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bd6340ce77
Like in #321
140 lines
3.1 KiB
Swift
140 lines
3.1 KiB
Swift
//
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// LockableView.swift
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// Passepartout
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//
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// Created by Davide De Rosa on 3/20/23.
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// Copyright (c) 2023 Davide De Rosa. All rights reserved.
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//
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// https://github.com/passepartoutvpn
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//
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// This file is part of Passepartout.
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//
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// Passepartout is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Passepartout is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Passepartout. If not, see <http://www.gnu.org/licenses/>.
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//
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import SwiftUI
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struct LockableView<Content: View, LockedContent: View>: View {
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@Binding var locksInBackground: Bool
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let content: () -> Content
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let lockedContent: () -> LockedContent
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let unlockBlock: () async -> Bool
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@Environment(\.scenePhase) private var scenePhase
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@ObservedObject private var lock: Lock = .shared
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@Binding private var state: Lock.State
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init(
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locksInBackground: Binding<Bool>,
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content: @escaping () -> Content,
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lockedContent: @escaping () -> LockedContent,
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unlockBlock: @escaping () async -> Bool
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) {
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_locksInBackground = locksInBackground
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self.content = content
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self.lockedContent = lockedContent
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self.unlockBlock = unlockBlock
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_state = .init {
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Lock.shared.state
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} set: {
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Lock.shared.state = $0
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}
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}
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var body: some View {
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ZStack {
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content()
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if locksInBackground && state != .none {
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lockedContent()
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}
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}.onChange(of: scenePhase, perform: onScenePhase)
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}
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}
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// MARK: -
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private final class Lock: ObservableObject {
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enum State {
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case none
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case covered
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case locked
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}
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static let shared = Lock()
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@Published var state: State = .locked
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private init() {
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}
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}
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// MARK: -
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private extension LockableView {
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func onScenePhase(_ scenePhase: ScenePhase) {
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switch scenePhase {
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case .active:
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unlockIfNeeded()
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case .inactive:
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if state == .none {
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state = .covered
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}
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case .background:
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lockIfNeeded()
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default:
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break
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}
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}
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func lockIfNeeded() {
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guard locksInBackground else {
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return
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}
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state = .locked
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}
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func unlockIfNeeded() {
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guard locksInBackground else {
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state = .none
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return
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}
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switch state {
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case .none:
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break
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case .covered:
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state = .none
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case .locked:
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Task { @MainActor in
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guard await unlockBlock() else {
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return
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}
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state = .none
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}
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}
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}
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}
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