Swift: Попытка вернуть мою строку состояния - остановка просмотра от записи под безопасным пространством - PullRequest
0 голосов
/ 30 марта 2020

Я получил свою функцию:

    func collectionView(_ collectionView: UICollectionView, layout collectionViewLayout: UICollectionViewLayout, sizeForItemAt indexPath: IndexPath) -> CGSize {
        return CGSize(width: view.frame.width, height: view.frame.height)
        }

И я хочу, чтобы минус view.frame.height, с высотой строки состояния. Самое близкое, что я мог найти, это: Как программно получить iOS Высота строки состояния

Я пробовал:

view.frame.height - [UIApplication sharedApplication] .statusBarFrame.size.height

view.frame.height - 20.0f

view.frame.height - 20

Но ни один из они работают, как я надеюсь. Я полагаю, что он использует пиксели, а не точки на последнем, первые два не работают вообще.

Я ищу следующее: view.frame.height - statusBarHeight

Если это поможет, вот мой весь viewController.

//
//  SceneDelegate.swift
//  BeBetterLogin 0.1
//
//  Created by Samuel Hauptmann van Dam on 15/03/2020.
//  Copyright © 2020 BeBetter. All rights reserved.
//

import UIKit

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 }

//        window = UIWindow(frame: UIScreen.main.bounds)
//        window?.makeKeyAndVisible()


            let layout = UICollectionViewFlowLayout()
            layout.scrollDirection = .horizontal
            layout.minimumLineSpacing = 0
            window?.rootViewController = HomeController(collectionViewLayout: layout)
            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 neccessarily 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.
    }


}


И мой SceneDelegate.

//
//  SceneDelegate.swift
//  BeBetterLogin 0.1
//
//  Created by Samuel Hauptmann van Dam on 15/03/2020.
//  Copyright © 2020 BeBetter. All rights reserved.
//

import UIKit

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 }

//        window = UIWindow(frame: UIScreen.main.bounds)
//        window?.makeKeyAndVisible()


            let layout = UICollectionViewFlowLayout()
            layout.scrollDirection = .horizontal
            layout.minimumLineSpacing = 0
//            window?.rootViewController = HomeController(collectionViewLayout: layout)
//            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 neccessarily 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.
    }


}

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