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Added missing SceneDelegate in ObjectDetector iOS sample
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examples/object_detection/ios/ObjectDetector/SceneDelegate.swift
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// Copyright 2023 The MediaPipe Authors. | ||
// | ||
// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
// | ||
// http://www.apache.org/licenses/LICENSE-2.0 | ||
// | ||
// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
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import UIKit | ||
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class SceneDelegate: UIResponder, UIWindowSceneDelegate { | ||
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var window: UIWindow? | ||
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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 } | ||
} | ||
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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). | ||
} | ||
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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. | ||
} | ||
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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). | ||
} | ||
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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. | ||
} | ||
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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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} | ||
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