Im trying to use the 3D touch Quick Actions and I'm setting it up copying VEA Software code. In his sample code it works perfectly but when I try to add it to my app I get some unusual errors. I am new to coding and swift so please explain as much as possible. Thanks. Below I have the code which is in my app delegate.
This is where I'm getting the error (self.window?):
@available(iOS 9.0, *)
func handleShortcutItem(shortcutItem: UIApplicationShortcutItem) -> Bool
{
var handled = false
var window: UIWindow?
guard ShortcutIdentifier(fullType: shortcutItem.type) != nil else { return false }
guard let shortcutType = shortcutItem.type as String? else { return false }
switch (shortcutType)
{
case ShortcutIdentifier.First.type:
handled = true
var window = UIWindow?()
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let navVC = storyboard.instantiateViewControllerWithIdentifier("ProjectPage") as! UINavigationController
// Error on line below
self.window?.rootViewController?.presentViewController(navVC, animated: true, completion: nil)
break
case ShortcutIdentifier.Second.type:
handled = true
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let navVC = storyboard.instantiateViewControllerWithIdentifier("ContactPageView") as! UINavigationController
// Error on line below
self.window?.rootViewController?.presentViewController(navVC, animated: true, completion: nil)
break
case ShortcutIdentifier.Third.type:
handled = true
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let navVC = storyboard.instantiateViewControllerWithIdentifier("ViewController") as! UINavigationController
// Error on line below
self.window?.rootViewController?.presentViewController(navVC, animated: true, completion: nil)
break
default:
break
}
return handled
}
A set of methods to manage shared behaviors for your app.
Use your UISceneDelegate object to manage life-cycle events in one instance of your app's user interface. This interface defines methods for responding to state transitions that affect the scene, including when the scene enters the foreground and becomes active, and when it enters the background.
Xcode 12.0 Swift 5.0
At the moment you need to:
var window: UIWindow?
to your AppDelegate class.Add some logic in func application(_: UIApplication, didFinishLaunchingWithOptions _: [UIApplication.LaunchOptionsKey: Any]?)
.
Example of implementation when you need to support iOS 12 and 13:
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_: UIApplication, didFinishLaunchingWithOptions _: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
configureInitialViewController()
return true
}
private func configureInitialViewController() {
let initialViewController: UIViewController
let storyboard = UIStoryboard(name: "Main", bundle: nil)
window = UIWindow()
if (condition) {
let mainViewController = storyboard.instantiateViewController(withIdentifier: "mainForm")
initialViewController = mainViewController
} else {
let loginViewController = storyboard.instantiateViewController(withIdentifier: "loginForm")
initialViewController = loginViewController
}
window?.rootViewController = initialViewController
window?.makeKeyAndVisible()
}
}
In iOS 13, Xcode 11, the sceneDelegate handles the functionality of UIScene and window. The window performs properly when used in the sceneDelegate.
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