Reviews & Ratings Integration Guide
For the Javascript version of cocos2d-x v3.x - (all other versions)
SDK Version
- ios: v3.02:03.25.2015
- android: v3.03 05.15.2015
Integration
Open a terminal and use the following command to install the SDKBOX Ratings & Reviews plugin. Make sure you setup the SDKBOX installer correctly.
$ sdkbox import review
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
.
Extra steps for Android
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 (release, optional)
- Edit
project.properties
to specify aProguard
configuration file. Example:
proguard.config=proguard.cfg
- Edit the file you specified to include the following:
# 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.**
Note: Proguard only works with Release builds (i.e cocos run -m release
) debug builds do not invoke Proguard rules.
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 configuration.
"Review":{
"ios": {
"Review":{
"AppID":"587767923", //appid, valid on ios
"DayLimit": 0, //days before rate prompt show
"LaunchLimit": 3, //launch times before rate prompt show
"UserEventLimit": 0, //user event times before rate prompt show, user event increase by invoke userDidSignificantEvent
"DayForReminding": 1, //days after user selected reminding later button
"LaunchForReminding": 2, //launch times after user selected reminding later button
"tryPromptWhenInit": true //try to display prompt when plugin initialization
}
},
"android": {
"Review":{
"DayLimit": 0,
"LaunchLimit": 3,
"UserEventLimit": 0,
"DayForReminding": 1,
"LaunchForReminding": 2,
"tryPromptWhenInit": true
}
}
}
Usage
Register Javascript Functions
You need to register all the Review JS functions with cocos2d-x before using them.
To do this:
* Modify ./frameworks/runtime-src/Classes/AppDelegate.cpp
to include the following headers:
#include "PluginReviewJS.hpp"
#include "PluginReviewJSHelper.hpp"
- Modify
./frameworks/runtime-src/Classes/AppDelegate.cpp
make sure to call:
sc->addRegisterCallback(register_all_PluginReviewJS);
sc->addRegisterCallback(register_all_PluginReviewJS_helper);
Initialize Review
Initialize the plugin by calling init()
where appropriate in your code. We
recommend to do this in the app.js
. Example:
sdkbox.PluginReview.init();
Setting Review (optional)
You can set a custom string for the rate prompt, if you don't want to use the default string.
Note:
if you set tryPromptWhenInit
to true which is in sdkbox.config
, you must call the following functions before init()
:
sdkbox.PluginReview.setTitle("custom title");
sdkbox.PluginReview.setMessage("custom message");
sdkbox.PluginReview.setCancelButtonTitle("custom cancel");
sdkbox.PluginReview.setRateButtonTitle("custom rate");
sdkbox.PluginReview.setRateLaterButtonTitle("custom rate later");
After initialization you can begin to use the Review functionality.
Use show
try to display rate prompt:
sdkbox.PluginReview.show();
If you set UserEventLimit
not 0 in sdkbox.config
, you must call userDidSignificantEvent
increase user event count: userDidSignificantEvent
increase user event count
sdkbox.PluginReview.userDidSignificantEvent(true);
Catch Review events (optional)
This allows you to catch the Review
events so that you can perform operations based upon responses. A simple example might look like this:
var plugin = sdkbox.PluginReview
plugin.setListener({
onDisplayAlert: function(data) {cc.log("didDisplayAlert")},
onDeclineToRate: function(data) { cc.log("didDeclineToRate") },
onRate: function(data) { cc.log("didToRate") },
onRemindLater: function(data) { cc.log("didToRemindLater") }
})
plugin.init()
Custom String
if you want to use custom string when prompt. there have two ways:
-
modify res in
plugin_review_res_project
project (Recommend) -
set your custom string in sdkbox_config.json
{
"ios": {
"Review":{
...
"promptTitle":"cutom tile",
"promptMessage":"this is custom message",
"promptCancel":"取消",
"promptRate":"rate打分",
"promptRateLater":"稍后later"
...
}
}
}
this way will disable local language, if your app needn't localization, can use this way.
Amazon Market
if your app is availavle in amazon market, please configure like follow:
"Review":{
"android": {
"Review":{
...
"market": "amazon"
}
}
}
API Reference
Methods
sdkbox.PluginReview.setGDPR(enabled);
Set GDPR
sdkbox.PluginReview.init(jsonconfig);
initialize the plugin instance.
sdkbox.PluginReview.setListener(listener);
Set listener to listen for adcolony events
sdkbox.PluginReview.show(force);
Tells 'SDKBox review plugin' to try and show the prompt (a rating alert). if you call
show
withfalse
or null params, the prompt will be showed if there is connection available, the user hasn't declined to rate or hasn't rated current version. if the itemtryPromptWhenInit
in sdkbox.config is false, you can call this try to show prompt if you callshow
withtrue
params the prompt will be showed without checks (the prompt is always displayed). The case where you should call this is if your app has an explicit "Rate this app" command somewhere. This is similar to rateApp, but instead of jumping to the review directly, an intermediary prompt is displayed. another case is for debug
sdkbox.PluginReview.rate();
goto rating page directly
sdkbox.PluginReview.userDidSignificantEvent(canPromptForRating);
sdkbox.PluginReview.rateInAppstore(yes);
sdkbox.PluginReview.SDKBOX_DEPRECATED(setTitle(conststd::string&title);
sdkbox.PluginReview.SDKBOX_DEPRECATED(setMessage(conststd::string&message);
sdkbox.PluginReview.SDKBOX_DEPRECATED(setCancelButtonTitle(conststd::string&cancelTitle);
sdkbox.PluginReview.SDKBOX_DEPRECATED(setRateButtonTitle(conststd::string&rateTitle);
sdkbox.PluginReview.SDKBOX_DEPRECATED(setRateLaterButtonTitle(conststd::string&rateLaterTitle);
Listeners
onDisplayAlert();
trigger when alert prompt show
onDeclineToRate();
trigger when user refuse to rate
onRate();
trigger when user want to rate
onRemindLater();
trigger when user want to remind later
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 or folder from the plugins/ios folder of the Review
bundle into your Xcode project, check Copy items if needed
when adding frameworks:
sdkbox.framework
PluginReview.framework
plugin_review_res_bundle
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
PluginReview.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 the plugin_review_res_project
directory from plugin/android
to your <project_root>
directory. Make your Android project reference the plugin_review_res_project
project.
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"/>
Edit Android.mk
Edit <project_root>/jni/Android.mk
to:
Add additional requirements to LOCAL_STATIC_LIBRARIES:
LOCAL_STATIC_LIBRARIES += PluginReview
LOCAL_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, ./pluginreview)
This means that your ordering should look similar to this:
$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginreview)
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