93 lines
3.3 KiB
Swift
93 lines
3.3 KiB
Swift
//
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// SceneDelegate.swift
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// Mastodon
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//
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// Created by MainasuK Cirno on 2021/1/22.
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//
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import UIKit
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import Combine
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import CoreDataStack
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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var observations = Set<NSKeyValueObservation>()
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var window: UIWindow?
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var coordinator: SceneCoordinator?
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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 }
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let window = UIWindow(windowScene: windowScene)
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self.window = window
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// set tint color
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window.tintColor = Asset.Colors.brandBlue.color
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let appContext = AppContext.shared
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let sceneCoordinator = SceneCoordinator(scene: scene, sceneDelegate: self, appContext: appContext)
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self.coordinator = sceneCoordinator
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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
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guard let self = self else { return }
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self.window?.overrideUserInterfaceStyle = defaults.customUserInterfaceStyle
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}
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.store(in: &observations)
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}
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func sceneDidDisconnect(_ scene: UIScene) {
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// Called as the scene is being released by the system.
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// This occurs shortly after the scene enters the background, or when its session is discarded.
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// Release any resources associated with this scene that can be re-created the next time the scene connects.
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// The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
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}
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func sceneDidBecomeActive(_ scene: UIScene) {
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// Called when the scene has moved from an inactive state to an active state.
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// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
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// reset notification badge
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UserDefaults.shared.notificationBadgeCount = 0
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UIApplication.shared.applicationIconBadgeNumber = 0
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}
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func sceneWillResignActive(_ scene: UIScene) {
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// Called when the scene will move from an active state to an inactive state.
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// This may occur due to temporary interruptions (ex. an incoming phone call).
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}
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func sceneWillEnterForeground(_ scene: UIScene) {
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// Called as the scene transitions from the background to the foreground.
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// Use this method to undo the changes made on entering the background.
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}
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func sceneDidEnterBackground(_ scene: UIScene) {
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// Called as the scene transitions from the foreground to the background.
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// Use this method to save data, release shared resources, and store enough scene-specific state information
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// to restore the scene back to its current state.
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}
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}
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#if DEBUG
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class TestWindow: UIWindow {
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override func sendEvent(_ event: UIEvent) {
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event.allTouches?.forEach({ (touch) in
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let location = touch.location(in: self)
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let view = hitTest(location, with: event)
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print(view.debugDescription)
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})
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super.sendEvent(event)
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}
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}
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#endif
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