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AdMob Integration Guide

For the C++ version of cocos2d-x v3.x - (all other versions)

Integration

First, you must sign up for AdMob.

Second, Open a terminal and use the following command to install the SDKBOX AdMob plugin.

$ sdkbox import admob

Third, please read the iOS FAQ and Android FAQ

Important Notice

Please make sure the following settings in your project for plugin to function correctly.

Disable App Transport Security

Adding the following entry to the info.plist file:

<key>NSAppTransportSecurity</key>
<dict>
    <key>NSAllowsArbitraryLoads</key>
    <true/>
</dict>

It should look something like this:

Disable Bitcode support

You have to turn off Bitcode support. If you don't cocos2d-x will fail to build.

Set your game requires full screen

If your game doesn't support all screen orientations you will need to check Requires full screen in Xcode. If you do not, your app will fail Apple's submission process.

Whitelist canOpenURL function

This depends on what plugins are in your project. You may need to add the required entry to the info.plist, under LSApplicationQueriesSchemes.

JSON Configuration

SDKBOX Installer will automatically inject a sample configuration to your sdkbox_config.json, that you have to modify it before you can use it for your own app

type:

- "banner"
- "interstitial"

alignment:

- "top"
- "bottom"
- "left"
- "right"
- "center"
- "top_left"
- "top_right"
- "bottom_left"
- "bottom_right"

width x height:

- 320x50
- 468x60
- 320x100
- 728x90
- 300x250
- 160x600
- 0x0    # 0x0 means auto size, smart banner.

Smart banner

    "width":0,
    "height":0

Apps targeted for Children

Apps that target for children can specify "is_designed_for_families": true

Auto cache

The plugin will auto cache the first Ad of one Ad type. It also will cache the interstitial Ad after it close.

Example:


{
    "ios": {
        "AdMob":{
            "ads":{
                "home":{
                    "id":"ca-app-pub-3940256099942544/2934735716",
                    "type":"banner",
                    "alignment":"bottom",
                    "width":300,
                    "height":50,
                    "is_designed_for_families": false
                },
                "gameover":{
                    "id":"ca-app-pub-1329374026572143/4185543717",
                    "type":"interstitial",
                    "is_designed_for_families": true
                }
            }
        }
    },
    "android": {
        "AdMob":{
            "ads":{
                "home":{
                    "id":"ca-app-pub-1329374026572143/2685130917",
                    "type":"banner",
                    "alignment":"bottom",
                    "width":300,
                    "height":100,
                    "is_designed_for_families": false
                },
                "gameover":{
                    "id":"ca-app-pub-1329374026572143/1092476511",
                    "type":"interstitial",
                    "is_designed_for_families": true
                }
            }
        }
    }
}

Usage

Initialize AdMob

Initialize the plugin where appropriate in your code. We recommend to do this in the AppDelegate::applicationDidFinishLaunching() or AppController:didFinishLaunchingWithOptions(). Make sure to include the appropriate headers. Example:

#include "PluginAdMob/PluginAdMob.h"
AppDelegate::applicationDidFinishLaunching()
{
     sdkbox::PluginAdMob::init();
}

cache ad

sdkbox::PluginAdMob::cache("home");
sdkbox::PluginAdMob::cache("gameover");

NOTE : AdMob ads needs to be cached before use, auto-caching is not available with this plugin. It might take couple of minutes to cache ads, once cached you would be able to see the ads. While caching, ads are not available.

show ad

sdkbox::PluginAdMob::show("home");
sdkbox::PluginAdMob::show("gameover");

hide ad

You can not hide an interstitial ad

sdkbox::PluginAdMob::hide("home");

check ad available

sdkbox::PluginAdMob::isAvailable("home");
sdkbox::PluginAdMob::isAvailable("gameover");

