Displaying splash screen for longer than default seconds - ios
Is it possible to display the Default.png for a specified number of seconds? I have a client that wants the splash screen displayed for longer than its current time.
They would like it displayed for 2 - 3 seconds.
No, the default.png is shown while your app starts up.
You can add a new viewcontroller which will display the default.png in the application didFinishLoading.
This way you display the default.png a bit longer.
You should only show the default.png if you are loading data, which could take some time.
As the appstore guidelines state, you should not delay starting of you are any longer than necessary.
You can also use NSThread:
[NSThread sleepForTimeInterval:(NSTimeInterval)];
You can put this code in to first line of applicationDidFinishLaunching method.
For example, display default.png for 5 seconds.
- (void) applicationDidFinishLaunching:(UIApplication*)application
{
[NSThread sleepForTimeInterval:5.0];
}
This is super hacky. Don’t do this in production.
Add this to your application:didFinishLaunchingWithOptions::
Swift:
// Delay 1 second
RunLoop.current.run(until: Date(timeIntervalSinceNow: 1.0))
Objective C:
// Delay 1 second
[[NSRunLoop currentRunLoop]runUntilDate:[NSDate dateWithTimeIntervalSinceNow: 1.0]];
If you are using the LaunchScreen.storyboard you can obtain the same view controller and present it: (remember to set the storyboard id, for example "LaunchScreen")
func applicationDidBecomeActive(application: UIApplication) {
let storyboard = UIStoryboard(name: "LaunchScreen", bundle: nil)
let vc = storyboard.instantiateViewControllerWithIdentifier("LaunchScreen")
self.window!.rootViewController!.presentViewController(vc, animated: false, completion: nil)
}
SWIFT 4
let storyboard = UIStoryboard(name: "LaunchScreen", bundle: nil)
let vc = storyboard.instantiateViewController(withIdentifier: "LaunchScreen")
self.window!.rootViewController!.present(vc, animated: false, completion: nil)
In Xcode 6.1, Swift 1.0 to delay the launch screen:
Add the below statement in e didFinishLaunchingWithOptions meth in AppDelegateod
NSThread.sleepForTimeInterval(3)
Here, time can be passed based on your requirement.
SWIFT 5
Thread.sleep(forTimeInterval: 3)
Swift 3
This is doable in a safe way by presenting the splash controller for what ever time you specify then remove it and display your normal rootViewController.
First in LaunchingScreen.storyboard give your controller a StoryBoard identifier let's say "splashController"
In Main.storyboard give your initial viewController a StoryBoard identifier let's say "initController". -This could be nav or tab bar etc...-
In AppDelegate you can create these 2 methods:
private func extendSplashScreenPresentation(){
// Get a refernce to LaunchScreen.storyboard
let launchStoryBoard = UIStoryboard.init(name: "LaunchScreen", bundle: nil)
// Get the splash screen controller
let splashController = launchStoryBoard.instantiateViewController(withIdentifier: "splashController")
// Assign it to rootViewController
self.window?.rootViewController = splashController
self.window?.makeKeyAndVisible()
// Setup a timer to remove it after n seconds
Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(dismissSplashController), userInfo: nil, repeats: false)
}
2.
#objc private func dismissSplashController() {
// Get a refernce to Main.storyboard
let mainStoryBoard = UIStoryboard.init(name: "Main", bundle: nil)
// Get initial viewController
let initController = mainStoryBoard.instantiateViewController(withIdentifier: "initController")
// Assign it to rootViewController
self.window?.rootViewController = initController
self.window?.makeKeyAndVisible()
}
Now you call
self.extendSplashScreenPresentation()
in didFinishLaunchingWithOptions.
You are set to go...
This tutorial displays splash screen for 2 seconds. You can easily change it to suit your needs.
