So instead Steven looked into what Axel did tried with BRI, something that turned out to be quite a hastle. I have not yet started on any iOS bindings, but I got adMob to work with android and succedded in implementing an ad on the top of the screen, using
import android.view.View;
import android.view.Window;
import android.view.WindowManager;
import android.widget.LinearLayout;
import android.widget.RelativeLayout;
import android.widget.RelativeLayout.LayoutParams;
import com.google.android.gms.ads.AdView;
All these nice libraries. The thing with ads is, you need to create different views, layers if you will. That is our RelativeLayout, we then create an adView (adView) and a gameView (View), these are added to our RelativeLayout and with a little of behind the scenes magic, we have two different views, one showing our ad, and one displaying our gameView.
The views are not layered by when they are added into the layout, it is not like a stack or a list. But by setting an ID to the view
adView.setId(12345);
You can determine which view will be on top. I think higher IDs are on top!
So I do not even know if we are going to have ads in our game, but it is nice to know that just simple android code works in libgdx and that it is implementable. Now we just need to figure out how to change the state of the android application from within our core project code. (Notice: Just needs to...)