iPad orientation is not only four in iOS - ipad

Now i realized when i writing my app for only iPad version.
My iPad iOS Version is iOS 5.1.
Yes, i need to check the iPad Orientation before load my Data.
So i check with following codes.
if (UIDeviceOrientationIsLandscape([UIDevice currentDevice].orientation))
{
self.originalLandScape = CGRectMake(0, 48, 1024, 704);
self.originalPortrait = CGRectMake(0, 48, 768, 960);
self.txtView.frame = self.originalLandScape;
}
else
{
self.originalPortrait = CGRectMake(0, 48, 768, 960);
self.originalLandScape = CGRectMake(0, 48, 1024, 704);
self.txtView.frame = self.originalPortrait;
}
Because i need to set the fix size to my UITextView.
However i realized that when my iPad is with Landscape and put down to floor horizontally , It's not correct to set UITextView size.
But when i get my iPad from floor and holding in my hand with Landscape like reading book , my above codes is work.
Is there any different between those two?
I don't know how to solve it.
Thanks you for any suggestions and helps.

You are correct - iPad orientation is not only four, it is six:
UIDeviceOrientationLandscapeLeft
UIDeviceOrientationLandscapeRight
UIDeviceOrientationPortrait
UIDeviceOrientationPortraitUpsideDown
UIDeviceOrientationFaceUp
UIDeviceOrientationFaceDown
Your else clause therefore applies not just to the Portrait orientations, but to FaceUp and FaceDown as well.
I suspect that what you actually want to use is the Interface orientation. This may or may not be the same orientation as the Device orientation (depending on your app's supported orientations) - but if you want to draw a UI element correctly for a particular orientation, it will be the orientation of the rest of the interface that matters, not the device orientation.
There are only four interface orientations:
UIInterfaceOrientationLandscapeLeft
UIInterfaceOrientationLandscapeRight
UIInterfaceOrientationPortrait
UIInterfaceOrientationPortraitUpsideDown
You can get these with the UIViewController property interfaceOrientation and check them with the UIKit functions UIInterfaceOrientationIsLandscape() and UIInterfaceOrientationIsPortrait()
Try this in your code
if(UIInterfaceOrientationIsLandscape(self.interfaceOrientation))) {
...
} else {
...
}

Related

IOS Swift App how to vary my constraints as per different iphone size like iphone 8, iphone 5 iphone SE [duplicate]

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].

App support the app Landscape and portrait mode in both ipad and iphone

In my app i trying create a Interface builder supports both Landscape and portrait in ipad and iPhone.
[In Android we used fill parent to autoresize dynamically created UI-Elements.is there any syntax in iOS to autoresizing]
How to UI-elements create dynamically supports both Landscape mode and portrait mode?
How create the view controller to support the Landscape mode and portrait mode?
Is there required to create a all views and UI-elements dynamically?
1)If you will make xib or nib than develop xib or nib in only one mode as portrait or landscape. Than use Autoresizing option as below Image for any control.
http://www.raywenderlich.com/50319/beginning-auto-layout-tutorial-in-ios-7-part-2. You can use this link for auto layout.
But Auto layout is not work properly as you want. so u need to set frames of control pro grammatically evenif u r using autolayout.
2) And If you want to develop dynamically than using below code you can set frame of all controls.
In ViewwillAppear.
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter]addObserver:self selector:#selector(orientationChanged) name:UIDeviceOrientationDidChangeNotification object:nil];
in viewdidload
set your controls as below.
UILabel lbl - [UILabel alloc]init];
-(void)orientationChanged{
if(Orientation is portrait){
[lbl setFrame:for portrait];
}else{
[lbl setFrame: for landscape];
}
If device change mode than above notification fire and in that method. you can set frame of control.
I hope you will get your answer.
You can use auto - layout for providing both the portrait and landscape mode.
For more details, check this : What is Auto Layout?.
You have to set the constraints for landscape and portrait mode to work. Like if you want a button at the top, you can set constraints on it : from top and left and so on.
If you want a UI element to work change dynamically, you just need to change frame on orientation as per your requirement. Sample code is here :
# pragma mark - Orientation related methods
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration NS_AVAILABLE_IOS(3_0)
{
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft) {
[self deviceRotatedToLandscapeMode];
}
else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight) {
[self deviceRotatedToLandscapeMode];
}
else if (toInterfaceOrientation == UIInterfaceOrientationPortrait) {
[self deviceRotatedToPortraitMode];
}
else if (toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) {
[self deviceRotatedToPortraitMode];
}
}
- (void) deviceRotatedToPortraitMode {
self.mTableView.frame = CGRectMake(0.0, 0.0, self.view.frame.size.width, self.view.frame.size.height);
}
- (void) deviceRotatedToLandscapeMode {
self.mTableView.frame = CGRectMake(0.0, 0.0, self.view.frame.size.height, self.view.frame.size.height);
}
The most reliable approach -
Create a method in your view controller -
-(void)setFrameForOrientationChange:(UIDeviceOrientation*) o {
//...
implement your code for frame settings..
}

