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AppDelegate.swift
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95 lines (78 loc) · 3.33 KB
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import UIKit
@main
class AppDelegate: UIResponder, UIApplicationDelegate {
private weak var application: UIApplication?
@objc var window: UIWindow? {
get {
// Copy the implementation of RCTKeyWindow() as it changes a lot upstream
if let connectedScenes = application?.connectedScenes {
for scene in connectedScenes {
guard let windowScene = scene as? UIWindowScene,
scene.activationState == .foregroundActive
else {
continue
}
if #available(iOS 15.0, *) {
return windowScene.keyWindow
}
for window in windowScene.windows where window.isKeyWindow {
return window
}
}
}
return nil
}
// swiftlint:disable:next unused_setter_value
set {}
}
func application(_ application: UIApplication,
didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool
{
self.application = application
defer {
NotificationCenter.default.post(
name: .ReactAppDidFinishLaunching,
object: nil
)
}
// application(_:didFinishLaunchingWithOptions:)
return true
}
func applicationWillTerminate(_ application: UIApplication) {
// applicationWillTerminate(_:)
}
// MARK: Push Notifications
func application(_ application: UIApplication,
didRegisterForRemoteNotificationsWithDeviceToken deviceToken: Data)
{
// application(_:didRegisterForRemoteNotificationsWithDeviceToken:)
}
func application(_ application: UIApplication,
didFailToRegisterForRemoteNotificationsWithError error: Error)
{
// application(_:didFailToRegisterForRemoteNotificationsWithError:)
}
func application(_ application: UIApplication,
didReceiveRemoteNotification userInfo: [AnyHashable: Any],
fetchCompletionHandler completionHandler: @escaping (UIBackgroundFetchResult) -> Void)
{
// application(_:didReceiveRemoteNotification:fetchCompletionHandler:)
}
// MARK: UISceneSession Support
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.
UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
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.
}
}