| | |
| | | |
| | | class SceneDelegate: UIResponder, UIWindowSceneDelegate { |
| | | |
| | | var window: UIWindow? |
| | | var window: UIWindow? |
| | | |
| | | |
| | | func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { |
| | | guard let windowScene = (scene as? UIWindowScene) else { return } |
| | | window = UIWindow(windowScene: windowScene) |
| | | window?.frame = windowScene.coordinateSpace.bounds |
| | | func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { |
| | | guard let windowScene = (scene as? UIWindowScene) else { return } |
| | | window = UIWindow(windowScene: windowScene) |
| | | window?.frame = windowScene.coordinateSpace.bounds |
| | | |
| | | // if UserViewModel.getToken() != nil{ |
| | | // app.registerAndLoginSuccess() |
| | | // }else{ |
| | | // let loginNav = LoginNav(rootViewController: LoginVC()) |
| | | // window?.rootViewController = loginNav |
| | | // window?.makeKeyAndVisible() |
| | | // } |
| | | // if UserViewModel.getToken() != nil{ |
| | | // app.registerAndLoginSuccess() |
| | | // }else{ |
| | | // let loginNav = LoginNav(rootViewController: LoginVC()) |
| | | // window?.rootViewController = loginNav |
| | | // window?.makeKeyAndVisible() |
| | | // } |
| | | |
| | | let tabbar = BaseTabBarVC() |
| | | window?.rootViewController = tabbar |
| | | window?.makeKeyAndVisible() |
| | | tabbar.selectedIndex = 0 |
| | | let tabbar = BaseTabBarVC() |
| | | window?.rootViewController = tabbar |
| | | window?.makeKeyAndVisible() |
| | | tabbar.selectedIndex = 0 |
| | | |
| | | SVProgressHUD.setContainerView(window) |
| | | SVProgressHUD.setDefaultStyle(.dark) |
| | | SVProgressHUD.setDefaultMaskType(.custom) //禁止交互 |
| | | SVProgressHUD.setMinimumDismissTimeInterval(1.5) |
| | | SVProgressHUD.setMaximumDismissTimeInterval(30.0) |
| | | SVProgressHUD.setContainerView(window) |
| | | SVProgressHUD.setDefaultStyle(.dark) |
| | | SVProgressHUD.setDefaultMaskType(.custom) //禁止交互 |
| | | SVProgressHUD.setMinimumDismissTimeInterval(1.5) |
| | | SVProgressHUD.setMaximumDismissTimeInterval(30.0) |
| | | |
| | | if #available(iOS 13.0, *) { |
| | | window?.overrideUserInterfaceStyle = .light |
| | | } |
| | | } |
| | | if #available(iOS 13.0, *) { |
| | | window?.overrideUserInterfaceStyle = .light |
| | | } |
| | | } |
| | | |
| | | 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 needLogin(){ |
| | | |
| | | } |
| | | |
| | | 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 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 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 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 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 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 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. |
| | | } |
| | | 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. |
| | | } |
| | | |
| | | |
| | | } |