For some reason, when I run my app, the game is zoomed in in the ipad simulator. I have to use a scroll bar at the right in order to move the screen up or down. The only way I've managed to get the entire thing looking normal is to scale it to 75% but I want to keep it at 100%. Does anyone know what the problem is and how I can fix it?
I get the same. There's plenty of room for the simulator to not be zoomed, but it is, like so:
The best solution I've found is to got to Window -> Zoom All. I have this bound to a keyboard shortcut so I can quickly fix it, but I haven't been able to find a way to make it not open zoomed.
Related
I have this app that has a bar at the top of the page that has a bunch of clickable elements it has always been a problem since on Safari IOS when clicking high up it brings down the address bar and exits fullscreen. We solved this initially by adding some padding up top to make the clickable area larger but they seem to have increased this size on IOS 13 and adding more padding will make it look horrible. Anyone had this problem and have a workaround for it?
Some way the click area for bringing down the address bar smaller or something?
The big problem is that we need our app to stay in fullscreen so the most optimal would be to be able o decrease the clickable area for the address bar to come down or to be able to block it in landscape mode is there really no way to go around this? for instance going into twitch.com on safari and iPhone and put it in landscape you are not able to press the search icon.
I have the same issue, I don't think is possible to fix this as it seems to be a safari issue, if you check not event apple.com site works as expected.
The workaround I did is detecting when the app gets out of fullscreen by comparing the screen.height with the screen.availHeight and move the top bar just below the address bar and there users can click, not optimal, but works for us. :)
Hope it helps
In your CSS code try to remove every value of "REM" "VW" "VH" use only pixels "PX". that should fix the issue 100%.
i have issue with zoomed display.
on IOS until today i did not see any changes on my apps when user turn on zoom display .
now i developing an application, use auto layout constraints like always ,
but this is the first time that i saw that when user change setting to zoom display zoomed mode all my app get zoomed and the resolution get messy.
i tried every thing to understand the difference and stil get nothing.
i want to ignore the zoom, that the app act like normal mode,
is this possible?
You can't ignore the scaling... I think adding proper launchscreen file in your target settings may solve your problem.
When I write my horizontal scroll box inside the view-content, it does not work...However if move it out of the view-content, it can work... Does anyone know what's wrong? I guess some css for view-content? However I don't know what's the default code...
May be this is due to the double scrolling at same position which you may not able to proper scroll at iOS. We can do the same ar brower because scroll and drag is different in browser.
I was designing a login screen for an app. The screen itself is pretty simple. In the Storyboard editor I see:
When I run it on a simulator (iPhone 6s Plus), however, things do not seem right. The textfields do not appear:
If I click into the area where the textfield is supposed to be, I can see it is really there:
I think the issue might end up being just the display, but I want to make sure. Has anyone else had this happen? What was the reason for this issue?
You have set the UITextBorderStyle of your text fields to None. That means they have no visible border. If that isn't what you want, pick a different border style.
Evidently, the border was there, the display was so low quality that I couldn't really see it :/
I'm using Qt 5.1 beta on iOS. I am deploying my app on an ipad.
The problems I am having regard how touch events are sensed and processed by qt. As long as I keep the ipad oriented straight (i.e. frontal camera is up), everything works fine. In that configuration, if I touch the screen, the coordinates of the point of touch sensed through mousePressedEvent(QMouseEvent *e) indicates that, as expected, the origin of the coordinate system is in the upper left corner of the screen.
When I turn my ipad, let's say left, so that the camera is to the left, my ui correctly rotates so that the buttons that I have are aligned to the screen. However, if I sense the touch events as described above, the origin of the coordinate system has not changed, so now it is in the lower left corner of the screen. Because of this, the buttons act as if they were not aligned to the screen but as if they turned around the same way I turned the screen (even if they are rendered aligned) So, if I tap on the visualized button it won't sense the touch, but it will if I tap were they would be if they would have not changed orientation as the screen did.
Does anyone have any idea what might cause this or how it could be fixed?
Please ask if you would like to see code. I did not put any as I would not know what might be of interest and my app is quite big already.
Thanks,
Corneliu
You file a bug report to the trolls about it. And also check to see if there is a bug report about it already.
http://bugreports.qt-project.org/
For the mean time you could push your coordinates through a mapping function of some sort based on the orientation of the device.
Also calling 'adjustSize()` on widgets tends to fix sizing and positioning with layouts.
Hope that helps.