The new iPhone 5 display has a new aspect ratio and a new resolution (640 x 1136 pixels).
What is required to develop new or transition already existing applications to the new screen size?
What should we keep in mind to make applications "universal" for both the older displays and the new widescreen aspect ratio?
Download and install latest version of Xcode.
Set a Launch Screen File for your app (in the general tab of your target settings). This is how you get to use the full size of any screen, including iPad split view sizes in iOS 9.
Test your app, and hopefully do nothing else, since everything should work magically if you had set auto resizing masks properly, or used Auto Layout.
If you didn't, adjust your view layouts, preferably with Auto Layout.
If there is something you have to do for the larger screens specifically, then it looks like you have to check height of [[UIScreen mainScreen] bounds] as there seems to be no specific API for that. As of iOS 8 there are also size classes that abstract screen sizes into regular or compact vertically and horizontally and are recommended way to adapt your UI.
If you have an app built for iPhone 4S or earlier, it'll run letterboxed on iPhone 5.
To adapt your app to the new taller screen, the first thing you do is to change the launch image to: Default-568h#2x.png. Its size should be 1136x640 (HxW). Yep, having the default image in the new screen size is the key to let your app take the whole of new iPhone 5's screen.
(Note that the naming convention works only for the default image. Naming another image "Image-568h#2x.png" will not cause it to be loaded in place of "Image#2x.png". If you need to load different images for different screen sizes, you'll have to do it programmatically.)
If you're very very lucky, that might be it... but in all likelihood, you'll have to take a few more steps.
Make sure, your Xibs/Views use auto-layout to resize themselves.
Use springs and struts to resize views.
If this is not good enough for your app, design your xib/storyboard
for one specific screen size and reposition programmatically for the
other.
In the extreme case (when none of the above suffices), design the two Xibs and load the appropriate one in the view controller.
To detect screen size:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
// iPhone Classic
}
if(result.height == 568)
{
// iPhone 5
}
}
The only really required thing to do is to add a launch image named "Default-568h#2x.png" to the app resources, and in general case (if you're lucky enough) the app will work correctly.
In case the app does not handle touch events, then make sure that the key window has the proper size. The workaround is to set the proper frame:
[window setFrame:[[UIScreen mainScreen] bounds]]
There are other issues not related to screen size when migrating to iOS 6. Read iOS 6.0 Release Notes for details.
Sometimes (for pre-storyboard apps), if the layout is going to be sufficiently different, it's worth specifying a different xib according to device (see this question - you'll need to modify the code to deal with iPhone 5) in the viewController init, as no amount of twiddling with autoresizing masks will work if you need different graphics.
-(id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
NSString *myNibName;
if ([MyDeviceInfoUtility isiPhone5]) myNibName = #"MyNibIP5";
else myNibName = #"MyNib";
if ((self = [super initWithNibName:myNibName bundle:nibBundleOrNil])) {
...
This is useful for apps which are targeting older iOS versions.
Here you can find a nice tutorial (for MonoTouch, but you can use the information for Non-MonoTouch-projects, too):
http://redth.info/get-your-monotouch-apps-ready-for-iphone-5-ios-6-today/
Create a new image for your splash/default screen (640 x 1136 pixel) with the name "Default-568h#2x.png"
In the iOS Simulator, go to the Hardware -> Device menu, and select "iPhone (Retina 4-inch)"
Create other images, e.g. background images
Detect iPhone 5 to load your new images:
public static bool IsTall
{
get {
return UIDevice.currentDevice.userInterfaceIdiom
== UIUserInterfaceIdiomPhone
&& UIScreen.mainScreen.bounds.size.height
* UIScreen.mainScreen.scale >= 1136;
}
}
private static string tallMagic = "-568h#2x";
public static UIImage FromBundle16x9(string path)
{
//adopt the -568h#2x naming convention
if(IsTall())
{
var imagePath = Path.GetDirectoryName(path.ToString());
var imageFile = Path.GetFileNameWithoutExtension(path.ToString());
var imageExt = Path.GetExtension(path.ToString());
imageFile = imageFile + tallMagic + imageExt;
return UIImage.FromFile(Path.Combine(imagePath,imageFile));
}
else
{
return UIImage.FromBundle(path.ToString());
}
}
It's easy for migrating iPhone5 and iPhone4 through XIBs.........
UIViewController *viewController3;
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone5screen" bundle:nil] autorelease];
}
else
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone4screen" bundle:nil] autorelease];
}
I solve this problem here. Just add ~568h#2x suffix to images and ~568h to xib's. No needs more runtime checks or code changes.
I had added the new default launch image and (in checking out several other SE answers...) made sure my storyboards all auto-sized themselves and subviews but the retina 4 inches still letterboxed.
Then I noticed that my info plist had a line item for "Launch image" set to "Default.png", which I thusly removed and magically letterboxing no longer appeared. Hopefully, that saves someone else the same craziness I endured.
I guess, it is not going to work in all cases, but in my particular project it avoided me from duplication of NIB-files:
Somewhere in common.h you can make these defines based off of screen height:
#define HEIGHT_IPHONE_5 568
#define IS_IPHONE ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)
#define IS_IPHONE_5 ([[UIScreen mainScreen] bounds ].size.height == HEIGHT_IPHONE_5)
In your base controller:
- (void)viewDidLoad
{
[super viewDidLoad];
if (IS_IPHONE_5) {
CGRect r = self.view.frame;
r.size.height = HEIGHT_IPHONE_5 - 20;
self.view.frame = r;
}
// now the view is stretched properly and not pushed to the bottom
// it is pushed to the top instead...
// other code goes here...
}
In a constants.h file you can add these define statements:
#define IS_IPAD UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad
#define IS_IPHONE UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone
#define IS_WIDESCREEN (fabs((double)[[UIScreen mainScreen] bounds].size.height - (double)568) < DBL_EPSILON)
#define IS_IPHONE_5 (!IS_IPAD && IS_WIDESCREEN)
To determine if your app can support iPhone 5 Retina use this:
(This could be more robust to return the type of display, 4S Retina, etc., but as it is written below, it just returns if the iPhone supports iOS5 Retina as a YES or NO)
In a common ".h" file add:
BOOL IS_IPHONE5_RETINA(void);
In a common ".m" file add:
BOOL IS_IPHONE5_RETINA(void) {
BOOL isiPhone5Retina = NO;
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
if ([UIScreen mainScreen].scale == 2.0f) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960){
//NSLog(#"iPhone 4, 4s Retina Resolution");
}
if(result.height == 1136){
//NSLog(#"iPhone 5 Resolution");
isiPhone5Retina = YES;
}
} else {
//NSLog(#"iPhone Standard Resolution");
}
}
return isiPhone5Retina;
}
First of all create two xibs and attach all delegates,main class to the xib and then u can put in this condition mentioned below in your appdelegate.m file in
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone5" bundle:nil];
}
else
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone4" bundle:nil];
}
you can use it any where in the program depending upon your requirements even in your ViewController classes. What matters the most is that you have created two xib files separate for iphone 4(320*480) and iphone 5(320*568)
Try the below method in a singleton class:
-(NSString *)typeOfDevice
{
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
return #"Iphone";
}
if(result.height == 568)
{
return #"Iphone 5";
}
}
else{
return #"Ipad";;
}
return #"Iphone";
}
You can use the Auto Layout feature and create the design using iPhone 5 screen resolution and it will work for the both 4" and 3.5" devices, but in this case you should have a enough knowledge of layout manager.
Checking bounds with 568 will fail in landscape mode. iPhone 5 launches only in portrait mode but if you want to support rotations then the iPhone 5 "check" will need to handle this scenario as well.
Here's a macro which handles orientation state:
#define IS_IPHONE_5 (CGSizeEqualToSize([[UIScreen mainScreen] preferredMode].size, CGSizeMake(640, 1136)))
The use of the 'preferredMode' call is from another posting I read a few hours ago so I did not come up with this idea.
First show this image. In that image you show warning for Retina 4 support so click on this warning and click on add so your Retina 4 splash screen automatically add in your project.
and after you use this code :
if([[UIScreen mainScreen] bounds].size.height == 568)
{
// For iphone 5
}
else
{
// For iphone 4 or less
}
I never faced such an issue with any device as I've had one codebase for all, without any hardcoded values. What I do is to have the maximum sized image as resource instead of one for each device. For example, I would have one for retina display and show it as aspect fit so it will be views as is on every device.
Coming to deciding the frame of button, for instance, at run time. For this I use the % value of the patent view, example , if I want the width to be half of parent view take 50 % of parent and same applies for height and center.
With this I don't even need the xibs.
You can use this define to calculate if you are using the iPhone 5 based on screen size:
#define IS_IPHONE_5 ( fabs( ( double )[ [ UIScreen mainScreen ] bounds ].size.height - ( double )568 ) < DBL_EPSILON )
then use a simple if statement :
if (IS_IPHONE_5) {
// What ever changes
}
Peter, you should really take a look at Canappi, it does all that for you, all you have to do is specify the layout as such:
button mySubmitButton 'Sumbit' (100,100,100,30 + 0,88,0,0) { ... }
From there Canappi will generate the correct objective-c code that detects the device the app is running on and will use:
(100,100,100,30) for iPhone4
(100,**188**,100,30) for iPhone 5
Canappi works like Interface Builder and Story Board combined, except that it is in a textual form. If you already have XIB files, you can convert them so you don't have to recreate the entire UI from scratch.
