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(); } }