I've got all my elements in the view and have added constraints to position them correctly on any device.
But when it's run on a 3.5 inch iPhone some of the bottom stuff is cut off and when it's run on a iPhone 6Plus there's a lot of extra space on the bottom.
How could I resize all the elements to look good on all devices?
This is a universal app to run on iPhone and iPad.
I guess you constraint an element as width equals 300...It's very bad for some elements that should fill (or fill percent of) the screen. I suggest you make percentage constraints. For example, make equal width to view, click Edit button and set Multipiler 0.6. It looks like this in storyboard:
make two constraints (trailing and leading for example) and make aspect ratio for your image, maybe this will help you.
Related
I am attempting to customize the default LaunchScreen.storyboard of my Flutter app. I simply have a red background on the default View, and I added an Image View as a child of it. This Image View is centered on the screen and renders an image that I have added to "Assets.xcassets" with all 3 sizes. Below is a preview of what my Xcode displays:
However, this storyboard renders differently on devices than it appears in Xcode. For example, it appears slightly off-centered on iPhone 12, and it is scaled up too high for iPhone 6s and is way off-centered. See below for screenshots:
As you can see, the storyboard renders differently on the two devices. How can I make the storyboard appear the same on both devices as it does in Xcode? Any help is appreciated. If I used any incorrect terminology or need to provide additional details, please let me know as I have minimal experience using Xcode.
From the storyboard screenshot attached, it looks like there are no constraints added to the UIImageView.
You should add top, leading, bottom & trailing constraints to superview with 0 spacing to achieve what you want.
UPDATE
Above is applicable to the case when you have a small size image like 100x100 or similar that can easily fit on all screen sizes. In the comments, we see that image is way too big and we want to keep it in center while occupying 50% of screen width.
Remove the leading and trailing constraints, select the imageView and it's superview - add equal widths constraint with a multiplier of 0.5, this will make sure that imageView will always occupy 50% of the superview's width.
Also add horizontally center constraint on the imageView. Make sure imageView Content Mode is set to Aspect Fit.
I have buttons on my screen I have attached constraints but on different sizes of screen I don't see my buttons right as I want to. There are the same size on different screens and I can't see all buttons on small screens
Here is a good version of it on iphone 8 plus in xcode
and then I change view to iphone se or any another iphone and I get these troubles:
What do I need to do to have the same screens?
Make the buttons have a width that is in proportion to the view
width.
Then add a 1:1 aspect ratio constant so that the buttons remain
square.
Then position the buttons in relation to the screen dimensions (not
absolutely).
This should get the job done for you.
Setting proportional width
Suppose the main view's dimension is 375 x 667 in interface builder. Suppose you place a 90 x 90 button on it. To make it always have a width in proportion to the main view's width,
Add an equal widths constraint to the superview for the button.
Edit the constraint's multiplier: Change it from 1 to (90/375)
Doing the above makes sure that for different screen widths, the button's width will also change in proportion.
Here are screen shots from iPhone XR and iPhone 5s, that I took from a sample I just did to try this out. As you can see, the buttons stay within the screen and maintain their shape. Hope this helps.
You don't seem to have defined the constraints of the button to superview. eg: left edge, top edge...
*edit: post complaint below #raisedeybrow
You will need to define (add constraints) how far from the edge (left and top, right and bottom) you want your button/s to be. Then apply content hugging and compression priorities on buttons for all of them to scale as you'd like. Some will need to be bigger, some you don't want to allow to shrink etc. Lots to set if you'd want it to look fluid
i have a question about how to setup constraints in a storyboard with autolayout if I want to guarantee multiscreen support so that all UI-controls are accessible and the UI is not messed up on smaller screen-size devices (IPhone 4s or IPhone SE) when I designing on a bigger screen-size device (IPhone 6). I have a design which is build up on a IPhone 6 (in a sketch-file) which I want to transfer to my storyboard. So in general I want to setup all the view stuff in a storyboard and not via code.