You can manually check the screen size to determine which device you're on:
#define DEVICE_IS_IPHONE5 ([[UIScreen mainScreen] bounds].size.height == 568)
float height = DEVICE_IS_IPHONE5?568:480;
if (height == 568) {
// 4"
} else {
// 3"
}
You could add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
if ([[UIScreen mainScreen] respondsToSelector: #selector(scale)]) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960) {
NSLog(#"iPhone 4 Resolution");
}
if(result.height == 1136) {
NSLog(#"iPhone 5 Resolution");
}
}
else{
NSLog(#"Standard Resolution");
}
}
This is a real universal code, you can create 3 different story board:
Set your project Universal mode, and set your main story iPhone with the iPhone5 storyboard and the ipad main with iPad target storyboard, now add new storyboard target for iphone and modify the resolution for iphone 4s or less now implement your AppDelegate.m
iPhone4/4s (is the same for 3/3Gs) one for iPhone5 and make the project universal, with a new Storyboard target for iPad, now in to AppDelegate.m under the didFinishLaunching add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
UIStoryboard *storyBoard;
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width *scale, result.height *scale);
//----------------HERE WE SETUP FOR IPHONE4/4s/iPod----------------------
if(result.height == 960){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
//----------------HERE WE SETUP FOR IPHONE3/3s/iPod----------------------
if(result.height == 480){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
}
return YES;
}
So you have created a Universal app for iPhone 3/3Gs/4/4s/5 All gen of iPod, and All type of iPad
Remember to integrate all IMG with myImage.png and myImage#2x.png
According to me the best way of dealing with such problems and avoiding couple of condition required for checking the the height of device, is using the relative frame for views or any UI element which you are adding to you view for example: if you are adding some UI element which you want should at the bottom of view or just above tab bar then you should take the y origin with respect to your view's height or with respect to tab bar (if present) and we have auto resizing property as well. I hope this will work for you
Rather than using a set of conditionals you can resize your view automatically using the screen size.
int h = [[UIScreen mainScreen] bounds].size.height;
int w = [[UIScreen mainScreen] bounds].size.width;
self.imageView.frame = CGRectMake(20, 80, (h-200), (w-100));
In my case I want a view that fills the space between some input fields at the top and some buttons at the bottom, so fixed top left corner and variable bottom right based on screen size. My app fills the image view with the photo taken by the camera so I want all the space I can get.
If you need to convert an already existing app to universal, you need to select corresponding xib file->show Utilities-> Show Size inspector.
In Size inspector you can see Autosizing, by using this tool you can convert to existing iOS App.
Using xCode 5, select "Migrate to Asset Catalog" on Project>General.
Then use "Show in finder" to find your launch image, you can dummy-edit it to be 640x1136, then drag it into the asset catalog as shown in the image below.
Make sure that both iOS7 and iOS6 R4 section has an image that is 640x1136. Next time you launch the app, the black bars will disappear, and your app will use 4 inch screen
Point worth notice - in new Xcode you have to add this image file Default-568h#2x.png to assets
Use the Auto Layout feature for views. It will adjust automatically to all resolutions.
Create two xibs for a controller having controller name with suffix either ~iphone or ~ipad. At compile time, Xcode will take the right xib based on the device.
Use size classes, if you want to create a single xib for both iPhone and iPad, if the view is simple enough to port to iPhone and iPad.
There is a slight problem when testing on both iOS device and iOS Simulator. It appears that simulator (XCode 6.0.1) gives switched values for width and height in [[UIScreen mainScreen] bounds].size depending on a device orientation.
So this might be a problem when determinating the right physical screen size. This code helps also to distinct all 2014. iPhone model generations:
iPhone4s
iPhone5 (and iPhone5s)
iPhone6 (and iPhone6+)
It can also be easily changed to make the distinction between e.g. iPhone6 from iPhone6+.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
{
if (iOSDeviceScreenSize.width > 568 || // for iOS devices
iOSDeviceScreenSize.height > 568) // for iOS simulator
{ // iPhone 6 and iPhone 6+
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone6
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone6" bundle:nil];
NSLog(#"loaded iPhone6 Storyboard");
}
else if (iOSDeviceScreenSize.width == 568 || // for iOS devices
iOSDeviceScreenSize.height == 568) // for iOS simulator
{ // iPhone 5 and iPod Touch 5th generation: 4 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone5
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone5" bundle:nil];
NSLog(#"loaded iPhone5 Storyboard");
}
else
{ // iPhone 3GS, 4, and 4S and iPod Touch 3rd and 4th generation: 3.5 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone4
storyboard = [UIStoryboard story boardWithName:#"MainStoryboard_iPhone" bundle:nil];
NSLog(#"loaded iPhone4 Storyboard");
}
}
else if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad)
{ // The iOS device = iPad
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPadnew" bundle:nil];
NSLog(#"loaded iPad Storyboard");
}
// rest my code
}
I would suggest to use Autoresizing Mask in your applications according to your UI interface, it saves a lot of trouble and is better than making different UI for iPhone 4 and 5 screens.
Related
The new iPhone 5 display has a new aspect ratio and a new resolution (640 x 1136 pixels).
What is required to develop new or transition already existing applications to the new screen size?
What should we keep in mind to make applications "universal" for both the older displays and the new widescreen aspect ratio?
Download and install latest version of Xcode.
Set a Launch Screen File for your app (in the general tab of your target settings). This is how you get to use the full size of any screen, including iPad split view sizes in iOS 9.
Test your app, and hopefully do nothing else, since everything should work magically if you had set auto resizing masks properly, or used Auto Layout.
If you didn't, adjust your view layouts, preferably with Auto Layout.
If there is something you have to do for the larger screens specifically, then it looks like you have to check height of [[UIScreen mainScreen] bounds] as there seems to be no specific API for that. As of iOS 8 there are also size classes that abstract screen sizes into regular or compact vertically and horizontally and are recommended way to adapt your UI.
If you have an app built for iPhone 4S or earlier, it'll run letterboxed on iPhone 5.
To adapt your app to the new taller screen, the first thing you do is to change the launch image to: Default-568h#2x.png. Its size should be 1136x640 (HxW). Yep, having the default image in the new screen size is the key to let your app take the whole of new iPhone 5's screen.
(Note that the naming convention works only for the default image. Naming another image "Image-568h#2x.png" will not cause it to be loaded in place of "Image#2x.png". If you need to load different images for different screen sizes, you'll have to do it programmatically.)
If you're very very lucky, that might be it... but in all likelihood, you'll have to take a few more steps.
Make sure, your Xibs/Views use auto-layout to resize themselves.
Use springs and struts to resize views.
If this is not good enough for your app, design your xib/storyboard
for one specific screen size and reposition programmatically for the
other.
In the extreme case (when none of the above suffices), design the two Xibs and load the appropriate one in the view controller.
To detect screen size:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
// iPhone Classic
}
if(result.height == 568)
{
// iPhone 5
}
}
The only really required thing to do is to add a launch image named "Default-568h#2x.png" to the app resources, and in general case (if you're lucky enough) the app will work correctly.
In case the app does not handle touch events, then make sure that the key window has the proper size. The workaround is to set the proper frame:
[window setFrame:[[UIScreen mainScreen] bounds]]
There are other issues not related to screen size when migrating to iOS 6. Read iOS 6.0 Release Notes for details.
Sometimes (for pre-storyboard apps), if the layout is going to be sufficiently different, it's worth specifying a different xib according to device (see this question - you'll need to modify the code to deal with iPhone 5) in the viewController init, as no amount of twiddling with autoresizing masks will work if you need different graphics.
-(id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
NSString *myNibName;
if ([MyDeviceInfoUtility isiPhone5]) myNibName = #"MyNibIP5";
else myNibName = #"MyNib";
if ((self = [super initWithNibName:myNibName bundle:nibBundleOrNil])) {
...
This is useful for apps which are targeting older iOS versions.
Here you can find a nice tutorial (for MonoTouch, but you can use the information for Non-MonoTouch-projects, too):
http://redth.info/get-your-monotouch-apps-ready-for-iphone-5-ios-6-today/
Create a new image for your splash/default screen (640 x 1136 pixel) with the name "Default-568h#2x.png"
In the iOS Simulator, go to the Hardware -> Device menu, and select "iPhone (Retina 4-inch)"
Create other images, e.g. background images
Detect iPhone 5 to load your new images:
public static bool IsTall
{
get {
return UIDevice.currentDevice.userInterfaceIdiom
== UIUserInterfaceIdiomPhone
&& UIScreen.mainScreen.bounds.size.height
* UIScreen.mainScreen.scale >= 1136;
}
}
private static string tallMagic = "-568h#2x";
public static UIImage FromBundle16x9(string path)
{
//adopt the -568h#2x naming convention
if(IsTall())
{
var imagePath = Path.GetDirectoryName(path.ToString());
var imageFile = Path.GetFileNameWithoutExtension(path.ToString());
var imageExt = Path.GetExtension(path.ToString());
imageFile = imageFile + tallMagic + imageExt;
return UIImage.FromFile(Path.Combine(imagePath,imageFile));
}
else
{
return UIImage.FromBundle(path.ToString());
}
}
It's easy for migrating iPhone5 and iPhone4 through XIBs.........
UIViewController *viewController3;
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone5screen" bundle:nil] autorelease];
}
else
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone4screen" bundle:nil] autorelease];
}
I solve this problem here. Just add ~568h#2x suffix to images and ~568h to xib's. No needs more runtime checks or code changes.
I had added the new default launch image and (in checking out several other SE answers...) made sure my storyboards all auto-sized themselves and subviews but the retina 4 inches still letterboxed.
Then I noticed that my info plist had a line item for "Launch image" set to "Default.png", which I thusly removed and magically letterboxing no longer appeared. Hopefully, that saves someone else the same craziness I endured.
