Implemented the "scene(_: willConnectTo: options: )" function in the SceneDelegate to manually initialise the ViewController view controller.
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@ -12,22 +12,30 @@ import CoreData
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@main
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@main
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class AppDelegate: UIResponder, UIApplicationDelegate {
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class AppDelegate: UIResponder, UIApplicationDelegate {
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func application(
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_ application: UIApplication,
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func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
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didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?
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) -> Bool {
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// Override point for customization after application launch.
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// Override point for customization after application launch.
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return true
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return true
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}
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}
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// MARK: UISceneSession Lifecycle
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// MARK: UISceneSession Lifecycle
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func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
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func application(
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_ application: UIApplication,
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configurationForConnecting connectingSceneSession: UISceneSession,
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options: UIScene.ConnectionOptions
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) -> UISceneConfiguration {
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// Called when a new scene session is being created.
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// Called when a new scene session is being created.
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// Use this method to select a configuration to create the new scene with.
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// Use this method to select a configuration to create the new scene with.
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return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
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return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
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}
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}
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func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
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func application(
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_ application: UIApplication,
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didDiscardSceneSessions sceneSessions: Set<UISceneSession>
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) {
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// Called when the user discards a scene session.
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// Called when the user discards a scene session.
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// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
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// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
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// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
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// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
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@ -9,48 +9,60 @@
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import UIKit
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import UIKit
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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var window: UIWindow?
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var window: UIWindow?
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func scene(
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func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
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_ scene: UIScene,
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willConnectTo session: UISceneSession,
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options connectionOptions: UIScene.ConnectionOptions
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) {
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// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
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// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
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// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
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// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
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// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
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// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
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guard let _ = (scene as? UIWindowScene) else { return }
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guard let windowScene = scene as? UIWindowScene else {
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return
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}
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window = {
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let window = UIWindow(windowScene: windowScene)
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window.rootViewController = ViewController()
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window.makeKeyAndVisible()
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return window
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}()
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}
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}
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func sceneDidDisconnect(_ scene: UIScene) {
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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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// 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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// 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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// 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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// 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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}
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func sceneDidBecomeActive(_ scene: UIScene) {
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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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// 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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// 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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}
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func sceneWillResignActive(_ scene: UIScene) {
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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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// 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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// This may occur due to temporary interruptions (ex. an incoming phone call).
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}
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}
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func sceneWillEnterForeground(_ scene: UIScene) {
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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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// 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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// Use this method to undo the changes made on entering the background.
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}
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}
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func sceneDidEnterBackground(_ scene: UIScene) {
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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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// 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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// 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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// to restore the scene back to its current state.
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// Save changes in the application's managed object context when the application transitions to the background.
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// Save changes in the application's managed object context when the application transitions to the background.
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(UIApplication.shared.delegate as? AppDelegate)?.saveContext()
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(UIApplication.shared.delegate as? AppDelegate)?.saveContext()
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}
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}
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}
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}
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@ -12,9 +12,8 @@ class ViewController: UIViewController {
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override func viewDidLoad() {
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override func viewDidLoad() {
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super.viewDidLoad()
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super.viewDidLoad()
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// Do any additional setup after loading the view.
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view.backgroundColor = .red
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}
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}
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}
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}
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