//
//  SceneDelegate.swift
//  obedar
//
//  Created by Marek Pridal on 08/06/2019.
//  Copyright © 2019 Marek Pridal. All rights reserved.
//

import SwiftUI
import UIKit
// swiftlint:disable required_deinit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
    var window: UIWindow?

    var fullscreenMapView: UIHostingController<FullscreenMapView>?

    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).

        // 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.
    }

    // MARK: - 3D Touch
    func getVisibleViewController(_ rootViewController: UIViewController?) -> UIViewController? {
        var rootVC = rootViewController
        if rootVC == nil {
            rootVC = UIApplication.shared.keyWindow?.rootViewController
        }

        if rootVC?.presentedViewController == nil {
            return rootVC
        }

        if let presented = rootVC?.presentedViewController {
            if let navigationController = presented as? UINavigationController {
                return navigationController.viewControllers.last
            }

            if let tabBarController = presented as? UITabBarController {
                return tabBarController.selectedViewController
            }

            return getVisibleViewController(presented)
        }
        return nil
    }

    func windowScene(_ windowScene: UIWindowScene, performActionFor shortcutItem: UIApplicationShortcutItem, completionHandler: @escaping (Bool) -> Void) {
        guard shortcutItem.type == Constants.showMapShortcutItemType else {
            completionHandler(false)
            return
        }
        let mapVC = UIHostingController(rootView: FullscreenMapView(viewModel: FullscreenMapViewModel(restaurants: Networking.storage.restaurantsLocal, delegate: self)))

        getVisibleViewController(self.window?.rootViewController)?.present(mapVC, animated: true, completion: nil)
        completionHandler(true)
    }
}
// swiftlint:enable required_deinit

extension SceneDelegate: FullscreenMapViewModelDelegate {
    func closeFullscreenMapView() {
        fullscreenMapView?.dismiss(animated: true, completion: nil)
    }
}
