Our current version of our iphone application in the app store simply stretches the layout to fill the iphone 6 and 6+. After the xcode 7 update, the app just runs as it would on an iphone 4 with black bars at the top. I understand that adding a launch storyboard resolves this. The problem then is that our layout is out of whack on the 6 and 6+.
Obviously fixing the layout to adapt to these screen sizes is what needs to be done, but we are in a pinch and just need to get a behind the scenes function update pushed out to our users ASAP. Is there anyway to go back to the old behavior where the UIView would just stretch to fill the screens?
This won't be an immediate fix, but it's a quick patch that might be worth trying.
If your view is always in portrait, this should work for you. If it requires rotating or a UISplitViewController on iPhone 6(s)+, then it might not.
Scale each subview in your view controller for the new screen size. Declare a couple macros for the device screen size:
#define kScreenWidth [UIScreen mainScreen].bounds.size.width
#define kScreenHeight [UIScreen mainScreen].bounds.size.height
Then add a method to your view controllers that goes through all subviews to resize each view proportionately based on an iPhone 4 screen size.
- (void)resizeSubviews:(UIView *)view {
CGRect frame = view.frame;
frame.origin.x = frame.origin.x / 320.0f * kScreenWidth;
frame.origin.y = frame.origin.y / 480.0f * kScreenHeight;
frame.size.width = frame.size.width / 320.0f * kScreenWidth;
frame.size.height = frame.size.height / 480.0f * kScreenHeight;
view.frame = frame;
for (UIView *subview in view.subviews) {
[self resizeSubviews:subview];
}
}
Then call that method after adding your subviews with:
[self resizeSubviews:self.view];
There are a lot of ways this could not work, but it covered me during the switch from iPhone 4s to iPhone 5.
Related
on any other device we use this code to set all views in landscape and everything fits great :
float width=[UIScreen mainScreen].bounds.size.width;
float height= [UIScreen mainScreen].bounds.size.height;
on the iPad 2 only , in order to make it work on landscape we have to swap the width and height, otherwise he puts views on portrait and they seems ugly.
Why is it happens only in iPad2 ?
It's not linked to the device but to iOS. Since iOS 8.0, the bounds is now dependent of the device orientation. I'm also swapping width and height like this :
CGRect ScreenBounds() {
CGRect bounds = [UIScreen mainScreen].bounds;
CGRect tmp_bounds = bounds;
if(bounds.size.width < bounds.size.height) {
bounds.size.width = tmp_bounds.size.height;
bounds.size.height = tmp_bounds.size.width;
}
return bounds;
}
Don't size your views relative to the screen, but relative to their container view. Simple as that.
I had same issue From iOS 8 UIScreen is interface oriented so you will get proper results on devices which are running on iOS 8.
In order to support iOS 7 as well you can use following util method:
+ (CGSize)screenSize {
CGSize screenSize = [UIScreen mainScreen].bounds.size;
if ((NSFoundationVersionNumber <= NSFoundationVersionNumber_iOS_7_1) && UIInterfaceOrientationIsLandscape([UIApplication sharedApplication].statusBarOrientation)) {
return CGSizeMake(screenSize.height, screenSize.width);
}
return screenSize;
}
I'm developing an application in iOS8 in landscape mode and everything works fine. I'm using UIKit and don't support portrait mode at all.
Im trying to customise it to iOS7 but the frame that I'm getting is always like the iPhone is in a portrait mode.
I know that the in iOS8 there was a major change with the width and height and it's different in iOS7.
I have the following method which I used to set the window n the appDelegate and when I need the frame at the ViewControllers.
I'm doing the following:
- (CGRect) screenRect {
CGRect screenRect = [UIScreen mainScreen].bounds;
if ((NSFoundationVersionNumber <= NSFoundationVersionNumber_iOS_7_1) && UIInterfaceOrientationIsLandscape([UIApplication sharedApplication].statusBarOrientation)) {
return CGRectMake(0,0,screenRect.size.height, screenRect.size.width);
}
return screenRect;
}
The views look fine but the left/right side of the screen (depends on the device orientation) behaves like it's outside the frame. i.e doesn't response to gestures!
When I'm setting the fame to the new "screenRect" it keeps turning back to the device bounds.
Thank you very much.
[super viewDidLoad];
// Do any additional setup after loading the view.
if (INTERFACE_IS_IPHONE5) {
CGPoint center = _canvas.center;
CGRect frame = _canvas.frame;
frame.size.width = frame.size.height = 568;
_canvas.frame = frame;
_canvas.center = center;
}
When rotate the screen the image does not show full width of the iPhone. I am think this line of code in the view did load is causing it. Trying to update the app for iPhone 6 and 6 Plus. Any ideas?
You need to implement the method for landscape and portrait mode. Refer this Apple Documentation
I know we are operating on points not pixels and in most cases it's convenient, but I need to make UIView be 1 pixel instead of 2 pixel height. So, if you drag and drop some UIView (separator line) in Interaface builder, and make it the height of 1px (point) then it will still look like 2 pixel size line on retina screen (both on device and simulator).
I know there contentScaleFactor property on the view which show is it retina (2.0f) or not (1.0f). It looks like the views has the value of 1.0f, so you need to retrieve that from main screen:
[UIScreen mainScreen].scale;
This returns me 2.0f. Now, I'v added height constraint for this separator view added the method which checks isRetina and divides the line to make it exactly 1 pixel:
- (void)awakeFromNib{
[super awakeFromNib];
CGFloat isRetina = ([UIScreen mainScreen].scale == 2.0f) ? YES : NO;
if (isRetina) {
self.separatorViewHeightConstraint.constant /= 2;
}
}
This works, I'm just not sure is it good idea to use 0.5 value ...
