94 lines
3.9 KiB
Swift
94 lines
3.9 KiB
Swift
//
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// SceneDelegate.swift
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// Reader
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//
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// Created by Shadowfacts on 10/29/21.
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//
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import UIKit
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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var window: UIWindow?
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private(set) var fervorController: FervorController!
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func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
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// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
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// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
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// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
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guard let windowScene = (scene as? UIWindowScene) else { return }
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window = UIWindow(windowScene: windowScene)
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window!.tintColor = .systemRed
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if let account = LocalData.account {
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fervorController = FervorController(account: account)
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createAppUI()
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} else {
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let loginVC = LoginViewController()
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loginVC.delegate = self
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window!.rootViewController = loginVC
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}
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window!.makeKeyAndVisible()
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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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}
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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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// Save changes in the application's managed object context when the application transitions to the background.
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(UIApplication.shared.delegate as? AppDelegate)?.saveContext()
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}
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private func createAppUI() {
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let home = HomeViewController(fervorController: fervorController)
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let nav = UINavigationController(rootViewController: home)
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window!.rootViewController = nav
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Task(priority: .userInitiated) {
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await self.fervorController.syncAll()
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await self.fetchFeeds()
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}
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}
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@MainActor
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private func fetchFeeds() async {
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let feeds = try! self.fervorController.persistentContainer.viewContext.fetch(Feed.fetchRequest())
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print(feeds)
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}
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}
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extension SceneDelegate: LoginViewControllerDelegate {
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func didLogin(with controller: FervorController) {
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LocalData.account = .init(instanceURL: controller.instanceURL, clientID: controller.clientID!, clientSecret: controller.clientSecret!, accessToken: controller.accessToken!)
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fervorController = FervorController(account: LocalData.account!)
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createAppUI()
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}
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}
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