Kochava Integration Guide
For the Javascript version of cocos2d-x v3.x - (all other versions)
SDK Version
- ios: 20160921
- android: 20170127
Integration
Open a terminal and use the following command to install the SDKBOX Kochava plugin. Make sure you setup the SDKBOX installer correctly.
$ sdkbox import kochava
Important Notice
Please make sure the following settings in your project to make the plugin work well.
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 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 setting 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
Here is an example of the Kochava configuration, you need to replace
<KOCHAVA_APP_ID>
with your specific Kochava account information.
Here is an example adding Kochava
:
"kochava" :
{
"kochava_app_id" : "<KOCHAVA_APP_ID>",
"enableLogging" : 1,
"retrieveAttribution" : 1
}
Usage
Register Javascript Functions
You need to register all the Kochava JS functions with cocos2d-x before using them.
To do this:
* Modify ./frameworks/runtime-src/Classes/AppDelegate.cpp
to include the following headers:
#include "PluginKochavaJS.hpp"
- Modify
./frameworks/runtime-src/Classes/AppDelegate.cpp
make sure to call:
sc->addRegisterCallback(register_all_PluginKochavaJS);
Initialize Kochava
Initialize the plugin by calling init()
where appropriate in your code. We
recommend to do this in the app.js
. Example:
sdkbox.PluginKochava.init();
Tracking Events
Kochava provides tracking custom, spatial or referral events.
- Tracking a custom event:
sdkbox.PluginKochava.trackEvent("<EVENT>", "<VALUE>");
- Tracking a spatial event, by providing a title and position in the world:
sdkbox.PluginKochava.spatialEvent("<TITLE>", <X>, <Y>, <Z>);
- Tracking a referral event (also known as a deep link):
sdkbox.PluginKochava.sendDeepLink("<URI>", "<YOUR APP>");
Note: On Android, the 2nd parameter (
API Reference
Methods
sdkbox.PluginKochava.init();
init the kochava service
sdkbox.PluginKochava.shutdown();
shutdown the kochava service
sdkbox.PluginKochava.enableLogging(enabled);
enable kochava api logging
sdkbox.PluginKochava.trackEvent(event, value);
track a single event
http://support.kochava.com/support/solutions/articles/1000059874-ios-sdk-documentation#caleve
sdkbox.PluginKochava.spatialEvent(title, x, y, z);
spatial event to help visualize data
http://support.kochava.com/support/solutions/articles/1000059874-ios-sdk-documentation#senspa just support on ios
sdkbox.PluginKochava.setLimitAdTracking(limitAdTracking);
turn on/off ad tracking
http://support.kochava.com/support/solutions/articles/1000059874-ios-sdk-documentation#toglim
sdkbox.PluginKochava.sendDeepLink(url, application);
send a referral to where your app was opened from.
Listeners
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 Kochava
bundle into your Xcode project, check Copy items if needed
when adding frameworks:
sdkbox.framework
PluginKochava.framework
The above frameworks depend upon a number of other frameworks. You also need to add the following system frameworks, if you don't already have them:
Security.framework
SystemConfiguration.framework
UIKit.framework
Foundation.framework
AdSupport.framework
iAd.framework
CoreLocation.framework
Copy all source and header files from plugin/jsbindings/
to your projects Classes
folder.
NOTE: plugin/jsbindings/jsb2
for creator 1.7.
Add these same files, that you just copied, to Xcode by either dragging and dropping them into Xcode or by using File -> Add files to....
Manual Integration For Android
SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.
proj.android
will be used as our<project_root>
for command-line and eclipse projectproj.android-studio
will be used as our<project_root>
for Android Studio project.
Copy Files
Copy the following jar files from plugin/android/libs
folder of this
bundle into your project's
KochavaSDK.jar
PluginKochava.jar
sdkbox.jar
-
If you're using cocos2d-x from source copy the jar files to:
Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/java/libs cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the jar files to:
Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/java/libs frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the jar files to:
Android command-line:
proj.android/libs
Copy jni libs
Copy and overwrite all the folders from plugin/android/jni
to your <project_root>/jni/
directory.
