Files
GetGoing/ProjectClock/AppDelegate.swift
T
2021-01-17 15:59:25 -05:00

84 lines
3.6 KiB
Swift

//
// AppDelegate.swift
// ProjectClock
//
// Created by Hykilpikonna on 1/6/21.
//
import UIKit
@main
class AppDelegate: UIResponder, UIApplicationDelegate
{
/// Override point for customization after application launch.
func application(_ app: UIApplication, didFinishLaunchingWithOptions op: [UIApplication.LaunchOptionsKey: Any]?) -> Bool
{
// Init default settings
localStorage.register(defaults: [
"alarms": JSON.stringify([Alarm(hour: 7, minute: 20, text: "Wake up lol", wakeMethod: wvms[0])])!
])
return true
}
func application(_ app: UIApplication, configurationForConnecting session: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration
{
// Called when a new scene session is being created.
// Use this method to select a configuration to create the new scene with.
return UISceneConfiguration(name: "Default Configuration", sessionRole: session.role)
}
func application(_ app: UIApplication, didDiscardSceneSessions sessions: Set<UISceneSession>)
{
// Called when the user discards a scene session.
// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
}
}
class SceneDelegate: UIResponder, UIWindowSceneDelegate
{
var window: UIWindow?
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 _ = (scene as? UIWindowScene) else { return }
}
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.
}
}