On my iPhone app I have it restricted to portrait only under the project targets deployment info
There is one page that I want only in landscape and I use the supportedInterfaceOrientations method to obtain that.
Standard implementation:
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Landscape
}
It works perfectly on all iPhone devices and iOS version except for iPhone 6+. The supportedInterfaceOrientations method is never called.
I cant find any reason why this might be affecting just the iPhone 6+, any tips would be greatly apreciated.
you can try this code it works for me
// you have to import foundation
import Foundation
class YourViewController : UIViewController {
var device = self.platform()
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(true)
if device.lowercaseString.rangeOfString("iphone6plus") != nil {
supportedInterfaceOrientations()
}
}
// add this method to your view controller
func platform() -> String {
var sysinfo = utsname()
uname(&sysinfo) // ignore return value
return NSString(bytes: &sysinfo.machine, length: Int(_SYS_NAMELEN), encoding:
NSASCIIStringEncoding)! as String
}
Please note that this will not run on the simulator but will run perfectly on the actual device.
Looking at this question, try this code snippet:
- (NSUInteger) supportedInterfaceOrientations
{
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)
{
// iPhone 5S and below: 320x480
// iPhone 6: 375x667
// iPhone 6 Plus: 414x736
CGSize screenSize = [UIScreen mainScreen].bounds.size;
// The way how UIScreen reports its bounds has changed in iOS 8.
// Using MIN() and MAX() makes this code work for all iOS versions.
CGFloat smallerDimension = MIN(screenSize.width, screenSize.height);
CGFloat largerDimension = MAX(screenSize.width, screenSize.height);
if (smallerDimension >= 400 && largerDimension >= 700)
return UIInterfaceOrientationMask.Landscape;
else
return (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
}
else
{
// Don't need to examine screen dimensions on iPad
return UIInterfaceOrientationMask.Landscape;
}
}
-Herzbube
Lacking an official Apple API, this is the workaround that I've come up with:
[Code]
The snippet simply assumes that a screen with dimensions above a semi-arbitrarily chosen size is suitable for rotation. Semi-arbitrarily, because a threshold of 400x700 includes the iPhone 6 Plus, but excludes the iPhone 6.
Although this solution is rather simple, I like it exactly because of its lack of sophistication. I don't really need to distinguish exactly between devices, so any clever solutions such as the one in Jef's answer are overkill for my purposes.
All I did was change the 1st and 3rd return values from UIInterfaceOrientationMaskAll to UIInterfaceOrientationMask.Landscape.
Related
I don't have a physical device with iOS 10 to test this on but in any device running iOS 10 in the simulator, the app doesn't rotate, it stays in portrait. However, in iOS 11, it rotates fine. All of the orientation boxes are checked in the Info.plist and whether I use or omit (which is the only bit of code in the entire app that deals with orientations):
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.allButUpsideDown
}
in any view controller (root or otherwise), it has no affect in iOS 10. The app is entirely constraint based and there are navigation controllers, which I've read can cause issues. But everything that has been suggested in those answers didn't work for me. Something is preventing the app from rotating in iOS 10 and I cannot figure it out.
This method also returns nothing in iOS 10 (but works in iOS 11):
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
if size.width > size.height {
print("orientation: \(UIDevice.current.orientation)")
} else {
print("orientation: \(UIDevice.current.orientation)")
}
}
I've disabled everything in the app and still nothing in iOS 10.
This is issue which is seen only in iPhone 6 plus simulator. It works fine when we run in device or other simulators iPhone 6, iPhone 7, SE. And also this issue is not seen in iPhone 6 plus device .
In iOS 10, there is a new api which allows developers to make use of the taptic engine, UIFeedbackGenerator.
While this api is available in iOS 10, it only works on the new devices, iPhone 7 and 7 plus. It does not works on older devices including the 6S or 6S Plus, even those have a taptic engine. I guess the taptic engine on the 7 and 7 plus is a different more powerful one.
I can't seem to find a way to see if the device supports using the new api. I would like to replace some vibrate code with taptic code, where it makes sense.
