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- // Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
- //
- // You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
- // copy, modify, and distribute this software in source code or binary form for use
- // in connection with the web services and APIs provided by Facebook.
- //
- // As with any software that integrates with the Facebook platform, your use of
- // this software is subject to the Facebook Developer Principles and Policies
- // [http://developers.facebook.com/policy/]. This copyright notice shall be
- // included in all copies or substantial portions of the software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
- // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
- // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- #import <UIKit/UIKit.h>
- // Value-tested, never with defined(): Unity sets the macro to 0 under the Objective-C Xcode
- // project type and 1 under Swift, so defined() would take the Swift branch under both. How Unity
- // delivers it to third-party plugin sources is unverified here — the macro is Unity 6.5+ only and
- // no trampoline vendored in third-party/toolchains/unity is new enough to define it. Absence is
- // the safe case either way: #if reads an undefined macro as 0, i.e. the Objective-C branch.
- #if !UNITY_XCODE_PROJECT_TYPE_SWIFT
- // Trampoline-only. The Swift Xcode project type replaces UnityAppController with UnityPlayer and
- // publishes lifecycle through NotificationCenter, so neither this header nor the
- // AppDelegateListener protocol exists there.
- #import "AppDelegateListener.h"
- //if we are on a version of unity that has the version number defined use it, otherwise we have added it ourselves in the post build step
- #if HAS_UNITY_VERSION_DEF
- #include "UnityTrampolineConfigure.h"
- #endif
- #endif
- #if UNITY_XCODE_PROJECT_TYPE_SWIFT
- @interface FBUnityInterface : NSObject
- #else
- @interface FBUnityInterface : NSObject <AppDelegateListener>
- #endif
- {
- //If you make changes in here make the same changes in Assets/Facebook/Scripts/NativeDialogModes.cs
- enum ShareDialogMode
- {
- AUTOMATIC = 0,
- NATIVE = 1,
- WEB = 2,
- FEED = 3,
- };
- }
- @property (assign, nonatomic) BOOL useFrictionlessRequests;
- @property (nonatomic) ShareDialogMode shareDialogMode;
- + (FBUnityInterface *)sharedInstance;
- @end
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