Add second Splash Screen for iPad - ios

My app is available for both iPhone and iPad. But in LaunchScreen storyBoard I'm able to enter only one picture(for example for iPhone), this picture looks ridiculous on iPad.
But we also can't create custom class for this screen to display different pictures for different devices, how is it possible to show 2 different pictures in LaunchingScreen in one app for both iPhone and iPad?

Start by adding an image set. Then use this image set from you storyboard.

I think your answer is in iOS Human Interface Guidelines take
different size of images in image assets.
https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html

Related

iOS: How to use LaunchScreen.storyboard for multiple screen sizes?

I use to have a launch screen image for every screen size, and the image differs from iPhone to iPad.
The image also is optimized to look perfect on any screen, because the launch screen USED TO have the possibility to put image for each size.
But Now that it is deprecated. We have to use LaunchScreen.storyboard and I don't know how to achieve the same thing with it!
How can I use this "good for nothing" storyboard to show different image for every device out there (iPhone, iPad, Portrait, Landscape). And why isn't this documented at Apple's ?
Thank you.

Duplicate images in my assets.car

So I was snooping around in that achieve trying to make my app smaller. And I found something odd!
There are two identical copies of every image! One with an ending "~iPad" and one with "~iPad#2x"
I understand the purpose of having those two endings, but when I am setting up the .xcassets the way I am.... I don't expect the app to need it. Is there any way to get rid of the duplicate?
Here is how I have set up one of my entires:
You should use universal image asset instead of separate for iphone and ipad.
from assets select this image set and from attribute inspector uncheck iphone and ipad under Device and check universal from it.
So you will get universal imageset with 1x,2x and 3x will automatically used by iphone and ipad both.
If you are using different size of images for iphone and ipad then you must set separate images for iphone and ipad but if you are using same image size then you should use universal as i mentioned above.
Hope this will help :)

How to force universal app on iPad into scale mode?

I created an universal iOS app. On all iPhone variants I want native resolution without scaling, so I created splash screen images for all available sizes in images.xcassets/LaunchImage.launchimage and set them all in Xcode:
Now, this works very well for all iPhone versions up to the biggest iPhone 6 Plus.
On iPad (with high pixel density) though I don't want native resolution. Instead I want it to scale the app (even if it looks a bit blurry then, but that's ok).
How would I do that?
In image assets you have to provide proper size for each launch screen, You can not use the same image for two devices in launch-images ( unless you have two copies of the same image ).
If you want to make app-size smaller, implement launch screen, set its background color to your desired background color and put your logo in the center of it. You can now remove iPhone 6,6Plus images from image assets, but you still have to provide launch images for iOS 7 devices (old iPhones / iPad ).
Don't use the Asset Catalogue. Create a LaunchScreen.xib , add a UIImage inside the view. Open the attribute inspector in the right hand panel and set the view mode to Aspect Fill.
The solution was quite easy, I simply changed project type from "universal" to "iphone" and that did the trick!

Black bars simulating iPhone 5 - Xcode

When running the iPhone 5 simulator 2 black bars appear making it the resolution of the iPhone 4(s). My question is: how am I able to use the full screen resolution? (it also creates black bars all around the app when trying to simulate an iPad)
Now, I know this questions has been answered multiple times here on stackoverflow, but all of them give the solution of adding a Default-568h#2x.png launch image. I want to make use of the LaunchScreen.xib instead of creating all the seperate launch screen images.
Anyone got a solution for this?
Thanks!
- Merijn
You must use a specific launch image to take into account the 4" inches screens...
or either way you can use a specific Launch screen with autolayout constraint for example if you don't want to add too many launch images : http://useyourloaf.com/blog/2014/12/24/using-a-launch-screen-storyboard.html

"2x" Button reduces clarity

I have an iPhone app that looks good on retina iphones but when it's on an iPad and someone taps the "2x" button in the corner, the app is expanded and thus the quality is reduced.
What's the best way to handle this? Can I use higher quality images somehow?
When you create an app, there are two options, You create a separate interface for the iPad, or you don't.
If you create a separate interface, it will load up, and there will be no 2x option.
If your app does not have an iPad interface, the iPad will display the iPhone screen, and 2x will just stretch the pixels.
So if you want a clear iPad app, you will have to create a iPad interface -
Separate storyboard - If you have used storyboard.
Separate Xib - If you have used XIB
Different frames etc - If you have used code to create the UI.
Hope it helps.
As far as I know, there is nothing you can do in this situation. The 2x button takes the retina iPhone screen and simply scales it up.

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