Make iPad app fit in TV through HDMI - ipad

I am working on an iPad application, and I have to give a demo on a television through HDMI, but iPad screen only appears in the middle of the TV screen.
How can I make my app fill the whole TV, without leaving black spaces on the sides?
I have seen another app that covers the whole screen of the TV.

It sounds like you want to mirror your iPad display onto the tv?
If that is the case then you cannot change the aspect ratio because you are mirroring your 1024x768 screen.
Status board is designed specifically to support a second screen and does not mirror the iPads display.. this is done because the second UIScreen has a size that supports the physical screen.
If you want to optimize your app to support a second screen then check this out: https://developer.apple.com/library/ios/documentation/WindowsViews/Conceptual/WindowAndScreenGuide/UsingExternalDisplay/UsingExternalDisplay.html
Otherwise I'm aftaid you have to live with the black borders..
Think about it, if you tried mirroring your macs monitor onto an external display then this would still be the case

Related

Launch Screen in Xcode for Swift

I have created a simple Launch Screen for my app using the LaunchScreen.storyboard (in Xcode 7.1.1). It consists of a label containing a title, a UIView (with mode set to 'Aspect Fit') containing an image of the icon (2000 px x 2000 px) and a label at the foot containing a copyright statement (see image below).
Can anyone tell me if this will meet the App Store requirements for a Launch Screen?
Thanks!
There's no problem with your launch screen.
The only thing I'd recommend to change is reduce resolution of your icon - there's no need to icon be so big. It will speed up your app launch time and reduce it's size on device.
Here's link to Launch Screen guidelines, so you can learn more from there.
And here's link to App Store Review Guidelines, they don't mention Launch Screens, but still it's worth reading them before app submission.
Three tips to create a great splash screen for your mobile app:-
1 - Use the right size
From one smartphone to another, the screen resolution can vary a lot.
Let's imagine you have crafted the perfect splash screen for an iPhone 5S. This image should mesure 640 x 1136px. It will look great on the iPhone 5S, 5C and 5, which have the same screen resolution. But what about the iPhone 4 which has a 640 x 960 px screen resolution? Displayed on the iPhone 4S or 4, your splash screen will be distorted.
To make the perfect one, you should create as much splash screens as there are screen resolutions. If your are creating an iPhone app, it's not a big deal since there are few devices.
2 - Keep it simple
The splash screen doesn't last very long. So no need to put a long text on your splash screen. Your users won't have the time to read it. And moreover, that's not the purpose of the splash screen.
Use your brand name, your logo, your motto, or whatever describes you and your app the best. Make a clear composition using those elements, and create one single image, in portrait mode.
If you want to create several sizes for your splash screen, I recommend you focus on the center of the image to put your composition. Leaving the edges of the splash screen free will enable you to crop your image to the different desired sizes.
3 - Tell your users it's loading
The splash screen is a still image. When you see it, it looks like your phone is frozen. Nothing happens. You can't interact with the app. You're stuck. You can only wait for the app to finish loading.
A lot of things can happen in the background when your app is being launched. Your app may need to upload or download data before being ready to be used. Your app launches some processes to boot correctly a new session or restore an old one ... Well, depending on the user's phone processor and/or the bandwidth the phone has access to, the time to boot your app can vary a lot.
To reassure your users, you should mention in your splash screen that your app is loading, and that within a few seconds of patience, your user will be able to use and enjoy your app.
Note:-
Copied from here

