// // SceneDelegate.swift // Mastodon // // Created by MainasuK Cirno on 2021/1/22. // import UIKit import Combine import CoreDataStack #if DEBUG import FPSIndicator #endif class SceneDelegate: UIResponder, UIWindowSceneDelegate { var disposeBag = Set() var observations = Set() var window: UIWindow? var coordinator: SceneCoordinator? #if DEBUG var fpsIndicator: FPSIndicator? #endif func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { guard let windowScene = scene as? UIWindowScene else { return } let window = UIWindow(windowScene: windowScene) self.window = window // set tint color window.tintColor = Asset.Colors.brandBlue.color ThemeService.shared.currentTheme .receive(on: RunLoop.main) .dropFirst() .sink { [weak self] theme in guard let self = self else { return } guard let window = self.window else { return } window.subviews.forEach { view in view.removeFromSuperview() window.addSubview(view) } } .store(in: &disposeBag) let appContext = AppContext.shared let sceneCoordinator = SceneCoordinator(scene: scene, sceneDelegate: self, appContext: appContext) self.coordinator = sceneCoordinator sceneCoordinator.setup() sceneCoordinator.setupOnboardingIfNeeds(animated: false) window.makeKeyAndVisible() UserDefaults.shared.observe(\.customUserInterfaceStyle, options: [.initial, .new]) { [weak self] defaults, _ in guard let self = self else { return } self.window?.overrideUserInterfaceStyle = defaults.customUserInterfaceStyle } .store(in: &observations) #if DEBUG fpsIndicator = FPSIndicator(windowScene: windowScene) #endif } func sceneDidDisconnect(_ scene: UIScene) { // Called as the scene is being released by the system. // This occurs shortly after the scene enters the background, or when its session is discarded. // Release any resources associated with this scene that can be re-created the next time the scene connects. // The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead). } func sceneDidBecomeActive(_ scene: UIScene) { // Called when the scene has moved from an inactive state to an active state. // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive. // reset notification badge UserDefaults.shared.notificationBadgeCount = 0 UIApplication.shared.applicationIconBadgeNumber = 0 // trigger status filter update AppContext.shared.statusFilterService.filterUpdatePublisher.send() } func sceneWillResignActive(_ scene: UIScene) { // Called when the scene will move from an active state to an inactive state. // This may occur due to temporary interruptions (ex. an incoming phone call). } func sceneWillEnterForeground(_ scene: UIScene) { // Called as the scene transitions from the background to the foreground. // Use this method to undo the changes made on entering the background. } func sceneDidEnterBackground(_ scene: UIScene) { // Called as the scene transitions from the foreground to the background. // Use this method to save data, release shared resources, and store enough scene-specific state information // to restore the scene back to its current state. AppContext.shared.audioPlaybackService.pauseIfNeed() } } #if DEBUG class TestWindow: UIWindow { override func sendEvent(_ event: UIEvent) { event.allTouches?.forEach({ (touch) in let location = touch.location(in: self) let view = hitTest(location, with: event) print(view.debugDescription) }) super.sendEvent(event) } } #endif