Edit:
Adding the 3 concrete subclasses for search purposes:
UIImpactFeedbackGenerator
UINotificationFeedbackGenerator
UISelectionFeedbackGenerator
Edit 2:
I have a theory but no iPhone 7 device to test it so if you have one, give it a shot. UIFeedbackGenerator has a methods called prepare(). When printing out an instance of UIImpactFeedbackGenerator, I noticed that it printed a property named "prepared" which would show 0. Calling prepare() in simulator or on iPhone 6S and then printing out the instance still shows prepared as 0. Can someone call prepare() on an instance of UIImpactFeedbackGenerator from an iPhone7 and then print the instance to console to see if prepared is set to 1? This value is not exposed but there may be a way to get this info w/o using private apis.
So, apparently this can be done with a private API call.
Objective-C:
[[UIDevice currentDevice] valueForKey:#"_feedbackSupportLevel"];
Swift:
UIDevice.currentDevice().valueForKey("_feedbackSupportLevel");
... These methods seem to return:
0 = Taptic not available
1 = First generation (tested on an iPhone 6s) ... which does NOT support UINotificationFeedbackGenerator, etc.
2 = Second generation (tested on an iPhone 7) ... which does support it.
Unfortunately, there are two caveats here:
Using these could get your app rejected by Apple during the App Store's App Review, but there doesn't seem to be any other way currently.
We don't know what the actual values represent.
Special thanks to Tim Oliver and Steve T-S for helping test this with different devices. https://twitter.com/TimOliverAU/status/778105029643436033
Currently, the best way is to check the device's model using:
public extension UIDevice
public func platform() -> String {
var sysinfo = utsname()
uname(&sysinfo) // ignore return value
return String(bytes: Data(bytes: &sysinfo.machine, count: Int(_SYS_NAMELEN)), encoding: .ascii)!.trimmingCharacters(in: .controlCharacters)
}
}
The platform names for iPhone 7 and 7 plus are: "iPhone9,1", "iPhone9,3", "iPhone9,2", "iPhone9,4"
Source: iOS: How to determine the current iPhone/device model in Swift?
You can create a function:
public extension UIDevice {
public var hasHapticFeedback: Bool {
return ["iPhone9,1", "iPhone9,3", "iPhone9,2", "iPhone9,4"].contains(platform())
}
}
I have extended chrisamanse's answer. It extraxts the generation number from the model identifier and checks if it is equal or greater than 9. Should work with future iPhone models unless Apple decides to introduce a new internal naming scheme.
public extension UIDevice {
var modelIdentifier: String {
var sysinfo = utsname()
uname(&sysinfo) // ignore return value
return String(bytes: Data(bytes: &sysinfo.machine, count: Int(_SYS_NAMELEN)), encoding: .ascii)!.trimmingCharacters(in: .controlCharacters)
}
var hasHapticFeedback: Bool {
// assuming that iPads and iPods don't have a Taptic Engine
if !modelIdentifier.contains("iPhone") {
return false
}
// e.g. will equal to "9,5" for "iPhone9,5"
let subString = String(modelIdentifier[modelIdentifier.index(modelIdentifier.startIndex, offsetBy: 6)..<modelIdentifier.endIndex])
// will return true if the generationNumber is equal to or greater than 9
if let generationNumberString = subString.components(separatedBy: ",").first,
let generationNumber = Int(generationNumberString),
generationNumber >= 9 {
return true
}
return false
}
}
Use it like so:
if UIDevice.current.hasHapticFeedback {
// work with taptic engine
} else {
// fallback for older devices
}
class func isFeedbackSupport() -> Bool {
if let value = UIDevice.current.value(forKey: "_feedbackSupportLevel") {
let result = value as! Int
return result == 2 ? true : false
}
return false
}
I use following code to see if the device is in landscape mode or not:
UIDevice.currentDevice().orientation.isLandscape.boolValue
It works BUT if I put my device in landscape mode before the app is launched, and after viewDidLoad, I call this line of code, it always returns false.
If I use this instead:
interfaceOrientation.isLandscape
it returns true, which is correct, but the compiler is showing a warning that interfaceOrientation was deprecated in iOS 8.0.
What is the correct way to get the device orientation right after the app is launched?
