はじめに
最近コードでレイアウトを組んでいるのでその備忘録。ネット上にあまり情報がなかったので残しときます。改善点などがあればコメントして欲しいです。🙇♂️
完成するアプリの動きとしては
こんな感じ。
一つ目のViewController
viewDidLoad()
の中でbarButton
を加えています。これを書いても追加されない時については後述しています。
pushViewController
で遷移しています。モーダル遷移の時はpresent()
を使います。
import UIKit
class FirstViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .blue
navigationItem.title = "画面1"
let barButton = UIBarButtonItem(barButtonSystemItem: .trash, target: self, action: #selector(addButtonTapped))
navigationItem.rightBarButtonItem = barButton
}
@objc func addButtonTapped() {
print("addButtonTapped")
let secondVC = SecondViewController()
self.navigationController?.pushViewController(secondVC, animated: true)
}
}
二つ目のViewController
遷移先の画面ですが、特に何もしていません。
view.background
で色を設定しないと遷移の時にカクカクになります。
import UIKit
class SecondViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
navigationItem.title = "画面2"
view.backgroundColor = .green
}
}
SceneViewDelegate
UITabBarButtonが出ない!といったトラブルの原因はUINavigationControllerのrootViewControllerにUIBarButtonを加えたいViewControllerを設定することで解決すると思います。
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
var navigationController: UINavigationController?//加えた
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
//ここから
guard let _ = (scene as? UIWindowScene) else { return }
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
let firstVC = FirstViewController()
navigationController = UINavigationController(rootViewController: firstVC)
window.rootViewController = navigationController
self.window = window
window.makeKeyAndVisible()
}
//ここまで加えた
}
//以下は同じ
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 necessarily discarded (see `application:didDiscardSceneSessions` instead).
}
func sceneDidBecomeActive(_ scene: UIScene) {
// 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.
}
}