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-rw-r--r--Runtime/Misc/CaptureScreenshot.h30
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diff --git a/Runtime/Misc/CaptureScreenshot.h b/Runtime/Misc/CaptureScreenshot.h
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+#ifndef _CAPTURESCREENSHOT_H
+#define _CAPTURESCREENSHOT_H
+
+#include "Configuration/UnityConfigure.h"
+
+#undef CAPTURE_SCREENSHOT_AVAILABLE
+
+// In web player we never capture screenshots. Don't even compile the code in (saves whole pnglib!)
+#if (WEBPLUG && !SUPPORT_REPRODUCE_LOG && !UNITY_PEPPER)
+#define CAPTURE_SCREENSHOT_AVAILABLE 0
+#else
+#define CAPTURE_SCREENSHOT_AVAILABLE 1
+// Player connection might be used to transfer screenshots and async is a pain there
+#define CAPTURE_SCREENSHOT_THREAD (SUPPORT_THREADS && !UNITY_WII && !ENABLE_PLAYERCONNECTION)
+#endif
+
+
+#if CAPTURE_SCREENSHOT_AVAILABLE
+
+#include <string>
+
+void QueueScreenshot (const std::string& path, int superSize);
+bool IsScreenshotQueued ();
+void UpdateCaptureScreenshot ();
+void FinishAllCaptureScreenshot ();
+
+#endif
+
+
+#endif