【发布时间】:2014-09-22 04:49:13
【问题描述】:
应用如何访问用于其启动屏幕的 XIB 或情节提要? XIB 不在主包中(例如:NSBundle.mainBundle().pathsForResourcesOfType(nil, inDirectory: ""))。这尤其出人意料,因为“Launch Screen.xib”列在“Copy Bundle Resources”构建阶段,但未在包中显示 ip,因此 Xcode 必须对其进行特殊处理。
【问题讨论】:
应用如何访问用于其启动屏幕的 XIB 或情节提要? XIB 不在主包中(例如:NSBundle.mainBundle().pathsForResourcesOfType(nil, inDirectory: ""))。这尤其出人意料,因为“Launch Screen.xib”列在“Copy Bundle Resources”构建阶段,但未在包中显示 ip,因此 Xcode 必须对其进行特殊处理。
【问题讨论】:
如果 LaunchScreen 是 storyboard 而不是 xib,请使用以下代码。
let launchScreen = UIStoryboard(name: "LaunchScreen", bundle: nil).instantiateInitialViewController()
if let launchView = launchScreen?.view {
view.addSubview(launchView)
}
【讨论】:
由于 Xib 不在主包中,获取路径返回 nil,但是你可以在没有路径帮助的情况下获取启动屏幕的 XIB 使用方法
let launchScreenNib = UINib(nibName: "LaunchScreen", bundle: nil)
或
您可以从 XIB 加载获取视图
// Swift
let objects = NSBundle.mainBundle().loadNibNamed("LaunchScreen", owner: self, options: nil)
let view = objects[0] as UIView
// Obj C
NSArray *objects = [[NSBundle mainBundle] loadNibNamed:@"LaunchScreen" owner:self options:nil];
UIView *view = [objects objectAtIndex:0];
【讨论】:
bundle.loadNibNamed(...) 不起作用。我可以通过使用 Interface Builder 中的“用作启动屏幕”选项来让它工作,这使得 Xcode 生成 NIB。
根据我自己的问题,似乎关闭和打开“用作启动屏幕”会导致 Xcode 为启动屏幕构建一个 NIB 文件。
bundle.loadNibNamed(...) 现在工作正常。【讨论】:
这是一个 Swift 5,SceneDelegate 实现
此实现还从 info.plist 文件中检测 LaunchScreen 的配置名称。
//
// SceneDelegate.swift
// Extended Launch Screen Example
//
// Created by Leslie Godwin on 2020/04/24.
//
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate
{
var window: UIWindow?
var splashWindow: 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)
{
// ⏳Extend Splash screen only if `splashWindow` is `nil` otherwise it is already shown.
//
if let launchStoryboardName = InfoPList.launchStoryboardName,
let windowScene = self.window?.windowScene
{
splashWindow = splashWindow ??
{
let window = UIWindow(windowScene: windowScene)
window.windowLevel = .statusBar
let storyboard = UIStoryboard(name: launchStoryboardName, bundle: nil)
window.rootViewController = storyboard.instantiateInitialViewController()
window.isHidden = false
// ⏳Wait for 5 seconds, then remove.
//
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(5))
{
UIView.animate(withDuration: -1, // system default
animations:
{
self.splashWindow?.alpha = 0
},
completion:
{ _ in
self.splashWindow?.isHidden = true
self.splashWindow = nil
}
)
}
return window
}()
}
// 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.
}
}
//
// PList Helper
//
struct InfoPList
{
private static func value(for name: String) -> String? { Bundle.main.object(forInfoDictionaryKey: name) as? String }
static var bundleIdentifier: String? { self.value(for: "CFBundleIdentifier") }
static var bundleDisplayName: String? { self.value(for: "CFBundleDisplayName") }
static var bundleShortVersionString: String? { self.value(for: "CFBundleShortVersionString") }
static var bundleVersion: String? { self.value(for: "CFBundleVersion") }
static var launchStoryboardName: String? { self.value(for: "UILaunchStoryboardName") }
static var mainStoryboardName: String? { self.value(for: "UIMainStoryboardFile") }
}
【讨论】: