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。🙇♂️なお、外部ライブラリのSnapKit
を使っています。
完成するアプリの動きとしては
こんな感じになります。
一つ目の画面
中央にボタンを配置し、present
でモーダル遷移するようにaddTarget
の中に入れています。
button
をlazy
で遅延処理させているのはbuttonTapped
を読み込んでからインスタンス化させているからです。
import UIKit
import SnapKit
final class ViewController: UIViewController {
lazy var button: UIButton = {
let button = UIButton()
button.setTitle("移動する", for: .normal)
button.addTarget(self, action: #selector(buttonTapped), for: .touchUpInside)
return button
}()
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .blue
navigationItem.title = "Left"
self.view.addSubview(button)
button.snp.makeConstraints { make in
make.size.equalTo(100)
make.center.equalToSuperview()
}
}
@objc func buttonTapped() {
print("ボタンが押された")
let leftSecondVC = SecondViewController()
self.present(leftSecondVC, animated: true, completion: nil)
}
}
二つ目の画面
import UIKit
class SecondViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = .purple
}
}
特に何もしてないです。が、backgroundColor
で背景色を指定しないと挙動がわかりにくくなるので注意が必要です。
SceneDelegate
コードが全部載っていると読みやすいと思うので全部載せます。(笑)
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
guard let _ = (scene as? UIWindowScene) else { return }
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = ViewController()
self.window = window
window.makeKeyAndVisible()
}
}
//ここから変えてない
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.
}
}