以编程方式删除 Main Storyboard.Add StoryBoard 后具有向后兼容性

After deleting Main Storyboard.Add StoryBoard Programatically with Backward compatibility

我的应用目标是 iOS 10.0 当我更改我的目标时,我在 SceneDelegate 文件中遇到了一堆错误。为了向后兼容,我为 Scene Delegate class.

添加了“@available(iOS 13.0, *)”

我从 OnboardingController 开始。这完全是程序化的。所以我把MainStoryboard删掉了,把它从info里的“Main Interface”和“Application Scene Manifest”里去掉

现在,我必须在 AppDelegate 和 SceneDelegate 中设置 rootView。如果我不在 SceneDelegate 中设置 window,我在 iOS 13.0+ 设备中只会出现黑屏,如果我不在 AppDelegate 中设置,我在 <13.0 设备中只会出现黑屏 因为我同时调用了两个文件,我在 Viewcontroller 中的 viewdidload() 被调用了两次。

以下是我的 AppDelegate

class AppDelegate: UIResponder, UIApplicationDelegate {

    var window: UIWindow?

    func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
        window = UIWindow(frame: UIScreen.main.bounds)



        let viewController  = UIStoryboard(name: "Main", bundle: nil).instantiateViewController(withIdentifier: "navC") as! UINavigationController

        window?.rootViewController = viewController
        window?.makeKeyAndVisible()
        return true
    }
}

以下是我的 SceneDelegate

@available(iOS 13.0, *)
class SceneDelegate: UIResponder, UIWindowSceneDelegate {


    var window: UIWindow?


func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
            guard let windowScene = (scene as? UIWindowScene) else { return }          
            window = UIWindow(frame: windowScene.coordinateSpace.bounds)
            window?.windowScene = windowScene

            let viewController  = UIStoryboard(name: "Main", bundle: nil).instantiateViewController(withIdentifier: "HomeCollectionVC") as! HomeCollectionVC
            window?.rootViewController = viewController
            window?.makeKeyAndVisible()

}
...
}

我是不是漏掉了什么?

这可以通过搜索轻松找到,但这里有一个示例...

注:参考SO用户Matt

SceneDelegate.swift

import UIKit

// entire class is iOS 13+
@available(iOS 13.0, *)
class SceneDelegate: UIResponder, UIWindowSceneDelegate {

    var window: UIWindow?

    func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {

        guard let windowScene = (scene as? UIWindowScene) else { return }
        window = UIWindow(frame: windowScene.coordinateSpace.bounds)
        window?.windowScene = windowScene

        let viewController  = UIStoryboard(name: "Main", bundle: nil).instantiateViewController(withIdentifier: "HomeCollectionVC") as! HomeCollectionVC
        window?.rootViewController = viewController
        window?.makeKeyAndVisible()

    }

    func sceneDidDisconnect(_ scene: UIScene) {
    }

    func sceneDidBecomeActive(_ scene: UIScene) {
    }

    func sceneWillResignActive(_ scene: UIScene) {
    }

    func sceneWillEnterForeground(_ scene: UIScene) {
    }

    func sceneDidEnterBackground(_ scene: UIScene) {
    }

}

AppDelegate.swift

import UIKit

@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {

    var window : UIWindow?
    func application(_ application: UIApplication,
                     didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]?)
        -> Bool {
            if #available(iOS 13, *) {
                // do only pure app launch stuff, not interface stuff
            } else {
                self.window = UIWindow()

                let viewController  = UIStoryboard(name: "Main", bundle: nil).instantiateViewController(withIdentifier: "navC") as! UINavigationController

                window?.rootViewController = viewController
                window?.makeKeyAndVisible()

            }
            return true
    }

    // MARK: UISceneSession Lifecycle

    // iOS 13+ only
    @available(iOS 13.0, *)
    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)
    }

    // iOS 13+ only
    @available(iOS 13.0, *)
    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.
    }


}