Is there a way to tell Xcode to scale up my app so it fits an iPad Pro? Or do I have to do this manually in the code? I do have a launch image file and it scales up the launch image, but nothing else.
The answer to this is: no, there is no way to tell the app to automatically scale up iPad images for use on the iPad Pro. I imagine Apple wants developers to avoid doing this and force them to create images that are the correct resolution.
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We're trying to bring iPad Pro 3Gen support to our app, but to our surprise, there is no slot in the Image Asset Launch Image set to add launch images for iPad Pro 3Gen. Many answers suggest that we use a launch storyboard, but the problem is that we have different images for iPhone X and regular iPhones, and there is no way to differentiate between them using a regular image set, while the Launch Image set cannot be displayed by a UIImageView. Moreover, we cannot add code to the launch storyboard view controller.
Given the conditions:
1. There need to be iPad Pro 3Gen support
2. Images for iPhone Xs and other iPhones need to be different as they currently are in Launch Image asset
How should we approach this issue? I tried to find answers online but they do not seem to help.
My design team has given me various launch screen images for all types of screen sizes found here.
I want to support iPhone 6+ and iPad Pro so I know launch screen files should be used instead of image assets.
However, how do I specify in my launch screen file the different images for each screen size? I thought size-classes would be the way to go but I can't differentiate between iPad Air 2 and iPad Pro that way.
There's also no iPad Pro image asset either.
You can look at device specific image assets (on the attributes inspector of an image in an asset bundle).
It may be impossible to match the design exactly because you can't run code at this point. It may be easier to explain this to the designers and have them design to the constraint.
One simple idea is to have a centered image at the correct resolution and to use a view underneath to have a background (color or tiled image).
I have developed an universal app and i import my graphics stuff. I came across with the following thought. If the icon that is referred to iPhone retina display and the file that is referred to iPad non retina display has the same size, is there any way not to import the same file with different names (icon#2x.png & icon~ipad.png) twice?
I am not sure if there is such an icon size that would have same size for iPhone retina and iPad non retina device(Pardon me if I am incorrect). If you are talking about any normal image that you want same for iPhone retina and iPad non retina, and you want the app to automatically select the same image for both devices mentioned above then, no. You can manually do that though, which you probably already know.
I am developing universal app for iOS,
I am using Autolayout feature in my app,
I have one doubt:
I want to apply background image in my app,
How many background image i will have to make ??
and what will be the naming conventions of the images ?
so that iPhone automatically takes corresponding images according to device.
Like we gives on launch images, default#2x.png, Default-568h#2x.png, Default-Portrait#2x.png and device automatically understands it's corresponding images.
you need 2 types of images for iphone and ipad.
For ipad you just need to add ~ipad before .png. e.g. image.png for iphone and image~ipad.png for ipad.
Do the same for Retina display images also.
e.g.
iPhone Retina: image#2x.png
iPad Retina: image#2x~ipad.png
What should help in your case is Asset Catalogs, which are by far the best way to manage assets for multiple devices.
I tried my iPhone app (potrait mode) on iPad Mini just for a test... I noticed that when I tap 2x Mode the text in UILabel, UITextview appears pixelated.
In case of Images I have an option of setting images for both 1x & 2x mode (img1.png & img1#2x.png), but how to do this for text?
I don't want to create images with text for UILabel.
As your app is for iPhone and you are trying to run this in iPad, it is showing like that. If you want it not to be pixeleted, you need iPad version of your app. #2x images are not to make your app compatible with iPad devices but for retina version of same devices.
Hinata is correct. you need to have a sparate iPad App for your Application so that it can run on iPad in full resolution mode. Go through the apple developer documents to know more about how to cerate iPad Application.
By default if you use universal as the build creator while creating your project the App will be supported on ipad's but they will run in 1X or 2X mode.
Let em know if you need more assistance on this.
Regards
Rajeev