Implement AdMobListner

#include "PluginAdMob/PluginAdMob.h"
class MyClass : public sdkbox::AdMobListener
{
private:
    void adViewDidReceiveAd(const std::string &name) {}
    void adViewDidFailToReceiveAdWithError(const std::string &name, const std::string &msg) {}
    void adViewWillPresentScreen(const std::string &name) {}
    void adViewDidDismissScreen(const std::string &name) {}
    void adViewWillDismissScreen(const std::string &name) {}
    void adViewWillLeaveApplication(const std::string &name) {}
}

API Reference

Methods

static bool init ( ) ;

initialize the plugin instance.

static void setListener ( AdMobListener * listener ) ;

Set listener to listen for admob events

static AdMobListener * getListener ( ) ;

Get the listener

static void removeListener ( ) ;

Remove the listener, and can't listen to events anymore

static std::string getVersion ( ) ;

Use this to get the version of the SDK. @return The version of the SDK.

static void setTestDevices ( const std::string & devices ) ;

Set test devices

static void cache ( const std::string & name ) ;

Cache ad with @name

static void show ( const std::string & name ) ;

show ad with @name

static void hide ( const std::string & name ) ;

hide ad with @name

static bool isAvailable ( const std::string & name ) ;

check whether ad available with @name

static int getCurrBannerWidth ( ) ;

get width of current banner

static int getCurrBannerHeight ( ) ;

get height of current banner

Listeners

void adViewDidReceiveAd ( const std::string & name ) {
void adViewDidFailToReceiveAdWithError ( const std::string & name ,
                                         const std::string & msg ) {
void adViewWillPresentScreen ( const std::string & name ) {
void adViewDidDismissScreen ( const std::string & name ) {
void adViewWillDismissScreen ( const std::string & name ) {
void adViewWillLeaveApplication ( const std::string & name ) {

Manual Integration

If the SDKBOX Installer fails to complete successfully, it is possible to integrate SDKBOX manually. If the installer complete successfully, please do not complete anymore of this document. It is not necessary.

These steps are listed last in this document on purpose as they are seldom needed. If you find yourself using these steps, please, after completing, double back and re-read the steps above for other integration items.

Manual Integration For iOS

Drag and drop the following frameworks from the plugins/ios folder of the AdMob bundle into your Xcode project, check Copy items if needed when adding frameworks:

sdkbox.framework

PluginAdMob.framework

GoogleMobileAds.framework

You also need to add the following system frameworks, if you don't already have them:

AdSupport.framework

AudioToolbox.framework

AVFoundation.framework

CoreGraphics.framework

CoreMedia.framework

CoreTelephony.framework

EventKit.framework

EventKitUI.framework

MessageUI.framework

StoreKit.framework

SystemConfiguration.framework

GameController.framework

MediaPlayer.framework

Manual Integration For Android

SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.

Copy Files

Copy the everything from plugin/android/libs folder of this bundle into your project’s /libs folder.

cocos2d/cocos/platform/android/java/libs
frameworks/cocos2d-x/cocos/platform/android/java/libs
<project_root>/libs

Copy jni libs

Copy and overwrite all the folders from plugin/android/jni to your <project_root>/jni/ directory.

Note: sdkbox link with gnustl by default, if your project link with c++static please replace the files in <project_root>/jni/<plugin_name>/libs with files in <project_root>/jni/<plugin_name>/libs_c++_static folder

Edit AndroidManifest.xml

Include the following permissions above the application tag:

<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />

Edit Android.mk

Edit <project_root>/jni/Android.mk to:

Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:

LOCAL_WHOLE_STATIC_LIBRARIES += PluginAdMob
LOCAL_WHOLE_STATIC_LIBRARIES += sdkbox

Add a call to:

$(call import-add-path,$(LOCAL_PATH))

before any import-module statements.

Add additional import-module statements at the end:

$(call import-module, ./sdkbox)
$(call import-module, ./pluginadmob)

This means that your ordering should look similar to this:

$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginadmob)

Note: It is important to make sure these statements are above the existing $(call import-module,./prebuilt-mk) statement, if you are using the pre-built libraries.

