86 lines
3.3 KiB
Swift
86 lines
3.3 KiB
Swift
//
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// ExternalDisplaySceneDelegate.swift
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// Hthik
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//
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// Created by Hthik on 4/17/23.
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// Copyright © 2024 Hthik
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//
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import UIKit
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import DeltaCore
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extension UIApplication
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{
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var isExternalDisplayConnected: Bool {
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let scene = UIApplication.shared.connectedScenes.first { $0.session.role == .windowExternalDisplay }
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return scene != nil
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}
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var externalDisplayScene: ExternalDisplayScene? {
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let scene = UIApplication.shared.connectedScenes.compactMap({ $0 as? ExternalDisplayScene }).first(where: { $0.session.role == .windowExternalDisplay })
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return scene
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}
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}
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class ExternalDisplayScene: UIWindowScene
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{
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let gameViewController = DeltaCore.GameViewController()
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var game: GameProtocol? {
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get { self.gameViewController.game }
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set { self.gameViewController.game = newValue }
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}
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}
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class ExternalDisplaySceneDelegate: UIResponder, UIWindowSceneDelegate
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{
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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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{
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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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guard let windowScene = scene as? UIWindowScene, let externalDisplayScene = scene as? ExternalDisplayScene else { return }
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self.window = GameWindow(windowScene: windowScene)
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self.window?.tintColor = .deltaPurple
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self.window?.rootViewController = externalDisplayScene.gameViewController
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self.window?.makeKeyAndVisible()
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}
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func sceneDidDisconnect(_ scene: UIScene)
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{
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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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{
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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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{
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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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{
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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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{
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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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