编辑:添加了有关如何拥有其他不同窗口(如面板)的信息
为了在mac上支持多窗口,您需要做的就是在iPad上支持多窗口。
从 22:28 开始,您可以在本次WWDC 会话中找到您需要的所有信息,但总结一下,您需要做的是支持新的 Scene 生命周期模型。
首先编辑您的目标并检查支持多窗口复选标记
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完成此操作后,单击配置选项,该选项应将您带到 info.plist。确保您有正确的应用程序场景清单条目
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创建一个名为 SceneDelegate.swift 的新 swift 文件,然后将以下样板代码粘贴到其中
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).
// Create the SwiftUI view that provides the window contents.
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.
}
}
你基本上完成了。运行您的应用程序,然后按 command + N 创建任意数量的新窗口。
如果你想在代码中创建一个新窗口,你可以使用这个:
@IBAction func newWindow(_ sender: Any) {
UIApplication.shared.requestSceneSessionActivation(nil, userActivity: nil, options: nil) { (error) in
//
}
}
现在我们来了解如何创建额外窗口的大谜团
关键是在应用程序中创建多种场景类型。您可以在我无法正常工作的 info.plist 或 AppDelegate 中执行此操作。
让我们将创建新窗口的函数更改为:
@IBAction func newWindow(_ sender: Any) {
var activity = NSUserActivity(activityType: "panel")
UIApplication.shared.requestSceneSessionActivation(nil, userActivity: activity, options: nil) { (error) in
}
}
为您的新场景创建一个新的故事板,创建至少一个视图控制器并确保设置为故事板中的初始视图控制器。
让我们在 appdelegate 中添加以下函数:
func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
if options.userActivities.first?.activityType == "panel" {
let configuration = UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
configuration.delegateClass = CustomSceneDelegate.self
configuration.storyboard = UIStoryboard(name: "CustomScene", bundle: Bundle.main)
return configuration
} else {
let configuration = UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
configuration.delegateClass = SceneDelegate.self
configuration.storyboard = UIStoryboard(name: "Main", bundle: Bundle.main)
return configuration
}
}
通过在请求场景时设置 userActivity,我们可以知道要创建哪个场景并相应地为其创建配置。菜单中的新窗口或 CMD+N 仍将创建您的默认新窗口,但新窗口按钮现在将从您的新故事板创建 UI。
和多田:
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