- (void)showSplash {
UIViewController *modalViewController = [[UIViewController alloc] init];
modalViewController.view = modelView;
[self presentModalViewController:modalViewController animated:NO];
[self performSelector:#selector(hideSplash) withObject:nil afterDelay:yourDelay];
}
This worked for me in Xcode 6.3.2, Swift 1.2 :
import UIKit
class ViewController: UIViewController
{
var splashScreen:UIImageView!
override func viewDidLoad()
{
super.viewDidLoad()
self.splashScreen = UIImageView(frame: self.view.frame)
self.splashScreen.image = UIImage(named: "Default.png")
self.view.addSubview(self.splashScreen)
var removeSplashScreen = NSTimer.scheduledTimerWithTimeInterval(2.0, target: self, selector: "removeSP", userInfo: nil, repeats: false)
}
func removeSP()
{
println(" REMOVE SP")
self.splashScreen.removeFromSuperview()
}
override func didReceiveMemoryWarning()
{
super.didReceiveMemoryWarning()
}
}
ViewController is the first app VC that is being loaded.
In Swift 4.2
For Delay 1 second after default launch time...
Thread.sleep(forTimeInterval: 1)
Use following line in didFinishLaunchingWithOptions: delegate method:
[NSThread sleepForTimeInterval:5.0];
It will stop splash screen for 5.0 seconds.
Swift 2.0:
1)
// AppDelegate.swift
import UIKit
import Foundation
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var splashTimer:NSTimer?
var splashImageView:UIImageView?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
window = UIApplication.sharedApplication().delegate!.window!
let splashImage: UIImage = UIImage(named: "ic_120x120.png")!
splashImageView = UIImageView(image: splashImage)
splashImageView!.frame = CGRectMake(0, 0, (window?.frame.width)!, (window?.frame.height)!)
window!.addSubview(splashImageView!)
window!.makeKeyAndVisible()
//Adding splash Image as UIWindow's subview.
window!.bringSubviewToFront(window!.subviews[0])
// Here specify the timer.
splashTimer = NSTimer.scheduledTimerWithTimeInterval(5.0, target: self, selector: "splashTimerForLoadingScreen", userInfo: nil, repeats: true)
return true
}
func splashTimerForLoadingScreen() {
splashImageView!.removeFromSuperview()
splashTimer!.invalidate()
}
2)
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
NSThread.sleepForTimeInterval(9)
OR
sleep(9)
return true
}
3) Using root view controller concept:
// AppDelegate.swift
import UIKit
import Foundation
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var splashTimer:NSTimer?
var storyboard:UIStoryboard?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
window = UIWindow(frame: UIScreen.mainScreen().bounds)
window?.makeKeyAndVisible()
storyboard = UIStoryboard(name: "Main", bundle: nil)
//Here set the splashScreen VC
let rootController = storyboard!.instantiateViewControllerWithIdentifier("secondVCID")
if let window = self.window {
window.rootViewController = rootController
}
//Set Timer
splashTimer = NSTimer.scheduledTimerWithTimeInterval(5.0, target: self, selector: "splashTimerCrossedTimeLimit", userInfo: nil, repeats: true)
return true
}
func splashTimerCrossedTimeLimit(){
//Here change the root controller
let rootController = storyboard!.instantiateViewControllerWithIdentifier("firstVCID")
if let window = self.window {
window.rootViewController = rootController
}
splashTimer?.invalidate()
}
You can use following code:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
NSMutableString *path = [[NSMutableString alloc]init];
[path setString:[[NSBundle mainBundle] resourcePath]];
[path setString:[path stringByAppendingPathComponent:#"Default.png"]];
UIImage *image = [[UIImage alloc] initWithContentsOfFile:path];
[path release];
UIImageView *imageView=[[UIImageView alloc]initWithImage:image];
imageView.frame=CGRectMake(0, 0, 320, 480);
imageView.tag = 2;
[window addSubview:imageView];
[window makeKeyAndVisible];
// Here specify the time limit.
timer = [NSTimer scheduledTimerWithTimeInterval:3.0 target:self selector:#selector(timerForLoadingScreen) userInfo:nil repeats:YES];
}
-(void)timerForLoadingScreen
{
[timer invalidate];
if ([window viewWithTag:2]!=nil)
{
[[window viewWithTag:2]removeFromSuperview];
}
// Your any other initialization code that you wish to have in didFinishLaunchingWithOptions
}
Put your default.png in a UIImageView full screen as a subview on the top of your main view thus covering your other UI. Set a timer to remove it after x seconds (possibly with effects) now showing your application.
The simplest way to achieve this is to creat an UIImageView with "Default.png" on the top of your first ViewController's UIView.
And add an Timer to remove the UIImageView after seconds you expected.
Write sleep(5.0)
in - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions for 5 seconds splash screen will be displayed
This works...
