GBA002/Delta/Scenes/ExternalDisplaySceneDelegate.swift
2023-04-26 14:56:45 -05:00

86 lines
3.4 KiB
Swift

//
// ExternalDisplaySceneDelegate.swift
// Delta
//
// Created by Riley Testut on 4/17/23.
// Copyright © 2023 Riley Testut. All rights reserved.
//
import UIKit
import DeltaCore
extension UIApplication
{
var isExternalDisplayConnected: Bool {
let scene = UIApplication.shared.connectedScenes.first { $0.session.role == .windowExternalDisplay }
return scene != nil
}
var externalDisplayScene: ExternalDisplayScene? {
let scene = UIApplication.shared.connectedScenes.compactMap({ $0 as? ExternalDisplayScene }).first(where: { $0.session.role == .windowExternalDisplay })
return scene
}
}
class ExternalDisplayScene: UIWindowScene
{
let gameViewController = DeltaCore.GameViewController()
var game: GameProtocol? {
get { self.gameViewController.game }
set { self.gameViewController.game = newValue }
}
}
class ExternalDisplaySceneDelegate: 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 windowScene = scene as? UIWindowScene, let externalDisplayScene = scene as? ExternalDisplayScene else { return }
self.window = GameWindow(windowScene: windowScene)
self.window?.tintColor = .deltaPurple
self.window?.rootViewController = externalDisplayScene.gameViewController
self.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.
}
}