Javier Cicchelli 14e39a40ae [Setup] Locations app (#3)
This PR contains the work done to setup the Locations app and lay the basis to start working on it.

To give further details on what was done:
- [x] defined the app icon asset;
- [x] defined the color and image assets to use on the **Launch** screen;
- [x] implemented the **Launch** screen on storyboard due to the issues encountered while trying to define the launch screen directly from the `Info.plist`;
- [x] removed the **Main** storyboard from the `Locations` target;
- [x] implemented the manual loading of the `ViewController` view controller from the `SceneDelegate` delegate;
- [x] fixed the product bundle identifier of the `Locations` target.

Co-authored-by: Javier Cicchelli <javier@rock-n-code.com>
Reviewed-on: rock-n-code/deep-linking-assignment#3
2023-04-09 18:47:10 +00:00

69 lines
2.8 KiB
Swift

//
// SceneDelegate.swift
// Locations
//
// Created by Javier Cicchelli on 08/04/2023.
// Copyright © 2023 Röck+Cöde. All rights reserved.
//
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(
_ 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`.
// 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).
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) {
// 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.
// Save changes in the application's managed object context when the application transitions to the background.
(UIApplication.shared.delegate as? AppDelegate)?.saveContext()
}
}