2019-09-26 00:00:59 +00:00
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//
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// SceneDelegate.swift
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// Budget
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//
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// Created by Billy Brawner on 9/25/19.
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// Copyright © 2019 William Brawner. All rights reserved.
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//
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import UIKit
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import SwiftUI
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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2019-10-19 22:18:06 +00:00
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#if DEBUG
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// Uncomment this for local development
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// static let baseUrl = "http://localhost:8080"
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2021-09-10 04:47:57 +00:00
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static let baseUrl = "https://twigs.wbrawner.com"
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2019-10-19 22:18:06 +00:00
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#else
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2021-09-10 04:47:57 +00:00
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static let baseUrl = "https://twigs.wbrawner.com"
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2019-10-19 22:18:06 +00:00
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#endif
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2019-09-26 00:00:59 +00:00
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var window: UIWindow?
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2019-10-02 04:57:27 +00:00
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let dataStoreProvider: DataStoreProvider
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2019-10-01 03:31:22 +00:00
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2019-09-26 05:26:29 +00:00
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override init() {
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// TODO: Dependency injection?
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2019-10-19 22:18:06 +00:00
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let requestHelper = RequestHelper(SceneDelegate.baseUrl)
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2021-09-21 03:10:24 +00:00
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let cacheService = TwigsInMemoryCacheService()
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let apiService = TwigsApiService(requestHelper)
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2019-10-19 22:18:06 +00:00
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let budgetRepository = NetworkBudgetRepository(apiService, cacheService: cacheService)
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let categoryRepository = NetworkCategoryRepository(apiService, cacheService: cacheService)
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2019-10-12 19:03:50 +00:00
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let transactionRepository = NetworkTransactionRepository(apiService)
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let userRepository = NetworkUserRepository(apiService)
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dataStoreProvider = DataStoreProvider(
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budgetRepository: budgetRepository,
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categoryRepository: categoryRepository,
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transactionRepository: transactionRepository,
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userRepository: userRepository
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)
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2019-09-26 05:26:29 +00:00
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super.init()
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}
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2019-09-26 00:00:59 +00:00
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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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2021-10-06 01:26:54 +00:00
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let contentView = ContentView()
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.environmentObject(dataStoreProvider.authenticationDataStore())
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.environmentObject(dataStoreProvider.budgetsDataStore())
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.environmentObject(dataStoreProvider.categoryDataStore())
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.environmentObject(dataStoreProvider.transactionDataStore())
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.environmentObject(dataStoreProvider.userDataStore())
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2019-09-26 00:00:59 +00:00
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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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window.rootViewController = UIHostingController(rootView: contentView)
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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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