I guess, it is not going to work in all cases, but in my particular project it avoided me from duplication of NIB-files:
Somewhere in common.h you can make these defines based off of screen height:
#define HEIGHT_IPHONE_5 568
#define IS_IPHONE ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)
#define IS_IPHONE_5 ([[UIScreen mainScreen] bounds ].size.height == HEIGHT_IPHONE_5)
In your base controller:
- (void)viewDidLoad
{
[super viewDidLoad];
if (IS_IPHONE_5) {
CGRect r = self.view.frame;
r.size.height = HEIGHT_IPHONE_5 - 20;
self.view.frame = r;
}
// now the view is stretched properly and not pushed to the bottom
// it is pushed to the top instead...
// other code goes here...
}
In a constants.h file you can add these define statements:
#define IS_IPAD UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad
#define IS_IPHONE UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone
#define IS_WIDESCREEN (fabs((double)[[UIScreen mainScreen] bounds].size.height - (double)568) < DBL_EPSILON)
#define IS_IPHONE_5 (!IS_IPAD && IS_WIDESCREEN)
To determine if your app can support iPhone 5 Retina use this:
(This could be more robust to return the type of display, 4S Retina, etc., but as it is written below, it just returns if the iPhone supports iOS5 Retina as a YES or NO)
In a common ".h" file add:
BOOL IS_IPHONE5_RETINA(void);
In a common ".m" file add:
BOOL IS_IPHONE5_RETINA(void) {
BOOL isiPhone5Retina = NO;
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
if ([UIScreen mainScreen].scale == 2.0f) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960){
//NSLog(#"iPhone 4, 4s Retina Resolution");
}
if(result.height == 1136){
//NSLog(#"iPhone 5 Resolution");
isiPhone5Retina = YES;
}
} else {
//NSLog(#"iPhone Standard Resolution");
}
}
return isiPhone5Retina;
}
First of all create two xibs and attach all delegates,main class to the xib and then u can put in this condition mentioned below in your appdelegate.m file in
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone5" bundle:nil];
}
else
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone4" bundle:nil];
}
you can use it any where in the program depending upon your requirements even in your ViewController classes. What matters the most is that you have created two xib files separate for iphone 4(320*480) and iphone 5(320*568)
Try the below method in a singleton class:
-(NSString *)typeOfDevice
{
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
return #"Iphone";
}
if(result.height == 568)
{
return #"Iphone 5";
}
}
else{
return #"Ipad";;
}
return #"Iphone";
}
You can use the Auto Layout feature and create the design using iPhone 5 screen resolution and it will work for the both 4" and 3.5" devices, but in this case you should have a enough knowledge of layout manager.
Checking bounds with 568 will fail in landscape mode. iPhone 5 launches only in portrait mode but if you want to support rotations then the iPhone 5 "check" will need to handle this scenario as well.
Here's a macro which handles orientation state:
#define IS_IPHONE_5 (CGSizeEqualToSize([[UIScreen mainScreen] preferredMode].size, CGSizeMake(640, 1136)))
The use of the 'preferredMode' call is from another posting I read a few hours ago so I did not come up with this idea.
First show this image. In that image you show warning for Retina 4 support so click on this warning and click on add so your Retina 4 splash screen automatically add in your project.
and after you use this code :
if([[UIScreen mainScreen] bounds].size.height == 568)
{
// For iphone 5
}
else
{
// For iphone 4 or less
}
I never faced such an issue with any device as I've had one codebase for all, without any hardcoded values. What I do is to have the maximum sized image as resource instead of one for each device. For example, I would have one for retina display and show it as aspect fit so it will be views as is on every device.
Coming to deciding the frame of button, for instance, at run time. For this I use the % value of the patent view, example , if I want the width to be half of parent view take 50 % of parent and same applies for height and center.
With this I don't even need the xibs.
You can use this define to calculate if you are using the iPhone 5 based on screen size:
#define IS_IPHONE_5 ( fabs( ( double )[ [ UIScreen mainScreen ] bounds ].size.height - ( double )568 ) < DBL_EPSILON )
then use a simple if statement :
if (IS_IPHONE_5) {
// What ever changes
}
Peter, you should really take a look at Canappi, it does all that for you, all you have to do is specify the layout as such:
button mySubmitButton 'Sumbit' (100,100,100,30 + 0,88,0,0) { ... }
From there Canappi will generate the correct objective-c code that detects the device the app is running on and will use:
(100,100,100,30) for iPhone4
(100,**188**,100,30) for iPhone 5
Canappi works like Interface Builder and Story Board combined, except that it is in a textual form. If you already have XIB files, you can convert them so you don't have to recreate the entire UI from scratch.
You can manually check the screen size to determine which device you're on:
#define DEVICE_IS_IPHONE5 ([[UIScreen mainScreen] bounds].size.height == 568)
float height = DEVICE_IS_IPHONE5?568:480;
if (height == 568) {
// 4"
} else {
// 3"
}
You could add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
if ([[UIScreen mainScreen] respondsToSelector: #selector(scale)]) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960) {
NSLog(#"iPhone 4 Resolution");
}
if(result.height == 1136) {
NSLog(#"iPhone 5 Resolution");
}
}
else{
NSLog(#"Standard Resolution");
}
}
This is a real universal code, you can create 3 different story board:
Set your project Universal mode, and set your main story iPhone with the iPhone5 storyboard and the ipad main with iPad target storyboard, now add new storyboard target for iphone and modify the resolution for iphone 4s or less now implement your AppDelegate.m
iPhone4/4s (is the same for 3/3Gs) one for iPhone5 and make the project universal, with a new Storyboard target for iPad, now in to AppDelegate.m under the didFinishLaunching add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
UIStoryboard *storyBoard;
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width *scale, result.height *scale);
//----------------HERE WE SETUP FOR IPHONE4/4s/iPod----------------------
if(result.height == 960){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
//----------------HERE WE SETUP FOR IPHONE3/3s/iPod----------------------
if(result.height == 480){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
}
return YES;
}
So you have created a Universal app for iPhone 3/3Gs/4/4s/5 All gen of iPod, and All type of iPad
Remember to integrate all IMG with myImage.png and myImage#2x.png
According to me the best way of dealing with such problems and avoiding couple of condition required for checking the the height of device, is using the relative frame for views or any UI element which you are adding to you view for example: if you are adding some UI element which you want should at the bottom of view or just above tab bar then you should take the y origin with respect to your view's height or with respect to tab bar (if present) and we have auto resizing property as well. I hope this will work for you
Rather than using a set of conditionals you can resize your view automatically using the screen size.
int h = [[UIScreen mainScreen] bounds].size.height;
int w = [[UIScreen mainScreen] bounds].size.width;
self.imageView.frame = CGRectMake(20, 80, (h-200), (w-100));
In my case I want a view that fills the space between some input fields at the top and some buttons at the bottom, so fixed top left corner and variable bottom right based on screen size. My app fills the image view with the photo taken by the camera so I want all the space I can get.
If you need to convert an already existing app to universal, you need to select corresponding xib file->show Utilities-> Show Size inspector.
In Size inspector you can see Autosizing, by using this tool you can convert to existing iOS App.
Using xCode 5, select "Migrate to Asset Catalog" on Project>General.
Then use "Show in finder" to find your launch image, you can dummy-edit it to be 640x1136, then drag it into the asset catalog as shown in the image below.
Make sure that both iOS7 and iOS6 R4 section has an image that is 640x1136. Next time you launch the app, the black bars will disappear, and your app will use 4 inch screen
Point worth notice - in new Xcode you have to add this image file Default-568h#2x.png to assets
Use the Auto Layout feature for views. It will adjust automatically to all resolutions.
Create two xibs for a controller having controller name with suffix either ~iphone or ~ipad. At compile time, Xcode will take the right xib based on the device.
Use size classes, if you want to create a single xib for both iPhone and iPad, if the view is simple enough to port to iPhone and iPad.
There is a slight problem when testing on both iOS device and iOS Simulator. It appears that simulator (XCode 6.0.1) gives switched values for width and height in [[UIScreen mainScreen] bounds].size depending on a device orientation.
So this might be a problem when determinating the right physical screen size. This code helps also to distinct all 2014. iPhone model generations:
iPhone4s
iPhone5 (and iPhone5s)
iPhone6 (and iPhone6+)
It can also be easily changed to make the distinction between e.g. iPhone6 from iPhone6+.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
{
if (iOSDeviceScreenSize.width > 568 || // for iOS devices
iOSDeviceScreenSize.height > 568) // for iOS simulator
{ // iPhone 6 and iPhone 6+
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone6
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone6" bundle:nil];
NSLog(#"loaded iPhone6 Storyboard");
}
else if (iOSDeviceScreenSize.width == 568 || // for iOS devices
iOSDeviceScreenSize.height == 568) // for iOS simulator
{ // iPhone 5 and iPod Touch 5th generation: 4 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone5
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone5" bundle:nil];
NSLog(#"loaded iPhone5 Storyboard");
}
else
{ // iPhone 3GS, 4, and 4S and iPod Touch 3rd and 4th generation: 3.5 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone4
storyboard = [UIStoryboard story boardWithName:#"MainStoryboard_iPhone" bundle:nil];
NSLog(#"loaded iPhone4 Storyboard");
}
}
else if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad)
{ // The iOS device = iPad
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPadnew" bundle:nil];
NSLog(#"loaded iPad Storyboard");
}
// rest my code
}
I would suggest to use Autoresizing Mask in your applications according to your UI interface, it saves a lot of trouble and is better than making different UI for iPhone 4 and 5 screens.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How to develop or migrate apps for iPhone 5 screen resolution?
I was just wondering with how should we deal with the iPhone 5 bigger screen size.
As it has more pixels in height, things like GCRectMake that use coordinates (and just doubled the pixels with the retina/non retina problem) won't work seamlessly between versions, as it happened when we got the Retina.
And will we have to design two storyboards, just like for the iPad?
I personally don't think Apple will require you to check the screen size every time you have to draw something, like many answers say. Does that happen with the iPad?
