// // SceneDelegate.swift // Steve ][ // // Created by Tamas Rudnai on 2/17/20. // Copyright © 2019, 2020 Tamas Rudnai. All rights reserved. // // This file is part of Steve ][ -- The Apple ][ Emulator. // // Steve ][ is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // Steve ][ is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Steve ][. If not, see . // 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. } }