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Suppressed keyWindow warning and started initial work to support mult…
…iple widows out of the box.
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// | ||
// Created by Eugene Kazaev on 24/08/2020. | ||
// Copyright (c) 2020 Evgeny Kazaev. All rights reserved. | ||
// | ||
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import Foundation | ||
import UIKit | ||
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@available(iOS 13.0.0, *) | ||
class SceneDelegate: UIResponder, UIWindowSceneDelegate { | ||
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var window: UIWindow? | ||
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func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { | ||
guard let _ = (scene as? UIWindowScene) else { | ||
return | ||
} | ||
ConfigurationHolder.configuration = ExampleConfiguration() | ||
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// Try in mobile Safari to test the deep linking to the app: | ||
// Try it when you are on any screen in the app to check that you will always land where you have to be | ||
// depending on the configuration provided. | ||
// | ||
// dll://colors?color=AABBCC | ||
// dll://products?product=01 | ||
// dll://cities?city=01 | ||
ExampleUniversalLinksManager.configure() | ||
if !connectionOptions.urlContexts.isEmpty { | ||
self.scene(scene, openURLContexts: connectionOptions.urlContexts) | ||
} | ||
} | ||
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func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) { | ||
guard let urlContext = URLContexts.first, | ||
let destination = ExampleUniversalLinksManager.destination(for: urlContext.url) else { | ||
return | ||
} | ||
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do { | ||
try UIViewController.router.navigate(to: destination) | ||
return | ||
} catch { | ||
return | ||
} | ||
} | ||
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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). | ||
} | ||
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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. | ||
} | ||
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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). | ||
} | ||
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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. | ||
} | ||
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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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} |
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