To support newer 3x displays (e.g. iPhone 6+) use this code:
UIScreen* mainScreen = [UIScreen mainScreen];
CGFloat onePixel = 1.0 / mainScreen.scale;
if ([mainScreen respondsToSelector:#selector(nativeScale)])
onePixel = 1.0 / mainScreen.nativeScale;
Your code is valid. Using 0.5 to set the frame of a UIView will work as desired, as the frame's arguments are CGFloat's. If you wish to use a CGFloat representing a single pixel in point units for something other than self.separatorViewHeightConstraint.constant, the code below will work.
CGFloat scaleOfMainScreen = [UIScreen mainScreen].scale;
CGFloat alwaysOnePixelInPointUnits = 1.0/scaleOfMainScreen;
You could just do
self.separatorViewHeightConstraint.constant = self.separatorViewHeightConstraint.constant / [UIScreen mainScreen].scale;
yes setting the value to 0.5 is the only way to get "real" 1px lines on retina
Sadly none of the other answers apply for iPhone 6 Plus.
1px lines are not possible on iPhone 6 Plus, as the screen is rendered in 1242x2208 and then down sampled to 1080x1920. Sometimes you will get an almost perfect 1px line, and sometimes the line will disappear completely.
See http://www.paintcodeapp.com/news/iphone-6-screens-demystified for a proper explanation.
I want to use a UIScrollView as my main container in the app, enabling me to swipe back and forth between subviews. To achieve this, I created a UIViewController subclass with a UIScrollView IBOutlet:
In the viewDidLoad method I construct the sub-pages:
for (int i= 0; i< pageCount; i++)
{
CGRect frame = self.scrollView.frame;
frame.origin.x = frame.size.width * i;
frame.origin.y = 0;
UIWebView* aWebView= [[UIWebView alloc] initWithFrame:frame];
[self.scrollView addSubview:aWebView];
}
When launching the app (portrait mode), everything works. That is, the UIWebViews are layed out side by side with the correct dimensions, and I can swipe back and forth between them.
When I rotate to landscape, it seems that neither the scrollview size nor the subviews are resized.
I don't know what I should do in order to resize the subviews and the scrollview itself, or at what point in code I should do anything, and I cant seem to find any examples for this.
Anyone know what to do?
[edit] Attempt to adjust sizes as suggested by mahboudz:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
self.scrollView.contentSize = CGSizeMake(self.scrollView.frame.size.width * pageCount, self.scrollView.frame.size.height);
for (int i= 0; i< pageCount; i++)
{
CGRect frame = self.scrollView.frame;
frame.origin.x = frame.size.width * i;
frame.origin.y = 0;
UIWebView* view= [[self.scrollView subviews] objectAtIndex:i];
view.frame= frame;
}
}
This kind of does what I want, but has the following issues:
1) one can see the subviews grow to correct screen size upon changing orientation
2) when the current page is, for example, page 2 of 5 pages, the page is not fully visible after orientation was changed, but is off-screen by like 40 pixels
3) I get strange effects depending on whether the app is launched in portrait or landscape mode (simulator), ill try to explain:
When the app is launched in portrait mode:
The shape/border of the subviews looks messed up/offscreen, see screenshots:
http://i53.tinypic.com/21jr76x.png
when I rotate to landscape, everything looks okay, scrolling works superb. even when I rotate back to portrait, everything is great now:
http://i55.tinypic.com/if3iiw.png
When the app is launchend in landscape mode:
I get the same messed up/offscreen glitches as in portrait mode
Switching back and forth between portrait and landscape fixes this for landscape mode
BUT: Portrait mode will have the subviews with the width of the landscape mode, thus subviews are too wide
I tried to fix 1) doing the code above in willRotateToInterfaceOrientation however it completely messed up the layout.
I fixed 2) by adding the following code to didRotateFromInterfaceOrientation:
// update the scroll view to the appropriate page
CGRect frame = self.scrollView.frame;
frame.origin.x = frame.size.width * self.currentPage;
frame.origin.y = 0;
[self.scrollView scrollRectToVisible:frame animated:NO];
Note: current page is determined in scrollViewDidScroll
I dont have any idea how to fix 3)
You would need to reset the frame size, content size and the content offset in order to get the subviews in a proper position.
CGFloat screenHeight =[UIScreen mainScreen].bounds.size.height;
CGFloat screenWidth =[UIScreen mainScreen].bounds.size.width;
self.scrollView.frame = CGRectMake(0, 0, screenWidth, screenHeight);
self.scrollView.contentSize = CGSizeMake(scrollView.frame.size.width * numberOfPages, self.scrollView.frame.size.height);
self.scrollView.contentOffset = CGPointMake(visiblePageBeforeRotation * self.scrollView.bounds.size.width, 0);
This code should be placed in the method
-(void)willRotateToInterfaceOrientation: (UIInterfaceOrientation)orientation duration:(NSTimeInterval)duration
Check as well the answer on this question:
Clean autorotation transitions in a paging UIScrollView
It has good example named Rotolling for rotating UIScrollView with paging enabled.
Hope this helps.
P.S: I am facing a problem on repositioning the center of the UIWebView on the rotation.
You need to implement viewWillRotate/viewDidRotate and make adjustments to our content size and orientation as needed.