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Load Splash View Controller first
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil];
UIViewController *viewController = [storyboard instantiateViewControllerWithIdentifier:#"Splash"];
self.window.rootViewController = viewController;
[self.window makeKeyAndVisible];
// Load other stuff that requires time
// Now load the main View Controller that you want
}
1.Add a another view controller in “didFinishLaunchingWithOptions”
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"Main" bundle:nil];
UINavigationController *homeNav = [storyboard instantiateViewControllerWithIdentifier:#"NavigationControllerView"];
UIViewController *viewController = [storyboard instantiateViewControllerWithIdentifier:#"SplashViewController"];
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.rootViewController = homeNav;
[self.window makeKeyAndVisible];
[(UINavigationController *)self.window.rootViewController pushViewController:viewController animated:NO];
}
2.In view did load of SplashView Controller
[self performSelector:#selector(removeSplashScreenAddViewController) withObject:nil afterDelay:2.0];
3.In removeSplashScreenAddViewController method you can add your main view controller for eg.-
- (void) removeSplashScreenAddViewController {` UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"Main" bundle:nil];
UINavigationController *homeNav = [storyboard instantiateViewControllerWithIdentifier:#"HomeNav"];
UIViewController *viewController = [storyboard instantiateViewControllerWithIdentifier:viewControllerName];
UIWindow *window = [StaticHelper mainWindow];
window.rootViewController = homeNav;
[window makeKeyAndVisible];
[(UINavigationController *)window.rootViewController pushViewController:viewController animated:NO];`}
In swift 4.0
For Delay of 1 second after default launch time...
RunLoop.current.run(until: Date(timeIntervalSinceNow : 1.0))
You can simple specify number of seconds to sleep in the AppDelegate didFinishLaunchingWithOptions method.
Or alternatively use another ImageView to customize the splash screen.
See details for the latter at the following link by me:
Splash Screen Problem
Just go on project name. then Right Click/properties/Application Tab.
Find "view Application Events" near Slash form combobox.
copy this code in myApplication Class :
Private Sub MyApplication_Startup(sender As Object, e As StartupEventArgs) Handles Me.Startup
System.Threading.Thread.Sleep(3000) ' or other time
End Sub
You can create your own view and display it when application starts and hide it with timer. Please avoid delaying app start as its bad idea
The simplest solution here is to add sleep() to didFinishLaunchingWithOptions method in your AppDelegate class.
Swift 4:
sleep(1)
delays the LaunchScreen by 1 second.
If you wanna do something fancier you can also extend the current RunLoop in the same method:
Swift 4:
RunLoop.current.run(until: Date(timeIntervalSinceNow: 1))
Related
Set Tab Bar title programatically at Startup for 5 Tab Bar item, 4 of which is embedded in Navigation Controller, 1 is not. Objective C
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How to increase or decrease the time of the splash screen/launch screen of the react native ios? [duplicate]
Is it possible to display the Default.png for a specified number of seconds? I have a client that wants the splash screen displayed for longer than its current time. They would like it displayed for 2 - 3 seconds.
No, the default.png is shown while your app starts up. You can add a new viewcontroller which will display the default.png in the application didFinishLoading. This way you display the default.png a bit longer. You should only show the default.png if you are loading data, which could take some time. As the appstore guidelines state, you should not delay starting of you are any longer than necessary.
