首先刪除 SceneDelegate.h 和 SceneDelegate.m ,info.plist中的 Application Scene Manifest 和 AppDelegate.m 中的
#pragma mark - UISceneSession lifecycle
- (UISceneConfiguration *)application:(UIApplication *)application configurationForConnectingSceneSession:(UISceneSession *)connectingSceneSession options:(UISceneConnectionOptions *)options {
? ? // Called when a new scene session is being created.
? ? // Use this method to select a configuration to create the new scene with.
? ? return [[UISceneConfiguration alloc] initWithName:@"Default Configuration" sessionRole:connectingSceneSession.role];
}
- (void)application:(UIApplication *)application didDiscardSceneSessions:(NSSet<UISceneSession *> *)sceneSessions {
? ? // Called when the user discards a scene session.
? ? // If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
? ? // Use this method to release any resources that were specific to the discarded scenes, as they will not return.
}
接著在 AppDelegate.h 和 AppDelegate.m 中增加
@property (strong, nonatomic) UIWindow * window;
1
如果需要自己創(chuàng)建 window 按照原來(lái)的方法創(chuàng)建即可,不創(chuàng)建的話也可以使用 Main.storyboard
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
self.window = [[UIWindow alloc]initWithFrame:[UIScreen mainScreen].bounds];
? ? self.window.backgroundColor = [UIColor whiteColor];
? ? [self.window makeKeyWindow];
? ? [self.window makeKeyAndVisible];
? ? return YES;
}
原文鏈接:https://blog.csdn.net/YZ18337161090/article/details/107549724