mirror of
https://github.com/trudnai/Steve2.git
synced 2024-12-27 09:30:26 +00:00
69 lines
3.0 KiB
Swift
69 lines
3.0 KiB
Swift
//
|
|
// 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 <https://www.gnu.org/licenses/>.
|
|
//
|
|
|
|
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.
|
|
}
|
|
|
|
|
|
}
|
|
|