/* Copyright (c) 2016-2020 MindAffect.
Author: Jop van Heesch

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */


import UIKit

class SceneDelegate: UIResponder, UIWindowSceneDelegate {

	var window: UIWindow?


	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).
		guard let _ = (scene as? UIWindowScene) else { return }
	}

	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.
	}


}