All apps will continue to work in the vertically stretched screen from what I could tell in today's presentation. They will be letterboxed or basically the extra 88 points in height would simply be black.
If you only plan to support iOS 6+, then definitely consider using Auto Layout. It removes all fixed layout handling and instead uses constraints to lay things out. Nothing will be hard-coded, and your life will become a lot simpler.
However, if you have to support older iOS's, then it really depends on your application. A majority of applications that use a standard navigation bar, and/or tab bar, could simply expand the content in the middle to use up that extra points. Set the autoresizing mask of the center content to expand in both directions.
view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
It works great out of the box for table views, however, if your app used pixel-perfect layout for displaying content, then your best bet would be to re-imagine the content so that it can accommodate varying heights.
If that's not a possibility, then the only remaining option is to have two UIs (pre iPhone 5, and iPhone 5).
If that sounds ugly, then you could go with the default letterboxed model where the extra points/pixels just show up black.
Edit
To enable your apps to work with iPhone 5, you need to add a retina version of the launcher image. It should be named Default-568h#2x.png. And it has to be retina quality - there's no backward compatibility here :)
You could also select this image from within Xcode. Go to the target, and under the Summary section, look for Launch Images. The image has to be 640x1136 pixels in size. Here's a screenshot of where to find it, if that helps.
You need to add a 640x1136 pixels PNG image (Default-568h#2x.png) as a 4 inch default splash image of your project, and it will use extra spaces (without efforts on simple table based applications, games will require more efforts).
I've created a small UIDevice category in order to deal with all screen resolutions. You can get it here, but the code is as follows:
File UIDevice+Resolutions.h:
enum {
UIDeviceResolution_Unknown = 0,
UIDeviceResolution_iPhoneStandard = 1, // iPhone 1,3,3GS Standard Display (320x480px)
UIDeviceResolution_iPhoneRetina4 = 2, // iPhone 4,4S Retina Display 3.5" (640x960px)
UIDeviceResolution_iPhoneRetina5 = 3, // iPhone 5 Retina Display 4" (640x1136px)
UIDeviceResolution_iPadStandard = 4, // iPad 1,2,mini Standard Display (1024x768px)
UIDeviceResolution_iPadRetina = 5 // iPad 3 Retina Display (2048x1536px)
}; typedef NSUInteger UIDeviceResolution;
#interface UIDevice (Resolutions)
- (UIDeviceResolution)resolution;
NSString *NSStringFromResolution(UIDeviceResolution resolution);
#end
File UIDevice+Resolutions.m:
#import "UIDevice+Resolutions.h"
#implementation UIDevice (Resolutions)
- (UIDeviceResolution)resolution
{
UIDeviceResolution resolution = UIDeviceResolution_Unknown;
UIScreen *mainScreen = [UIScreen mainScreen];
CGFloat scale = ([mainScreen respondsToSelector:#selector(scale)] ? mainScreen.scale : 1.0f);
CGFloat pixelHeight = (CGRectGetHeight(mainScreen.bounds) * scale);
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
if (scale == 2.0f) {
if (pixelHeight == 960.0f)
resolution = UIDeviceResolution_iPhoneRetina4;
else if (pixelHeight == 1136.0f)
resolution = UIDeviceResolution_iPhoneRetina5;
} else if (scale == 1.0f && pixelHeight == 480.0f)
resolution = UIDeviceResolution_iPhoneStandard;
} else {
if (scale == 2.0f && pixelHeight == 2048.0f) {
resolution = UIDeviceResolution_iPadRetina;
} else if (scale == 1.0f && pixelHeight == 1024.0f) {
resolution = UIDeviceResolution_iPadStandard;
}
}
return resolution;
}
#end
This is how you need to use this code.
1) Add the above UIDevice+Resolutions.h & UIDevice+Resolutions.m files to your project
2) Add the line #import "UIDevice+Resolutions.h" to your ViewController.m
3) Add this code to check what versions of device you are dealing with
int valueDevice = [[UIDevice currentDevice] resolution];
NSLog(#"valueDevice: %d ...", valueDevice);
if (valueDevice == 0)
{
//unknow device - you got me!
}
else if (valueDevice == 1)
{
//standard iphone 3GS and lower
}
else if (valueDevice == 2)
{
//iphone 4 & 4S
}
else if (valueDevice == 3)
{
//iphone 5
}
else if (valueDevice == 4)
{
//ipad 2
}
else if (valueDevice == 5)
{
//ipad 3 - retina display
}
I have just finished updating and sending an iOS 6.0 version of one of my Apps to the store. This version is backwards compatible with iOS 5.0, thus I kept the shouldAutorotateToInterfaceOrientation: method and added the new ones as listed below.
I had to do the following:
Autorotation is changing in iOS 6. In iOS 6, the shouldAutorotateToInterfaceOrientation: method of UIViewController is deprecated. In its place, you should use the supportedInterfaceOrientationsForWindow: and shouldAutorotate methods.
Thus, I added these new methods (and kept the old for iOS 5 compatibility):
- (BOOL)shouldAutorotate {
return YES;
}
- (NSUInteger)supportedInterfaceOrientations {
return UIInterfaceOrientationMaskAllButUpsideDown;
}
Used the view controller’s viewWillLayoutSubviews method and adjust the layout using the view’s bounds rectangle.
Modal view controllers: The willRotateToInterfaceOrientation:duration:,
willAnimateRotationToInterfaceOrientation:duration:, and
didRotateFromInterfaceOrientation: methods are no longer called on
any view controller that makes a full-screen presentation over
itself—for example, presentViewController:animated:completion:.
Then I fixed the autolayout for views that needed it.
Copied images from the simulator for startup view and views for the iTunes store into PhotoShop and exported them as png files.
The name of the default image is: Default-568h#2x.png and the size is 640×1136. It´s also allowed to supply 640×1096 for the same portrait mode (Statusbar removed). Similar sizes may also be supplied in landscape mode if your app only allows landscape orientation on the iPhone.
I have dropped backward compatibility for iOS 4. The main reason for that is because support for armv6 code has been dropped. Thus, all devices that I am able to support now (running armv7) can be upgraded to iOS 5.
I am also generation armv7s code to support the iPhone 5 and thus can
not use any third party frameworks (as Admob etc.) until they are
updated.
That was all but just remember to test the autorotation in iOS 5 and iOS 6 because of the changes in rotation.
No.
if ([[UIScreen mainScreen] bounds].size.height > 960)
on iPhone 5 is wrong
if ([[UIScreen mainScreen] bounds].size.height == 568)
#interface UIDevice (Screen)
typedef enum
{
iPhone = 1 << 1,
iPhoneRetina = 1 << 2,
iPhone5 = 1 << 3,
iPad = 1 << 4,
iPadRetina = 1 << 5
} DeviceType;
+ (DeviceType)deviceType;
#end
.m
#import "UIDevice+Screen.h"
#implementation UIDevice (Screen)
+ (DeviceType)deviceType
{
DeviceType thisDevice = 0;
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)
{
thisDevice |= iPhone;
if ([[UIScreen mainScreen] respondsToSelector: #selector(scale)])
{
thisDevice |= iPhoneRetina;
if ([[UIScreen mainScreen] bounds].size.height == 568)
thisDevice |= iPhone5;
}
}
else
{
thisDevice |= iPad;
if ([[UIScreen mainScreen] respondsToSelector: #selector(scale)])
thisDevice |= iPadRetina;
}
return thisDevice;
}
#end
This way, if you want to detect whether it is just an iPhone or iPad (regardless of screen-size), you just use:
if ([UIDevice deviceType] & iPhone)
or
if ([UIDevice deviceType] & iPad)
If you want to detect just the iPhone 5, you can use
if ([UIDevice deviceType] & iPhone5)
As opposed to Malcoms answer where you would need to check just to figure out if it's an iPhone,
if ([UIDevice currentResolution] == UIDevice_iPhoneHiRes ||
[UIDevice currentResolution] == UIDevice_iPhoneStandardRes ||
[UIDevice currentResolution] == UIDevice_iPhoneTallerHiRes)`
Neither way has a major advantage over one another, it is just a personal preference.
#Pascal's comment on the OP's question is right. By simply adding the image, it removes the black borders and the app will use the full height.
You will need to make adjustments to any CGRects by determining that the device is using the bigger display. I.e. If you need something aligned to the bottom of the screen.
I am sure there is a built in method, but I haven't seen anything and a lot is still under NDA so the method we use in our apps is quite simply a global function. Add the following to your .pch file and then its a simple if( is4InchRetina() ) { ... } call to make adjustments to your CGRects etc.
static BOOL is4InchRetina()
{
if (![UIApplication sharedApplication].statusBarHidden && (int)[[UIScreen mainScreen] applicationFrame].size.height == 548 || [UIApplication sharedApplication].statusBarHidden && (int)[[UIScreen mainScreen] applicationFrame].size.height == 568)
return YES;
return NO;
}
I think you can use [UIScreen mainScreen].bounds.size.height and calculate step for your objects. when you calculate step you can set coordinates for two resolutions.
Or you can get height like above and if(iphone5) then... else if(iphone4) then... else if(ipad). Something like this.
If you use storyboards then you have to create new for new iPhone i think.
As it has more pixels in height, things like GCRectMake that use coordinates won't work seamlessly between versions, as it happened when we got the Retina.
Well, they do work the same with Retina displays - it's just that 1 unit in the CoreGraphics coordinate system will correspond to 2 physical pixels, but you don't/didn't have to do anything, the logic stayed the same. (Have you actually tried to run one of your non-retina apps on a retina iPhone, ever?)
For the actual question: that's why you shouldn't use explicit CGRectMakes and co... That's why you have stuff like [[UIScreen mainScreen] applicationFrame].
