Cocos2d-x Cross Platform Video Player – Part 2 Android

In the last post, we saw how to create a skeleton to handle multiple platforms with the `WrapperClass` and how to implement video player in iOS. Please go through the first post, to get a good understanding of this post.


Download project @

Complete Project can be found in GITHUB.

1. Project Creation

For setting up the project, refer this page. Create a project named `VideoPlayer` and come back here once you got the `Hello World` running in Android.

2. Copy Wrapper Classes from previous Tutorial

Copy the WrapperClass(.h, .cpp), AudioManager(.h, .cpp), Config(.h, .cpp), AppDelegate(.h, .cpp) and HelloWorldScene(.h, .cpp) files to the newly created Android project. If all configurations are done right and the old CPP files are copied in right way, running the project should show `Click to play Video` in the center of the screen. But one catch, it will show a Compilation error, since the `CCApplication` class wont be having `playVideo()` function, which is called from the `WrapperClass`. This line can be commented out temporarily to check if everything is configured right and if the label `Click to play Video` is being rendered.
Cocos2dx Cross Platform Video Player Screenshot

3. Passing control from C++ to Java

We already have the touch handler in HelloWorldScene, which calls on `WrapperClass->playVideo()), when a touch is made.

Branching to Android specific code lies in `WrapperClass`, which calls `playVideo()` function of `CCApplication`. So lets add that function in `CCApplication`(.h, .cpp). The corresponding file will be located @ $COCOS2DX_HOME/cocos2dx/platform/android/CCApplication.h/cpp, where $COCOS2DX_HOME is the path where you installed coos2d-x files.

Add the following code to that class:

void CCApplication::playVideo(){
    JniMethodInfo minfo;
                                      "(Ljava/lang/String;)V")) {
        jstring StringArg1 = minfo.env->NewStringUTF("");
        minfo.env->CallStaticVoidMethod(minfo.classID, minfo.methodID, StringArg1);

The `getStaticMethodInfo` function of `JniHelper` defines the static JAVA function, which needs to be invoked. 2nd parameters defines a static Java function named playVideo, with first parameter stating the class path in.gethugames.VideoPlayer. And the static JAVA function is expected to take a string parameter, which is defined by the cryptic third parameter. The function `CallStaticVoidMethod` makes the actual function call to JAVA function.

For now, just add an empty function in the JAVA activity class `VideoPlayer` (.java)

public static void playVideo(final String msg) {
    System.out.println("Play Video in JAVA class in invoked");

Build and tun the project now and if everything is done right, when the `MenuItemLabel` is touched, the above line should get logged in LogCat. Wow, we passed the control from CPP to JAVA after much effort. Now is the time to play the video.

4. Invoking a separate Video Activity

I am not an android guy and there may be better solutions to play video than what I write here. Please comment, if any other easy / better methods are there.

Add the following code to the VideoPlayer class:

// in VideoPlayer class
public static VideoPlayer selfActivity = null;

// inside onCreate()
selfActivity = this;

// in playVideo() function
Intent i = new Intent();
i.setClass(selfActivity, Cocos2dxVideo.class);

`selfActivity is a object reference to the the VideoPlayer object. It is assigned in onCreate() and in `playVideo()`, an Intent is created to switch to another activity, named `Cocos2dxVideo`. This new activity will play a video and when touched in middle, will close itself and also notifies our CPP part of the project.

5. Cocos2dxVideo

Create a layout file `activity_cocos2dx_video.xml` in the res/layout folder with the following contents:

<RelativeLayout xmlns:android=""
tools:context=".Cocos2dxVideo" >

    android:layout_centerVertical="true" />


Above code defines a standard VideoView control that is used to play video in Android. Then add the following code in `Cocos2dxVideo` (.java) class, which gets a reference to the VideoView defined in the layout above, attach the video in `res/raw` and then plays it. Now register the Activity in `AndroidManifest.xml` as follows:

<activity android:name="in.gethugames.Cocos2dxVideo"

Two points to note here:

1. I didn’t passed the video path from the main activity (VideoPlayer) to here, but instead directly plays the video in `res/raw` folder. (will try and update post, when I get time)

2. The video shouldn’t be in the standard resources folder where sprites and other assets are copied. That folder is for cocos2d-x, but since we play the video from JAVA land, the video should be in `res/raw` folder and its suggested that only lowercase should be used in naming the video file.

        // in Cocos2dxVideo class
        private Cocos2dxVideo me;
        public native int onOver();

        // inside onCreate function of Cocos2dxVideo class
        me = this;
        VideoView vv = (VideoView) findViewById(;
        vv.setVideoURI(Uri.parse("android.resource://" + getPackageName() + "/" + R.raw.samplevideo));

If the project is run, clicking on the menu item label should invoke the video. Happy? wait, its not over yet. The activity should be closed either after video playback, or if user touches the screen. Add the following event listeners to do the same:

        // invoked when the video playback is complete
        vv.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
            public void onCompletion(MediaPlayer mp) {

        // invoked when the video view is touched
        vv.setOnTouchListener(new View.OnTouchListener()
            public boolean onTouch(View v, MotionEvent event) {
                return false;

Both the listeners does the some thing, calls the native function `onOver() and end the activity by calling, `finish()`. This resumes the previous activity, which the our `VideoPlayer`. When the video started playing, the in-game music is paused. So, we need to resume it, when the video is done. That’s the reason for calling the onOver().

6. JAVA to CPP – Video Completion notification

The function onOver() is marked with `native` keyword to denote its real implementation is in CPP and control should be transferred. JAVA to CPP is very simple. Just name a function in CPP in the following format to achieve it:

return-type Java_[CLASSPATH]_[FUNCTION_NAME](JNIEnv *env, jobject thiz) { }

So, add the following code anywhere within a extern “C” {} block, I added in jni/hellocpp/main.cpp file.

        void Java_in_gethugames_Cocos2dxVideo_onOver(JNIEnv *env, jobject thiz) {
	CCLog("CPP Function called");

Hence the loop is complete and thus the game sound track gets played after the video is over.

Thats the end of the Tutorial !!!


Download project @

Complete Project can be found in GITHUB.