84 lines
3.5 KiB
Swift
84 lines
3.5 KiB
Swift
//
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// SceneDelegate.swift
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// Music Tools
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//
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// Created by Andy Pack on 16/02/2020.
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// Copyright © 2020 Sarsoo. All rights reserved.
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//
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import UIKit
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import SwiftUI
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import KeychainAccess
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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var window: UIWindow?
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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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// Create the SwiftUI view that provides the window contents.
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let contentView = RootView()
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let liveUser = LiveUser(playlists: [], tags: [])
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let keychain = Keychain(service: "xyz.sarsoo.music.login")
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// debugPrint(keychain["username"] ?? "no username")
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// debugPrint(keychain["password"] ?? "no password")
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// Use a UIHostingController as window root view controller.
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if let windowScene = scene as? UIWindowScene {
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let window = UIWindow(windowScene: windowScene)
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var controller: UIViewController
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if keychain["username"] != nil && keychain["password"] != nil {
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controller = UIHostingController(rootView: contentView.environmentObject(liveUser))
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} else {
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let storyboard = UIStoryboard(name: "Main", bundle: nil)
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controller = storyboard.instantiateInitialViewController()!
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}
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window.rootViewController = controller
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// window.rootViewController = UIHostingController(rootView: contentView.environmentObject(liveUser))
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// window.rootViewController = LoginController()
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self.window = window
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window.makeKeyAndVisible()
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}
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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 neccessarily 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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}
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}
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