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