DeviceOrientation vs. ScreenSize vs StatusBar.isLandscape?
iOS 11, Swift 4 and Xcode 9.X
Regardless of using AutoLayout or not, there are several ways to get the right device orientation, and they could be used to detect rotation changes while using the app, as well as getting the right orientation at app launch or after resuming from background.
This solutions work fine in iOS 11 and Xcode 9.X
1. UIScreen.main.bounds.size:
If you only want to know if the app is in landscape or portrait mode, the best point to start is in viewDidLoad in the rootViewController at launch time and in viewWillTransition(toSize:) in the rootViewController if you want to detect rotation changes while the app is in background, and should resume the UI in the right orientation.
let size = UIScreen.main.bounds.size
if size.width < size.height {
print("Portrait: \(size.width) X \(size.height)")
} else {
print("Landscape: \(size.width) X \(size.height)")
}
This also happens early during the app/viewController life cycles.
2. NotificationCenter
If you need to get the actual device orientation (including faceDown, faceUp, etc). you want to add an observer as follows (even if you do it in the application:didFinishLaunchingWithOptions method in the AppDelegate, the first notifications will likely be triggered after the viewDidLoad is executed
device = UIDevice.current
device?.beginGeneratingDeviceOrientationNotifications()
notificationCenter = NotificationCenter.default
notificationCenter?.addObserver(self, selector: #selector(deviceOrientationChanged),
name: Notification.Name("UIDeviceOrientationDidChangeNotification"),
object: nil)
And add the selector as follows. I split it in 2 parts to be able to run inspectDeviceOrientation() in viewWillTransition
#objc func deviceOrientationChanged() {
print("Orientation changed")
inspectDeviceOrientation()
}
func inspectDeviceOrientation() {
let orientation = UIDevice.current.orientation
switch UIDevice.current.orientation {
case .portrait:
print("portrait")
case .landscapeLeft:
print("landscapeLeft")
case .landscapeRight:
print("landscapeRight")
case .portraitUpsideDown:
print("portraitUpsideDown")
case .faceUp:
print("faceUp")
case .faceDown:
print("faceDown")
default: // .unknown
print("unknown")
}
if orientation.isPortrait { print("isPortrait") }
if orientation.isLandscape { print("isLandscape") }
if orientation.isFlat { print("isFlat") }
}
Note that the UIDeviceOrientationDidChangeNotification may be posted several times during launch, and in some cases it may be .unknown. What I have seen is that the first correct orientation notification is received after the viewDidLoad and viewWillAppear methods, and right before viewDidAppear, or even applicationDidBecomeActive
The orientation object will give you all 7 possible scenarios(from the enum UIDeviceOrientation definition):
public enum UIDeviceOrientation : Int {
case unknown
case portrait // Device oriented vertically, home button on the bottom
case portraitUpsideDown // Device oriented vertically, home button on the top
case landscapeLeft // Device oriented horizontally, home button on the right
case landscapeRight // Device oriented horizontally, home button on the left
case faceUp // Device oriented flat, face up
case faceDown // Device oriented flat, face down
}
Interestingly, the isPortrait read-only Bool variable is defined in an extension to UIDeviceOrientation as follows:
extension UIDeviceOrientation {
public var isLandscape: Bool { get }
public var isPortrait: Bool { get }
public var isFlat: Bool { get }
public var isValidInterfaceOrientation: Bool { get }
}
3. StatusBarOrientation
UIApplication.shared.statusBarOrientation.isLandscape
This also works fine to determine if orientation is portrait or landscape orientation and gives the same results as point 1. You can evaluate it in viewDidLoad (for App launch) and in viewWillTransition(toSize:) if coming from Background. But it won't give you the details of top/bottom, left/right, up/down you get with the notifications (Point 2)
This worked for me:
if UIScreen.main.bounds.width > UIScreen.main.bounds.height{
print("Portraitmode!")
}
It works on all devices based on the display dimensions:
https://developer.apple.com/library/archive/documentation/DeviceInformation/Reference/iOSDeviceCompatibility/Displays/Displays.html
I have tested many times about orientation, so I have summed up some experience.