ipad splash screen doesn't rotate

I would like to be able to rotate my splash screen on my ipad to landscape right and left.
i have enabled landscape right and left orientation in my .plist file. i've added 4 files for the LandscapeRight and LandscapeLeft:
Default-LandscapeRight#2x~ipad.png
Default-LandscapeLeft#2x~ipad.png
Default-LandscapeRight~ipad.png
Default-LandscapeLeft~ipad.png
although this shouldn't matter, in my rootviewcontroller i've got:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return (interfaceOrientation == UIInterfaceOrientationLandscapeRight || interfaceOrientation == UIInterfaceOrientationLandscapeLeft);
return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) );
}
The splash screen loads, but it doesn't rotate.
what am i doing wrong?
As I Know Device does not recognise the Orientation in the duration of Splash Image.These SPlash images Default-LandscapeRight#2x~ipad.png
Default-LandscapeLeft#2x~ipad.png
Default-LandscapeRight~ipad.png recognise when app going to launch device then device takes Appropriate Splash Image.
Default-LandscapeLeft~ipad.png.
You can do the Alternate solution if you interested.and this is just my concept nothing more
1 create the UIIMageView for this Purpose and Add it as SUbview to Window.
2 Set iamge to that UIIMageView.
3 Set Sleep method for 3-4 seconds. like sleep(4).
4 As call goes to RootViewController manage the Orientation of Image.
like below method
this is the Method suppose you have defind In The AppDelegate class will manage the Image Orientation.
-(void)checkOrientationforSplash:(UIInterfaceOrientation)interfaceOrentaion
{
if (splashImageView.hidden==FALSE) {
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){
if (interfaceOrentaion==UIInterfaceOrientationPortrait|| interfaceOrentaion==UIInterfaceOrientationPortraitUpsideDown) {
UIImage *image=[UIImage imageNamed:#"Default-Portrait.png"];
splashImageView.frame=CGRectMake(0.0, 0.0, image.size.width, image.size.height);
[splashImageView setImage:image];
}
else {
UIImage *image=[UIImage imageNamed:#"Default-Landscape.png"];
splashImageView.frame=CGRectMake(0.0, 20.0, image.size.width, image.size.height);
[splashImageView setImage:image];
}
}
}
5 You can Manage That Image Form in the Mid of App Instaltion, RoortViewController.
6 Remove That Splash Image At Specific Point.
-(void)removeSplash
{
[splashImageView setHidden:YES];
}
I hope it'll help you.

Why is my ModalView displaying in portrait mode?

