Files
UnrealEngineUWP/Engine/Source/Runtime/Advertising/Android/AndroidAdvertising/Private/AndroidAdvertising.cpp
JJ Hoesing 8f73feb1a6 Added AdMob support for Android.
- In Edit/Project Settings/Android, set an AdMob Ad ID and then show and hide ads via blueprints.

[CL 2057848 by JJ Hoesing in Main branch]
2014-04-28 12:19:40 -04:00

34 lines
916 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AndroidAdvertising.h"
DEFINE_LOG_CATEGORY_STATIC( LogAdvertising, Display, All );
IMPLEMENT_MODULE( FAndroidAdvertisingProvider, AndroidAdvertising );
void FAndroidAdvertisingProvider::ShowAdBanner( bool bShowOnBottomOfScreen )
{
FString AdUnitID;
bool found = GConfig->GetString(TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings"), TEXT("AdMobAdUnitID"), AdUnitID, GEngineIni);
if (!found || AdUnitID.IsEmpty())
return;
extern void AndroidThunkCpp_ShowAdBanner(const FString&, bool);
AndroidThunkCpp_ShowAdBanner(AdUnitID, bShowOnBottomOfScreen);
}
void FAndroidAdvertisingProvider::HideAdBanner()
{
extern void AndroidThunkCpp_HideAdBanner();
AndroidThunkCpp_HideAdBanner();
}
void FAndroidAdvertisingProvider::CloseAdBanner()
{
extern void AndroidThunkCpp_CloseAdBanner();
AndroidThunkCpp_CloseAdBanner();
}