The new iPhone 5 display has a new aspect ratio and a new resolution (640 x 1136 pixels).
What is required to develop new or transition already existing applications to the new screen size?
What should we keep in mind to make applications "universal" for both the older displays and the new widescreen aspect ratio?
Download and install latest version of Xcode.
Set a Launch Screen File for your app (in the general tab of your target settings). This is how you get to use the full size of any screen, including iPad split view sizes in iOS 9.
Test your app, and hopefully do nothing else, since everything should work magically if you had set auto resizing masks properly, or used Auto Layout.
If you didn't, adjust your view layouts, preferably with Auto Layout.
If there is something you have to do for the larger screens specifically, then it looks like you have to check height of [[UIScreen mainScreen] bounds] as there seems to be no specific API for that. As of iOS 8 there are also size classes that abstract screen sizes into regular or compact vertically and horizontally and are recommended way to adapt your UI.
If you have an app built for iPhone 4S or earlier, it'll run letterboxed on iPhone 5.
To adapt your app to the new taller screen, the first thing you do is to change the launch image to: Default-568h#2x.png. Its size should be 1136x640 (HxW). Yep, having the default image in the new screen size is the key to let your app take the whole of new iPhone 5's screen.
(Note that the naming convention works only for the default image. Naming another image "Image-568h#2x.png" will not cause it to be loaded in place of "Image#2x.png". If you need to load different images for different screen sizes, you'll have to do it programmatically.)
If you're very very lucky, that might be it... but in all likelihood, you'll have to take a few more steps.
Make sure, your Xibs/Views use auto-layout to resize themselves.
Use springs and struts to resize views.
If this is not good enough for your app, design your xib/storyboard
for one specific screen size and reposition programmatically for the
other.
In the extreme case (when none of the above suffices), design the two Xibs and load the appropriate one in the view controller.
To detect screen size:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
// iPhone Classic
}
if(result.height == 568)
{
// iPhone 5
}
}
The only really required thing to do is to add a launch image named "Default-568h#2x.png" to the app resources, and in general case (if you're lucky enough) the app will work correctly.
In case the app does not handle touch events, then make sure that the key window has the proper size. The workaround is to set the proper frame:
[window setFrame:[[UIScreen mainScreen] bounds]]
There are other issues not related to screen size when migrating to iOS 6. Read iOS 6.0 Release Notes for details.
Sometimes (for pre-storyboard apps), if the layout is going to be sufficiently different, it's worth specifying a different xib according to device (see this question - you'll need to modify the code to deal with iPhone 5) in the viewController init, as no amount of twiddling with autoresizing masks will work if you need different graphics.
-(id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
NSString *myNibName;
if ([MyDeviceInfoUtility isiPhone5]) myNibName = #"MyNibIP5";
else myNibName = #"MyNib";
if ((self = [super initWithNibName:myNibName bundle:nibBundleOrNil])) {
...
This is useful for apps which are targeting older iOS versions.
Here you can find a nice tutorial (for MonoTouch, but you can use the information for Non-MonoTouch-projects, too):
http://redth.info/get-your-monotouch-apps-ready-for-iphone-5-ios-6-today/
Create a new image for your splash/default screen (640 x 1136 pixel) with the name "Default-568h#2x.png"
In the iOS Simulator, go to the Hardware -> Device menu, and select "iPhone (Retina 4-inch)"
Create other images, e.g. background images
Detect iPhone 5 to load your new images:
public static bool IsTall
{
get {
return UIDevice.currentDevice.userInterfaceIdiom
== UIUserInterfaceIdiomPhone
&& UIScreen.mainScreen.bounds.size.height
* UIScreen.mainScreen.scale >= 1136;
}
}
private static string tallMagic = "-568h#2x";
public static UIImage FromBundle16x9(string path)
{
//adopt the -568h#2x naming convention
if(IsTall())
{
var imagePath = Path.GetDirectoryName(path.ToString());
var imageFile = Path.GetFileNameWithoutExtension(path.ToString());
var imageExt = Path.GetExtension(path.ToString());
imageFile = imageFile + tallMagic + imageExt;
return UIImage.FromFile(Path.Combine(imagePath,imageFile));
}
else
{
return UIImage.FromBundle(path.ToString());
}
}
It's easy for migrating iPhone5 and iPhone4 through XIBs.........
UIViewController *viewController3;
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone5screen" bundle:nil] autorelease];
}
else
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone4screen" bundle:nil] autorelease];
}
I solve this problem here. Just add ~568h#2x suffix to images and ~568h to xib's. No needs more runtime checks or code changes.
I had added the new default launch image and (in checking out several other SE answers...) made sure my storyboards all auto-sized themselves and subviews but the retina 4 inches still letterboxed.
Then I noticed that my info plist had a line item for "Launch image" set to "Default.png", which I thusly removed and magically letterboxing no longer appeared. Hopefully, that saves someone else the same craziness I endured.
I guess, it is not going to work in all cases, but in my particular project it avoided me from duplication of NIB-files:
Somewhere in common.h you can make these defines based off of screen height:
#define HEIGHT_IPHONE_5 568
#define IS_IPHONE ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)
#define IS_IPHONE_5 ([[UIScreen mainScreen] bounds ].size.height == HEIGHT_IPHONE_5)
In your base controller:
- (void)viewDidLoad
{
[super viewDidLoad];
if (IS_IPHONE_5) {
CGRect r = self.view.frame;
r.size.height = HEIGHT_IPHONE_5 - 20;
self.view.frame = r;
}
// now the view is stretched properly and not pushed to the bottom
// it is pushed to the top instead...
// other code goes here...
}
In a constants.h file you can add these define statements:
#define IS_IPAD UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad
#define IS_IPHONE UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone
#define IS_WIDESCREEN (fabs((double)[[UIScreen mainScreen] bounds].size.height - (double)568) < DBL_EPSILON)
#define IS_IPHONE_5 (!IS_IPAD && IS_WIDESCREEN)
To determine if your app can support iPhone 5 Retina use this:
(This could be more robust to return the type of display, 4S Retina, etc., but as it is written below, it just returns if the iPhone supports iOS5 Retina as a YES or NO)
In a common ".h" file add:
BOOL IS_IPHONE5_RETINA(void);
In a common ".m" file add:
BOOL IS_IPHONE5_RETINA(void) {
BOOL isiPhone5Retina = NO;
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
if ([UIScreen mainScreen].scale == 2.0f) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960){
//NSLog(#"iPhone 4, 4s Retina Resolution");
}
if(result.height == 1136){
//NSLog(#"iPhone 5 Resolution");
isiPhone5Retina = YES;
}
} else {
//NSLog(#"iPhone Standard Resolution");
}
}
return isiPhone5Retina;
}
First of all create two xibs and attach all delegates,main class to the xib and then u can put in this condition mentioned below in your appdelegate.m file in
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone5" bundle:nil];
}
else
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone4" bundle:nil];
}
you can use it any where in the program depending upon your requirements even in your ViewController classes. What matters the most is that you have created two xib files separate for iphone 4(320*480) and iphone 5(320*568)
Try the below method in a singleton class:
-(NSString *)typeOfDevice
{
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
return #"Iphone";
}
if(result.height == 568)
{
return #"Iphone 5";
}
}
else{
return #"Ipad";;
}
return #"Iphone";
}
You can use the Auto Layout feature and create the design using iPhone 5 screen resolution and it will work for the both 4" and 3.5" devices, but in this case you should have a enough knowledge of layout manager.
Checking bounds with 568 will fail in landscape mode. iPhone 5 launches only in portrait mode but if you want to support rotations then the iPhone 5 "check" will need to handle this scenario as well.
Here's a macro which handles orientation state:
#define IS_IPHONE_5 (CGSizeEqualToSize([[UIScreen mainScreen] preferredMode].size, CGSizeMake(640, 1136)))
The use of the 'preferredMode' call is from another posting I read a few hours ago so I did not come up with this idea.
First show this image. In that image you show warning for Retina 4 support so click on this warning and click on add so your Retina 4 splash screen automatically add in your project.
and after you use this code :
if([[UIScreen mainScreen] bounds].size.height == 568)
{
// For iphone 5
}
else
{
// For iphone 4 or less
}
I never faced such an issue with any device as I've had one codebase for all, without any hardcoded values. What I do is to have the maximum sized image as resource instead of one for each device. For example, I would have one for retina display and show it as aspect fit so it will be views as is on every device.
Coming to deciding the frame of button, for instance, at run time. For this I use the % value of the patent view, example , if I want the width to be half of parent view take 50 % of parent and same applies for height and center.
With this I don't even need the xibs.
You can use this define to calculate if you are using the iPhone 5 based on screen size:
#define IS_IPHONE_5 ( fabs( ( double )[ [ UIScreen mainScreen ] bounds ].size.height - ( double )568 ) < DBL_EPSILON )
then use a simple if statement :
if (IS_IPHONE_5) {
// What ever changes
}
Peter, you should really take a look at Canappi, it does all that for you, all you have to do is specify the layout as such:
button mySubmitButton 'Sumbit' (100,100,100,30 + 0,88,0,0) { ... }
From there Canappi will generate the correct objective-c code that detects the device the app is running on and will use:
(100,100,100,30) for iPhone4
(100,**188**,100,30) for iPhone 5
Canappi works like Interface Builder and Story Board combined, except that it is in a textual form. If you already have XIB files, you can convert them so you don't have to recreate the entire UI from scratch.
