Vungle Integration Guide
For the Javascript version of cocos2d-x v3.x - (all other versions)
Integration
Open a terminal and use the following command to install the SDKBOX Vungle plugin. Make sure you setup the SDKBOX installer correctly.
$ sdkbox import vungle
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 Vungle configuration, you need to replace <vungle id>
with your specific Vungle Publisher account information.
Here is an example adding Vungle
to iOS:
"Vungle" :
{
"id":"<vungle id>",
"ads":{
"video":{
},
"reward":{
"incentivized" : true
}
}
}
Adding Vungle
to Android is a bit different as it supports sound and
backbutton settings. Here is an example adding Vungle
to Android:
"Vungle" :
{
"id":"<vungle id>",
"ads":{
"video":{
"sound" : true,
"backbutton" : true
},
"reward":{
"sound" : false,
"backbutton" : false,
"incentivized" : true
}
}
}
Usage
Register Javascript Functions
You need to register all the Vungle JS functions with cocos2d-x before using them.
To do this:
* Modify ./frameworks/runtime-src/Classes/AppDelegate.cpp
to include the following headers:
#include "PluginVungleJS.hpp"
#include "PluginVungleJSHelper.h"
- Modify
./frameworks/runtime-src/Classes/AppDelegate.cpp
make sure to call:
sc->addRegisterCallback(register_all_PluginVungleJS);
sc->addRegisterCallback(register_all_PluginVungleJS_helper);
Initialize Vungle
Initialize the plugin by calling init()
where appropriate in your code. We
recommend to do this in the app.js
. Example:
sdkbox.PluginVungle.init();
Showing Ads
Display an ad where ever you want from your code, either video or reward:
sdkbox.PluginVungle.show("video");
sdkbox.PluginVungle.show("reward");
Catch Vungle events (optional)
This allows you to catch the Vungle
events so that you can perform operations such as providing player rewards for watching the video.
- Create a listener (demonstrated by logging events):
sdkbox.PluginVungle.setListener({
onVungleCacheAvailable : function() { cc.log("onVungleCacheAvailable") },
onVungleStarted : function() { cc.log("onVungleStarted") },
onVungleFinished : function() { cc.log("onVungleFinished") },
onVungleAdViewed : function(isComplete) { cc.log("onVungleAdViewed" + isComplete) },
onVungleAdReward : function(name) { cc.log("reward received:" + name) }
})
Note:
DONOT change your game uiNode in the onVungleAdViewed
or onVungleAdReward
immediately, becase the cocos opengl is disable when Vungle
send onVungleAdViewed
or onVungleAdReward
. use schedule
delay change ui.
API Reference
Methods
sdkbox.PluginVungle.init();
initialize the plugin instance.
sdkbox.PluginVungle.show(name);
show ad with a provided name.
sdkbox.PluginVungle.setDebug(enable);
enable or disable debug mode.
sdkbox.PluginVungle.isCacheAvailable();
is there a cached video available.
sdkbox.PluginVungle.setUserID(userID);
sets the userID for rewarded ads.
Listeners
onVungleCacheAvailable();
ad cache is available.
onVungleStarted();
Vungle is running and available.
onVungleFinished();
Vungle is not running/has stopped.
onVungleAdViewed(isComplete);
Vungle ad has been viewed.
onVungleAdReward(name);
Vungle reward ad has benviewed
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 Vungle
bundle into your Xcode project, check Copy items if needed
when
adding frameworks:
sdkbox.framework
PluginVungle.framework
VungleSDK.framework
The above frameworks depend upon a large number of other frameworks. You also need to add the following system frameworks, if you don't already have them:
AdSupport.framework
AudioToolbox.framework
AVFoundation.framework
CFNetwork.framework
CoreGraphics.framework
CoreMedia.framework
Foundation.framework
libz.dylib
libsqlite3.dylib
MediaPlayer.framework
QuartzCore.framework
Security.framework
StoreKit.framework
SystemConfiguration.framework
UIKit.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
vungle-publisher-adaptive-id-3.3.0..jar
PluginVungle.jar
sdkbox.jar
android-support-v4.jar
nineoldandroids-2.4.0.jar
javax.inject-1.jar
dagger-1.2.2.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.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
Copy and paste the following activity definitions just before the end of the application tags, near the bottom.
<activity
android:name="com.vungle.publisher.FullScreenAdActivity"
android:configChanges="keyboardHidden|orientation"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"/>
Note: if your application targets below API 13, you will likely need to remove the configChanges property of the above activity tags.
Edit Android.mk
Edit <project_root>/jni/Android.mk
to:
Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:
LOCAL_WHOLE_STATIC_LIBRARIES += PluginVungle
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, ./pluginvungle)
This means that your ordering should look similar to this:
$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginvungle)
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
- 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.**
# vungle
-keep class com.vungle.** { public *; }
-keep class javax.inject.*
-keepattributes *Annotation*
-keepattributes Signature
-keep class dagger.*
Note: Proguard only works with Release builds (i.e cocos run -m release
) debug builds do not invoke Proguard rules.