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.
+				}
 
 
 }

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