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kamcord-cocos2dx-integration


This repository provides a step-by-step guide for how to integrate Kamcord into a Cocos2d-x Android project. We will integrate Kamcord with one of the example Cocos2d-x games, SimpleGame.

Assumptions

This guide assumes that you have downloaded and installed the following software:

  1. The Android SDK, which includes a full version of the Eclipse IDE with built-in Android Developer Tools.
  2. The Android NDK, which allows execution of native C/C++ code within Android.

Be sure to note where in your filesystem the SDK and NDK live, as you will need to provide their directories later on.


Step 1: Download Cocos2d-x

First download a clean installation of Cocos2d-x here, and unzip the downloaded file. We will refer to the root directory of the unzipped file by COCOS2DX_ROOT. We will only be modifying a few files, so the directories you'll need to be familiar with are:

  • COCOS2DX_ROOT/samples/Cpp/SimpleGame/Classes/: The code containing the game logic.
  • COCOS2DX_ROOT/samples/Cpp/SimpleGame/proj.android/: The Android project which we will be modifying in Eclipse.
  • COCOS2DX_ROOT/cocos2dx/platform/android/java/src/: The Java source files for the Cocos2dx library which are used in Android.

We'll be referencing COCOS2DX_ROOT/samples/Cpp/SimpleGame/proj.android/ quite a bit later on, so we will denote it by 'PROJ_ROOT'. Once you've downloaded and unzipped this package, you should be in a state identical to the first commit in this repository.


Step 2: Set Up the Eclipse Project

Open Eclipse. Select File > New > Project..., and select "Android Project from Existing Code". Browse to PROJ_ROOT, and then click "Finish". The provided Android project is almost ready as-is, but there are a few more things that need to be done. First, we need to tell the build script where our copy of NDK lives. To do this, add the line

NDK_ROOT="Your/path/to/NDK"

to the file PROJ_ROOT/build_native.sh. Be sure to replace Your/path/to/NDK with the actual path to the root NDK directory.

Changes to build_native.sh

Next, we need to link the cocos2dx Java source into our project. To do this, right click on your project in the Package Explorer in Eclipse, and select Properties. Select "Java Build Path" from the left-hand pane, and then select the "Source" tab. Click on "Link Source..." and browse to COCOS2DX_ROOT/cocos2dx/platform/android/java/src/. For the folder name, put something other than "src", such as "cocos2dx-src", and then click "Finish".

To see the changes that are made in this step, use

git diff 8db60e787a4b90808f8d403c7569f35d4d097e88 b08c9cd47e4f490628202093aefac9bd175ca02d

All modifications to files were made by Eclipse, with the exception of build_native.sh.


Step 3: Integrate Kamcord

Import Resources

First, we integrate all the necessary Kamcord resources such as layouts, drawables, etc. We start by modifying AndroidManifest.xml in PROJ_ROOT. From the MANIFEST_TEMPLATE.XML file in the Kamcord SDK, copy the lines surrounded by KEEP comments into AndroidManifest.xml. This consists of:

  1. the activities used by Kamcord,
  2. the permissions required by Kamcord, and
  3. the features required by Kamcord.

The <activity> tags must go inside the <application> tag, and the <uses-feature> and <uses-permission> tags must go outside.

Changes to AndroidManifest.xml

Changes to AndroidManifest.xml

Next, copy all of the Kamcord resources in the res/ folder of the Kamcord SDK into your project's res/ folder.

Import Libraries/Codes

Now we add the necessary Kamcord libraries to the project. Perform the following copies from the Kamcord SDK into your Android project:

  • kamcord.jar -> PROJ_ROOT/libs/
  • libkamcord.so -> PROJ_ROOT/jni/
  • Kamcord-C-Interface.h -> PROJ_ROOT/jni/

To make sure Eclipse knows the new .jar is in the build path, right click on kamcord.jar in the package explorer and select Build Path > Add To Build Path. We also need to tell the native build process to look for the new Kamcord libraries. In PROJ_ROOT/jni/Android.mk, add the following lines:

LOCAL_SHARED_LIBRARIES := libkamcord
LOCAL_HEADER_FILES := $(LOCAL_PATH)/Kamcord-C-Interface.h

somewhere within the include $(CLEAR_VARS) ... include $(BUILD_SHARED_LIBRARY) block, and then insert the following lines:

include $(CLEAR_VARS)
LOCAL_MODULE := libkamcord
LOCAL_SRC_FILES := libkamcord.so
include $(PREBUILT_SHARED_LIBRARY)

after the first include $(BUILD_SHARED_LIBRARY) but before the $(call ...) lines.

