This PR contains the work that implements the Persistence service, which is used to store and serve the data of the application. To give further details on what was done: - [x] created the `Persistence`library into the **Libraries** package; - [x] defined the `Location` model into the **Model** core data model; - [x] implemented the `PersistenceService` service; - [x] removed the core data stack boilerplate code from the `AppDelegate` and `SceneDelegate` delegates in the *Locations* target. Co-authored-by: Javier Cicchelli <javier@rock-n-code.com> Reviewed-on: rock-n-code/deep-linking-assignment#5
68 lines
2.8 KiB
Swift
68 lines
2.8 KiB
Swift
//
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// SceneDelegate.swift
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// Locations
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//
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// Created by Javier Cicchelli on 08/04/2023.
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// Copyright © 2023 Röck+Cöde. All rights reserved.
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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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func scene(
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_ scene: UIScene,
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willConnectTo session: UISceneSession,
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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 else {
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return
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}
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window = {
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let window = UIWindow(windowScene: windowScene)
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window.rootViewController = ViewController()
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window.makeKeyAndVisible()
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return window
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}()
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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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// Save changes in the application's managed object context when the application transitions to the background.
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}
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}
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