// // SceneDelegate.swift // feedless // // Created by Rogerio Chaves on 28/04/20. // Copyright © 2020 Rogerio Chaves. All rights reserved. // import UIKit import SwiftUI import JavaScriptCore 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). let context = JSContext()! context.exceptionHandler = { context, exception in print(exception!.toString()) } let require: @convention(block) (String) -> (JSValue?) = { path in let expandedPath = NSString(string: path).expandingTildeInPath // Return void or throw an error here. guard FileManager.default.fileExists(atPath: expandedPath) else { debugPrint("Require: filename \(expandedPath) does not exist") return nil } guard let fileContent = try? String(contentsOfFile: expandedPath) else { return nil } return context.evaluateScript(fileContent) } context.setObject(require, forKeyedSubscript: "require" as NSString) guard let url = Bundle.main.url(forResource: "index", withExtension: "js") else { fatalError("missing resource index.js") } do { context.evaluateScript(try String(contentsOf: url), withSourceURL: url) } catch _ { fatalError("could not evaluate index.js") } let main = context.objectForKeyedSubscript("main") print("aaaaaaaaaaaaaaaaaaaa", main?.call(withArguments: [])) // Create the SwiftUI view that provides the window contents. let contentView = Index() // Use a UIHostingController as window root view controller. if let windowScene = scene as? UIWindowScene { let window = UIWindow(windowScene: windowScene) window.rootViewController = UIHostingController(rootView: contentView) 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 neccessarily 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. } }