// // SceneDelegate.swift // Reader // // Created by Shadowfacts on 10/29/21. // import UIKit import OSLog class SceneDelegate: UIResponder, UIWindowSceneDelegate { var window: UIWindow? private(set) var fervorController: FervorController! private let logger = Logger(subsystem: Bundle.main.bundleIdentifier!, category: "SceneDelegate") func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`. // If using a storyboard, the `window` property will automatically be initialized and attached to the scene. // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead). guard let windowScene = (scene as? UIWindowScene) else { return } window = UIWindow(windowScene: windowScene) window!.tintColor = .appTintColor if let account = LocalData.mostRecentAccount() { fervorController = FervorController(account: account) createAppUI() } else { let loginVC = LoginViewController() loginVC.delegate = self window!.rootViewController = loginVC } window!.makeKeyAndVisible() } 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. } 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). Task(priority: .userInitiated) { do { try await self.fervorController?.syncReadToServer() } catch { logger.error("Unable to sync read state to server: \(error.localizedDescription, privacy: .public)") } } } 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. } private func createAppUI() { let home = HomeViewController(fervorController: fervorController) home.delegate = self let nav = AppNavigationController(rootViewController: home) nav.navigationBar.prefersLargeTitles = true window!.rootViewController = nav Task(priority: .userInitiated) { do { try await self.fervorController.syncAll() } catch { logger.error("Unable to sync from server: \(error.localizedDescription, privacy: .public)") } } } } extension SceneDelegate: LoginViewControllerDelegate { func didLogin(with controller: FervorController) { let account = LocalData.Account(instanceURL: controller.instanceURL, clientID: controller.clientID!, clientSecret: controller.clientSecret!, accessToken: controller.accessToken!) LocalData.accounts.append(account) LocalData.mostRecentAccountID = account.id fervorController = FervorController(account: account) createAppUI() } } extension SceneDelegate: HomeViewControllerDelegate { func switchToAccount(_ account: LocalData.Account) { LocalData.mostRecentAccountID = account.id fervorController = FervorController(account: account) createAppUI() } }