Height and width for landscape mode is showing wrong - ios

I have used this method for detecting the width and height of screen. But its showing the width as 768 and height as 1024 in portrait and landscape also.
CGRect screenBounds = [[UIScreen mainScreen] bounds];
float widthfloat= screenBounds.size.width;
float heightfloat= screenBounds.size.height;
NSLog(#" width float %f",widthfloat);
NSLog(#"height float %f",heightfloat);
NSLog(#"width view %f \n height view %f", self.view.bounds.size.width, self.view.bounds.size.height);
NSLog(#"width %f \n height %f", screenBounds.size.width, screenBounds.size.height);
float wvalue = [[UIScreen mainScreen] bounds].size.width;
float hvalue = [[UIScreen mainScreen] bounds].size.height;
NSLog(#" wvalue %f",wvalue);
NSLog(#"hvalue %f",hvalue);
CGFloat width1 = [UIScreen mainScreen].bounds.size.width;
CGFloat height1 = [UIScreen mainScreen].bounds.size.height;
NSLog(#"width1 %f",width1);
NSLog(#"height1 %f",height1);
CGFloat screenScale = [[UIScreen mainScreen] scale];
CGRect screenBounds1 = [[UIScreen mainScreen] bounds];
CGSize screenSize = CGSizeMake(screenBounds1.size.width * screenScale, screenBounds1.size.height * screenScale); if (screenSize.height==1136.000000)
NSLog(#"abcd1 %f",screenBounds1.size.width);
NSLog(#"abcd2 %f",screenBounds1.size.height);
NSLog(#"efgh1 %f",screenSize.width);
NSLog(#"efgh2 %f",screenSize.height);

bounds contains the bounding rectangle of the screen, measured in points. It does not care about screen orientation.

You can calculate the screen size, I do something like this for me -
-(CGSize)screenSize
{
CGSize size = [UIScreen mainScreen].applicationFrame.size;
if(UIInterfaceOrientationIsPortrait([UIApplication sharedApplication].statusBarOrientation))
return size;
else
{
if([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)
{
if (size.height > 480.0)
// This is iPhone-5
size = CGSizeMake(568.0, 320.0);
else
// This is iPhone-4
size = CGSizeMake(480.0, 320.0);
}
else
{
// This is iPad
size = CGSizeMake(1024.0, 768.0);
}
if (![[UIApplication sharedApplication] isStatusBarHidden])
size.height -= 20.0;
return size;
}
}
Note: The method will give you the height after reducing the height of the statusbar if available.

Related

UIWebView background image frame

This is my code
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
if ([[UIScreen mainScreen] bounds].size.height == 568) {
webview.backgroundColor=[UIColor colorWithPatternImage:[UIImage imageNamed:#"tripadvisorwaiting5.png"]];
CGRect frame = webview.frame;
frame.size.width = 320;
frame.size.height = 568;
webview.frame = frame;
}
else {
webview.backgroundColor=[UIColor colorWithPatternImage:[UIImage imageNamed:#"tripadvisorwaiting.png"]];
CGRect frame = webview.frame;
frame.size.width = 320;
frame.size.height = 480;
webview.frame = frame;
}
}
else {
webview.backgroundColor=[UIColor colorWithPatternImage:[UIImage imageNamed:#"tripadvisorwaitingipad.png"]];
CGRect frame = webview.frame;
frame.size.width = 768;
frame.size.height = 1024;
webview.frame = frame;
}
but when the page loads, the image is too big or too small, and it's not scaled depending on the device.
Can you help me?
I believe +colorWithPatternImage sizes the image to the frame at the time you call it, so resizing the frame after calling webview.backgroundColor=[UIColor colorWithPatternImage:[UIImage imageNamed:#"tripadvisorwaiting5.png"]]; would have no effect on scaling the image. Try setting the background image after you set the frame size. For instance:
if ([[UIScreen mainScreen] bounds].size.height == 568) {
CGRect frame = webview.frame;
frame.size.width = 320;
frame.size.height = 568;
webview.frame = frame;
webview.backgroundColor=[UIColor colorWithPatternImage:[UIImage imageNamed:#"tripadvisorwaiting5.png"]];
}

ipad mini retina wrong screen resolution

I can't take good results when I try to read resolution of my device.
Such code
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenWidth = screenRect.size.width;
CGFloat screenHeight = screenRect.size.height;
NSString* name = [self machineName];
gives
1024*768 and iPad4,5
machineName code:
#import <sys/utsname.h>
-(NSString*) machineName()
{
struct utsname systemInfo;
uname(&systemInfo);
return [NSString stringWithCString:systemInfo.machine
encoding:NSUTF8StringEncoding];
}
What am I doing wrong? I can't understand. It must be 2048*1536
Bound returns the screen dimensions in points.
You need to query CGFloat scale = [[UIScreen mainScreen] scale];
and multiply this by the width/height to get the pixel value
Try this one to get screen resolution in points...
(1) Find the screen scale using below method
CGFloat screenScale = [[UIScreen mainScreen] scale];
This will give you the scale of the screen. For all iPhones and iPodTouches that do NOT have Retina Displays will return a 1.0f, while Retina Display devices will give a 2.0f.
Now if you want to get the pixel width & height of the iOS device screen you just need to do one simple thing.
(2) By multiplying by the screen's scale you get the actual pixel resolution.
CGSize screenSize = CGSizeMake([[UIScreen mainScreen] bounds].size.width * screenScale, [[UIScreen mainScreen] bounds].size.height * screenScale);
For more details read this link

How to drawrect paintcode content centre horizontal on landscape iOS on retina iPad?