Here are my constraints. The button to the bottom has fixed height of 48 and a leadingMargin to the right and left and a vertical distance of 100 to the bottom. The top button has the equal height to the bottom button and a distance of 28 to the bottom button.
Here is the designed View with the mentioned buttons on an IPhone 6. This is the default size where I want to setup the storyboard cause of the sketch file.
Here is the View on an IPhone 4s
As you can see the buttons are to close to the middle cause of the fixed vertical distance and the fixed height. I mean this is obviously cause of the fixed values. So I made some research about percentage position like mentioned here but is this the correct way? Also other ways looks so complicated to me. How can I prevent fixed values like the height and the vertical distance? Is there a way to set the fixed height of 48 for the IPhone 6 and then scale the button down (for IPhone SE) in regards to the screen size (the same for the bottom vertical distance and other fixed values)?
Can someone give me any advice how I can proceed here?
It is a bit complicated I try to explain it as much as I can.
Note: Auto-layout is just like constructing a building every thing step by step.
Select top button and add these constraints (Leading:8,Trailing:8, And select Aspect Ratio checkbox) + And also add "Horizontal center and Vertical center constraints" select the vertical center constraint and change it's multiplier to 1.5 or increase or decrease it's value accordingly.
There should no error after this only warnings if any.
Select second button and add Top constraint to 8. Select both buttons and add constraints which are highlighted in screen short.
Run and check on different screens. Hope it help.
bottomButton.bottom = superview.bottom * 0.9
OR
Change the bottom constraint by code
bottomConstraint.constant = xx
self.view.layoutIfNeeded()
This is my first post. I just started coding. I want to make my first simple app. I own an iPhone 5S and when I add constrains in compact width / compact width & regular height(in XCode), it shows it right on the iPhone 6S plus simulator. When I try it on my iPhone it just looks weird. I know the sizes of the iPhones are different, but how can I correct this? Now, if I code in compact width / compact width & regular height, it feels like I am coding for an iPhone 6...
I hope someone can help me.
Here is the Storyboard:
I use compact/regular size classes for portrait, and any/compact for landscape, for those two phones you mention (actually, for all of the phones).
And, (squinting at your constraints in the tiny pic), it looks to me like the constraints are "wrong" (not optimal, at least). You've got the button pinned 550 down and 280 across from the edges, which won't look right for smaller devices.
Try aligning the button to horiz and vertical centers, and it will look right everywhere.
Or pin ONE of the edges of the button, and ONE of the top/bottom edges of the button, to the layout margins on one corner. Then it will look right on all devices.
Instead of removing the trailing and bottom constraints, as #Kevin suggests, set both of their constants to 0 (or whatever's reasonable), and make them greater than or equal, not equal.
For the constraints to appear fine for different screen sizes, one possible way is to add the required constraints to your button or label or any other component and have a preview look at it in the assistant editor section.(Click on assistant editor and in the split screen that comes up, find the Automatic section and within it the preview option)This helps to view the layout of your app for different screen sizes. This helps to manage your auto layout issues by a good extent.
I am struggling to use Xcode 5's constraints to fit content (relatively) between 3.5" and 4" screens. To simplify matters, I am only concerned about portrait at this moment
Here is an example screen of a layout on a 4" screen (the tab controller at bottom isn't shown):
I want to lock the proportions of any images (such as this truck), but allow all labels, buttons etc to squeeze more closely together on the 3.5" screen. As all iPhones are the same width, I think I need to leave the x-constraints as-is, but configure dynamic y-co-ordinates, but would appreciate advice on this.
Many thanks.
You can pin the width and height of your image in your storyboard by selecting the image and then adding the necessary constraints (your numbers will be different):
You can add constraints to automatically change the vertical layout by making the relation by "greater than or equal" or "less than or equal", but, in my experience, it is difficult that the result is exactly what you want, as the autolayout engine will not make the line separations the same.
My suggestion is that once you have the layout for one of the screen sizes, you add outlets for the vertical constraints and then adjust those constraints constant property in code on -viewDidLoad. That way the distribution of space will be exactly what you want.