mastodon-ios/Mastodon/Supporting Files/SceneDelegate.swift

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//
// SceneDelegate.swift
// Mastodon
//
// Created by MainasuK Cirno on 2021/1/22.
//
import UIKit
import Combine
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import CoreDataStack
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#if DEBUG
import FPSIndicator
#endif
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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var disposeBag = Set<AnyCancellable>()
var observations = Set<NSKeyValueObservation>()
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var window: UIWindow?
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var coordinator: SceneCoordinator?
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#if DEBUG
var fpsIndicator: FPSIndicator?
#endif
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func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
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guard let windowScene = scene as? UIWindowScene else { return }
let window = UIWindow(windowScene: windowScene)
self.window = window
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// set tint color
window.tintColor = Asset.Colors.brandBlue.color
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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)
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let appContext = AppContext.shared
let sceneCoordinator = SceneCoordinator(scene: scene, sceneDelegate: self, appContext: appContext)
self.coordinator = sceneCoordinator
sceneCoordinator.setup()
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sceneCoordinator.setupOnboardingIfNeeds(animated: false)
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window.makeKeyAndVisible()
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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)
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#if DEBUG
fpsIndicator = FPSIndicator(windowScene: windowScene)
#endif
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}
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
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}
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()
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}
}
#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