how to get a normal keypad on iphone 6 and 6 plus - ios

I'm building an app that works fine on iphone 5. When I look at it on a iphone 6 or 6 plus however, I see that the keypad is stretched, basically zoomed in. I'm using autolayout and storyboards.
What do I need to set in order to make the keyboard scale to a normal size?

You need to ensure that the app is optimized to run in the native resolution of these devices, rather than the zoomed compatibility mode. This can be done by setting a properly-sized launch image for the iPhone 6/6+.
These launch images will be labeled Retina HD 4.7 and Retina HD 5.5 in your launch images file, respectively. If you do not see these options available in your launch image assets, create a new launch image set and they should be there.

Related

Disable native resolution ONLY for iPhone 6 Plus

I need my app to not use iPhone 6 Plus' native resolution and rather scale up from iPhone 5/6.
I have removed the Launch Screen File and cleared "Retina HD 5.5" from the Launch Image, yet when people run it on iPhone 6 Plus, the app is still using its native resolution.
Note that removing the "Retina HD 5.5" was sufficient to bypass iTunesConnect App Screenshots validation for iPhone 6 Plus, yet the app itself is not honoring that.
Is there anything else to remove to eliminate iPhone 6 Plus native resolution?
There is not. You can only support 6 and 6 Plus together or none of them. As soon as you use the Launch Screen File Xcode assumes you want to support them.
I really don't know why you want to do that, but there are some tricks to resize fields and buttons (I assume you want to do that)
You should be able to determine the screen size/native screen size so you can resize your CGRects for example.
https://stackoverflow.com/a/4779415/2826164
create an global function or variable to multiply your current width and heigth by, for example native width of 6+ = 1242*0,60306 = 750 native.
i'm not sure if you need 1080 or 1242 because of downscaling
More info about iphone 6+ resolution

Launch Screen Image size for all iOS screen sizes

I am trying to create a lunch screen image for my iOS app. But I am not sure whats the right size for it.
According to apple website for iPhone 6 the size should be 750 x 1334 (#2x) for portrait.
But my question is, how to create a launch screen image that will fit for all screen sizes such as iPhone 5, 5s, 6, 6 plus, iPads etc?
Whats the correct way of doing this?
Go to images.xcassets
there you can see launch image sizes.Just Enable iOS version from right side.
iPhone Portrait iOS 8:- 1242*2208 (5.5 inch)
750*1334 (4.7 HD)
iPhone Landscape iOS 8:-2208*1242 (5.5inch)
iphone Portrait iOS 7,8 :- 640*960 (#2x)
640*1136 (Retina)
iPhone Portrait 5,6 :- 320*480 (#x)
640*960 (#2x)
640*1136 (retina4)
But my question is, how to create a launch screen image that will fit
for all screen sizes such as iPhone 5, 5s, 6, 6 plus, iPads etc?
That will be very hard to do. The devices have different aspect ratios and the difference in size between say iPhone 5 and iPad Air is pretty big to use one image for all. If you want to use the classical launch screen with a screenshot, resizing one image won't look the same as the user interface on different devices. If you want a launch bitmap image you will need to supply all the necessary sizes.
Whats the correct way of doing this?
You can create either launch PNG image or launch screen as a storyboard.
For launch image, your project has an assets catalog. Either use existing or add new iOS launch image. The editor will show you all required sizes.
For a storyboard, your application probably already has LaunchScreen.storyboard. You typically won't create specific size or sizes here, but use auto layout that will resize the screen appropriately.

ImageView Scaling for iPhone 6 and 6+

So Im making a game without the use of auto-layout. I have used constraints to scale everything and it worked perfectly. However, there are 12 image views that scroll down. 6 on the right a 6 on the left.
This is done based on a code i've written and places the images via arc4random.
The images on the left are completely fine and scroll down so that there is no gap between the side of the screen and the image. As do the images on the right when using the iphone 4s and 5.
HOWEVER.. when it comes to trying this on the iphone 6 and 6+, alot of the times, there is a gap between the image and the side of the screen on the RIGHT. the LEFT is fine. I want to know how I could solve this issue. This is more of a general problem so dont need to include code.
You can try disabling iPhone6 and iPhone6 Plus support for the app so that they work fine on the new devices (via scaling)
Remove "Launch Screen File" from Target General Settings and if you are using Asset Catalogs for Launch images, under right panel for the asset catalog under Launch Images-> remove launch images for iPhone Portrait and Landscape for the category 'iOS 8.0 and later'
This is a workaround that makes iPhone6 and iPhone6Plus to scale views according to the screen size.

Do I really have to explicitly support iPhone 6 and iPhone 6 Plus screens?

I couldn't get used to introduced in Xcode 6 new layout system called Size Classes, so I decided to go by the old way creating two separate xibs for iPhones and iPads with ~iphone and ~ipad suffixes correspondingly.
Xibs designed for iPhones (with view size in IB equal to 320x568) works perfectly for new iPhone 6 and iPhone 6 Plus screens, and iPhone 6 plus even loads #3x assets if I provide those.
The first question, do I really have to add launch storyboard to indicate that my app supports new iPhones, or I can go without it?
If I add them all my xibs designed for iPhone 4s / 5 will stop working for iPhone 6 and 6 plus.
The second question, do I really have to provide #3x assets set? iPhone 6 uses #2x assets set, iPhone 6 plus in case of the absence of #3x images upscales #2x images in a very smooth way so that I cannot determine any pixellation.
I'm interested, in particular, whether Apple will reject the app, or maybe not add some kind of "Optimized for iPhone 6 Plus" badge to the app, or any other penalties?
Using a launch file only works for iOS 8+, so if you're targeting iOS 7+, you'll still need static launch images to support iOS 7 anyway.
Other than a few required launch images and icons, providing higher resolution images (e.g. #2x) within your app has always been optional.
Use the scale modes on image views to automatically scale the images to fit.
You'll need to provide static launch images or a launch file for the new iPhone 6 screens or your app won't get the "Optimized for iPhone 6" text on your app page in the App Store.

Single image as launch image for iOS 6 and iOS 7 in iPad

For iPhone app which support iOS 6 and iOS 7, we can use single image as launch image for both os versions. But in iPad, iOS 6 version launch image size should be 1024x748 and iOS 7 version launch image size should be 1024x768. Due to separate images, i feel the app size get increased unnecessary. Is there any way to reduce the app size or any way to use a single image for both version of the app?
Any suggestions please...
This will not be best answer to your query (there may be better solution), in iOS7 as application gets full access of screen, splash image size is 1024x768, where in iOS6 access starts after status bar so it's 1024x748.
If you will check option [Hide status bar during application launch] than for iOS 6 splash size will be 1024x768, so you don't need to add any extra image, check attached image to see that option in Target->general settings

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