You can also use NSThread: [NSThread sleepForTimeInterval:(NSTimeInterval)]; You can put this code in to first line of applicationDidFinishLaunching method. For example, display default.png for 5 seconds. - (void) applicationDidFinishLaunching:(UIApplication*)application { [NSThread sleepForTimeInterval:5.0]; }
This is super hacky. Don’t do this in production. Add this to your application:didFinishLaunchingWithOptions:: Swift: // Delay 1 second RunLoop.current.run(until: Date(timeIntervalSinceNow: 1.0)) Objective C: // Delay 1 second [[NSRunLoop currentRunLoop]runUntilDate:[NSDate dateWithTimeIntervalSinceNow: 1.0]];
If you are using the LaunchScreen.storyboard you can obtain the same view controller and present it: (remember to set the storyboard id, for example "LaunchScreen") func applicationDidBecomeActive(application: UIApplication) { let storyboard = UIStoryboard(name: "LaunchScreen", bundle: nil) let vc = storyboard.instantiateViewControllerWithIdentifier("LaunchScreen") self.window!.rootViewController!.presentViewController(vc, animated: false, completion: nil) } SWIFT 4 let storyboard = UIStoryboard(name: "LaunchScreen", bundle: nil) let vc = storyboard.instantiateViewController(withIdentifier: "LaunchScreen") self.window!.rootViewController!.present(vc, animated: false, completion: nil)
In Xcode 6.1, Swift 1.0 to delay the launch screen: Add the below statement in e didFinishLaunchingWithOptions meth in AppDelegateod NSThread.sleepForTimeInterval(3) Here, time can be passed based on your requirement. SWIFT 5 Thread.sleep(forTimeInterval: 3)
Swift 3 This is doable in a safe way by presenting the splash controller for what ever time you specify then remove it and display your normal rootViewController. First in LaunchingScreen.storyboard give your controller a StoryBoard identifier let's say "splashController" In Main.storyboard give your initial viewController a StoryBoard identifier let's say "initController". -This could be nav or tab bar etc...- In AppDelegate you can create these 2 methods: private func extendSplashScreenPresentation(){ // Get a refernce to LaunchScreen.storyboard let launchStoryBoard = UIStoryboard.init(name: "LaunchScreen", bundle: nil) // Get the splash screen controller let splashController = launchStoryBoard.instantiateViewController(withIdentifier: "splashController") // Assign it to rootViewController self.window?.rootViewController = splashController self.window?.makeKeyAndVisible() // Setup a timer to remove it after n seconds Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(dismissSplashController), userInfo: nil, repeats: false) } 2. #objc private func dismissSplashController() { // Get a refernce to Main.storyboard let mainStoryBoard = UIStoryboard.init(name: "Main", bundle: nil) // Get initial viewController let initController = mainStoryBoard.instantiateViewController(withIdentifier: "initController") // Assign it to rootViewController self.window?.rootViewController = initController self.window?.makeKeyAndVisible() } Now you call self.extendSplashScreenPresentation() in didFinishLaunchingWithOptions. You are set to go...
This tutorial displays splash screen for 2 seconds. You can easily change it to suit your needs. - (void)showSplash { UIViewController *modalViewController = [[UIViewController alloc] init]; modalViewController.view = modelView; [self presentModalViewController:modalViewController animated:NO]; [self performSelector:#selector(hideSplash) withObject:nil afterDelay:yourDelay]; }
This worked for me in Xcode 6.3.2, Swift 1.2 : import UIKit class ViewController: UIViewController { var splashScreen:UIImageView! override func viewDidLoad() { super.viewDidLoad() self.splashScreen = UIImageView(frame: self.view.frame) self.splashScreen.image = UIImage(named: "Default.png") self.view.addSubview(self.splashScreen) var removeSplashScreen = NSTimer.scheduledTimerWithTimeInterval(2.0, target: self, selector: "removeSP", userInfo: nil, repeats: false) } func removeSP() { println(" REMOVE SP") self.splashScreen.removeFromSuperview() } override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() } } ViewController is the first app VC that is being loaded.
In Swift 4.2 For Delay 1 second after default launch time... Thread.sleep(forTimeInterval: 1)
Use following line in didFinishLaunchingWithOptions: delegate method: [NSThread sleepForTimeInterval:5.0]; It will stop splash screen for 5.0 seconds.