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"/>
<uses-permission android:name ="android.permission.ACCESS_WIFI_STATE"/>
<uses-permission android:name ="android.permission.READ_PHONE_STATE"/>
Additionally, you will need to add the Kochava broadcast receiver and the following meta-data tag between the application tags, this is needed for the Google Play referral data capture:
<receiver android:name ="com.kochava.android.tracker.ReferralCapture"
android:exported ="true" >
<intent-filter>
<action android:name ="com.android.vending.INSTALL_REFERRER" />
</intent-filter>
</receiver>
<meta-data
android:name ="com.google.android.gms.version"
android:value ="@integer/google_play_services_version"/>
To enable hardware acceleration in your application tag. This tag is optional on newer SDK versions and doesn't work on version 2.3.3.
<android:hardwareAccelerated="true" />
Edit Android.mk
Edit <project_root>/jni/Android.mk
to:
Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:
LOCAL_WHOLE_STATIC_LIBRARIES += PluginKochava
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, ./pluginkochava)
This means that your ordering should look similar to this:
$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginkochava)
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
Copy all source and header files from plugin/jsbindings/
to your projects Classes
folder.
NOTE: plugin/jsbindings/jsb2
for creator 1.7.
Add all .cpp
files, that you just copied, to Android.mk
in the LOCAL_SRC_FILES section. Example
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/HelloWorldScene.cpp \
../../Classes/NewSourceFile.cpp
Modify AppActivity.java
Plugin >= 2.4.0.3
- Find the AppActivity.java
find . -name "AppActivity.java"
- Replace
extends Cocos2dxActivity
withextends com.sdkbox.plugin.SDKBoxActivity
Example of the directory where the AppActivity.java file is located:
cpp
- proj.android/src/org/cocos2dx/cpp/AppActivity.java
- proj.android-studio/app/src/org/cocos2dx/cpp/AppActivity.java
- proj.android/app/src/org/cocos2dx/cpp/AppActivity.java ( from cocos2d-x 3.17)
lua
- frameworks/runtime-src/proj.android/src/org/cocos2dx/lua/AppActivity.java
- frameworks/runtime-src/proj.android-studio/app/src/org/cocos2dx/lua/AppActivity.java
- frameworks/runtime-src/proj.android/app/src/org/cocos2dx/lua/AppActivity.java (from cocos2d-x 3.17)
js
- frameworks/runtime-src/proj.android/src/org/cocos2dx/javascript/AppActivity.java
- frameworks/runtime-src/proj.android/app/src/org/cocos2dx/javascript/AppActivity.java ( from cocos2d-x 3.17)
Plugin < 2.4.0.3
-
If you're using cocos2d-x from source, assuming you are in the proj.android directory, Cocos2dxActivity.java is located:
../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/ lib/Cocos2dxActivity.java
-
If you're using the prebuilt cocos2d-x libraries assuming you are in the
proj.android
directory, Cocos2dxActivity.java is located:./src/org/cocos2dx/lib/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
- Modify Cocos2dxActivity.java to add the following imports:
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
- Second, modify Cocos2dxActivity.java to edit the
onCreate(final Bundle savedInstanceState)
function to add a call toSDKBox.init(this);
. The placement of this call is important. It must be done after the call toonLoadNativeLibraries();
. Example:
onLoadNativeLibraries();
SDKBox.init(this);
-
Last, we need to insert the proper overrides code. There are a few rules here.
-
If the method listed has not been defined, add it.
-
If the method listed has been defined, add the calls to
SDKBox
in the same existing function.
-
@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();
}
}
Proguard (optional)
- Edit
project.properties
to specify aProguard
configuration file. Example:
proguard.config=proguard.cfg
- 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 com.google.protobuf.** { *; }
-dontwarn com.google.protobuf.**
-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.**
#kochava
# Kochava Kit
-keep public class com.kochava.android.** { *; }
-dontwarn com.kochava.android.**
Note: Proguard only works with Release builds (i.e cocos run -m release
) debug builds do not invoke Proguard rules.