// // SceneDelegate.swift // Mixonomer // // Created by Andy Pack on 16/02/2020. // Copyright © 2020 Sarsoo. All rights reserved. // import UIKit import SwiftUI import KeychainAccess class SceneDelegate: UIResponder, UIWindowSceneDelegate { var window: UIWindow? private var liveUser: LiveUser? 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). // Create the SwiftUI view that provides the window contents. let contentView = Router() let keychain = Keychain(service: "xyz.sarsoo.music.login") // Use a UIHostingController as window root view controller. if let windowScene = scene as? UIWindowScene { let window = UIWindow(windowScene: windowScene) liveUser = LiveUser(playlists: [], tags: [], username: keychain["username"] ?? "", loggedIn: false).load_user_defaults() window.rootViewController = UIHostingController(rootView: contentView.environmentObject(liveUser!)) self.window = window 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 neccessarily 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. } }