Modify Application.mk (Cocos2d-x v3.0 to v3.2 only)

Edit <project_root>/jni/Application.mk to make sure APP_STL is defined correctly. If Application.mk contains APP_STL := c++_static, it should be changed to:

APP_STL := gnustl_static

Modify Cocos2dxActivity.java

Note: When using Cocos2d-x from source, different versions have Cocos2dxActivity.java in a different location. One way to find the location is to look in proj.android/project.properties. Example: android.library.reference.1=../../cocos2d-x/cocos/platform/android/java

In this case, Cocos2dxActivity.java should be located at:

../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/lib/Cocos2dxActivity.java
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
onLoadNativeLibraries();
SDKBox.init(this);
    @Override
    protected void onActivityResult(int requestCode, int resultCode, Intent data) {
          if(!SDKBox.onActivityResult(requestCode, resultCode, data)) {
            super.onActivityResult(requestCode, resultCode, data);
          }
    }
    @Override
    protected void onStart() {
          super.onStart();
          SDKBox.onStart();
    }
    @Override
    protected void onStop() {
          super.onStop();
          SDKBox.onStop();
    }
    @Override
    protected void onResume() {
          super.onResume();
          SDKBox.onResume();
    }
    @Override
    protected void onPause() {
          super.onPause();
          SDKBox.onPause();
    }
    @Override
    public void onBackPressed() {
          if(!SDKBox.onBackPressed()) {
            super.onBackPressed();
          }
    }

Manual Integration for Google Play Services SDK (dependent library only)

Suggestion

Please try the sdkbox installer first. It will do all the following step for you automatically.

$ sdkbox import googleplayservices

Modify project.properties

An Android Library Reference for Google Play Services is required. The path will be different depending upon your setup. Also, this is an additional download that does not come as part of a standard install. To install use the sdk installer and choose extras->google play services. Here is an example of what this line could look like:

android.library.reference.1=
../android/sdk.latest/extras/google/google_play_services/libproject/
google-play-services_lib

Note: if you already have an android.library.reference.1 you can add another by incrementing the number as android.library.reference.2, etc.

Integration manually

We make a lite version of Google Play Services, the project repo is https://github.com/darkdukey/Google-Play-Service-Lite

Copy Files

Copy the gps folder from plugin folder of this bundle into your project’s /libs folder.

Modify files for Eclipse

  1. Modify project.properties
# For source project
android.library.reference.2=../cocos2d/cocos/platform/android/java/libs/gps/

# Or
# For framework project
android.library.reference.1=libs/gps/

Modify files for Android Studio

1. Modify cocos2d/cocos/platform/android/libcocos2dx/build.gradle
 dependencies {
+    compile project(':gps')
     compile fileTree(dir: '../java/libs', include: ['*.jar'])
 }
2. Modify proj.android-studio/app/project.properties
 # Project target.
 target=android-10
+android.library.reference.1=../cocos2d/cocos/platform/android/java/libs/gps/
3. Modify proj.android-studio/settings.gradle
 project(':libcocos2dx').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/libcocos2dx')
 include ':your_project_name'
 project(':your_project_name').projectDir = new File(settingsDir, 'app')
+
+include ':gps'
+project(':gps').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/java/libs/gps')

Proguard (optional)

proguard.config=proguard.cfg
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
#   public *;
#}

# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**

# google play service
-keep public class com.google.android.gms.** { public *; }
-dontwarn com.google.android.gms.**

-keep class * extends java.util.ListResourceBundle {
    protected Object[][] getContents();
}

-keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable {
    public static final *** NULL;
}

-keepnames @com.google.android.gms.common.annotation.KeepName class *
-keepclassmembernames class * {
    @com.google.android.gms.common.annotation.KeepName *;
}

-keepnames class * implements android.os.Parcelable {
    public static final ** CREATOR;
}

#sdkbox
-keep public class com.sdkbox.** { *; }
-dontwarn com.sdkbox.**

Note: Proguard only works with Release builds (i.e cocos run -m release) debug builds do not invoke Proguard rules.