In all iPhone devices, except iPhone6(s) plus, the only interface orientation is .portrait. If App is launched in landscape mode, there must be a change of orientation. One will receive the UIDeviceOrientationDidChangeNotification. It's an appropriate time to get the orientation.
Regarding the launching when in landscape with iPhone6, the orientation after the launch will change once:
The launching when in landscape with iPhone6 plus, after launch the orientation never changed:
Two different screenshot with the same app,
So before the app does change orientation, the orientation is still like in the home page.
In viewDidLoad, the orientation has not changed yet, the log will be the wrong direction.
The isValidInterfaceOrientation should be detected before checking the orientation isLandscape. Don't process the flat message with isValidInterfaceOrientation == false (when it has any value of isLandscape).
I had a hazzel with this until I read the topic more carefully. With consideration of the isValidInterfaceOrientation it works fine.
#objc func rotated() {
if (UIDevice.current.orientation.isValidInterfaceOrientation) {
if (UIDevice.current.orientation.isLandscape) {
if(!bLandscape) {
bLandscape = true
setupTabBar() // Repaint the app
}
} else { // Portait
if(bLandscape) {
bLandscape = false
setupTabBar() // Repaint the app
}
}
}
}
I had a problem to detect which orientation was before isFlat so I put this in my view controller
let orientation = UIDevice.current.orientation
override open var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if orientation.isPortrait {
return .portrait
} else if orientation.isFlat{
if UIScreen.main.bounds.width < UIScreen.main.bounds.height{
return .portrait
} else {
return .landscape
}
} else {
return .landscape
}
}
I tried to access the trait collection and check "forceTouchCapability", but "forceTouchCapability" simply checks to see if the device is iOS 9.0 or greater.
So, this means that on any device with iOS 9, force touch is 'available'. I need to a way to check if 3D touch is actually supported on the users device (iPhone 6s) and I need to make sure that the 3D Touch option is actually enabled in the accessibility settings.
I was accidentally casting forceTouchCapability to a BOOL (using it as a return value to my method that was set to return a boolean). I needed to check if forceTouchCapability was equal to UIForceTouchCapabilityAvailable.
Instead of:
return [[MyView traitCollection] forceTouchCapability];
I need:
return [[MyView traitCollection] forceTouchCapability] == UIForceTouchCapabilityAvailable;
If you implement this in UIViewController, the timing matters. Checking in viewDidLoad will return Unknown when it will return Available later in the lifecycle.
- (void)traitCollectionDidChange:(nullable UITraitCollection *)previousTraitCollection {
[self checkForForceTouch];
}
- (void)checkForForceTouch {
if ([self.traitCollection respondsToSelector:#selector(forceTouchCapability)] &&
self.traitCollection.forceTouchCapability == UIForceTouchCapabilityAvailable) {
NSLog(#"Force touch found");
}
}
Sometimes we want just to have forceTouchCapability value right now synchronously and don't want to wait for traitCollectionDidChange: event. In that case, we can use pretty stupid function like this:
public func forceTouchCapability() -> UIForceTouchCapability {
return UIApplication.sharedApplication().keyWindow?.rootViewController?.traitCollection.forceTouchCapability ?? .Unknown
}
if ([MyView respondsToSelector:#selector(traitCollection)] &&
[MyView.traitCollection respondsToSelector:#selector(forceTouchCapability)] &&
MyView.traitCollection.forceTouchCapability == UIForceTouchCapabilityAvailable) {
return YES;
}
My point is, if you are supporting iOS 7 and iOS 8 as well, remember to check for both the conditions: [MyView respondsToSelector:#selector(traitCollection)] and [MyView.traitCollection respondsToSelector:#selector(forceTouchCapability)].
If you keep the first check, the app works fine on iOS 7 but crashes on iOS 8.
Basically, Apple introduced traitCollection property in iOS 8 but added forceTouchCapability property only in iOS 9.
from UITraitCollection.h:
#property (nonatomic, readonly) UITraitCollection *traitCollection NS_AVAILABLE_IOS(8_0);
#property (nonatomic, readonly) UIForceTouchCapability forceTouchCapability NS_AVAILABLE_IOS(9_0);
PS: Learnt it the hard way, after app started to crash on App Store.
