frenzy-ios/Reader/SceneDelegate.swift

94 lines
3.9 KiB
Swift

//
// SceneDelegate.swift
// Reader
//
// Created by Shadowfacts on 10/29/21.
//
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
private(set) var fervorController: FervorController!
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 = .systemRed
if let account = LocalData.account {
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).
}
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.
// Save changes in the application's managed object context when the application transitions to the background.
(UIApplication.shared.delegate as? AppDelegate)?.saveContext()
}
private func createAppUI() {
let home = HomeViewController(fervorController: fervorController)
let nav = UINavigationController(rootViewController: home)
window!.rootViewController = nav
Task(priority: .userInitiated) {
await self.fervorController.syncAll()
await self.fetchFeeds()
}
}
@MainActor
private func fetchFeeds() async {
let feeds = try! self.fervorController.persistentContainer.viewContext.fetch(Feed.fetchRequest())
print(feeds)
}
}
extension SceneDelegate: LoginViewControllerDelegate {
func didLogin(with controller: FervorController) {
LocalData.account = .init(instanceURL: controller.instanceURL, clientID: controller.clientID!, clientSecret: controller.clientSecret!, accessToken: controller.accessToken!)
fervorController = FervorController(account: LocalData.account!)
createAppUI()
}
}