ios选择图片功能,结果列表扩大
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//import 引用头文件 相当于Using
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#import<QuartzCore/CADisplayLink.h>
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//声明一个IOSCameraController类 继承自UIViewController <>里面是是协议/代理的调用声明 可以理解为c#的接口
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@interface IOSCameraController : UIViewController<UIImagePickerControllerDelegate,UINavigationControllerDelegate>
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@end
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Editor: Editor
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second:
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settings:
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DefaultValueInitialized: true
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- first:
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iPhone: iOS
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#import "IOSCameraController.h"
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@implementation IOSCameraController
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-(void)OpenTarget:(UIImagePickerControllerSourceType)type{
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//创建UIImagePickerController实例
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UIImagePickerController *picker;
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picker= [[UIImagePickerController alloc]init];
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//设置代理
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picker.delegate = self;
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//是否允许编辑 (默认为NO)
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picker.allowsEditing = YES;
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//设置照片的来源
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// UIImagePickerControllerSourceTypePhotoLibrary, // 来自图库
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// UIImagePickerControllerSourceTypeCamera, // 来自相机
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// UIImagePickerControllerSourceTypeSavedPhotosAlbum // 来自相册
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picker.sourceType = type;
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//这里需要判断设备是iphone还是ipad 如果使用的是iphone并没有问题 但是如果 是在ipad上调用相册获取图片 会出现没有确定(选择)的按钮 所以这里判断
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//了一下设备,针对ipad 使用另一种方法 但是这种方法是弹出一个界面 并不是覆盖整个界面 需要改进 试过另一种方式 重写一个相册界面
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//(QQ的ipad选择头像的界面 就使用了这种方式 但是这里我们先不讲 (因为我也不太懂 但是我按照简书的一位老哥的文章写出来了 这里放一下这个简书的链接
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//https://www.tlbyxzcx.com)
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if (picker.sourceType == UIImagePickerControllerSourceTypePhotoLibrary &&[[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPad) {
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// 设置弹出的控制器的显示样式
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picker.modalPresentationStyle = UIModalPresentationPopover;
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//获取这个弹出控制器
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UIPopoverPresentationController *popover = picker.popoverPresentationController;
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//设置代理
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popover.delegate = self;
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//下面两个属性设置弹出位置
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popover.sourceRect = CGRectMake(0, 0, 0, 0);
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popover.sourceView = self.view;
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//设置箭头的位置
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popover.permittedArrowDirections = UIPopoverArrowDirectionAny;
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//展示选取照片控制器
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[self presentViewController:picker animated:YES completion:nil];
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} else {
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//展示选取照片控制器
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[self presentViewController:picker animated:YES completion:^{}];
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}
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}
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//选择完成,点击界面中的某个图片或者选择(Choose)按钮时触发
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-(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary<NSString *,id> *)info{
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//关闭界面
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[picker dismissViewControllerAnimated:YES completion:^{}];
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//得到照片
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UIImage *image = [info objectForKey:@"UIImagePickerControllerEditedImage"];
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if (image == nil) {
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image = [info objectForKey:@"UIImagePickerControllerOriginalImage"];
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}
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//有些时候我们拍照后经常发现导出的照片方向会有问题,要么横着,要么颠倒着,需要旋转才适合观看。但是在ios设备上是正常的
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//所以在这里处理了图片 让他旋转成我们需要的
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if (image.imageOrientation != UIImageOrientationUp) {
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//图片旋转
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image = [self fixOrientation:image];
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}
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//获取保存图片的地址
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NSString *imagePath = [self GetSavePath:@"Temp.jpg"];
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//保存图片到沙盒路径 对应unity中的Application.persistentDataPath 之后我们取图片就需要在这个路径下取 这是一个可读可写的路径
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[self SaveFileToDoc:image path:imagePath];
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}
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//获取保存文件的路径 如果有返回路径 没有创建一个返回
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-(NSString*)GetSavePath:(NSString *)filename{
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NSArray *pathArray = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
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NSString *docPath = [pathArray objectAtIndex:0];
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return [docPath stringByAppendingPathComponent:filename];
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}
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//将图片保存到沙盒路径
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-(void)SaveFileToDoc:(UIImage *)image path:(NSString *)path{
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NSData *data;
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if (UIImagePNGRepresentation(image)==nil) {
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data = UIImageJPEGRepresentation(image, 1);
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}else{
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data = UIImagePNGRepresentation(image);
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}
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[data writeToFile:path atomically:YES];
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//保存之后通知unity 执行对应的回调
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//UnitySendMessage 是用来给unity发消息的 有三个参数 1.挂载对应回调脚本的物体名 2.回调函数的名称 3.对应回调上的参数
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UnitySendMessage("FeedbackModal(Clone)", "OnMobileImageSelect", [NSString stringWithFormat:@"true,%@",path ].UTF8String);
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}
