应用如何访问用于其启动屏幕的XIB或故事板? XIB不在主要包中(例如:NSBundle.mainBundle().pathsForResourcesOfType(nil, inDirectory: "")
)。这是特别意外的,因为“启动Screen.xib”列在“复制包资源”构建阶段,但没有在包中显示ip,因此Xcode必须专门处理它。
答案 0 :(得分:6)
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使用方法的帮助下获得启动屏幕的XIB
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];
答案 1 :(得分:4)
如果LaunchScreen为storyboard
而非xib
,请使用以下代码。
let launchScreen = UIStoryboard(name: "LaunchScreen", bundle: nil).instantiateInitialViewController()
if let launchView = launchScreen?.view {
view.addSubview(launchView)
}
答案 2 :(得分:0)
根据我自己的问题,看起来像切换"用作启动屏幕" off和on导致Xcode为启动屏幕构建一个NIB文件。
bundle.loadNibNamed(...)
现在工作正常。
答案 3 :(得分:0)
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") }
}