You can manually check the screen size to determine which device you're on:
#define DEVICE_IS_IPHONE5 ([[UIScreen mainScreen] bounds].size.height == 568)
float height = DEVICE_IS_IPHONE5?568:480;
if (height == 568) {
// 4"
} else {
// 3"
}
You could add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
if ([[UIScreen mainScreen] respondsToSelector: #selector(scale)]) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960) {
NSLog(#"iPhone 4 Resolution");
}
if(result.height == 1136) {
NSLog(#"iPhone 5 Resolution");
}
}
else{
NSLog(#"Standard Resolution");
}
}
This is a real universal code, you can create 3 different story board:
Set your project Universal mode, and set your main story iPhone with the iPhone5 storyboard and the ipad main with iPad target storyboard, now add new storyboard target for iphone and modify the resolution for iphone 4s or less now implement your AppDelegate.m
iPhone4/4s (is the same for 3/3Gs) one for iPhone5 and make the project universal, with a new Storyboard target for iPad, now in to AppDelegate.m under the didFinishLaunching add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
UIStoryboard *storyBoard;
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width *scale, result.height *scale);
//----------------HERE WE SETUP FOR IPHONE4/4s/iPod----------------------
if(result.height == 960){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
//----------------HERE WE SETUP FOR IPHONE3/3s/iPod----------------------
if(result.height == 480){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
}
return YES;
}
So you have created a Universal app for iPhone 3/3Gs/4/4s/5 All gen of iPod, and All type of iPad
Remember to integrate all IMG with myImage.png and myImage#2x.png
According to me the best way of dealing with such problems and avoiding couple of condition required for checking the the height of device, is using the relative frame for views or any UI element which you are adding to you view for example: if you are adding some UI element which you want should at the bottom of view or just above tab bar then you should take the y origin with respect to your view's height or with respect to tab bar (if present) and we have auto resizing property as well. I hope this will work for you
Rather than using a set of conditionals you can resize your view automatically using the screen size.
int h = [[UIScreen mainScreen] bounds].size.height;
int w = [[UIScreen mainScreen] bounds].size.width;
self.imageView.frame = CGRectMake(20, 80, (h-200), (w-100));
In my case I want a view that fills the space between some input fields at the top and some buttons at the bottom, so fixed top left corner and variable bottom right based on screen size. My app fills the image view with the photo taken by the camera so I want all the space I can get.
If you need to convert an already existing app to universal, you need to select corresponding xib file->show Utilities-> Show Size inspector.
In Size inspector you can see Autosizing, by using this tool you can convert to existing iOS App.
Using xCode 5, select "Migrate to Asset Catalog" on Project>General.
Then use "Show in finder" to find your launch image, you can dummy-edit it to be 640x1136, then drag it into the asset catalog as shown in the image below.
Make sure that both iOS7 and iOS6 R4 section has an image that is 640x1136. Next time you launch the app, the black bars will disappear, and your app will use 4 inch screen
Point worth notice - in new Xcode you have to add this image file Default-568h#2x.png to assets
Use the Auto Layout feature for views. It will adjust automatically to all resolutions.
Create two xibs for a controller having controller name with suffix either ~iphone or ~ipad. At compile time, Xcode will take the right xib based on the device.
Use size classes, if you want to create a single xib for both iPhone and iPad, if the view is simple enough to port to iPhone and iPad.
There is a slight problem when testing on both iOS device and iOS Simulator. It appears that simulator (XCode 6.0.1) gives switched values for width and height in [[UIScreen mainScreen] bounds].size depending on a device orientation.
So this might be a problem when determinating the right physical screen size. This code helps also to distinct all 2014. iPhone model generations:
iPhone4s
iPhone5 (and iPhone5s)
iPhone6 (and iPhone6+)
It can also be easily changed to make the distinction between e.g. iPhone6 from iPhone6+.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
{
if (iOSDeviceScreenSize.width > 568 || // for iOS devices
iOSDeviceScreenSize.height > 568) // for iOS simulator
{ // iPhone 6 and iPhone 6+
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone6
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone6" bundle:nil];
NSLog(#"loaded iPhone6 Storyboard");
}
else if (iOSDeviceScreenSize.width == 568 || // for iOS devices
iOSDeviceScreenSize.height == 568) // for iOS simulator
{ // iPhone 5 and iPod Touch 5th generation: 4 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone5
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone5" bundle:nil];
NSLog(#"loaded iPhone5 Storyboard");
}
else
{ // iPhone 3GS, 4, and 4S and iPod Touch 3rd and 4th generation: 3.5 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone4
storyboard = [UIStoryboard story boardWithName:#"MainStoryboard_iPhone" bundle:nil];
NSLog(#"loaded iPhone4 Storyboard");
}
}
else if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad)
{ // The iOS device = iPad
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPadnew" bundle:nil];
NSLog(#"loaded iPad Storyboard");
}
// rest my code
}
I would suggest to use Autoresizing Mask in your applications according to your UI interface, it saves a lot of trouble and is better than making different UI for iPhone 4 and 5 screens.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How to develop or migrate apps for iPhone 5 screen resolution?
I was just wondering with how should we deal with the iPhone 5 bigger screen size.
As it has more pixels in height, things like GCRectMake that use coordinates (and just doubled the pixels with the retina/non retina problem) won't work seamlessly between versions, as it happened when we got the Retina.
And will we have to design two storyboards, just like for the iPad?
I personally don't think Apple will require you to check the screen size every time you have to draw something, like many answers say. Does that happen with the iPad?
All apps will continue to work in the vertically stretched screen from what I could tell in today's presentation. They will be letterboxed or basically the extra 88 points in height would simply be black.
If you only plan to support iOS 6+, then definitely consider using Auto Layout. It removes all fixed layout handling and instead uses constraints to lay things out. Nothing will be hard-coded, and your life will become a lot simpler.
However, if you have to support older iOS's, then it really depends on your application. A majority of applications that use a standard navigation bar, and/or tab bar, could simply expand the content in the middle to use up that extra points. Set the autoresizing mask of the center content to expand in both directions.
view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
It works great out of the box for table views, however, if your app used pixel-perfect layout for displaying content, then your best bet would be to re-imagine the content so that it can accommodate varying heights.
If that's not a possibility, then the only remaining option is to have two UIs (pre iPhone 5, and iPhone 5).
If that sounds ugly, then you could go with the default letterboxed model where the extra points/pixels just show up black.
Edit
To enable your apps to work with iPhone 5, you need to add a retina version of the launcher image. It should be named Default-568h#2x.png. And it has to be retina quality - there's no backward compatibility here :)
You could also select this image from within Xcode. Go to the target, and under the Summary section, look for Launch Images. The image has to be 640x1136 pixels in size. Here's a screenshot of where to find it, if that helps.
You need to add a 640x1136 pixels PNG image (Default-568h#2x.png) as a 4 inch default splash image of your project, and it will use extra spaces (without efforts on simple table based applications, games will require more efforts).
I've created a small UIDevice category in order to deal with all screen resolutions. You can get it here, but the code is as follows:
File UIDevice+Resolutions.h:
enum {
UIDeviceResolution_Unknown = 0,
UIDeviceResolution_iPhoneStandard = 1, // iPhone 1,3,3GS Standard Display (320x480px)
UIDeviceResolution_iPhoneRetina4 = 2, // iPhone 4,4S Retina Display 3.5" (640x960px)
UIDeviceResolution_iPhoneRetina5 = 3, // iPhone 5 Retina Display 4" (640x1136px)
UIDeviceResolution_iPadStandard = 4, // iPad 1,2,mini Standard Display (1024x768px)
UIDeviceResolution_iPadRetina = 5 // iPad 3 Retina Display (2048x1536px)
}; typedef NSUInteger UIDeviceResolution;
#interface UIDevice (Resolutions)
- (UIDeviceResolution)resolution;
NSString *NSStringFromResolution(UIDeviceResolution resolution);
#end
File UIDevice+Resolutions.m:
#import "UIDevice+Resolutions.h"
#implementation UIDevice (Resolutions)
- (UIDeviceResolution)resolution
{
UIDeviceResolution resolution = UIDeviceResolution_Unknown;
UIScreen *mainScreen = [UIScreen mainScreen];
CGFloat scale = ([mainScreen respondsToSelector:#selector(scale)] ? mainScreen.scale : 1.0f);
CGFloat pixelHeight = (CGRectGetHeight(mainScreen.bounds) * scale);
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
if (scale == 2.0f) {
if (pixelHeight == 960.0f)
resolution = UIDeviceResolution_iPhoneRetina4;
else if (pixelHeight == 1136.0f)
resolution = UIDeviceResolution_iPhoneRetina5;
} else if (scale == 1.0f && pixelHeight == 480.0f)
resolution = UIDeviceResolution_iPhoneStandard;
} else {
if (scale == 2.0f && pixelHeight == 2048.0f) {
resolution = UIDeviceResolution_iPadRetina;
} else if (scale == 1.0f && pixelHeight == 1024.0f) {
resolution = UIDeviceResolution_iPadStandard;
}
}
return resolution;
}
#end
This is how you need to use this code.
1) Add the above UIDevice+Resolutions.h & UIDevice+Resolutions.m files to your project
2) Add the line #import "UIDevice+Resolutions.h" to your ViewController.m
3) Add this code to check what versions of device you are dealing with
int valueDevice = [[UIDevice currentDevice] resolution];
NSLog(#"valueDevice: %d ...", valueDevice);
if (valueDevice == 0)
{
//unknow device - you got me!
}
else if (valueDevice == 1)
{
//standard iphone 3GS and lower
}
else if (valueDevice == 2)
{
//iphone 4 & 4S
}
else if (valueDevice == 3)
{
//iphone 5
}
else if (valueDevice == 4)
{
//ipad 2
}
else if (valueDevice == 5)
{
//ipad 3 - retina display
}
I have just finished updating and sending an iOS 6.0 version of one of my Apps to the store. This version is backwards compatible with iOS 5.0, thus I kept the shouldAutorotateToInterfaceOrientation: method and added the new ones as listed below.