Swift 2.0: 1) // AppDelegate.swift import UIKit import Foundation #UIApplicationMain class AppDelegate: UIResponder, UIApplicationDelegate { var window: UIWindow? var splashTimer:NSTimer? var splashImageView:UIImageView? func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool { window = UIApplication.sharedApplication().delegate!.window! let splashImage: UIImage = UIImage(named: "ic_120x120.png")! splashImageView = UIImageView(image: splashImage) splashImageView!.frame = CGRectMake(0, 0, (window?.frame.width)!, (window?.frame.height)!) window!.addSubview(splashImageView!) window!.makeKeyAndVisible() //Adding splash Image as UIWindow's subview. window!.bringSubviewToFront(window!.subviews[0]) // Here specify the timer. splashTimer = NSTimer.scheduledTimerWithTimeInterval(5.0, target: self, selector: "splashTimerForLoadingScreen", userInfo: nil, repeats: true) return true } func splashTimerForLoadingScreen() { splashImageView!.removeFromSuperview() splashTimer!.invalidate() } 2) func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool { NSThread.sleepForTimeInterval(9) OR sleep(9) return true } 3) Using root view controller concept: // AppDelegate.swift import UIKit import Foundation #UIApplicationMain class AppDelegate: UIResponder, UIApplicationDelegate { var window: UIWindow? var splashTimer:NSTimer? var storyboard:UIStoryboard? func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool { window = UIWindow(frame: UIScreen.mainScreen().bounds) window?.makeKeyAndVisible() storyboard = UIStoryboard(name: "Main", bundle: nil) //Here set the splashScreen VC let rootController = storyboard!.instantiateViewControllerWithIdentifier("secondVCID") if let window = self.window { window.rootViewController = rootController } //Set Timer splashTimer = NSTimer.scheduledTimerWithTimeInterval(5.0, target: self, selector: "splashTimerCrossedTimeLimit", userInfo: nil, repeats: true) return true } func splashTimerCrossedTimeLimit(){ //Here change the root controller let rootController = storyboard!.instantiateViewControllerWithIdentifier("firstVCID") if let window = self.window { window.rootViewController = rootController } splashTimer?.invalidate() }
You can use following code: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { NSMutableString *path = [[NSMutableString alloc]init]; [path setString:[[NSBundle mainBundle] resourcePath]]; [path setString:[path stringByAppendingPathComponent:#"Default.png"]]; UIImage *image = [[UIImage alloc] initWithContentsOfFile:path]; [path release]; UIImageView *imageView=[[UIImageView alloc]initWithImage:image]; imageView.frame=CGRectMake(0, 0, 320, 480); imageView.tag = 2; [window addSubview:imageView]; [window makeKeyAndVisible]; // Here specify the time limit. timer = [NSTimer scheduledTimerWithTimeInterval:3.0 target:self selector:#selector(timerForLoadingScreen) userInfo:nil repeats:YES]; } -(void)timerForLoadingScreen { [timer invalidate]; if ([window viewWithTag:2]!=nil) { [[window viewWithTag:2]removeFromSuperview]; } // Your any other initialization code that you wish to have in didFinishLaunchingWithOptions }
Put your default.png in a UIImageView full screen as a subview on the top of your main view thus covering your other UI. Set a timer to remove it after x seconds (possibly with effects) now showing your application.
The simplest way to achieve this is to creat an UIImageView with "Default.png" on the top of your first ViewController's UIView. And add an Timer to remove the UIImageView after seconds you expected.
Write sleep(5.0) in - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions for 5 seconds splash screen will be displayed
This works... - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Load Splash View Controller first self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds]; UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil]; UIViewController *viewController = [storyboard instantiateViewControllerWithIdentifier:#"Splash"]; self.window.rootViewController = viewController; [self.window makeKeyAndVisible]; // Load other stuff that requires time // Now load the main View Controller that you want }
1.Add a another view controller in “didFinishLaunchingWithOptions” UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"Main" bundle:nil]; UINavigationController *homeNav = [storyboard instantiateViewControllerWithIdentifier:#"NavigationControllerView"]; UIViewController *viewController = [storyboard instantiateViewControllerWithIdentifier:#"SplashViewController"]; self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; self.window.rootViewController = homeNav; [self.window makeKeyAndVisible]; [(UINavigationController *)self.window.rootViewController pushViewController:viewController animated:NO]; } 2.In view did load of SplashView Controller [self performSelector:#selector(removeSplashScreenAddViewController) withObject:nil afterDelay:2.0]; 3.In removeSplashScreenAddViewController method you can add your main view controller for eg.- - (void) removeSplashScreenAddViewController {` UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"Main" bundle:nil]; UINavigationController *homeNav = [storyboard instantiateViewControllerWithIdentifier:#"HomeNav"]; UIViewController *viewController = [storyboard instantiateViewControllerWithIdentifier:viewControllerName]; UIWindow *window = [StaticHelper mainWindow]; window.rootViewController = homeNav; [window makeKeyAndVisible]; [(UINavigationController *)window.rootViewController pushViewController:viewController animated:NO];`}
