LeadBolt Integration Guide
For the C++ version of cocos2d-x v3.x - (all other versions)
SDK Version
- ios: v7.2a
- android: v7.2a
Integration
Open a terminal and use the following command to install the SDKBOX LeadBolt plugin. Make sure you setup the SDKBOX installer correctly.
$ sdkbox import leadbolt
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 res/sdkbox_config.json
, that you have to modify it before you can use it for your own app
Here is an example of the LeadBolt configuration, you need to replace <api_key>
, <name>
item with your specific leadbolt account information.
{
"ios": {
"LeadBolt": {
"api_key": "8uc8Kd5b6LoyJZCAsFUCY2sWmSJkXZ6c",
"ads": {
"directdeal": {
"name": "inapp"
},
"rewardedvideo": {
"name": "video"
}
}
}
},
"android": {
"LeadBolt": {
"api_key": "is2byYEVjbXiFjVjaYIt6sM4aEIqMWZ3",
"ads": {
"directdeal": {
"name": "inapp"
},
"rewardedvideo": {
"name": "video"
}
}
}
}
}
Usage
Initialize LeadBolt
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:
#include "PluginLeadBolt/PluginLeadBolt.h"
AppDelegate::applicationDidFinishLaunching()
{
sdkbox::PluginLeadBolt::init();
}
Cache Ad
sdkbox::PluginLeadbolt::loadModuleToCache("directdeal");
sdkbox::PluginLeadbolt::loadModuleToCache("rewardedvideo");
Note: Leadbolt ads are cached before use for better user experience. Please allow time for ads to be cached. Once an ad is cached, you will be able to see the ad. While caching is in progress, ads are not available for display.
Load/Display Ad
sdkbox::PluginLeadbolt::loadModule("directdeal");
sdkbox::PluginLeadbolt::loadModule("rewardedvideo");
Check if Ad is available
sdkbox::PluginLeadbolt::isAdReady("directdeal");
sdkbox::PluginLeadbolt::isAdReady("rewardedvideo");
Catch LeadBolt events (optional)
This allows you to catch the LeadBolt ad events so that you can perform operations based upon responses. With rewarded video, the onMediaFinished event allows you to reward players for watching the video.
- Allow your class to extend
sdkbox::LeadBoltListener
#include "PluginLeadBolt/PluginLeadBolt.h"
class LBListener : public sdkbox::LeadBoltListener {
public:
void onModuleLoaded(const std::string& placement);
void onModuleClosed(const std::string& placement);
void onModuleClicked(const std::string& placement);
void onModuleCached(const std::string& placement);
void onModuleFailed(const std::string& placement, const std::string& error, bool iscached);
void onMediaFinished(bool viewCompleted);
};
- Create a listener that handles callbacks:
sdkbox::PluginLeadBolt::setListener(this);
API Reference
Methods
static bool init ( ) ;
initialize the plugin instance.
static void setListener ( LeadBoltListener * listener ) ;
Set listener to listen for leadbolt events
static LeadBoltListener * getListener ( ) ;
Get the listener
static void removeListener ( ) ;
Remove the listener, and can't listen to events anymore
static void loadModuleToCache ( const std::string & placement ,
const std::string & userData = "" ) ;
Cache Ad with name @placement (referenced from your json config file)
static bool isAdReady ( const std::string & placement ) ;
Check if Ad with name @placement (referenced from your json config file) is available for display
static void loadModule ( const std::string & placement ,
const std::string & userData = "" ) ;
Load/Display Ad with name @placement (referenced from your json config file)
static void startSession ( const std::string & apiKey ) ;
start session
static void closeSession ( ) ;
close session
static void setSyncDataPeriodInSecond ( int periodInSecond ) ;
sync data second, just valid on ios
static void sync ( ) ;
sync data
static void event ( const std::string & name ) ;
event
static void event ( const std::string & name , float floatValue ) ;
event with float value
static void transaction ( const std::string & name ,
float floatValue ,
const std::string & currencyCode ,
const std::string & ref = "" ,
bool instant = false ) ;
Transaction Events
static void destroyModule ( ) ;
destroy module
static void setCrashHandlerStatus ( bool enable ) ;
Crash Reporting
static void crashWithName ( const std::string & crashName ,
const std::string & description ) ;
Crash Reporting
static void fixAdOrientation ( AdOrientation orientation ) ;
force Ad Orientation
static void setAgeRange ( const std::string & range ) ;
setAgeRange You can increase your App’s performance by optionally including the additional information above. This allows selected premium advertisers to display their Ads to your users. To pass this additional information, use the following methods BEFORE calling loadModuleToCache. accepted values "13-17", "18-25", "26-35", "36-45", "46+"
static void setGender ( const std::string & gender ) ;
setGender You can increase your App’s performance by optionally including the additional information above. This allows selected premium advertisers to display their Ads to your users. To pass this additional information, use the following methods BEFORE calling loadModuleToCache. accepted valued "Male", "Female"
static void setFramework ( const std::string & f ) ;
setFramework
Listeners
void onModuleLoaded ( const std::string & placement )
Notifies the delegate that the module has finished loading
void onModuleClosed ( const std::string & placement )
Notifies the delegate that the module has closed
void onModuleClicked ( const std::string & placement )
Notifies the delegate that the module has clicked
void onModuleCached ( const std::string & placement )
Notifies the delegate that the module has cached
void onModuleFailed ( const std::string & placement ,
const std::string & error ,
bool iscached )
Notifies the delegate that the module has fail
void onMediaFinished ( bool viewCompleted )
Notifies the delegate that the rewarded video has finished playing.
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 LeadBolt
bundle into your Xcode project, check Copy items if needed
when adding frameworks:
sdkbox.framework
PluginLeadBolt.framework
AdSupport.framework
AVFoundation.framework
CoreMedia.framework
CoreTelephony.framework
StoreKit.framework
SystemConfiguration.framework
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
AppTracker.jar
PluginLeadBolt.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"/>
- Include the following lines above the application tag:
<activity
android:configChanges="keyboard|keyboardHidden|orientation|screenSize"
android:name="com.apptracker.android.module.AppModuleActivity"
android:hardwareAccelerated="false">
Edit Android.mk
Edit <project_root>/jni/Android.mk
to:
Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:
LOCAL_WHOLE_STATIC_LIBRARIES += PluginLeadBolt
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, ./pluginleadbolt)
This means that your ordering should look similar to this:
$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginleadbolt)
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 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();
}
}
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
-
If you're using cocos2d-x from source copy the
gps
folder to:Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the
gps
folder to:Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the
gps
folder to:Android command-line:
<project_root>/libs
Modify files for Eclipse
- 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-14
+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)
- Edit
project.properties
to specify aProguard
configuration file. Example:
proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
- Edit the file you specified to include the following:
# leadbolt
-dontwarn android.support.v4.**
-keep public class com.google.android.gms.* { public *; }
-dontwarn com.google.android.gms.**
-keep class com.apptracker.** { *; }
-dontwarn com.apptracker.**
-keepclassmembers class **.R$* {
public static <fields>;
}
-keep class **.R$*
# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**
#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.