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#pragma mark 图片处理方法
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//图片旋转处理
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- (UIImage *)fixOrientation:(UIImage *)aImage {
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CGAffineTransform transform = CGAffineTransformIdentity;
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switch (aImage.imageOrientation) {
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case UIImageOrientationDown:
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case UIImageOrientationDownMirrored:
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transform = CGAffineTransformTranslate(transform, aImage.size.width, aImage.size.height);
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transform = CGAffineTransformRotate(transform, M_PI);
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break;
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case UIImageOrientationLeft:
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case UIImageOrientationLeftMirrored:
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transform = CGAffineTransformTranslate(transform, aImage.size.width, 0);
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transform = CGAffineTransformRotate(transform, M_PI_2);
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break;
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case UIImageOrientationRight:
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case UIImageOrientationRightMirrored:
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transform = CGAffineTransformTranslate(transform, 0, aImage.size.height);
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transform = CGAffineTransformRotate(transform, -M_PI_2);
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break;
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default:
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break;
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}
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switch (aImage.imageOrientation) {
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case UIImageOrientationUpMirrored:
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case UIImageOrientationDownMirrored:
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transform = CGAffineTransformTranslate(transform, aImage.size.width, 0);
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transform = CGAffineTransformScale(transform, -1, 1);
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break;
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case UIImageOrientationLeftMirrored:
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case UIImageOrientationRightMirrored:
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transform = CGAffineTransformTranslate(transform, aImage.size.height, 0);
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transform = CGAffineTransformScale(transform, -1, 1);
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break;
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default:
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break;
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}
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// Now we draw the underlying CGImage into a new context, applying the transform
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// calculated above.
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CGContextRef ctx = CGBitmapContextCreate(NULL, aImage.size.width, aImage.size.height,
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CGImageGetBitsPerComponent(aImage.CGImage), 0,
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CGImageGetColorSpace(aImage.CGImage),
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CGImageGetBitmapInfo(aImage.CGImage));
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CGContextConcatCTM(ctx, transform);
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switch (aImage.imageOrientation) {
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case UIImageOrientationLeft:
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case UIImageOrientationLeftMirrored:
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case UIImageOrientationRight:
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case UIImageOrientationRightMirrored:
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// Grr...
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CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.height,aImage.size.width), aImage.CGImage);
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break;
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default:
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CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.width,aImage.size.height), aImage.CGImage);
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break;
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}
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// And now we just create a new UIImage from the drawing context
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CGImageRef cgimg = CGBitmapContextCreateImage(ctx);
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UIImage *img = [UIImage imageWithCGImage:cgimg];
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CGContextRelease(ctx);
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CGImageRelease(cgimg);
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return img;
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}
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@end
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//由于C++编译器需要支持函数的重载,会改变函数的名称,因此dll的导出函数通常是标准C定义的。
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//这就使得C和C++的互相调用变得很常见。但是有时可能又会直接用C来调用,不想重新写代码,
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//让标准C编写的dll函数定义在C和C++编译器下都能编译通过,通常会使用以下的格式:(这个格式在很多成熟的代码中很常见)
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#if defined(__cplusplus)
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extern "C" {
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#endif
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//导出接口供unity使用
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void IOS_OpenCamera(){
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IOSCameraController *app = [[IOSCameraController alloc]init];
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UIViewController *vc = UnityGetGLViewController();
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[vc.view addSubview:app.view];
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[app OpenTarget:UIImagePickerControllerSourceTypeCamera];
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}
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void IOS_OpenAlbum(){
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IOSCameraController *app = [[IOSCameraController alloc]init];
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UIViewController *vc = UnityGetGLViewController();
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[vc.view addSubview:app.view];
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[app OpenTarget:UIImagePickerControllerSourceTypePhotoLibrary];
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}
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#if defined(__cplusplus)
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}
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#endif
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@@ -0,0 +1,33 @@
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settings:
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DefaultValueInitialized: true
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- first:
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iPhone: iOS
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