This NME native extension allows you to integrate Facebook into your NME application.
It integrates the Facebook iOS SDK 3.5.1 and the Facebook Android SDK 3.0.1
These are under the Apache License, Version 2.0
See Android setup on the wiki.
Be careful when testing your app. For some user having the Facebook app installed prevents them to test their app with sandbox mode on.
There is an include.nmml file and ndll are compiled for:
- ios armv6
- ios armv7
- ios simulator
- android armv6
For iOS you need to install the FacebookSDK to be able to link the FacebookSDK.framework in XCode.
Take a look at the facebook docs for more info, in particular the " Configure a new Xcode Project" section.
Add a FacebookDisplayName key in your app-Info.plist with your app name:
<key>FacebookDisplayName</key>
<string>_________</string>
Add a CFBundleURLTypes key in your app-Info.plist with "fb":
<key>CFBundleURLTypes</key>
<array>
<dict>
<key>CFBundleURLSchemes</key>
<array>
<string>fb_______________</string>
</array>
</dict>
</array>
Also mind to add the FacebookSDK.framework and the bundles, to the framework folder in XCode before building. Check that you choose "Create groups for any added folders" and deselect 'Copy items into destination group's folder (if needed)'.
If you target ios < 6 (iOS > 5.0 is supported), toggle this framework to optional:
- Security
- Social
- Accounts
- AdSupport
Check in the Build Settings -> Other Linker Flags that you have
-fobjc-arc
-ObjC
If there is more than one "ios linker-flags" in the nmml files, only the last one works
Add the LoginActivity to your AndroidManifest.xml
<activity android:name="com.facebook.LoginActivity"
android:theme="@android:style/Theme.Translucent.NoTitleBar"
android:label="::APP_TITLE::" />
Copy the MainActivity.java to the java src folder with your package name.
Example with the template tag in the nmml file:
<template path="../HypFacebook/templates/android/MainActivity.java"
rename="src/my/package/name/MainActivity.java"/>
For recompiling the native extensions just use the sh files contained in the project folder
import nme.display.Sprite;
import fr.hyperfiction.HypFacebook;
class Main extends Sprite {
var fb : HypFacebook;
public function new () {
super ();
connectToFacebook( );
}
function connectToFacebook( ) : Void {
fb = new HypFacebook( "your_app_id" );
var session_is_valid = fb.connect( false ); // false to disallow login UI
if( session_is_valid ) {
_doFacebookStuff( );
} else {
fb.addEventListener( HypFacebookEvent.OPENED, _onFbOpened );
fb.connect( true ); // true to allow login UI
}
}
function _onFbOpened( _ ) {
fb.removeEventListener( HypFacebookEvent.OPENED, _onFbOpened );
_doFacebookStuff( );
}
function _doFacebookStuff( ) {
fb.addEventListener( HypFacebookRequestEvent.GRAPH_REQUEST_RESULTS, _onGraphResults );
fb.call( GRAPH_REQUEST("/me") );
}
function _onGraphResults( event : HypFacebookRequestEvent ) : Void {
trace( 'sResult:'+event.sResult );
}
}
The allowUI parameter of the connect function allow to present the login page if there is no cached/active token. You should call connect( false ) first to check if there is an active token. If not, then present a login button to the user that call connect( true ).
Once HypFacebook is opened, you pass a FacebookRequest enum value to the call function:
enum FacebookRequest {
DIALOG ( sAction : String, ?params : Hash<String> );
FEED_DIALOG ( params : Hash<String> );
REQUEST_DIALOG ( params : Hash<String> );
GRAPH_REQUEST ( sGraphPath : String, ?params : Hash<String>, ?sMethod : HTTP_METHOD );
}
And listen to the result event:
class HypFacebookEvent extends Event{
public var sFacebook_token : String;
public var sError : String;
public static inline var OPENED : String = 'OPENED';
public static inline var CLOSED_LOGIN_FAILED : String = 'CLOSED_LOGIN_FAILED';
public static inline var OPENED_TOKEN_UPDATED : String = 'OPENED_TOKEN_UPDATED';
}
class HypFacebookDialogEvent extends HypFacebookEvent{
public static inline var DIALOG_CANCELED = "DIALOG_CANCELED";
public static inline var DIALOG_ERROR = "DIALOG_ERROR";
public static inline var DIALOG_SENT = "DIALOG_SENT";
public var sPostID : String;
}
When you make a graph request, you get the raw String result from Facebook in a HypFacebookRequestEvent:
class HypFacebookRequestEvent extends HypFacebookEvent{
public static inline var GRAPH_REQUEST_ERROR = "GRAPH_REQUEST_ERROR";
public static inline var GRAPH_REQUEST_RESULTS = "GRAPH_REQUEST_RESULTS";
public var sResult : String;
public var sGraphPath : String;
}
class TestFb {
// Open a session with additional READ permissions
function openWithRead( ) : Void {
fb.connectForRead( true, ["user_about_me"] );
}
// USE ONLY IF YOU KNOW WHAT YOU ARE DOING: see [this](http://stackoverflow.com/questions/15840893/facebook-android-sdk-session-openforpublish-not-creating-a-new-session)
// Open a session with additional PUBLISH permissions
function openWithPublish( ) : Void {
fb.connectForPublish( true, ["publish_actions"] );
}
// Present a request dialog
function requestDialog( ) : Void {
var h = new Hash<String>( );
h.set( "message" , "Test Request");
h.set( "to" , "<fb user id>");
fb.call( REQUEST_DIALOG( h ) );
}
// Present a feed dialog
function feedDialog( ) : Void {
var h = new Hash<String>( );
h.set("name","Facebook extension for NME");
h.set("caption","Build great social apps and get more installs with Haxe/NME.");
h.set("description","The Facebook extension for NME makes it easier and faster to develop Facebook integrated apps build with Haxe");
h.set("link","http://www.nme.io");
h.set("picture","https://raw.github.com/fbsamples/ios-3.x-howtos/master/Images/iossdk_logo.png");
fb.call( FEED_DIALOG( h ) );
}
// Make a request to the Facebook Graph API
function graphApi( ) : Void {
var h = new Hash<String>( );
h.set( "score", "42" );
fb.call( GRAPH_REQUEST("/<fb user id>/scores", h ,POST) );
}
// Close the Facebook session
function closeSession( ) : Void {
fb.logout( );
}
}
You can also present any facebook dialog with:
class TestFb {
function anyDialog( ) : Void {
fb.call( DIALOG( "<dialog name>", <hash of parameters> ) );
}
}
Made at Hyperfiction
Developed by :
This work is under BSD simplified License.