I had to do the following:
Autorotation is changing in iOS 6. In iOS 6, the shouldAutorotateToInterfaceOrientation: method of UIViewController is deprecated. In its place, you should use the supportedInterfaceOrientationsForWindow: and shouldAutorotate methods.
Thus, I added these new methods (and kept the old for iOS 5 compatibility):
- (BOOL)shouldAutorotate {
return YES;
}
- (NSUInteger)supportedInterfaceOrientations {
return UIInterfaceOrientationMaskAllButUpsideDown;
}
Used the view controller’s viewWillLayoutSubviews method and adjust the layout using the view’s bounds rectangle.
Modal view controllers: The willRotateToInterfaceOrientation:duration:,
willAnimateRotationToInterfaceOrientation:duration:, and
didRotateFromInterfaceOrientation: methods are no longer called on
any view controller that makes a full-screen presentation over
itself—for example, presentViewController:animated:completion:.
Then I fixed the autolayout for views that needed it.
Copied images from the simulator for startup view and views for the iTunes store into PhotoShop and exported them as png files.
The name of the default image is: Default-568h#2x.png and the size is 640×1136. It´s also allowed to supply 640×1096 for the same portrait mode (Statusbar removed). Similar sizes may also be supplied in landscape mode if your app only allows landscape orientation on the iPhone.
I have dropped backward compatibility for iOS 4. The main reason for that is because support for armv6 code has been dropped. Thus, all devices that I am able to support now (running armv7) can be upgraded to iOS 5.
I am also generation armv7s code to support the iPhone 5 and thus can
not use any third party frameworks (as Admob etc.) until they are
updated.
That was all but just remember to test the autorotation in iOS 5 and iOS 6 because of the changes in rotation.
No.
if ([[UIScreen mainScreen] bounds].size.height > 960)
on iPhone 5 is wrong
if ([[UIScreen mainScreen] bounds].size.height == 568)
#interface UIDevice (Screen)
typedef enum
{
iPhone = 1 << 1,
iPhoneRetina = 1 << 2,
iPhone5 = 1 << 3,
iPad = 1 << 4,
iPadRetina = 1 << 5
} DeviceType;
+ (DeviceType)deviceType;
#end
.m
#import "UIDevice+Screen.h"
#implementation UIDevice (Screen)
+ (DeviceType)deviceType
{
DeviceType thisDevice = 0;
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)
{
thisDevice |= iPhone;
if ([[UIScreen mainScreen] respondsToSelector: #selector(scale)])
{
thisDevice |= iPhoneRetina;
if ([[UIScreen mainScreen] bounds].size.height == 568)
thisDevice |= iPhone5;
}
}
else
{
thisDevice |= iPad;
if ([[UIScreen mainScreen] respondsToSelector: #selector(scale)])
thisDevice |= iPadRetina;
}
return thisDevice;
}
#end
This way, if you want to detect whether it is just an iPhone or iPad (regardless of screen-size), you just use:
if ([UIDevice deviceType] & iPhone)
or
if ([UIDevice deviceType] & iPad)
If you want to detect just the iPhone 5, you can use
if ([UIDevice deviceType] & iPhone5)
As opposed to Malcoms answer where you would need to check just to figure out if it's an iPhone,
if ([UIDevice currentResolution] == UIDevice_iPhoneHiRes ||
[UIDevice currentResolution] == UIDevice_iPhoneStandardRes ||
[UIDevice currentResolution] == UIDevice_iPhoneTallerHiRes)`
Neither way has a major advantage over one another, it is just a personal preference.
#Pascal's comment on the OP's question is right. By simply adding the image, it removes the black borders and the app will use the full height.
You will need to make adjustments to any CGRects by determining that the device is using the bigger display. I.e. If you need something aligned to the bottom of the screen.
I am sure there is a built in method, but I haven't seen anything and a lot is still under NDA so the method we use in our apps is quite simply a global function. Add the following to your .pch file and then its a simple if( is4InchRetina() ) { ... } call to make adjustments to your CGRects etc.
static BOOL is4InchRetina()
{
if (![UIApplication sharedApplication].statusBarHidden && (int)[[UIScreen mainScreen] applicationFrame].size.height == 548 || [UIApplication sharedApplication].statusBarHidden && (int)[[UIScreen mainScreen] applicationFrame].size.height == 568)
return YES;
return NO;
}
I think you can use [UIScreen mainScreen].bounds.size.height and calculate step for your objects. when you calculate step you can set coordinates for two resolutions.
Or you can get height like above and if(iphone5) then... else if(iphone4) then... else if(ipad). Something like this.
If you use storyboards then you have to create new for new iPhone i think.
As it has more pixels in height, things like GCRectMake that use coordinates won't work seamlessly between versions, as it happened when we got the Retina.
Well, they do work the same with Retina displays - it's just that 1 unit in the CoreGraphics coordinate system will correspond to 2 physical pixels, but you don't/didn't have to do anything, the logic stayed the same. (Have you actually tried to run one of your non-retina apps on a retina iPhone, ever?)
For the actual question: that's why you shouldn't use explicit CGRectMakes and co... That's why you have stuff like [[UIScreen mainScreen] applicationFrame].
The new iPhone 5 display has a new aspect ratio and a new resolution (640 x 1136 pixels).
What is required to develop new or transition already existing applications to the new screen size?
What should we keep in mind to make applications "universal" for both the older displays and the new widescreen aspect ratio?
Download and install latest version of Xcode.
Set a Launch Screen File for your app (in the general tab of your target settings). This is how you get to use the full size of any screen, including iPad split view sizes in iOS 9.
Test your app, and hopefully do nothing else, since everything should work magically if you had set auto resizing masks properly, or used Auto Layout.
If you didn't, adjust your view layouts, preferably with Auto Layout.
If there is something you have to do for the larger screens specifically, then it looks like you have to check height of [[UIScreen mainScreen] bounds] as there seems to be no specific API for that. As of iOS 8 there are also size classes that abstract screen sizes into regular or compact vertically and horizontally and are recommended way to adapt your UI.
If you have an app built for iPhone 4S or earlier, it'll run letterboxed on iPhone 5.
To adapt your app to the new taller screen, the first thing you do is to change the launch image to: Default-568h#2x.png. Its size should be 1136x640 (HxW). Yep, having the default image in the new screen size is the key to let your app take the whole of new iPhone 5's screen.
(Note that the naming convention works only for the default image. Naming another image "Image-568h#2x.png" will not cause it to be loaded in place of "Image#2x.png". If you need to load different images for different screen sizes, you'll have to do it programmatically.)
If you're very very lucky, that might be it... but in all likelihood, you'll have to take a few more steps.
Make sure, your Xibs/Views use auto-layout to resize themselves.
Use springs and struts to resize views.
If this is not good enough for your app, design your xib/storyboard
for one specific screen size and reposition programmatically for the
other.
In the extreme case (when none of the above suffices), design the two Xibs and load the appropriate one in the view controller.
To detect screen size:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
// iPhone Classic
}
if(result.height == 568)
{
// iPhone 5
}
}
The only really required thing to do is to add a launch image named "Default-568h#2x.png" to the app resources, and in general case (if you're lucky enough) the app will work correctly.
In case the app does not handle touch events, then make sure that the key window has the proper size. The workaround is to set the proper frame:
[window setFrame:[[UIScreen mainScreen] bounds]]
There are other issues not related to screen size when migrating to iOS 6. Read iOS 6.0 Release Notes for details.
Sometimes (for pre-storyboard apps), if the layout is going to be sufficiently different, it's worth specifying a different xib according to device (see this question - you'll need to modify the code to deal with iPhone 5) in the viewController init, as no amount of twiddling with autoresizing masks will work if you need different graphics.
-(id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
NSString *myNibName;
if ([MyDeviceInfoUtility isiPhone5]) myNibName = #"MyNibIP5";
else myNibName = #"MyNib";
if ((self = [super initWithNibName:myNibName bundle:nibBundleOrNil])) {
...
This is useful for apps which are targeting older iOS versions.
Here you can find a nice tutorial (for MonoTouch, but you can use the information for Non-MonoTouch-projects, too):
http://redth.info/get-your-monotouch-apps-ready-for-iphone-5-ios-6-today/
Create a new image for your splash/default screen (640 x 1136 pixel) with the name "Default-568h#2x.png"
In the iOS Simulator, go to the Hardware -> Device menu, and select "iPhone (Retina 4-inch)"
Create other images, e.g. background images
Detect iPhone 5 to load your new images:
public static bool IsTall
{
get {
return UIDevice.currentDevice.userInterfaceIdiom
== UIUserInterfaceIdiomPhone
&& UIScreen.mainScreen.bounds.size.height
* UIScreen.mainScreen.scale >= 1136;
}
}
private static string tallMagic = "-568h#2x";
public static UIImage FromBundle16x9(string path)
{
//adopt the -568h#2x naming convention
if(IsTall())
{
var imagePath = Path.GetDirectoryName(path.ToString());
var imageFile = Path.GetFileNameWithoutExtension(path.ToString());
var imageExt = Path.GetExtension(path.ToString());
imageFile = imageFile + tallMagic + imageExt;
return UIImage.FromFile(Path.Combine(imagePath,imageFile));
}
else
{
return UIImage.FromBundle(path.ToString());
}
}
It's easy for migrating iPhone5 and iPhone4 through XIBs.........
UIViewController *viewController3;
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone5screen" bundle:nil] autorelease];
}
else
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone4screen" bundle:nil] autorelease];
}
I solve this problem here. Just add ~568h#2x suffix to images and ~568h to xib's. No needs more runtime checks or code changes.
I had added the new default launch image and (in checking out several other SE answers...) made sure my storyboards all auto-sized themselves and subviews but the retina 4 inches still letterboxed.
