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Sign in with Apple Integration Guide

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

Integration

Open a terminal and use the following command to install the SDKBOX SignInWithApple plugin. Make sure you setup the SDKBOX installer correctly.

$ sdkbox import signinwithapple

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

Add Sign In with Apple Capability in Xcode. path: Xcode -> Signing & Capabilities -> +Capability -> Sign In with Apple.

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 SignInWithApple configuration.

"ios" :
{
    "SignInWithApple":{
    }
},
"android":
{
    "SignInWithApple":{
    }
}

SignInWithApple for Android

Usage

Initialize SignInWithApple

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 "PluginSignInWithApple/PluginSignInWithApple.h"
AppDelegate::applicationDidFinishLaunching()
{
     sdkbox::PluginSignInWithApple::init();
}

Login

Sign in with Apple

sdkbox::PluginSignInWithApple::sign();

if user have login before, you can invoke following when app init:

sdkbox::PluginSignInWithApple::signWithExistingAccount();

Handling SignInWithApple Events

This allows you to catch the SignInWithApple events so that you can perform operations based upon the response from your players and SignInWithApple servers.

#include "PluginSignInWithApple/PluginSignInWithApple.h"
class MyClass : public sdkbox::SignInWithAppleListener {
private:
  void onAuthorizationDidComplete(const std::string& authInfo) override;
  void onAuthorizationCompleteWithError(const std::string& authInfo) override;
  void onAuthorizationStatus(const std::string& authState) override;
}
sdkbox::PluginSignInWithApple::setListener(listener);

Remote Configuration

Optionally, you can choose to use SDKBOX LiveOps to remotely update this plugin's configuration. Learn more

API Reference

Methods

static void setGDPR ( bool enabled ) ;

Set GDPR

static bool init ( ) ;

initialize the plugin instance.

static void setListener ( SignInWithAppleListener * listener ) ;

Set listener to listen for SignInWithApple events

static SignInWithAppleListener * getListener ( ) ;

Get the listener

static void removeListener ( ) ;

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

static bool isAvailable ( ) ;
static void sign ( ) ;
static void signWithExistingAccount ( ) ;

Listeners

void onAuthorizationDidComplete ( const std::string & authInfo );
void onAuthorizationCompleteWithError ( const std::string & authInfo );
void onAuthorizationStatus ( const std::string & authState ) {

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 SignInWithApple bundle into your Xcode project, check Copy items if needed when adding frameworks:

sdkbox.framework

PluginSignInWithApple.framework

Manual Integration For Android

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

Copy Files

Copy jar files

Copy the following jar files from plugin/android/libs folder of this bundle into your project's /libs folder.

sdkbox.jar

Copy jni libs

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

Edit Android.mk

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

Add additional dependencies to LOCAL_WHOLE_STATIC_LIBRARIES:

LOCAL_WHOLE_STATIC_LIBRARIES += PluginSignInWithApple
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, ./pluginsigninwithapple)

This means that your ordering should look similar to this:

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

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 - 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

  1. Find the AppActivity.java
find . -name "AppActivity.java"
  1. Replace extends Cocos2dxActivity with extends 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

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();
          }
    }

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.**

#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.