Implemented the "scene(_: willConnectTo: options: )" function in the SceneDelegate to manually initialise the ViewController view controller.

This commit is contained in:
Javier Cicchelli 2023-04-09 20:19:17 +02:00
parent cd0ad7fe27
commit af452da5f4
3 changed files with 42 additions and 23 deletions

View File

@ -12,22 +12,30 @@ import CoreData
@main @main
class AppDelegate: UIResponder, UIApplicationDelegate { class AppDelegate: UIResponder, UIApplicationDelegate {
func application(
_ application: UIApplication,
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?
) -> Bool {
// Override point for customization after application launch. // Override point for customization after application launch.
return true return true
} }
// MARK: UISceneSession Lifecycle // MARK: UISceneSession Lifecycle
func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration { func application(
_ application: UIApplication,
configurationForConnecting connectingSceneSession: UISceneSession,
options: UIScene.ConnectionOptions
) -> UISceneConfiguration {
// Called when a new scene session is being created. // Called when a new scene session is being created.
// Use this method to select a configuration to create the new scene with. // Use this method to select a configuration to create the new scene with.
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role) return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
} }
func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) { func application(
_ application: UIApplication,
didDiscardSceneSessions sceneSessions: Set<UISceneSession>
) {
// Called when the user discards a scene session. // Called when the user discards a scene session.
// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions. // If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
// Use this method to release any resources that were specific to the discarded scenes, as they will not return. // Use this method to release any resources that were specific to the discarded scenes, as they will not return.

View File

@ -9,48 +9,60 @@
import UIKit import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate { class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow? var window: UIWindow?
func scene(
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { _ 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`. // 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. // 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). // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
guard let _ = (scene as? UIWindowScene) else { return } guard let windowScene = scene as? UIWindowScene else {
return
}
window = {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = ViewController()
window.makeKeyAndVisible()
return window
}()
} }
func sceneDidDisconnect(_ scene: UIScene) { func sceneDidDisconnect(_ scene: UIScene) {
// Called as the scene is being released by the system. // 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. // 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. // 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). // The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
} }
func sceneDidBecomeActive(_ scene: UIScene) { func sceneDidBecomeActive(_ scene: UIScene) {
// Called when the scene has moved from an inactive state to an active state. // 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. // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
} }
func sceneWillResignActive(_ scene: UIScene) { func sceneWillResignActive(_ scene: UIScene) {
// Called when the scene will move from an active state to an inactive state. // 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). // This may occur due to temporary interruptions (ex. an incoming phone call).
} }
func sceneWillEnterForeground(_ scene: UIScene) { func sceneWillEnterForeground(_ scene: UIScene) {
// Called as the scene transitions from the background to the foreground. // Called as the scene transitions from the background to the foreground.
// Use this method to undo the changes made on entering the background. // Use this method to undo the changes made on entering the background.
} }
func sceneDidEnterBackground(_ scene: UIScene) { func sceneDidEnterBackground(_ scene: UIScene) {
// Called as the scene transitions from the foreground to the background. // 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 // 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. // to restore the scene back to its current state.
// Save changes in the application's managed object context when the application transitions to the background. // Save changes in the application's managed object context when the application transitions to the background.
(UIApplication.shared.delegate as? AppDelegate)?.saveContext() (UIApplication.shared.delegate as? AppDelegate)?.saveContext()
} }
} }

View File

@ -12,9 +12,8 @@ class ViewController: UIViewController {
override func viewDidLoad() { override func viewDidLoad() {
super.viewDidLoad() super.viewDidLoad()
// Do any additional setup after loading the view.
view.backgroundColor = .red
} }
} }