d6201c59b4
Desktop: - Replace Remote checkbox with T: dest_spin (0=Off, 1-9=tablet) on all widgets - dest_id persisted in get_state/set_state, broadcast in tablet snapshot - dest_spin.valueChanged triggers save + broadcast to iPad - _on_widget_visibility_from_tablet updates dest_spin from iPad hide event - _broadcast_preset_update shared helper; ws_server.has_clients guard - label editingFinished triggers live label sync to iPad iOS: - VC-Arrange/VC-Logging/Widgets-Reusable-UI file reorganisation - ArrangeObjects/ArrangeView rename, 7-bucket Arrange-Functions split - myTabletId (UserDefaults) + tabletIdField next to port in toolbar - Preset filter: destId == myTabletId instead of visible bool - BaseWidget activity ring: long press gesture (touch) + final update() flash - Context menu long press (arrange mode): hide widget, save layout, send dest_id:0 - Same-UUID preset check skips Preset Switched alert on visibility/label updates - autoSwitchEnabled, toolbarStatusLabel, presetLabel, statusToken Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
53 lines
2.0 KiB
Swift
53 lines
2.0 KiB
Swift
//
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// SceneDelegate.swift
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// remote-client-ios
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//
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// Created by p4piwabl0 on 6/30/26.
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//
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import UIKit
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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var window: UIWindow?
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func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
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guard let windowScene = (scene as? UIWindowScene) else { return }
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window = UIWindow(windowScene: windowScene)
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window?.rootViewController = ArrangeView()
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window?.makeKeyAndVisible()
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}
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func sceneDidDisconnect(_ scene: UIScene) {
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// Called as the scene is being released by the system.
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// This occurs shortly after the scene enters the background, or when its session is discarded.
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// Release any resources associated with this scene that can be re-created the next time the scene connects.
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// The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
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}
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func sceneDidBecomeActive(_ scene: UIScene) {
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// Called when the scene has moved from an inactive state to an active state.
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// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
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}
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func sceneWillResignActive(_ scene: UIScene) {
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// Called when the scene will move from an active state to an inactive state.
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// This may occur due to temporary interruptions (ex. an incoming phone call).
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}
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func sceneWillEnterForeground(_ scene: UIScene) {
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// Called as the scene transitions from the background to the foreground.
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// Use this method to undo the changes made on entering the background.
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}
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func sceneDidEnterBackground(_ scene: UIScene) {
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// Called as the scene transitions from the foreground to the background.
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// Use this method to save data, release shared resources, and store enough scene-specific state information
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// to restore the scene back to its current state.
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}
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}
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