[+] Start alarm detector on app start
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@@ -13,7 +13,7 @@ import Foundation
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class AlarmActivator
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{
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/// Interval in seconds
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static var interval = 1
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static var interval = 1.0
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/// Timer for scheduled calls
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var timer: Timer?
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@@ -24,7 +24,7 @@ class AlarmActivator
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func start()
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{
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if timer != nil { return }
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timer = Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(AlarmActivator.check), userInfo: nil, repeats: true)
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timer = Timer.scheduledTimer(timeInterval: AlarmActivator.interval, target: self, selector: #selector(AlarmActivator.check), userInfo: nil, repeats: true)
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}
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/**
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@@ -8,29 +8,31 @@
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import UIKit
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@main
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class AppDelegate: UIResponder, UIApplicationDelegate {
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func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
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class AppDelegate: UIResponder, UIApplicationDelegate
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{
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var alarmActivator: AlarmActivator!
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func application(_ app: UIApplication, didFinishLaunchingWithOptions op: [UIApplication.LaunchOptionsKey: Any]?) -> Bool
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{
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// Override point for customization after application launch.
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alarmActivator = AlarmActivator()
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alarmActivator.start()
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return true
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}
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// MARK: UISceneSession Lifecycle
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func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
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func application(_ app: UIApplication, configurationForConnecting session: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration
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{
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// Called when a new scene session is being created.
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// Use this method to select a configuration to create the new scene with.
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return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
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return UISceneConfiguration(name: "Default Configuration", sessionRole: session.role)
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}
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func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
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func application(_ app: UIApplication, didDiscardSceneSessions sessions: Set<UISceneSession>)
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{
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// Called when the user discards a scene session.
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// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
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// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
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}
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}
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