In swift 4.0 For Delay of 1 second after default launch time... RunLoop.current.run(until: Date(timeIntervalSinceNow : 1.0))
You can simple specify number of seconds to sleep in the AppDelegate didFinishLaunchingWithOptions method. Or alternatively use another ImageView to customize the splash screen. See details for the latter at the following link by me: Splash Screen Problem
Just go on project name. then Right Click/properties/Application Tab. Find "view Application Events" near Slash form combobox. copy this code in myApplication Class : Private Sub MyApplication_Startup(sender As Object, e As StartupEventArgs) Handles Me.Startup System.Threading.Thread.Sleep(3000) ' or other time End Sub
You can create your own view and display it when application starts and hide it with timer. Please avoid delaying app start as its bad idea
The simplest solution here is to add sleep() to didFinishLaunchingWithOptions method in your AppDelegate class. Swift 4: sleep(1) delays the LaunchScreen by 1 second. If you wanna do something fancier you can also extend the current RunLoop in the same method: Swift 4: RunLoop.current.run(until: Date(timeIntervalSinceNow: 1))
iOS 9 selecting tabbar index with quick actions, performActionForShortcutItem
I have 5 tabs and want to go to a specific tab when user select a certain Quick Action. However, I've tried using notification center, referencing the master viewcontroller and referencing the tab in app delegate but none seems to work. The tabbar.selectedIndex method does get called but for some reasons the tab isn't changing when using quick action. #available(iOS 9.0, *) func application(application: UIApplication, performActionForShortcutItem shortcutItem: UIApplicationShortcutItem, completionHandler: (Bool) -> Void) { let revealVC = self.window!.rootViewController as! SWRevealViewController let tabVC = revealVC.childViewControllers[1] as! UITabBarController let navVC = tabVC.viewControllers![0] as! UINavigationController let shopVC = navVC.viewControllers[0] as! BrowseVC switch shortcutItem.type { case "com.modesens.search" : tabVC.selectedIndex = 0 //referencing method to go to tab in base view controller also doesn't work... //shopVC.goToSelectTab (0) completionHandler(true) //notification center method gets called but tab actually doesn't change //NSNotificationCenter.defaultCenter().postNotificationName("goToTab", object: nil, userInfo: ["tabIndex":0]) default: print("no work") } completionHandler(false) } revealVC is parent, tabVC is child of revealVC, then navVC is child of tab. Again, I've tried using notificationCenter and referencing the shopVC, then calling this method:
Recently, I have implemented home screen quick action with SWRevealVC library. So, I'm very glad to tell you how to solve this issue. 1) create SWRevealVC programmatically(not in the storyboard) If you have 5 tabs and you want to move another tab with quick action, you should change frontVC of SWRevealVC dynamically to response to quick action. UIWindow *window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; self.window = window; UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"Main" bundle:nil]; UINavigationController *frontViewController = [storyboard instantiateViewControllerWithIdentifier:#"mainNaviVC"]; SideMenuViewController *rearViewController = [storyboard instantiateViewControllerWithIdentifier:#"sideMenuVC"]; SWRevealViewController *mainRevealController = [[SWRevealViewController alloc] initWithRearViewController:rearViewController frontViewController:frontViewController]; self.window.rootViewController = mainRevealController; 2) implement logic in the didFinishLaunchingWithOptions method As apple documented mentioned, it is the best place for quick action logic in didFinishLaunchingWithOptions if you want to change first page. In my case, performActionForShortcutItem is only called to deal with app's background.(you should return NO in didFinishLaunchingWithOptions to handle quick action in didFinishLaunchingWithOptions) if ([shortcutItem.type isEqualToString:shortcutAroundStop]) { handled = YES; UINavigationController *frontViewController = [storyboard instantiateViewControllerWithIdentifier:#"naviStopAroundVC"]; SideMenuViewController *rearViewController = [storyboard instantiateViewControllerWithIdentifier:#"sideMenuVC"]; SWRevealViewController *mainRevealController = [[SWRevealViewController alloc] initWithRearViewController:rearViewController frontViewController:frontViewController]; self.window.rootViewController = mainRevealController; [self.window makeKeyAndVisible]; } And I give a sample project what I make(objective-c) for you. I hope it will solve your problem. https://github.com/dakeshi/3D_Touch_HomeQuickAction