Game for Apple TV appears tilted on the big screen

Since a few years back I have a "iPhone is the controller, game screen displayed on TV by way of Apple TV and Air Play" project slowly going. It's like a space-shooter-maze kind of game, except there is no shooting and the objective is to steer a spaceship to find the boss (which is a pic of my then ~1 year old son). Like a NES game without the NES.
Now when I run the stuff for the first time in like a year or so, the controller, which is basically using a SpriteKit scene down the line, is tilted 90 degrees in the right OR left direction. The "OR" depends on what orientation my iPhone 6 Plus is in when the app starts. So the game only takes up half of the tv screen now - because it's tilted - and even a lay man can see that something fishy is going on because the text is not the normal horizontal text you are reading now, it's tilted.
Did something change recently, like with iOS 8 and how hooking up additional UIScreen:s work? I rarely touch this project, so I forget how everything work most of the time I do something with it again after a long hiatus. Anyone experienced this and know where to start digging?
Poking around, it seems that the app itself and what is displayed on the handheld device/controller (the iPhone) must/should be portrait only. If the app is launched in landscape mode, the screen display on the tv will also be "tilted", without the tv itself being tilted... and things get out of order. I set portrait only just by clicking around in the target->device orientation checkboxes.
This is kind of unwanted because the a normal video game controller is held in a landscape position and this was the way I always used it. I don't know what made this work differently, maybe it's the iPhone 6 Plus with landscape support at the home screen level, or maybe iOS 8 or whatever.
So there are basically two options here.
Design the controller as portrait, but already in the design put everything tilted. The bottom left steering cross would have to be put top left, tilted 90 degrees to the right for a fake "landscape right" setting. Might be less of a pain than doing the same thing to the tv screen instead.
Continue with the use of real landscape mode for the controller, and use some anti-tilt rotation by setting a new rotated transform of the tv controller's view's transform. (I tried this, it seemed like it needed a translation as well, so I gave up. Still might work.)
Update: I found a better solution:
Allow landscape right, landscape left AND portrait rotations of the app. (In that order, if you intend to launch the controller in landscape mode - but portrait has to be in there.)
In the subclass of UIViewController that controls what's going on upon your tv, return UIInterfaceOrientationMaskPortrait in supportedInterfaceOrientations. The tv controller must be run in "portrait" mode, which for a tv controller would mean the "default" mode, which for the eye looks like the normal landscapish mode. A landscaped tv controller would mean a tilted view, and we don't want that. Yes this is weird but maybe logical. Oh, and in the subclass of UIViewController for the hand controller, I return UIInterfaceOrientationMaskLandscape so as not to support portrait mode. The user likely launches the controller in portrait mode (especially on any iPhone other than 6 Plus) and if we supported that he/she would maybe think the controller can only be used in portrait mode, and that is very inconvenient when playing video games.

iOS screen mirroring shows overscan borders on selected apps

Problem: iPhone screen mirroring & a dedicated external view of my app show an inch of a black border on all sides.
But: Some views display perfect without black borders on the full-screen, e.g., the Apple TV menu and the photo app.
Tried already - with no effect:
Disabled overscan on 1080p HD TV ("Disable 16:9 overscan") ( iPad Mirroring using 2 screens, does it support 1080 resolution? )
set UIScreenOverscanCompensation - has no effect ( IOS - External (hdmi) output fills only half the screen except when coding view manually )
Setup: iPhone 4S (5.0.1), Apple TV 2nd generation (4.4.4)
Any suggestions what I could try additionally?
Ran into the same issue and it took a while to find the 'solution'. Turns out you can set the overscanCompensation to '3' and it will remove the borders.
I think Apple just left out the documentation & enum for UIScreenOverscanCompensationNone, but that down in the code they check for it.
If you also have black borders during AirPlay Mirroring the answer Of MobileVet won't solve that. Try changing the following setting on your Apple TV: Settings > Audio & Video > Adjust For AirPlay Overscan. Set it to Off (default On).
And btw: doesn't 3 just mean UIScreenOverscanCompensationInsetBounds | UIScreenOverscanCompensationApplicationFrame (1 + 2) ?
Due to changes in iOS 13 for displaying content on a connected screen, I had to set screen.overscanCompensation = .scale after we find the connected window scene. I noticed this after I got a message in the console, if you try to set it directly in the .UIScreenDidConnect notification.

is Second Screen capable of 16:9 via AirPlay over AppleTV in iOS 5.0.1

i think about extending support within one of my apps to handle a second screen via AppleTV.
The question is:
If i just mirror my App, the nice 46" LCD TV shows only a 4:3 Letterbox Image of my App. Is it possible to use the full 16:9 ratio if i change my app to render a different screen for Apple TV / AirPlay?
Absolutely. In iOS 5, a mirrored AirPlay screen can be used as a secondary UIScreen, which can have content different from what is on the device screen. That's what you want to do.
You can see how to do this here:
https://github.com/quellish/AirplayDemo
Your device screen is mirrored until you start using that secondary UIScreen, and you can remove the window you attach the to the UIScreen and go back to mirroring. This lets you control when you're putting custom content on there, and when you're just mirroring.
Absolutely - see Real Racing HD 2 for a great example!

What is the minimum resolution to view iPad simulator (portrait) without scrollbars on 100% zoom

I bought a new 23" monitor with max. resolution of 1920x1080, but I still can't see fullscreen of the apps I develop in portrait mode.
I was wondering what is the minimum resolution required to view the iPad simulator in portrait without scrollbars. Any suggestion on video-recording the functionality of the app I develop for demo. Is there any app that can capture complete screen of the active window.
I'm aware of copy screen to capture complete screenshot in simulator, but I'm looking for recording a video demo.
If you have an iPad2, they can output video to a monitor. You can capture it there.
The iPad screen itself is 1024 pixels high in portrait mode. With the simulated iPad bezel, it's 1100 pixels high. So if you want to fit the whole thing on your screen with a bit of room for the menu bar and stuff, you're probably looking at 1280-ish vertical.

Resources