Page Title: PreferenceUIHostingController. Adds hiding home indicator and deferring system edge gestures to SwiftUI. (Don't work at the same time but I think that's normal?) · GitHub

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Page Description: PreferenceUIHostingController. Adds hiding home indicator and deferring system edge gestures to SwiftUI. (Don't work at the same time but I think that's normal?) - PreferenceUIHostingController.swift

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Page Text: • edited I have the same issue as @patrick ^. I am using the new SwiftUI App Life Cycle, so no Scene/App Delegates. I think I got it to work. MainApp.swift import SwiftUI import Foundation @main struct MainApp: App { @UIApplicationDelegateAdaptor(MyAppDelegate.self) var appDelegate init() { } var body: some Scene { WindowGroup{ // MainView() // created this in MySceneDelegate below instead } } } then in MyAppDelegate.swift import UIKit class MyAppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { // Override point for customization after application launch. return true } // MARK: UISceneSession Lifecycle func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration { // Called when a new scene session is being created. // Use this method to select a configuration to create the new scene with. let config = UISceneConfiguration(name: "My Scene Delegate", sessionRole: connectingSceneSession.role) config.delegateClass = MySceneDelegate.self return config } func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set) { // Called when the user discards a scene session. // If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions. // Use this method to release any resources that were specific to the discarded scenes, as they will not return. } } and in MySceneDelegate import SwiftUI // class MySceneDelegate: 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). // Create the SwiftUI view that provides the window contents. let contentView = MainView() // Use a UIHostingController as window root view controller. if let windowScene = scene as? UIWindowScene { let window = UIWindow(windowScene: windowScene) window.rootViewController = PreferenceUIHostingController(wrappedView: contentView) 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. } } and finally my MainView.swift import SwiftUI struct MainView: View { @State var deferSystemGestures = false var body: some View { VStack { Toggle("Toggle System Gesture", isOn: $deferSystemGestures) }.edgesDeferringSystemGestures(deferSystemGestures ? .all : []) } } Sorry, something went wrong.

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