统计点添加完毕firebase
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@ -36,18 +36,21 @@ class VRPhotoTransformController: BaseController {
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lazy var progressView:CCTransformProgressPopView? = {
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lazy var progressView:CCTransformProgressPopView? = {
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let pv = CCTransformProgressPopView.init(frame: view.bounds)
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let pv = CCTransformProgressPopView.init(frame: view.bounds)
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pv.closeActionBlock = { [weak self] in
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pv.closeActionBlock = { [weak self] in//返回首页
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self?.navigationController?.popToRootViewController(animated: true)
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self?.navigationController?.popToRootViewController(animated: true)
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pv.removeFromSuperview()
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pv.removeFromSuperview()
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Analytics.logEvent("result_back_click", parameters: nil)
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}
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}
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pv.transformActionBlock = {
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pv.transformActionBlock = {//继续转码
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pv.isHidden = true
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pv.isHidden = true
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Analytics.logEvent("result_continue_click", parameters: nil)
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}
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}
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return pv
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return pv
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}()
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}()
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//显示进度条
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//显示进度条
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func showProgress() {
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func showProgress() {
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Analytics.logEvent("process_pv", parameters: nil)
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if self.progressView?.superview == nil {
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if self.progressView?.superview == nil {
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self.view.addSubview(self.progressView!)
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self.view.addSubview(self.progressView!)
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}
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}
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@ -253,6 +256,7 @@ class VRPhotoTransformController: BaseController {
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showProgress()
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showProgress()
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DispatchQueue.main.async {
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DispatchQueue.main.async {
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self.progressView?.updateProgress(value: 1)
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self.progressView?.updateProgress(value: 1)
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Analytics.logEvent("result_pv", parameters: nil)
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}
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}
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//空间图片才能进行3D格式的转换,普通图片没有这些参数
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//空间图片才能进行3D格式的转换,普通图片没有这些参数
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@ -292,6 +296,7 @@ class VRPhotoTransformController: BaseController {
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}
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}
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} else {
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} else {
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DispatchQueue.main.async {
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DispatchQueue.main.async {
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self.progressView?.updateProgress(value: 1)
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self.progressView?.updateProgress(value: 1)
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self.progressView?.updateInfo(title: NSLocalizedString("转码完成", comment: ""), desc: NSLocalizedString("导出内容已存储到相册中", comment: ""))
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self.progressView?.updateInfo(title: NSLocalizedString("转码完成", comment: ""), desc: NSLocalizedString("导出内容已存储到相册中", comment: ""))
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}
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}
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@ -63,12 +63,14 @@ class VRVideoTransformController: BaseController {
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var mBottomBtn:UIButton?
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var mBottomBtn:UIButton?
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lazy var progressView:CCTransformProgressPopView? = {
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lazy var progressView:CCTransformProgressPopView? = {
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let pv = CCTransformProgressPopView.init(frame: view.bounds)
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let pv = CCTransformProgressPopView.init(frame: view.bounds)
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pv.closeActionBlock = { [weak self] in
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pv.closeActionBlock = { [weak self] in//返回首页
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self?.navigationController?.popToRootViewController(animated: true)
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self?.navigationController?.popToRootViewController(animated: true)
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pv.removeFromSuperview()
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pv.removeFromSuperview()
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Analytics.logEvent("result_back_click", parameters: nil)
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}
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}
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pv.transformActionBlock = {
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pv.transformActionBlock = {//继续转码
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pv.isHidden = true
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pv.isHidden = true
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Analytics.logEvent("result_continue_click", parameters: nil)
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}
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}
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return pv
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return pv
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}()
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}()
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@ -93,6 +95,7 @@ class VRVideoTransformController: BaseController {
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//显示进度条
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//显示进度条
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func showProgress() {
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func showProgress() {
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Analytics.logEvent("process_pv", parameters: nil)
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if self.progressView?.superview == nil {
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if self.progressView?.superview == nil {
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self.view.addSubview(self.progressView!)
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self.view.addSubview(self.progressView!)
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}
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}
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@ -854,6 +857,7 @@ extension VRVideoTransformController {
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writer.add(writerInput)
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writer.add(writerInput)
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DispatchQueue.main.async {
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DispatchQueue.main.async {
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Analytics.logEvent("result_pv", parameters: nil)
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self.progressView?.updateProgress(value: 1)
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self.progressView?.updateProgress(value: 1)
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}
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}
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@ -6,7 +6,8 @@
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//
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//
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import UIKit
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import UIKit
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import Firebase
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import FirebaseCore
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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var window: UIWindow?
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var window: UIWindow?
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@ -25,12 +26,14 @@ class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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// Release any resources associated with this scene that can be re-created the next time the scene connects.
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// Release any resources associated with this scene that can be re-created the next time the scene connects.
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// The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
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// The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
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print("sceneDidDisconnect")
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print("sceneDidDisconnect")
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Analytics.logEvent("equipment_disconnect", parameters: nil)
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}
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}
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func sceneDidBecomeActive(_ scene: UIScene) {
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func sceneDidBecomeActive(_ scene: UIScene) {
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// Called when the scene has moved from an inactive state to an active state.
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// Called when the scene has moved from an inactive state to an active state.
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// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
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// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
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print("sceneDidBecomeActive")
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print("sceneDidBecomeActive")
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Analytics.logEvent("equipment_connect", parameters: nil)
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}
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}
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func sceneWillResignActive(_ scene: UIScene) {
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func sceneWillResignActive(_ scene: UIScene) {
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