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authorNicholas Tay <nick@windblume.net>2022-03-21 16:17:06 +1100
committerNicholas Tay <nick@windblume.net>2022-03-21 16:17:06 +1100
commit3688fd1ba733664aa8e74f85787554c0d19d0bb1 (patch)
treef73718d4a531a0650b3f795663536205da6ca277 /foray
parent12abbe7e6ea257fa1686a2ef24fbf12009adcb8d (diff)
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Switch to launch with SceneDelegate
Pretty sure I'm meant to launch via SceneDelegate now, was confused by that probably due to older tutorials. Read a bit about it and it seems like it's due to multi-instance/screen support, so switched back to doing it this 'new way'. Was a bit confused but I think I deleted too much from Info.plist and got rid of the 'Default Configuration' which launches the SceneDelegate. I think we're good now though, had to reference a new template project. References: - https://sarunw.com/posts/how-to-create-new-xcode-project-without-storyboard/
Diffstat (limited to 'foray')
-rw-r--r--foray/AppDelegate.swift26
-rw-r--r--foray/Info.plist9
-rw-r--r--foray/SceneDelegate.swift12
3 files changed, 34 insertions, 13 deletions
diff --git a/foray/AppDelegate.swift b/foray/AppDelegate.swift
index 7795d22..6026d52 100644
--- a/foray/AppDelegate.swift
+++ b/foray/AppDelegate.swift
@@ -10,23 +10,27 @@ import UIKit
@main
class AppDelegate: UIResponder, UIApplicationDelegate {
- var window: UIWindow?
- var coordinator: Coordinator?
+
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
- let nav = UINavigationController()
-
- coordinator = ForayCoordinator(navigationController: nav)
- coordinator?.start()
-
- self.window = UIWindow(frame: UIScreen.main.bounds)
- self.window?.rootViewController = nav
- self.window?.makeKeyAndVisible()
-
return true
}
+ // MARK: UISceneSession Lifecycle
+
+ func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
+ // Called when a new scene session is being created.
+ // Use this method to select a configuration to create the new scene with.
+ return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
+ }
+
+ func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
+ // 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.
+ // Use this method to release any resources that were specific to the discarded scenes, as they will not return.
+ }
+
}
diff --git a/foray/Info.plist b/foray/Info.plist
index d790da0..0eb786d 100644
--- a/foray/Info.plist
+++ b/foray/Info.plist
@@ -9,7 +9,14 @@
<key>UISceneConfigurations</key>
<dict>
<key>UIWindowSceneSessionRoleApplication</key>
- <array/>
+ <array>
+ <dict>
+ <key>UISceneConfigurationName</key>
+ <string>Default Configuration</string>
+ <key>UISceneDelegateClassName</key>
+ <string>$(PRODUCT_MODULE_NAME).SceneDelegate</string>
+ </dict>
+ </array>
</dict>
</dict>
</dict>
diff --git a/foray/SceneDelegate.swift b/foray/SceneDelegate.swift
index 3b1f383..1aabcd2 100644
--- a/foray/SceneDelegate.swift
+++ b/foray/SceneDelegate.swift
@@ -10,13 +10,23 @@ import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
+ var coordinator: Coordinator?
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 _ = (scene as? UIWindowScene) else { return }
+ guard let windowScene = (scene as? UIWindowScene) else { return }
+
+ let nav = UINavigationController()
+
+ self.coordinator = ForayCoordinator(navigationController: nav)
+ self.coordinator?.start()
+
+ self.window = UIWindow(windowScene: windowScene)
+ self.window?.rootViewController = nav
+ self.window?.makeKeyAndVisible()
}
func sceneDidDisconnect(_ scene: UIScene) {