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1 | 1 | import UIKit |
| 2 | +import SparrowKit |
2 | 3 |
|
3 | | -class SceneDelegate: UIResponder, UIWindowSceneDelegate { |
4 | | - |
5 | | - var window: UIWindow? |
| 4 | +class SceneDelegate: SPWindowSceneDelegate { |
6 | 5 |
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7 | 6 | func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { |
8 | | - // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`. |
9 | | - // If using a storyboard, the `window` property will automatically be initialized and attached to the scene. |
10 | | - // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead). |
11 | | - guard let _ = (scene as? UIWindowScene) else { return } |
12 | | - } |
13 | | - |
14 | | - func sceneDidDisconnect(_ scene: UIScene) { |
15 | | - // Called as the scene is being released by the system. |
16 | | - // This occurs shortly after the scene enters the background, or when its session is discarded. |
17 | | - // Release any resources associated with this scene that can be re-created the next time the scene connects. |
18 | | - // The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead). |
19 | | - } |
20 | | - |
21 | | - func sceneDidBecomeActive(_ scene: UIScene) { |
22 | | - // Called when the scene has moved from an inactive state to an active state. |
23 | | - // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive. |
24 | | - } |
25 | | - |
26 | | - func sceneWillResignActive(_ scene: UIScene) { |
27 | | - // Called when the scene will move from an active state to an inactive state. |
28 | | - // This may occur due to temporary interruptions (ex. an incoming phone call). |
| 7 | + guard let scene = (scene as? UIWindowScene) else { return } |
| 8 | + makeKeyAndVisible(in: scene, viewController: ViewController(), tint: .systemBlue) |
29 | 9 | } |
30 | | - |
31 | | - func sceneWillEnterForeground(_ scene: UIScene) { |
32 | | - // Called as the scene transitions from the background to the foreground. |
33 | | - // Use this method to undo the changes made on entering the background. |
34 | | - } |
35 | | - |
36 | | - func sceneDidEnterBackground(_ scene: UIScene) { |
37 | | - // Called as the scene transitions from the foreground to the background. |
38 | | - // Use this method to save data, release shared resources, and store enough scene-specific state information |
39 | | - // to restore the scene back to its current state. |
40 | | - } |
41 | | - |
42 | | - |
43 | 10 | } |
44 | 11 |
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