Created
June 4, 2019 05:55
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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 _ = (scene as? UIWindowScene) else { return } | |
} | |
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 neccessarily 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. | |
} | |
} |
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