M0:项目基础配置就绪(横屏锁定、Swift 6、代码启动)

- 锁定 iPhone/iPad 仅横屏(LandscapeLeft/Right),契合 H5 端
  1280×720 设计分辨率;UIRequiresFullScreen=true 防 iPad
  多任务下方向不锁
- Swift Language Version 升到 6.0(配合已启用的
  Approachable Concurrency + MainActor 默认隔离)
- 删除默认 Main.storyboard / ViewController.swift 模板,
  改用 SceneDelegate 代码创建 RootViewController 启动,
  Build Settings 同步清空 INFOPLIST_KEY_UIMainStoryboardFile
- Info.plist 补齐契约项 UIStatusBarHidden=NO、
  UIViewControllerBasedStatusBarAppearance=YES,配合
  AppDelegate 启动时设置 applicationSupportsShakeToEdit=true
  覆盖契约 §4.2.1 摇一摇前置
- BuildProject 通过验证
This commit is contained in:
joywayer
2026-06-21 20:03:33 +08:00
parent 1da2884358
commit 7a84223841
7 changed files with 62 additions and 117 deletions
+9 -40
View File
@@ -2,51 +2,20 @@
// SceneDelegate.swift
// ylgamehall
//
// Created by Joywayer on 2026/6/21.
//
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
final class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
guard let _ = (scene as? UIWindowScene) else { return }
func scene(_ scene: UIScene,
willConnectTo session: UISceneSession,
options connectionOptions: UIScene.ConnectionOptions) {
guard let windowScene = scene as? UIWindowScene else { return }
let window = UIWindow(windowScene: windowScene)
window.rootViewController = RootViewController()
self.window = window
window.makeKeyAndVisible()
}
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.
}
}