A mobile-focused entry in TopGit's GitHub warehouse: libgdx/gdx-pay, 244 stars, Mobile, Java. A libGDX cross-platform API for InApp purchasing.
Snapshot summary built from the project's own GitHub metadata — there's no written TopGit review yet. The page will update automatically when a full review is published.
WHY NO REVIEW YET
TopGit writes full reviews for the most-starred, most-requested repositories. This page is a snapshot until then — see the READ ME tab for the original README in full.
This project aims to provide a cross-platform API for InApp purchasing.
The gdx-pay project is a libGDX extension. The current release version is 1.3.15. Please use at least libGDX v1.9.8 or Robovm 2.3.5.
SNAPSHOT builds are published regularly on https://oss.sonatype.org/content/repositories/snapshots/.
Supported payment services
Google Play (Android): googlebilling
Amazon IAP (Android): amazon
Huawei (Android): huawei
Apple (iOS): RoboVM
Click on the links to view the subproject's readme files for service-dependant information and artifacts.
Installation
The recommended way to use gdx-pay is via dependency management with Gradle or Maven. Artifacts are available in Maven Central.
You also need to add the following file to your GdxDefinition.gwt.xml in your html project:
<inherits name="com.badlogic.gdx.pay_client"/>
That's all you need to use gdx-pay in the core project. Of course, you want to use a certain IAP service in your game.
Look in the service subproject's readme files linked above.
Usage
The main interface you use to communicate with payment services is the PurchaseManager. Add a field holding it
to your main game class:
public PurchaseManager purchaseManager;
In the launcher class you instantiate the PurchaseManager for the payment service you want to use:
game.purchaseManager = new DesiredPlatformPurchaseManager(...);
See the documentation of your desired payment service linked above on how to instantiate its PurchaseManager implementation.
Configuration
Before using the PurchaseManager for payments, it needs to get installed:
You need to provide a callback listener implementing the PurchaseObserver interface and a configuration.
Typically, the configuration just passes the items you want to offer:
PurchaseManagerConfig pmc = new PurchaseManagerConfig();
pmc.addOffer(new Offer().setType(OfferType.ENTITLEMENT).setIdentifier(YOUR_ITEM_SKU));
pmc.addOffer(new Offer().setType(OfferType.CONSUMABLE).setIdentifier(YOUR_ITEM_SKU));
pmc.addOffer(new Offer().setType(OfferType.SUBSCRIPTION).setIdentifier(YOUR_ITEM_SKU));
// some payment services might need special parameters, see documentation
pmc.addStoreParam(storename, param)
purchaseManager.install(new MyPurchaseObserver(), pmc, true);
When the PurchaseManager is successfully installed, your PurchaseObserver will receive a
callback and purchaseManager.installed() will return true. That might take some seconds depending
on the payment service. You can now request information or purchase items.
If you are completely done with the PurchaseManager, call its dispose() method.
Request item information
It is important to know which of the items you added to the configuration are available at which
price. Use getInformation() to retrieve an item Information object to do so:
Information skuInfo = purchaseManager.getInformation(sku);
if (skuInfo == null || skuInfo.equals(Information.UNAVAILABLE)) {
// the item is not available...
purchaseButton.setDisabled(true);
} else {
// enable a purchase button and set its price label
purchaseButton.setText(skuInfo.getLocalPricing());
}
Purchase items
This is for what you are reading this! It is pretty easy to start a purchasement:
purchaseManager.purchase(sku);
If the purchasement was successfully done,
you will receive a call to PurchaseObserver.handlePurchase(). If there was an error,
you might receive a call to your observer's handlePurchaseError() or handlePurchaseCanceled()
method.
Restore purchases
If the user reinstalls your game or erased its data, it is important to let him restore his past purchases.
You can do so by calling
purchaseManager.purchaseRestore()
You will get a callback to your observer's handleRestore() method with a list of past transactions.
Please note: Don't use this to query the user's bought entitlements on every game start,
but persist them yourself. Call this method only when the user hits a "reclaim" button. The most important reasons
for this:
(iOS only) Apple will reject your game if it calls purchaseRestore() without user interaction
You get only reliable results if the device is connected to the internet. If you don't persist
entitlements yourself, your paying users are not able to use their purchases offline.
purchaseRestore() might take some time to fetch its results
Example project
If you have questions or problems, take a look at the example project
demonstrating how to configure and use gdx-pay.
News & Community
Check the libGDX blog for news and updates.
You can get help on the libGDX forum and talk to other users on the
IRC channel #libgdx at irc.freenode.net or the
libgdx discord.
Reporting Issues
Something not working quite as expected? Do you need a feature that has not been implemented yet? Check the issue tracker and add a new one if your problem is not already listed. Please try to provide a detailed description of your problem, including the steps to reproduce it.
Building from source
To build from source, clone or download this repository, then open it in Android Studio. Perform the following command to compile and upload the library in your local repository:
./gradlew publishToMavenLocal
See build.gradle file for current version to use in your dependencies.
Contributing
Awesome! If you would like to contribute with a new feature or a bugfix, fork this repo and submit a pull request.
Also, before we can accept substantial code contributions, we need you to sign the libGDX Contributor License Agreement.
License
The gdx-pay project is licensed under the Apache 2 License, meaning you can use it free of charge, without strings attached in commercial and non-commercial projects. We love to get (non-mandatory) credit in case you release a game or app using gdx-pay!
The most recent commit recorded on libgdx/gdx-pay was 9 days ago, based on the GitHub push timestamp. The repository has 88 forks — one of the better signals of community interest.
How many stars does libgdx/gdx-pay have?
libgdx/gdx-pay has 244 GitHub stars — refresh the page for the live number, or check github.com/libgdx/gdx-pay. TopGit mirrors GitHub's count but does not claim minute-by-minute accuracy.
Is libgdx/gdx-pay open source?
Yes — libgdx/gdx-pay ships under the Apache-2.0 license, which makes its source code freely readable (and, depending on license terms, forkable and reusable). Source: github.com/libgdx/gdx-pay.
What else is in the Mobile space?
libgdx/gdx-pay is tracked by TopGit under the Mobile category, alongside 10 GitHub-tagged topics. Trending and Topics pages list peer repositories of comparable stars and language.
What is libgdx/gdx-pay?
libgdx/gdx-pay (libgdx/gdx-pay) is a Java project on GitHub. From the project's own README: A libGDX cross-platform API for InApp purchasing.
What language is libgdx/gdx-pay written in?
libgdx/gdx-pay is written primarily in Java. GitHub's language field is based on the largest share of bytes in the default branch.
What license does libgdx/gdx-pay use?
libgdx/gdx-pay is released under the Apache-2.0 license. Always verify the LICENSE file directly on GitHub for the authoritative terms — license strings can be edited out of sync with a project's actual stance.
Where do I read more about libgdx/gdx-pay?
This TopGit page is a snapshot — the READ ME tab shows the project's own README content (links stripped, images preserved). The GitHub repository at github.com/libgdx/gdx-pay is the definitive source.
Read full README in the tab above.
Want a second opinion on gdx-pay?
Ask an AI that can read this page — one click and you get its take on gdx-pay.