-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathSceneDelegate.swift
53 lines (52 loc) · 2.39 KB
/
SceneDelegate.swift
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
//
// SceneDelegate.swift
// ReMVVMExample
//
// Created by Grzegorz Jurzak on 20/01/2020.
// Copyright © 2020 MOBIGREG. All rights reserved.
//
//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.
// }
//
//
//}
//