From e978b3aa02f00859588949dfdf24778b05fe4adb Mon Sep 17 00:00:00 2001 From: 杨锴 <841720330@qq.com> Date: 星期三, 21 八月 2024 18:58:30 +0800 Subject: [PATCH] fix UI --- XQMuse/SceneDelegate.swift | 100 ++++++++++++++++++++++++++------------------------ 1 files changed, 52 insertions(+), 48 deletions(-) diff --git a/XQMuse/SceneDelegate.swift b/XQMuse/SceneDelegate.swift index 78438cd..16cc298 100644 --- a/XQMuse/SceneDelegate.swift +++ b/XQMuse/SceneDelegate.swift @@ -10,65 +10,69 @@ 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. + } } -- Gitblit v1.7.1