Reputation: 367
I want to run this code on iOS 13 and above how should I fix this error? I want to make this code could run on iOS 13 too.
@available(iOS 14.0, *)
@main
struct WeatherProApp: App {
@Environment(\.scenePhase) private var scenePhase
@UIApplicationDelegateAdaptor(AppDelegate.self) var appDelegate
var body: some Scene {
WindowGroup{
let fetcher = WeatherFetcher()
let viewModel = WeeklyWeatherViewModel(weatherFethcer: fetcher)
WeeklyWeatherView(viewModel: viewModel)
}
.onChange(of: scenePhase) { (newScenePhase) in
switch newScenePhase {
case .active:
print("scene is now active!")
case .inactive:
print("scene is now inactive!")
case .background:
print("scene is now in the background!")
@unknown default:
print("Apple must have added something new!")
}
}
}
}
but it shows me this error
Upvotes: 14
Views: 13274
Reputation: 3365
The answer from @the.blaggy is really helpful, thanks a lot for the main idea.
I just had no AppDelegate
and SceneDelegate
to copy these two delegate classes from iOS 13 Xcode projects. I just need to support iOS13+ and macOS using same new SwiftUI views instead of creating old UIKit and AppKit ones.
AppDelegate
allows us to use configurationForConnecting
directly in Swift instead of using plist file.
And @UIApplicationDelegateAdaptor
allows us to use same AppDelegate
for iOS14+.
So, I've wrote MainAppWrapper
, MainApp
, AppDelegate
, SceneDelegate
in one file.
The file can be used as a start template for any SwiftUI project to run same SwiftUI's ContentView()
under any OS: iOS13, iOS14+, macOS.
Just replace a whole @main struct
onto this code and you will see same ContentView()
under all OS.
import SwiftUI
@main
struct MainAppWrapper {
static func main() {
if #available(iOS 14.0, *) {
MainApp.main()
}
else {
#if os(iOS)
UIApplicationMain(CommandLine.argc, CommandLine.unsafeArgv, nil,
NSStringFromClass(AppDelegate.self))
#endif
}
}
}
@available(iOS 14.0, *)
struct MainApp: App {
#if os(iOS)
@UIApplicationDelegateAdaptor(AppDelegate.self) var appDelegate
#endif
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
#if os(iOS)
class AppDelegate: NSObject, UIApplicationDelegate, ObservableObject {
func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
let config = UISceneConfiguration(name: nil, sessionRole: connectingSceneSession.role)
config.delegateClass = SceneDelegate.self
return config
}
}
class SceneDelegate: NSObject, UIWindowSceneDelegate, ObservableObject {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
if #unavailable(iOS 14.0) {
let contentView = ContentView()
// Use a UIHostingController as window root view controller.
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
}
}
}
#endif
Upvotes: 0
Reputation: 258267
This might depend on other project code, but the following tested as works (Xcode 12b), so might be helpful.
The idea is to hide one wrapper inside another structure with availability checker:
@available(iOS 14.0, macOS 10.16, *)
struct Testing_SwiftUI2AppHolder {
@main
struct Testing_SwiftUI2App: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
}
Upvotes: 4
Reputation: 490
Combining answers by @the.blaggy and @Ugo Marinelli, I made it work by modifying my AppDelegate, without having to create a new SceneDelegate:
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(
_: UIApplication,
didFinishLaunchingWithOptions _: [UIApplication.LaunchOptionsKey: Any]?
) -> Bool {
let window = UIWindow(frame: UIScreen.main.bounds)
window.rootViewController = UIHostingController(
rootView: ContentView()
)
self.window = window
window.makeKeyAndVisible()
return true
}
}
I also wrapped my main struct like what @the.blaggy did.
Upvotes: 1
Reputation: 595
If you really need it, just change @main to @UIApplicationMain, it should do the trick.
Upvotes: 2
Reputation: 1039
Following @the.blaggy answer, here is how I managed to run my project on iOS 13:
SceneDelegate.swift
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
let contentView = ContentView()
// Use a UIHostingController as window root view controller.
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
}
}
Info.plist
<key>UIApplicationSceneManifest</key>
<dict>
<key>UIApplicationSupportsMultipleScenes</key>
<false/>
<key>UISceneConfigurations</key>
<dict>
<key>UIWindowSceneSessionRoleApplication</key>
<array>
<dict>
<key>UISceneConfigurationName</key>
<string>Default Configuration</string>
<key>UISceneDelegateClassName</key>
<string>$(PRODUCT_MODULE_NAME).SceneDelegate</string>
</dict>
</array>
</dict>
</dict>
WeatherProApp.swift
@main
struct WeatherProAppWrapper {
static func main() {
if #available(iOS 14.0, *) {
WeatherProApp.main()
}
else {
UIApplicationMain(CommandLine.argc, CommandLine.unsafeArgv, nil, NSStringFromClass(SceneDelegate.self))
}
}
}
Upvotes: 20
Reputation: 885
Actually you can use the @main
attribute in pre iOS 14 but you need an alternative AppDelegate
and SceneDelegate
(you can copy these two delegate classes from iOS 13 Xcode projects) and you have to do some extra wrapping.
First you have to apply the @main
attribute in the following way to a struct with a main
function which decides depending on the iOS version whether to use the WeatherProApp
struct or the AppDelegate
class to launch:
@main
struct WeatherProAppWrapper {
static func main() {
if #available(iOS 14.0, *) {
WeatherProApp.main()
}
else {
UIApplicationMain(CommandLine.argc, CommandLine.unsafeArgv, nil, NSStringFromClass(AppDelegate.self))
}
}
}
Afterwards you can use the shown implementation from your question, just remove the @main
attribute, only use @available(iOS 14.0, *)
. E.g.:
@available(iOS 14.0, *)
struct WeatherProApp: App {
var body: some Scene {
WindowGroup{
ContentView()
}
}
}
I'm not sure how familiar you're with UIKit but you have to do the same setup you did in your WindowGroup in the SceneDelegate class too.
Upvotes: 16