Hopefully somebody can point out what I'm doing wrong with my Splash screen here. The problem is that the screen is displaying in portrait mode, not landscape...
- (void)showSplash
{
UIView *modelView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 1024 , 748)];
UIViewController *modalViewController = [[UIViewController alloc] init];
[modelView setBackgroundColor:[[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"Splash.png"]]];
modalViewController.view = modelView;
[self presentModalViewController:modalViewController animated:NO];
[self performSelector:#selector(hideSplash) withObject:nil afterDelay:5.0];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationLandscapeLeft || interfaceOrientation == UIInterfaceOrientationLandscapeRight);
}
Thanks in advance for the help.
Looks like you are writing app for iPad. If so, you have to support both landscape as well as portrait orientation otherwise Apple will reject it. I would suggest that you should use two different images. Image specifications are as follows:
Default-Landscape.png (1004 * 768)
Default-Portrait.png (748*1024)
(I am assuming that you are showing status bar if not add 20 pixels to height of an image)
That's it, create these images and add it to your project. And you are good to go. No Need to write any additional piece of code too..
And ya make it
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return YES;
}
You shouldn't rely on a function in your code to display the splash screen. Just define them as the previous answer from Sumit Lonkar explains.
If you do it in code, I believe at the start of the application the orientation is always considered as portrait, then the transition to the actual orientation is triggered. This explains why your code displays first as portrait and most likely there is nothing else in the code to handle rotation. Besides, the purpose of the splash screen is to display something while the app is loading, so if you put it in code you lose the purpose.
By doing it the Apple way you leave it to another Apple process that runs before looking at your code and it will work.
Regarding the orientation supported I have on my iPad some apps that support only landscape (TapZoo for example) so it should be ok with Apple.

Moving objects around when the view rotates

I have an iPad app that I would like to work in the sideways orientation instead of just portrait. I have programatically placed images, labels, and buttons into my view and used CGRectMake (x,x,x,x) to tell them where to go on the view into the center. When the app rotates horizontally, I need my labels and buttons to shift up (since they can't go down as far when in landscape mode), but stay in the center. Here is some code I've been playing with:
if((self.interfaceOrientation == UIDeviceOrientationLandscapeLeft) || (self.interfaceOrientation == UIDeviceOrientationLandscapeRight))
{
lblDate = [[UILabel alloc] initWithFrame:CGRectMake(384-(fieldWidth/2)-30,controlTop+45,120,40)]; //these dimensions aren't correct, though they don't matter here
lblDate.text = #"Date:";
lblDate.backgroundColor = [UIColor clearColor];
[contentView addSubview:lblDate];
} else {
//the orientation must be portrait or portrait upside down, so put duplicate the above code and change the pixel dimensions
}
Thanks for your help!
Take a look at this: iphone/ipad orientation handling
You just specify each control location depending on the rotation.
I know this might be a bit of an old question now looking to the date, but I just very recently faced the same problem. You could stumble upon many suggestions such as transforming main view's subviews or it's layers. Non of this worked for me.
Actually the solitary solution I've found is that since you want your UI controls to be located dynamically then don't deploy them mainly in the interface builder. The interface builder can be helpful knowing the desired locations for dynamic controls in both portrait and landscape orientations. i.e make two separate test views in the interface builder, one portrait and the other landscape, align your controls as you wish and right down X, Y, Width and Height data just to use with CGRectMake for each control.
As soon as you write down all needed positioning data from the interface builder get rid of those already drawn controls and outlets/actions links. They will be of no need now.
Of course don't forget to implement UIViewController's willRotateToInterfaceOrientation to set control's frame with each orientation change.
#interface
//Declare your UI control as a property of class.
#property (strong, nonatomic) UITableView *myTable;
#end
#implementation
// Synthesise it
#synthesize myTable
- (void)viewDidLoad
{
[super viewDidLoad];
// Check to init for current orientation, don't use [UIDevice currentDevice].orientation
if (self.interfaceOrientation == UIInterfaceOrientationLandscapeLeft || self.interfaceOrientation == UIInterfaceOrientationLandscapeRight)
{
myTable = [[UITableView alloc] initWithFrame:CGRectMake(20, 20, 228, 312)];
}
else if (self.interfaceOrientation == UIInterfaceOrientationPortrait)
{
myTable = [[UITableView alloc] initWithFrame:CGRectMake(78, 801, 307, 183)];
}
}
myTable.delegate = self;
myTable.dataSource = self;
[self.view addSubview:myTable];
}
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight || toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft)
{
// Show landscape
myTable.frame = CGRectMake(20, 20, 228, 312);
}
else
{
// Show portrait
myTable.frame = CGRectMake(78, 801, 307, 183);
}
}

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