Changes to Android.mk

Changes to Android.mk

Add Integration Code

Finally, we add the necessary codes into the project to enable Kamcord. In PROJ_ROOT/jni/hellocpp/main.cpp, add the following lines to JNI_OnLoad:

KamcordAndroid_InitJVM(vm);

Changes to main.cpp

Next, in PROJ_ROOT/src/org/cocos2dx/simplegame/SimpleGame.java, add the following line to onCreate:

Kamcord.initActivity(this);
Kamcord.initKeyAndSecret("e5Wh6FfCEq0eqjoZJ4Ksqcql0v0j4Qkxr7dX7QI0ALV",
    "7PVfe087qj20lq13Y16UJ6cre3be49afKFKAiO6VYOH",
    "RippleTest",
    Kamcord.STANDARD);

Changes to SimpleGame.java

Finally, add Kamcord.beginDraw(); and Kamcord.endDraw(); around the Cocos2dxRenderer.nativeRender(); call in COCOS2DX_ROOT/cocos2dx/platform/android/java/src/org/cocos2dx/lib/Cocos2dxRenderer.java in the onDrawFrame function.

Changes to Cocos2dxRenderer.java

At this point, Kamcord is fully integrated! Congratulations!

Add GUI To Record

We still need some way of telling the app to start/stop recording footage. We add the following code block to COCOS2dX_ROOT/samples/Cpp/SimpleGame/Classes/HelloWorldScene.cpp:

// ********************** Codes for Kamcord Integration ***********************
// Set up start recording label
CCLabelTTF * startRecordingLabel = CCLabelTTF::create("Start Recording","Artial", 12);
startRecordingLabel->setColor( ccc3(0, 0, 0) );

CCMenuItemLabel * startRecordingMenuItem = CCMenuItemLabel::create(startRecordingLabel, this, menu_selector(HelloWorld::startRecording));

// Set up stop recording label
CCLabelTTF * stopRecordingLabel = CCLabelTTF::create("Stop Recording","Artial", 12);
stopRecordingLabel->setColor( ccc3(0, 0, 0) );

CCMenuItemLabel * stopRecordingMenuItem = CCMenuItemLabel::create(stopRecordingLabel, this, menu_selector(HelloWorld::stopRecording));

// Set up show view label
CCLabelTTF * showViewLabel = CCLabelTTF::create("Show View","Artial", 12);
showViewLabel->setColor( ccc3(0, 0, 0) );

CCMenuItemLabel * showViewMenuItem = CCMenuItemLabel::create(showViewLabel, this, menu_selector(HelloWorld::showView));

// Make the menu
CCMenu* menu = CCMenu::create( startRecordingMenuItem, stopRecordingMenuItem, showViewMenuItem, NULL);
menu->alignItemsVertically();

this->addChild(menu);
menu->setPosition(ccp(origin.x + visibleSize.width - 60, origin.y + visibleSize.height - 50));
// ********************** End Codes for Kamcord Integration ***********************

Changes to HelloWorldScene.cpp

This code adds "Start Recording", "Stop Recording", and "Show View" buttons to the game screen. The last thing we need to do is add the calls to the correct Kamcord functions for starting and stopping a recording, and presenting the Kamcord UI. Inside the HelloWorld class, we put the following lines:

void HelloWorld::startRecording(CCObject * pSender)
{
    Kamcord_StartRecording();
}

void HelloWorld::stopRecording(CCObject * pSender)
{
    Kamcord_StopRecording();
}

void HelloWorld::showView(CCObject * pSender)
{
    Kamcord_ShowView();
}

Changes to HelloWorldScene.cpp

Finally, we added the corresponding function headers to HelloWorld.h:

void startRecording(CCObject * pSender);
void stopRecording(CCObject * pSender);
void showView(CCObject * pSender);

Changes to HelloWorldScene.h

To see the changes that are made in this step, use

git diff b08c9cd47e4f490628202093aefac9bd175ca02d ae3bcb0b1cca3edaabacd354aa9be00ee606f14c

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