相当于场景委托 xcode11的 UIApplication.shared.氏委托?

我已经在场景委托中定义了 let 属性。我希望一些 ViewController 能够在场景中访问它。

在 UIKit 中,我可以像下面这样访问应用程序委托属性:

UIApplication.shared.delegate

然后强制转换并指定属性名..。

是否有一个等价的引用来从 UIViewController 的实例中获取视图控制器所在的场景委托?

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As of iOS 13, UIApplication has the connectedScenes property which is Set<UIScene>. Each of those scenes has a delegate which is a UISceneDelegate. So you could access all of the delegates that way.

A scene can manage one or more windows (UIWindow) and you can get a window's UIScene from its windowScene property.

If you want the scene delegate for a specific view controller then note the following. From a UIViewController you can get its window from its view. From the window you can get its scene and of course from the scene you can get its delegate.

In short, from a view controller, you can do:

let mySceneDelegate = self.view.window.windowScene.delegate

However, there are plenty of times where a view controller has no window. This happens when a view controller presents another full screen view controller. This can happened when the view controller is in a navigation controller and the view controller is not the top, visible view controller.

This requires a different approach to finding the view controller's scene. Ultimately you need to use a combination of walking the responder chain and the view controller hierarchy until you find a path that leads to the scene.

The following extension will (may) get you a UIScene from a view or view controller. Once you have the scene, you can access its delegate.

Add UIResponder+Scene.swift:

import UIKit


@available(iOS 13.0, *)
extension UIResponder {
@objc var scene: UIScene? {
return nil
}
}


@available(iOS 13.0, *)
extension UIScene {
@objc override var scene: UIScene? {
return self
}
}


@available(iOS 13.0, *)
extension UIView {
@objc override var scene: UIScene? {
if let window = self.window {
return window.windowScene
} else {
return self.next?.scene
}
}
}


@available(iOS 13.0, *)
extension UIViewController {
@objc override var scene: UIScene? {
// Try walking the responder chain
var res = self.next?.scene
if (res == nil) {
// That didn't work. Try asking my parent view controller
res = self.parent?.scene
}
if (res == nil) {
// That didn't work. Try asking my presenting view controller
res = self.presentingViewController?.scene
}


return res
}
}

This can be called from any view or view controller to get its scene. But note that you can only get the scene from a view controller only after viewDidAppear has been called at least once. If you try any sooner then the view controller may not yet be part of the view controller hierarchy.

This will work even if the window of the view of the view controller is nil as long as the view controller is part of a view controller hierarchy and somewhere up that hierarchy, it is attached to a window.


Here is an Objective-C implementation of the UIResponder extension:

UIResponder+Scene.h:

#import <UIKit/UIKit.h>


NS_ASSUME_NONNULL_BEGIN


@interface UIResponder (Scene)


@property (nonatomic, readonly, nullable) UIScene *scene API_AVAILABLE(ios(13.0));


@end


NS_ASSUME_NONNULL_END

UIResponder+Scene.m:

#import "ViewController+Scene.h"


@implementation UIResponder (Scene)


- (UIScene *)scene {
return nil;
}


@end


@implementation UIScene (Scene)


- (UIScene *)scene {
return self;
}


@end


@implementation UIView (Scene)


- (UIScene *)scene {
if (self.window) {
return self.window.windowScene;
} else {
return self.nextResponder.scene;
}
}


@end


@implementation UIViewController (Scene)


- (UIScene *)scene {
UIScene *res = self.nextResponder.scene;
if (!res) {
res = self.parentViewController.scene;
}
if (!res) {
res = self.presentingViewController.scene;
}


return res;
}


@end

I was able to get it to work using this:

let scene = UIApplication.shared.connectedScenes.first
if let sd : SceneDelegate = (scene?.delegate as? SceneDelegate) {
sd.blah()
}

JoeGalind Thank you I also solved in a similar way.

// iOS13 or later
if #available(iOS 13.0, *) {
let sceneDelegate = UIApplication.shared.connectedScenes
.first!.delegate as! SceneDelegate
sceneDelegate.window!.rootViewController = /* ViewController Instance */


// iOS12 or earlier
} else {
// UIApplication.shared.keyWindow?.rootViewController
let appDelegate = UIApplication.shared.delegate as! AppDelegate
appDelegate.window!.rootViewController = /* ViewController Instance */
}

I'm using this in my MasterViewController:

- (void)viewDidLoad {
[super viewDidLoad];


SceneDelegate *sceneDelegate = (SceneDelegate *)self.parentViewController.view.window.windowScene.delegate;
}

self.view.window is nil at this point so I had to reach to the parent whose view has already been loaded and added to the window.

If you are using split view controller and the scene delegate is the split delegate then you could avoid the window/scene altogether and just do:

SceneDelegate *sceneDelegate = (SceneDelegate *)self.splitViewController.delegate;

I'm using this in my DetailViewController.

You don't need to reference SceneDelegate if you are only trying to find the window:

(UIApplication.shared.connectedScenes.first as? UIWindowScene)?.windows.first

You should only use this approach if you app will only ever have one scene and one window.

I store the reference of SceneDelegate in a static weak property and initialise it in scene(:willConnectTo:options)

class SceneDelegate: UIResponder, UIWindowSceneDelegate {
static weak var shared: SceneDelegate?


func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
Self.shared = self
}
}

Later scene can be accessed using SceneDelegate.shared

sometime window is getting nil you can check storyboard name under plist, please refer the image - enter image description here

iOS 13+, Swift

Scenes represent instances of the app's UI and each scene maintains its own, fully-independent state. And the app itself, which is never more than a single instance, maintains references to all of these connected scenes. And scenes are classes so they are reference-types. Therefore, simply maintain a reference to the scene itself when it is connected and then find that scene in the set of connected scenes within UIApplication.shared.

// Create a globally-accessible variable of some kind (global
// variable, static property, property of a singleton, etc.) that
// references this current scene (itself).
var currentScene: UIScene?


class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?


func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
guard let scene = scene as? UIWindowScene else {
return
}
// Save the reference when the scene is born.
currentScene = scene
}
    

func borat() {
print("great success")
}
}


// Here is a convenient view controller extension.
extension UIViewController {
var sceneDelegate: SceneDelegate? {
for scene in UIApplication.shared.connectedScenes {
if scene == currentScene,
let delegate = scene.delegate as? SceneDelegate {
return delegate
}
}
return nil
}
}


class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
sceneDelegate?.borat() // "great success"
}
}

the Objective-C version:

    NSSet<UIScene *> * sceneArr = [[UIApplication sharedApplication] connectedScenes];
UIScene * scene = [[sceneArr allObjects] firstObject];
NSObject * sceneDelegate = (NSObject *)scene.delegate;


// for example, try to get variable "window"
UIWindow *currentKeyWindow = [sceneDelegate valueForKey: @"window"];
NSLog(@"%@", currentKeyWindow);