Facebook.Unity/Constants.cs (144 lines of code) (raw):
/**
* 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.
*/
namespace Facebook.Unity
{
using System;
using System.Globalization;
using UnityEngine;
internal static class Constants
{
// Callback keys
public const string CallbackIdKey = "callback_id";
public const string AccessTokenKey = "access_token";
public const string UrlKey = "url";
public const string RefKey = "ref";
public const string ExtrasKey = "extras";
public const string TargetUrlKey = "target_url";
public const string CancelledKey = "cancelled";
public const string ErrorKey = "error";
public const string HasLicenseKey = "has_license";
// Callback Method Names
public const string OnPayCompleteMethodName = "OnPayComplete";
public const string OnShareCompleteMethodName = "OnShareLinkComplete";
public const string OnAppRequestsCompleteMethodName = "OnAppRequestsComplete";
public const string OnGroupCreateCompleteMethodName = "OnGroupCreateComplete";
public const string OnGroupJoinCompleteMethodName = "OnJoinGroupComplete";
// Graph API
public const string GraphApiVersion = "v12.0";
public const string GraphUrlFormat = "https://graph.{0}/{1}/";
// Permission Strings
public const string UserLikesPermission = "user_likes";
public const string EmailPermission = "email";
public const string PublishActionsPermission = "publish_actions";
public const string PublishPagesPermission = "publish_pages";
// Event Bindings
public const string EventBindingKeysClassName = "class_name";
public const string EventBindingKeysIndex = "index";
public const string EventBindingKeysPath = "path";
public const string EventBindingKeysEventName = "event_name";
public const string EventBindingKeysEventType = "event_type";
public const string EventBindingKeysAppVersion = "app_version";
public const string EventBindingKeysText = "text";
public const string EventBindingKeysHint = "hint";
public const string EventBindingKeysDescription = "description";
public const string EventBindingKeysTag = "tag";
public const string EventBindingKeysSection = "section";
public const string EventBindingKeysRow = "row";
public const string EventBindingKeysMatchBitmask = "match_bitmask";
public const int MaxPathDepth = 35;
// The current platform. We save this in a variable to allow for
// mocking during testing
private static FacebookUnityPlatform? currentPlatform;
/// <summary>
/// Gets the graph URL.
/// </summary>
/// <value>The graph URL. Ex. https://graph.facebook.com/v3.0/.</value>
public static Uri GraphUrl
{
get
{
string urlStr = string.Format(
CultureInfo.InvariantCulture,
Constants.GraphUrlFormat,
FB.FacebookDomain,
FB.GraphApiVersion);
return new Uri(urlStr);
}
}
public static string GraphApiUserAgent
{
get
{
// Return the Unity SDK User Agent and our platform user agent
return string.Format(
CultureInfo.InvariantCulture,
"{0} {1}",
FB.FacebookImpl.SDKUserAgent,
Constants.UnitySDKUserAgent);
}
}
public static bool IsMobile
{
get
{
return Constants.CurrentPlatform == FacebookUnityPlatform.Android ||
Constants.CurrentPlatform == FacebookUnityPlatform.IOS;
}
}
public static bool IsEditor
{
get
{
return Application.isEditor;
}
}
public static bool IsWeb
{
get
{
return Constants.CurrentPlatform == FacebookUnityPlatform.WebGL;
}
}
/// <summary>
/// Gets the legacy user agent suffix that gets
/// appended to graph requests on ios and android.
/// </summary>
/// <value>The user agent unity suffix legacy.</value>
public static string UnitySDKUserAgentSuffixLegacy
{
get
{
return string.Format(
CultureInfo.InvariantCulture,
"Unity.{0}",
FacebookSdkVersion.Build);
}
}
/// <summary>
/// Gets the Unity SDK user agent.
/// </summary>
public static string UnitySDKUserAgent
{
get
{
return Utilities.GetUserAgent("FBUnitySDK", FacebookSdkVersion.Build);
}
}
public static bool DebugMode
{
get
{
return Debug.isDebugBuild;
}
}
public static FacebookUnityPlatform CurrentPlatform
{
get
{
if (!Constants.currentPlatform.HasValue)
{
Constants.currentPlatform = Constants.GetCurrentPlatform();
}
return Constants.currentPlatform.Value;
}
set
{
Constants.currentPlatform = value;
}
}
private static FacebookUnityPlatform GetCurrentPlatform()
{
switch (Application.platform)
{
case RuntimePlatform.Android:
return FacebookUnityPlatform.Android;
case RuntimePlatform.IPhonePlayer:
return FacebookUnityPlatform.IOS;
case RuntimePlatform.WebGLPlayer:
return FacebookUnityPlatform.WebGL;
case RuntimePlatform.WindowsPlayer:
return FacebookUnityPlatform.Windows;
default:
return FacebookUnityPlatform.Unknown;
}
}
}
}