#import "SceneDelegate.h" #import "ios_uikit_bridge.h" #import "utils.h" @interface SceneDelegate () @end @implementation SceneDelegate - (void)scene:(UIScene *)scene willConnectToSession:(UISceneSession *)session options:(UISceneConnectionOptions *)connectionOptions API_AVAILABLE(ios(13.0)) API_AVAILABLE(ios(13.0)) API_AVAILABLE(ios(13.0)){ if (@available(iOS 13.0, *)) { UIWindowScene *windowScene = (UIWindowScene *)scene; self.window = [[UIWindow alloc] initWithWindowScene:windowScene]; self.window.frame = windowScene.coordinateSpace.bounds; launchInitialViewController(self.window); [self.window makeKeyAndVisible]; } else { } } - (void)sceneDidDisconnect:(UIScene *)scene API_AVAILABLE(ios(13.0)){ // 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). } - (void)sceneDidBecomeActive:(UIScene *)scene API_AVAILABLE(ios(13.0)){ // 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. CallbackBridge_setWindowAttrib(GLFW_FOCUSED, 1); } - (void)sceneWillResignActive:(UIScene *)scene API_AVAILABLE(ios(13.0)){ // 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). CallbackBridge_setWindowAttrib(GLFW_FOCUSED, 0); } - (void)sceneWillEnterForeground:(UIScene *)scene API_AVAILABLE(ios(13.0)){ // Called as the scene transitions from the background to the foreground. // Use this method to undo the changes made on entering the background. CallbackBridge_setWindowAttrib(GLFW_VISIBLE, 1); } - (void)sceneDidEnterBackground:(UIScene *)scene API_AVAILABLE(ios(13.0)){ // 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. CallbackBridge_setWindowAttrib(GLFW_VISIBLE, 0); } @end