//
//  AppDelegate.swift
//  Clock
//
//  Created by Kaden Kim on 2020-05-28.
//  Copyright © 2020 CICCC. All rights reserved.
//

import UIKit

@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate, UNUserNotificationCenterDelegate {

    func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
        // Override point for customization after application launch.
        registerForRemoteNotificationInApp()
        return true
    }
    
    func registerForRemoteNotificationInApp() {
        if #available(iOS 10.0, *) {
            let center = UNUserNotificationCenter.current()
            center.delegate = self
            center.requestAuthorization(options: [.sound, .alert]) { (granted, error) in
                if error == nil {
                    DispatchQueue.main.async {
                        UIApplication.shared.registerForRemoteNotifications()
                    }
                } else {
                    print("Couldn't grant user permission for sound and alert. Alarm and Timer are disabled.")
                }
            }
        } else {
            UIApplication.shared.registerUserNotificationSettings(UIUserNotificationSettings(types: [.sound, .alert], categories: nil))
            UIApplication.shared.registerForRemoteNotifications()
        }
    }
    
    func userNotificationCenter(_ center: UNUserNotificationCenter, willPresent notification: UNNotification, withCompletionHandler completionHandler: @escaping (UNNotificationPresentationOptions) -> Void) {
        completionHandler([
            UNNotificationPresentationOptions.alert,
            UNNotificationPresentationOptions.sound
        ])
    }

    // MARK: UISceneSession Lifecycle

    func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
        // Called when a new scene session is being created.
        // Use this method to select a configuration to create the new scene with.
        return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
    }

    func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
        // Called when the user discards a scene session.
        // If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
        // Use this method to release any resources that were specific to the discarded scenes, as they will not return.
    }


}

