//
//  SceneDelegate.swift
//  Latime
//
//  Created by Andrei Niunin on 16.06.2021.
//

import UIKit

class SceneDelegate: UIResponder, UIWindowSceneDelegate {
    
    var window: UIWindow?
    
    
    func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
        // Core data
        
        let context = (UIApplication.shared.delegate as? AppDelegate)?.coreDataStack.persistentContainer.viewContext
        
        let timepoints = UITabBarItem()
        timepoints.title = "Timepoints"
        timepoints.image = UIImage(named: "TBTimepoints")
        
        let phases = UITabBarItem()
        phases.title = "Phases"
        phases.image = UIImage(named: "TBPhases")
        
        // ViewController
        let timepointsVC = GlanceRouter.build(context: context!)
        let timepointsNC =  UINavigationController(rootViewController: timepointsVC)
        timepointsNC.navigationBar.topItem?.title = "Latime"
        timepointsNC.navigationBar.prefersLargeTitles = true
        timepointsNC.tabBarItem = timepoints
        
        let phasesVC = TimelineRouter.build(context: context!)
        let phasesNC =  UINavigationController(rootViewController: phasesVC)
        phasesNC.navigationBar.topItem?.title = "Latime"
        phasesNC.navigationBar.prefersLargeTitles = true
        phasesNC.tabBarItem = phases
        
        let tabBarController = UITabBarController()
        tabBarController.viewControllers = [timepointsNC, phasesNC]
        tabBarController.tabBar.barTintColor = UIColor.white
        tabBarController.selectedIndex = 0
        
        // Window
        guard let windowScene = (scene as? UIWindowScene) else {
            return
        }
        window = UIWindow(frame: windowScene.coordinateSpace.bounds)
        window?.windowScene = windowScene
        window?.rootViewController = tabBarController
        window?.makeKeyAndVisible()
    }
    
    private func myTabBarController() {
        
    }
    
    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.
        
        // Save changes in the application's managed object context when the application transitions to the background.
        (UIApplication.shared.delegate as? AppDelegate)?.coreDataStack.saveContext()
    }
    
    
}

