Facebook.Unity/Mobile/IMobileFacebook.cs (33 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.Mobile
{
using System;
using System.Collections.Generic;
internal interface IMobileFacebook : IFacebook
{
ShareDialogMode ShareDialogMode { get; set; }
string UserID { get; set; }
void EnableProfileUpdatesOnAccessTokenChange(bool enable);
void LoginWithTrackingPreference(string tracking, IEnumerable<string> permissions, string nonce,
FacebookDelegate<ILoginResult> callback);
void FetchDeferredAppLink(
FacebookDelegate<IAppLinkResult> callback);
void RefreshCurrentAccessToken(
FacebookDelegate<IAccessTokenRefreshResult> callback);
bool IsImplicitPurchaseLoggingEnabled();
void SetPushNotificationsDeviceTokenString(string token);
void SetAutoLogAppEventsEnabled(bool autoLogAppEventsEnabled);
void SetAdvertiserIDCollectionEnabled(bool advertiserIDCollectionEnabled);
bool SetAdvertiserTrackingEnabled(bool advertiserTrackingEnabled);
void SetDataProcessingOptions(IEnumerable<string> options, int country, int state);
void OnIAPReady(FacebookDelegate<IIAPReadyResult> callback);
void InitCloudGame(FacebookDelegate<IInitCloudGameResult> callback);
void GameLoadComplete(FacebookDelegate<IGameLoadCompleteResult> callback);
void GetPayload(FacebookDelegate<IPayloadResult> callback);
void OpenAppStore(FacebookDelegate<IOpenAppStoreResult> callback);
void CreateGamingContext(string playerID, FacebookDelegate<ICreateGamingContextResult> callback);
void SwitchGamingContext(string gamingContextID, FacebookDelegate<ISwitchGamingContextResult> callback);
void ChooseGamingContext(List<string> filters, int minSize, int maxSize, FacebookDelegate<IChooseGamingContextResult> callback);
void GetCurrentGamingContext(FacebookDelegate<IGetCurrentGamingContextResult> callback);
AuthenticationToken CurrentAuthenticationToken();
}
}