Joseph Michael Pesch
VP Programming

XCode - Add AppDelegate.swift and SceneDelegate.swift to SwiftUI Application

by 13. March 2021 13:42

Step 1) Comment out (or remove) the @main code entry point (example below).

@main

structiDineApp: App {

    @StateObject var order = Order()

 

    var body: some Scene {

        WindowGroup {

            MainView()

                .environmentObject(order)

        }

    }

}

Step 2) Add entry shown below to info.plist

<key>UIApplicationSceneManifest</key>

<dict>

    <key>UIApplicationSupportsMultipleScenes</key>

    <false/>

    <key>UISceneConfigurations</key>

    <dict>

        <key>UIWindowSceneSessionRoleApplication</key>

        <array>

            <dict>

                <key>UISceneConfigurationName</key>

                <string>Default Configuration</string>

                <key>UISceneDelegateClassName</key>

                <string>$(PRODUCT_MODULE_NAME).SceneDelegate</string>

            </dict>

        </array>

    </dict>

</dict>

Step 3) Add AppDelegate.swift

import Foundation

import UIKit

 

@UIApplicationMain

classAppDelegate: UIResponder, UIApplicationDelegate {

 

    func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {

        // Override point for customization after application launch.

        returntrue

    }

 

    // MARK: UISceneSession Lifecycle

 

    func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {

        // Called when a new scene session is being created.

        // Use this method to select a configuration to create the new scene with.

        return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)

    }

 

    func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {

        // Called when the user discards a scene session.

        // If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.

        // Use this method to release any resources that were specific to the discarded scenes, as they will not return.

    }

 

}

Step 4) Add SceneDelegate.swift

import UIKit

import SwiftUI

 

classSceneDelegate: 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).

 

        // Create the SwiftUI view that provides the window contents.

        let contentView = ContentView()

 

        // Use a UIHostingController as window root view controller.

        if let windowScene = scene as? UIWindowScene {

            let window = UIWindow(windowScene: windowScene)

            window.rootViewController = UIHostingController(rootView: contentView)

            self.window = window

            window.makeKeyAndVisible()

        }

    }

 

    funcsceneDidDisconnect(_ 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).

    }

 

    funcsceneDidBecomeActive(_ 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.

    }

 

    funcsceneWillResignActive(_ 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).

    }

 

    funcsceneWillEnterForeground(_ 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.

    }

 

    funcsceneDidEnterBackground(_ 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.

    }

 

}

 

 

Tags:

Swift | XCode

Swift IOS UITableViewCell Button

by 5. January 2019 12:40

There are two steps to add a working button to a table view cell. The first step is to add a button like this:

cell.accessoryType = .detailDisclosureButton

The second step is to take action when the button is tapped by creating the accessoryButtonTappedForRowWith method:

override func tableView(_ tableView: UITableView, accessoryButtonTappedForRowWith indexPath: IndexPath) {
    doSomethingWithItem(indexPath.row)
}

Tags:

XCode | iOS | Swift