Hi Brian,
iOS 13, Swift 5, and Xcode 11 have seem to throw things way out of whack. In all of my apps now I am having troubles with the presented view controllers not showing full screen. I am curious to know if you have a better work around even though I know this isn't a bug. For my current attempt at this I have edited the scene delegate file to look like so:
import UIKit
class CustomNavigationController: UINavigationController {
override var preferredStatusBarStyle: UIStatusBarStyle {
return .lightContent
}
}
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 }
let navBarAppearance = UINavigationBarAppearance()
navBarAppearance.configureWithOpaqueBackground()
navBarAppearance.titleTextAttributes = [.foregroundColor: UIColor.white]
navBarAppearance.largeTitleTextAttributes = [.foregroundColor: UIColor.white]
navBarAppearance.backgroundColor = .lightRed
UINavigationBar.appearance().prefersLargeTitles = true
UINavigationBar.appearance().standardAppearance = navBarAppearance
UINavigationBar.appearance().scrollEdgeAppearance = navBarAppearance
let companiesController = CompaniesController()
window?.rootViewController = CustomNavigationController(rootViewController: companiesController)
}
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.
}
}