchase!=0) {
titleScreenSceneObjectInAppPurchase->productsReceived();
}else{
CCLog("titleScreenSceneObject is not available for productsReceived");
}
#endif
}
My question is: how do I implement the requestProducts and productReceive like iOS did? I cannot find any tutorial step by step for this. I have read this tutorial, but I thought it is quite different from my case.