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- //
- // SceneDelegate.swift
- // KMAdvertisementDemo_iOS
- //
- // Created by lizhe on 2022/11/23.
- //
- 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 necessarily 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.
- }
- }
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