SceneDelegate.swift 2.2 KB

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