Files
virtual-controller/remote-client-ios/remote-client-ios/SceneDelegate.swift
T
Paul Lipscomb d6201c59b4 Multi-iPad dest_id routing, activity ring, context menu hide, live label/visibility sync
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>
2026-07-02 21:56:35 -04:00

53 lines
2.0 KiB
Swift

//
// SceneDelegate.swift
// remote-client-ios
//
// Created by p4piwabl0 on 6/30/26.
//
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
guard let windowScene = (scene as? UIWindowScene) else { return }
window = UIWindow(windowScene: windowScene)
window?.rootViewController = ArrangeView()
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 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.
}
}