Then I noticed that my info plist had a line item for "Launch image" set to "Default.png", which I thusly removed and magically letterboxing no longer appeared. Hopefully, that saves someone else the same craziness I endured.
I guess, it is not going to work in all cases, but in my particular project it avoided me from duplication of NIB-files:
Somewhere in common.h you can make these defines based off of screen height:
#define HEIGHT_IPHONE_5 568
#define IS_IPHONE ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)
#define IS_IPHONE_5 ([[UIScreen mainScreen] bounds ].size.height == HEIGHT_IPHONE_5)
In your base controller:
- (void)viewDidLoad
{
[super viewDidLoad];
if (IS_IPHONE_5) {
CGRect r = self.view.frame;
r.size.height = HEIGHT_IPHONE_5 - 20;
self.view.frame = r;
}
// now the view is stretched properly and not pushed to the bottom
// it is pushed to the top instead...
// other code goes here...
}
In a constants.h file you can add these define statements:
#define IS_IPAD UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad
#define IS_IPHONE UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone
#define IS_WIDESCREEN (fabs((double)[[UIScreen mainScreen] bounds].size.height - (double)568) < DBL_EPSILON)
#define IS_IPHONE_5 (!IS_IPAD && IS_WIDESCREEN)
To determine if your app can support iPhone 5 Retina use this:
(This could be more robust to return the type of display, 4S Retina, etc., but as it is written below, it just returns if the iPhone supports iOS5 Retina as a YES or NO)
In a common ".h" file add:
BOOL IS_IPHONE5_RETINA(void);
In a common ".m" file add:
BOOL IS_IPHONE5_RETINA(void) {
BOOL isiPhone5Retina = NO;
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
if ([UIScreen mainScreen].scale == 2.0f) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960){
//NSLog(#"iPhone 4, 4s Retina Resolution");
}
if(result.height == 1136){
//NSLog(#"iPhone 5 Resolution");
isiPhone5Retina = YES;
}
} else {
//NSLog(#"iPhone Standard Resolution");
}
}
return isiPhone5Retina;
}
First of all create two xibs and attach all delegates,main class to the xib and then u can put in this condition mentioned below in your appdelegate.m file in
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone5" bundle:nil];
}
else
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone4" bundle:nil];
}
you can use it any where in the program depending upon your requirements even in your ViewController classes. What matters the most is that you have created two xib files separate for iphone 4(320*480) and iphone 5(320*568)
Try the below method in a singleton class:
-(NSString *)typeOfDevice
{
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
return #"Iphone";
}
if(result.height == 568)
{
return #"Iphone 5";
}
}
else{
return #"Ipad";;
}
return #"Iphone";
}
You can use the Auto Layout feature and create the design using iPhone 5 screen resolution and it will work for the both 4" and 3.5" devices, but in this case you should have a enough knowledge of layout manager.
Checking bounds with 568 will fail in landscape mode. iPhone 5 launches only in portrait mode but if you want to support rotations then the iPhone 5 "check" will need to handle this scenario as well.
Here's a macro which handles orientation state:
#define IS_IPHONE_5 (CGSizeEqualToSize([[UIScreen mainScreen] preferredMode].size, CGSizeMake(640, 1136)))
The use of the 'preferredMode' call is from another posting I read a few hours ago so I did not come up with this idea.
First show this image. In that image you show warning for Retina 4 support so click on this warning and click on add so your Retina 4 splash screen automatically add in your project.
and after you use this code :
if([[UIScreen mainScreen] bounds].size.height == 568)
{
// For iphone 5
}
else
{
// For iphone 4 or less
}
I never faced such an issue with any device as I've had one codebase for all, without any hardcoded values. What I do is to have the maximum sized image as resource instead of one for each device. For example, I would have one for retina display and show it as aspect fit so it will be views as is on every device.
Coming to deciding the frame of button, for instance, at run time. For this I use the % value of the patent view, example , if I want the width to be half of parent view take 50 % of parent and same applies for height and center.
With this I don't even need the xibs.
You can use this define to calculate if you are using the iPhone 5 based on screen size:
#define IS_IPHONE_5 ( fabs( ( double )[ [ UIScreen mainScreen ] bounds ].size.height - ( double )568 ) < DBL_EPSILON )
then use a simple if statement :
if (IS_IPHONE_5) {
// What ever changes
}
Peter, you should really take a look at Canappi, it does all that for you, all you have to do is specify the layout as such:
button mySubmitButton 'Sumbit' (100,100,100,30 + 0,88,0,0) { ... }
From there Canappi will generate the correct objective-c code that detects the device the app is running on and will use:
(100,100,100,30) for iPhone4
(100,**188**,100,30) for iPhone 5
Canappi works like Interface Builder and Story Board combined, except that it is in a textual form. If you already have XIB files, you can convert them so you don't have to recreate the entire UI from scratch.
You can manually check the screen size to determine which device you're on:
#define DEVICE_IS_IPHONE5 ([[UIScreen mainScreen] bounds].size.height == 568)
float height = DEVICE_IS_IPHONE5?568:480;
if (height == 568) {
// 4"
} else {
// 3"
}
You could add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
if ([[UIScreen mainScreen] respondsToSelector: #selector(scale)]) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960) {
NSLog(#"iPhone 4 Resolution");
}
if(result.height == 1136) {
NSLog(#"iPhone 5 Resolution");
}
}
else{
NSLog(#"Standard Resolution");
}
}
This is a real universal code, you can create 3 different story board:
Set your project Universal mode, and set your main story iPhone with the iPhone5 storyboard and the ipad main with iPad target storyboard, now add new storyboard target for iphone and modify the resolution for iphone 4s or less now implement your AppDelegate.m
iPhone4/4s (is the same for 3/3Gs) one for iPhone5 and make the project universal, with a new Storyboard target for iPad, now in to AppDelegate.m under the didFinishLaunching add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
UIStoryboard *storyBoard;
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width *scale, result.height *scale);
//----------------HERE WE SETUP FOR IPHONE4/4s/iPod----------------------
if(result.height == 960){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
//----------------HERE WE SETUP FOR IPHONE3/3s/iPod----------------------
if(result.height == 480){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
}
return YES;
}
So you have created a Universal app for iPhone 3/3Gs/4/4s/5 All gen of iPod, and All type of iPad
Remember to integrate all IMG with myImage.png and myImage#2x.png
According to me the best way of dealing with such problems and avoiding couple of condition required for checking the the height of device, is using the relative frame for views or any UI element which you are adding to you view for example: if you are adding some UI element which you want should at the bottom of view or just above tab bar then you should take the y origin with respect to your view's height or with respect to tab bar (if present) and we have auto resizing property as well. I hope this will work for you
Rather than using a set of conditionals you can resize your view automatically using the screen size.
int h = [[UIScreen mainScreen] bounds].size.height;
int w = [[UIScreen mainScreen] bounds].size.width;
self.imageView.frame = CGRectMake(20, 80, (h-200), (w-100));
In my case I want a view that fills the space between some input fields at the top and some buttons at the bottom, so fixed top left corner and variable bottom right based on screen size. My app fills the image view with the photo taken by the camera so I want all the space I can get.
If you need to convert an already existing app to universal, you need to select corresponding xib file->show Utilities-> Show Size inspector.
In Size inspector you can see Autosizing, by using this tool you can convert to existing iOS App.
Using xCode 5, select "Migrate to Asset Catalog" on Project>General.
Then use "Show in finder" to find your launch image, you can dummy-edit it to be 640x1136, then drag it into the asset catalog as shown in the image below.
Make sure that both iOS7 and iOS6 R4 section has an image that is 640x1136. Next time you launch the app, the black bars will disappear, and your app will use 4 inch screen
Point worth notice - in new Xcode you have to add this image file Default-568h#2x.png to assets
Use the Auto Layout feature for views. It will adjust automatically to all resolutions.
Create two xibs for a controller having controller name with suffix either ~iphone or ~ipad. At compile time, Xcode will take the right xib based on the device.
Use size classes, if you want to create a single xib for both iPhone and iPad, if the view is simple enough to port to iPhone and iPad.
There is a slight problem when testing on both iOS device and iOS Simulator. It appears that simulator (XCode 6.0.1) gives switched values for width and height in [[UIScreen mainScreen] bounds].size depending on a device orientation.
So this might be a problem when determinating the right physical screen size. This code helps also to distinct all 2014. iPhone model generations:
iPhone4s
iPhone5 (and iPhone5s)
iPhone6 (and iPhone6+)
It can also be easily changed to make the distinction between e.g. iPhone6 from iPhone6+.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
{
if (iOSDeviceScreenSize.width > 568 || // for iOS devices
iOSDeviceScreenSize.height > 568) // for iOS simulator
{ // iPhone 6 and iPhone 6+
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone6
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone6" bundle:nil];
NSLog(#"loaded iPhone6 Storyboard");
}
else if (iOSDeviceScreenSize.width == 568 || // for iOS devices
iOSDeviceScreenSize.height == 568) // for iOS simulator
{ // iPhone 5 and iPod Touch 5th generation: 4 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone5
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone5" bundle:nil];
NSLog(#"loaded iPhone5 Storyboard");
}
else
{ // iPhone 3GS, 4, and 4S and iPod Touch 3rd and 4th generation: 3.5 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone4
storyboard = [UIStoryboard story boardWithName:#"MainStoryboard_iPhone" bundle:nil];
NSLog(#"loaded iPhone4 Storyboard");
}
}
else if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad)
{ // The iOS device = iPad
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPadnew" bundle:nil];
NSLog(#"loaded iPad Storyboard");
}
// rest my code
}
I would suggest to use Autoresizing Mask in your applications according to your UI interface, it saves a lot of trouble and is better than making different UI for iPhone 4 and 5 screens.