Swift 4.0 and 4.1.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Check device supports feature
if self.traitCollection.forceTouchCapability == .available {
// Enable 3D Touch feature here
} else {
// Fall back to other non 3D feature
}
}
override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
// Update the app's 3D Touch support
if self.traitCollection.forceTouchCapability == .available {
// Enable 3D Touch feature here
} else {
// Fall back to other non 3D feature
}
}
}
following Valentin Shergin, updated for swift 4.2 if You need a sync call:
func forceTouchCapability() -> UIForceTouchCapability {
return UIApplication.shared.keyWindow?.rootViewController?.traitCollection.forceTouchCapability ?? .unknown
}
func hasForceTouchCapability() -> Bool {
return forceTouchCapability() == .available
}
While an Xcode UI Test is running, I want to know which device/environment is being used (e.g. iPad Air 2, iOS 9.0, Simulator).
How can I get this information?
Using Swift 3 (change .pad to .phone as necessary):
if UIDevice.current.userInterfaceIdiom == .pad {
// Ipad specific checks
}
Using older versions of Swift:
UIDevice.currentDevice().userInterfaceIdiom
Unfortunately there is no direct way of querying the current device. However you can work around by querying the size classes of the device:
private func isIpad(app: XCUIApplication) -> Bool {
return app.windows.elementBoundByIndex(0).horizontalSizeClass == .Regular && app.windows.elementBoundByIndex(0).verticalSizeClass == .Regular
}
As you can see in the Apple Description of size classes, only iPad devices (currently) have both vertical and horizontal size class "Regular".
You can check using the windows element frame XCUIApplication().windows.element(boundBy: 0).frame and check the device type.
You can also set an extension for XCUIDevice with a currentDevice property:
/// Device types
public enum Devices: CGFloat {
/// iPhone
case iPhone4 = 480
case iPhone5 = 568
case iPhone7 = 667
case iPhone7Plus = 736
/// iPad - Portraite
case iPad = 1024
case iPadPro = 1366
/// iPad - Landscape
case iPad_Landscape = 768
case iPadPro_Landscape = 0
}
/// Check current device
extension XCUIDevice {
public static var currentDevice:Devices {
get {
let orientation = XCUIDevice.shared().orientation
let frame = XCUIApplication().windows.element(boundBy: 0).frame
switch orientation {
case .landscapeLeft, .landscapeRight:
return frame.width == 1024 ? .iPadPro_Landscape : Devices(rawValue: frame.width)!
default:
return Devices(rawValue: frame.height)!
}
}
}
}
Usage
let currentDevice = XCUIDevice.currentDevice
Maybe someone would be come in handy the same for XCTest on Objective C:
// Check if the device is iPhone
if ( ([[app windows] elementBoundByIndex:0].horizontalSizeClass != XCUIUserInterfaceSizeClassRegular) || ([[app windows] elementBoundByIndex:0].verticalSizeClass != XCUIUserInterfaceSizeClassRegular) ) {
// do something for iPhone
}
else {
// do something for iPad
}
Swift: 5.2.4
Xcode: 11.6
var isiPad: Bool {
return UIDevice.current.userInterfaceIdiom == .pad
}
With iOS13+, you can now use UITraitCollection.current to get the complete set of traits for the current environment. (This is the "iOS interface environment for your app, including traits such as horizontal and vertical size class, display scale, and user interface idiom." doc)
In your case, you can access its property .userInterfaceIdiom to check for one of the device types in the UIUserInterfaceIdiom enumeration.
As an aside, if you just want to get the horizontal/vertical size classes of the trait collection, you can be more backwards compatible with your tests (Xcode 10.0+) just by accessing myXCUIElement.horizontalSizeClass and .verticalSizeClass within your test, as they are exposed via the XCUIElementAttributes protocol that all UI elements adopt. (Note though that I was getting .unspecified when calling off of XCUIApplication(); best to use a real UI element in a window. If you don't have one on hand, you can always still use something like app!.windows.element(boundBy: 0).horizontalSizeClass == .regular as mentioned in the past.)