block-employee-directory-in.../EmployeeDirectory/SceneDelegate.swift
2025-02-06 15:33:40 -06:00

96 lines
3.5 KiB
Swift

//
// SceneDelegate.swift
// EmployeeDirectory
//
// Created by Matt Bruce on 1/20/25.
//
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
let keyAppVersion = "savedAppVersion"
func getAppVersion() -> String {
if let version = Bundle.main.infoDictionary?["CFBundleShortVersionString"] as? String,
let build = Bundle.main.infoDictionary?["CFBundleVersion"] as? String {
return "\(version) (\(build))"
}
return "Unknown Version"
}
// Retrieve saved version
func getSavedAppVersion() -> String? {
return UserDefaults.standard.string(forKey: keyAppVersion)
}
func saveAppVersion(_ version: String) {
UserDefaults.standard.set(version, forKey: keyAppVersion)
UserDefaults.standard.synchronize()
}
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Ensure the scene is properly configured
guard let windowScene = (scene as? UIWindowScene) else { return }
// Create a new UIWindow
let window = UIWindow(windowScene: windowScene)
// Set up the root view controller
let employeeListVC = EmployeesViewController()
let navigationController = UINavigationController(rootViewController: employeeListVC)
window.rootViewController = navigationController
// get app version
let currentAppVersion = getAppVersion()
// get app cached version
let savedAppVersion = getSavedAppVersion() ?? "none"
// check to see if there is a diff and if so clear cache
if savedAppVersion != currentAppVersion {
EmployeeCacheService.shared.clear()
// save the current app version for next run
saveAppVersion(currentAppVersion)
}
// Set the window to the scene
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 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.
}
}