Add additional preview devices to storyboard Xcode 10+ - ios

Is there a way to add additional preview devices to a storyboard?
In this case, my preview device display does not contain iPhone 7+ and iPhone 6 - iPhone 6s+.

There doesn't need to be a separate iPhone 7 plus entry, because iPhone 8 plus is there, and is the same logical size.
There doesn't need to be a separate iPhone 6, 6s, or 6s plus entry, because iPhone 8 is there, and is the same logical size.

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How to assign launch images in Xcode assets catalog?

Xcode's interface for assigning launch images into an assets catalog is rather confusing. Only 2 image slots are made available given the settings we've chosen (Portrait only, for iOS 8.0 and later) and yet the Apple docs list a variety of resolutions required for their various devices (6s, 6s Plus, 7, 7 Plus, etc.), 12 of them to be exact. I'm using Xcode 8.3 btw.
We are designing portrait images for commonly available devices, but how to assign them here? Notice pics below showing a confusing mismatch between the expected resolutions of images (straight from Apple docs) and the Xcode UI for assigning those images. There are only 6 slots available, and even if the Apple docs described only 6 images, it is impossible to tell which goes where.
EDIT: Deployment target is 8.3.
Depending on your deployment target, there's either 3 or 4 total resolutions you need to care about: 5.5" devices, 4.7" devices, 4" devices (e.g. iPhone SE), and if your deployment target is iOS 9 or below then 3.5" devices (e.g. iPhone 4S).
The "iOS 8.0 and Later" iPhone Portrait gives you the 5.5" and 4.7" devices. If you check the "iOS 7.0 and Later" iPhone Portrait option that will give you "2x" (which I believe is 3.5" devices) and "Retina 4" (which is 4" devices).
Using those 4 options you'll be able to cover all supported iPhones.
If you need iPad support, you can check the relevant iPad checkbox. However, it looks like the asset catalog doesn't offer a slot for either iPad Pro, I don't know why not. This answer suggests that for the iPad Pro you should ditch the asset catalog entirely and switch to free images and Info.plist keys.
You also don't need 12 images for 12 devices. A bunch of the devices share the same resolution. Here are the images you need:
2048x2732 - 12.9" iPad Pro
1668x2224 - 10.5" iPad Pro
1536x2048 - 9.7" iPad, 7.9" iPad mini 4
1242x2208 - iPhone 6s Plus, iPhone 7 Plus, iPhone 8 Plus
750x1334 - iPhone 6, iPhone 6s, iPhone 7, iPhone 8
640x1136 - iPhone 5, iPhone 5s, iPhone 5c, iPhone SE
640x960 - iPhone 4s
If you upgrade to Xcode 9 you'll also need an 1125x2436 image for the iPhone X.
If you would just use a launch storyboard like everyone else, you wouldn't be having any problem. You would just supply one launch storyboard: end of story.
EDIT As of iOS 13 and Xcode 11, this will soon be required. Launch images are dead. Your app must have a launch storyboard.

iPhone 6 Simulator not showing correct image

iPhone 6 simulator shows "bg#2x.png" image instead of "bg-667h#2x.png"
iPhone 6+ simulator is showing "bg#3x.png" image which is correct. Don't know whats the issue with iPhone6.
I have also added splash image for iPhone 6 "Default-667h#2x.png".
You need to have same prefix before # in the filenames for displaying them on iPhone 6 and iPhone 6+. E.g. if bg2014#3x.png was used for iPhone 6+, use bg2014#2x.png for iPhone 6, with respective resolution of course.
iPhone 6 is Default-375w-667h#2x.png when you don't want to use the Info.plist

How to restrict iOS Keyboard app to only iPhone 6 and iPhone 6 Plus

I'm designing a keyboard that takes advantage of the larger screen of iPhone 6 Plus (but on iPhone 6 it's usable to some extent too). My keyboard is basically useless on pre-4.7 inch devices (e.g. iPhone 5s and below) and for this reason I need to target only iPhone 6, iPhone 6 Plus, and any future iPhones. Is this possible? If yes, how? If not, what would be a good workaround?
You cannot submit an app to the app store that exclusively runs on iPhone 6. You must also support 5, 5c, 5s and 4s. There is no workaround other than providing a version of your keyboard that works on all of these devices.

How to simulate smaller iPhone screen size without simulator?

I have an iPhone 6 Plus but I don't have an iPhone 6.
Because my app uses iPhone's music library, iPhone simulator of Xcode can not be used to run my app.
So, I want to run my app on my iPhone 6 Plus using iPhone 6's screen size.
If I can simulate iPhone 6's screen size on iPhone 6 Plus, I can test my app of iPhone 6's screen size and also I can take screenshots of iPhone 6's screen size for iTunes Connect.
Is there an easy way to simulate iPhone 6 screen on an iPhone 6 Plus device?
I guess there is no way to do it. The best thing you can do is to remove music lib from the project, comment out the related code and do some screenshots on Xcode emulator.

Enable iphone 6 resolution not enabling iphone 6 plus

I am trying to support iPhone 6 resolution without supporting iphone 6 plus yet.
What I tried already is to add launch image for iphone 6 - Image.xcassets called Retina HD 4.7. Unfortunatelly simulator for 6 plus is reporting 2208x1242 screen size (already multiplied by 3). So 6 plus is supported with just 6 launch image.
I am wondering if its just a simulator bug or the same behavior is on actual iphone 6 plus device - I do not have access to such device yet.
Funny thing: when I added just launch images for 6 plus then simulator for 6 is not starting in 1334x750, instead its 960x640 (when retina 4 launch image is not provided) or 640x1136 (otherwise).
Anyone knows how to support just iPhone 6 resolution not iphone 6 plus?

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