App starts with black screen in iPhone
I changed "Launch Screen File" to my "Main.Storyboard" in settings. Before doing this app was working fine, and opened directly without any problem. But after adding this there was a black screen before the launch of storyboard. This is very bad user experience. Help me to solve this. AppDelegate and viewController has nothing big. I have a LaunchScreen.xib in project and also LaunchImage in image assets. I am using Storyboard in project. I don't want a launchScreen in my app, I just wanna directly go to my storyboard. func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool { self.window = UIWindow(frame: UIScreen.mainScreen().bounds) self.window?.rootViewController = utilitiesObjet.getViewController("MainVC", mainStoryBoardName: "Main") self.window?.makeKeyAndVisible() Fabric.with([Crashlytics.self()]) return true } I solved it by adding a LaunchScreen.StoryBoard, Instead of using a LaunchScreen.xib. Thank you All :)
use this code in appdelegate this code for objective c .....did finish launching with option method... self.winow = [[UIWindow alloc]initWithFrame:[[UIScreen mainScreen]bounds]]; UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"<Your Storyboard name>" bundle:nil]; LoginViewController *ivc = [storyboard instantiateViewControllerWithIdentifier:#"<your view controller storyboard identifer name>"]; UINavigationController *navigationController=[[UINavigationController alloc] initWithRootViewController:ivc]; self.window.rootViewController = navigationController; [self.window makeKeyAndVisible]; For Swift.... func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool { // Override point for customization after application launch. let storyboard:UIStoryboard = UIStoryboard(name: "Main", bundle: nil) let navigationController:UINavigationController = storyboard.instantiateInitialViewController() as UINavigationController let rootViewController:UIViewController = storyboard.instantiateViewControllerWithIdentifier("VC") as UIViewController navigationController.viewControllers = [rootViewController] self.window?.rootViewController = navigationController return true }
Launch Screen different Main.StoryBoard. In Launch Screen File, you must type: "LaunchScreen" and choose file Lscreen.storyboard (xcode7), or .xib if Xcode6
How to change RootViewController in AppDelegate From Other ViewController?
This is didFinishLaunchingWithOptions Method in AppDelegate. Let me explain scenario, I have developed sideMenu like facebook in my app, but now I have to change the sideMenu list according to screens (ViewController) Here the side Menu is SideMenuViewController, which is an argument in contain, which ultimately becomes window's rootViewController. SO, The very basic question arises is "How to change the controller or variable which becomes rootViewController of windows" - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; SideMenuViewController *leftMenuViewController = [[SideMenuViewController alloc] init]; self.container = [ContainerOfSideMenuByVeerViewController containerWithCenterViewController:[self navigationController] leftMenuViewController:leftMenuViewController]; self.window.rootViewController = self.container; [self.window makeKeyAndVisible]; return YES; } If any programmer wants to know more code or requirement, I do welcome to provide by editing my code or in comments.
Try this: <YourAppDelegateClass> *app = [[UIApplication sharedApplication] delegate]; app.window.rootViewController = <YourRootViewController>; Don't forget to include necessary headers (your AppDelegate, for example) or you'll get CE. This one seems to work:
With Storyboard Inside another ViewController you can use this code: self.view.window.rootViewController = [self.view.window.rootViewController.storyboard instantiateViewControllerWithIdentifier:#"**STORYBOARD ID**"]; Inside AppDelegate: self.window.rootViewController = [self.window.rootViewController.storyboard instantiateViewControllerWithIdentifier:#"**STORYBOARD ID**"];
Knowledge Sharing Using Swift: Changing root view controller from class other than app delegate.swift let appdelegate = UIApplication.sharedApplication().delegate as! AppDelegate let mainStoryboard: UIStoryboard = UIStoryboard(name: "Main", bundle: nil) var homeViewController = mainStoryboard.instantiateViewControllerWithIdentifier("HomeViewController") as! HomeViewController let nav = UINavigationController(rootViewController: homeViewController) appdelegate.window!.rootViewController = nav Changing rootviewcontroller With Animation can be achieve with: UIView.transitionWithView(self.window!, duration: 0.5, options: UIViewAnimationOptions.TransitionFlipFromLeft, animations: { self.window?.rootViewController = anyViewController }, completion: nil) We can write generalise method too similar to this. Hope this will helpful for someone.