I'm getting in a bit of a muddle trying to draw some paintcode graphics code in the middle of the screen horizontally.
I'm really not sure if scale or landscape orientation affects this.
I've created a UIView subclass and addSubview in viewDidLoad like so...
MenuTitleView *fancyView = [[MenuTitleView alloc] initWithFrame:self.view.bounds];
[[self view] addSubview:fancyView];
Rather than the size PaintCode gave me...
CGRect textRect = CGRectMake(0, 0, 418, 129);
I'm trying to determine the screen / view width and the size of the canvas width.
I've tried various things without success.
CGRect screenRect = [[UIScreen mainScreen] applicationFrame];
CGFloat w = screenRect.size.width;
CGFloat width = 500;
CGFloat height = 200;
CGFloat x = (w - width) * 0.5f;
CGFloat y = 20;
CGRect textRect = CGRectMake(x, y, width, height);
Scale is not an issue, because Quartz and UIKit now work in 'points' rather than in pixels, so that's already accounted for. However orientation is not, [UIScreen mainScreen] will return the same rect either for applicationFrame or bounds etc, it's oblivious to orientation.
I like to put a solution in a category on UIView or UIViewController, because you'll reuse it plenty. something like this...
-(CGRect )workingCanvas{
CGRect screenRect = [UIScreen mainScreen].bounds;
BOOL landscape = UIInterfaceOrientationIsLandscape([[UIApplication sharedApplication] statusBarOrientation]);
CGRect result = CGRectZero;
CGFloat lesserDimension = (screenRect.size.width < screenRect.size.height) ? screenRect.size.width : screenRect.size.height;
CGFloat greaterDimension = (screenRect.size.width > screenRect.size.height) ? screenRect.size.width : screenRect.size.height;
result.size.width = (landscape) ? greaterDimension : lesserDimension;
result.size.height = (landscape) ? lesserDimension : greaterDimension;
if ([[UIApplication sharedApplication]isStatusBarVisible]){
result.size.height -= [[UIApplication sharedApplication]statusBarFrame].size.height;
}
return result;
}
if you want to position your view just in the middle of the screen try this
CGRect screenRect = [[UIScreen mainScreen] applicationFrame];
CGFloat width = 500;
CGFloat height = 200;
CGFloat x = CGRectGetMidX(screenRect);
CGFloat y = 20;
CGRect textRect = CGRectMake(x, y, width, height);
already tested is working
Good Luck!!

Set UIView height depending on screen size

I've a UIView under a table.
I've got to set UIView height for iPhone 4S or 5.
I tried using
- (void) regolaViewPeriPhone {
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
CGRect frame = CGRectMake(0, 210, 320, 245);
_pickerContainerView.frame = frame;
}
if(result.height == 568)
{
CGRect frame = CGRectMake(0, 210, 320, 290);
_pickerContainerView.frame = frame;
}
}
}
but it doesn't work, what's right method? Thank you!
[ [ UIScreen mainScreen ] applicationFrame ]
This is the way to "Set UIView height depending on screen size"
CGRect screenBounds = [[UIScreen mainScreen] bounds];
if (screenBounds.size.height == 568)
{
//Do u r stuff here for Iphone 5
}
else if(screenBounds.size.height==480)
{
//Do u r stuff here for Iphone 4s
}
//if my answer is correct then vote up for me...

How to get orientation-dependent height and width of the screen?

I'm trying to programmatically determine the current height and width of my application. I use this:
CGRect screenRect = [[UIScreen mainScreen] bounds];
But this yields a width of 320 and a height of 480, regardless of whether the device is in portrait or landscape orientation. How can I determine the current width and height (i.e. dependent upon the device orientation) of my main screen?
You can use something like UIInterfaceOrientationIsPortrait([UIApplication sharedApplication].statusBarOrientation) to determine the orientation and then use the dimensions accordingly.
HOWEVER, during an orientation change like in UIViewController's
- (void) willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation
duration:(NSTimeInterval)duration
Use the orientation passed in toInterfaceOrientation since the UIApplication's statusBarOrientation will still point to the old orientation as it has not yet changed (since you're inside a will event handler).
Summary
There are several related posts to this, but each of them seem to indicate that you have to:
Look at [[UIScreen mainScreen] bounds] to get the dimensions,
Check what orientation you are in, and
Account for the status bar height (if shown)
Links
Iphone: Get current view dimensions or screen dimensions
IPhone/IPad: How to get screen width programmatically?
Objective C - how to get current screen resolution?
“Incorrect” frame / window size after re-orientation in iPhone or iPad
iPhone Dev SDK - get screen width
Working Code
I usually don't go this far, but you piqued my interest. The following code should do the trick. I wrote a Category on UIApplication. I added class methods for getting the currentSize or the size in a given orientation, which is what you would call in UIViewController's willRotateToInterfaceOrientation:duration:.
#interface UIApplication (AppDimensions)
+(CGSize) currentSize;
+(CGSize) sizeInOrientation:(UIInterfaceOrientation)orientation;
#end
#implementation UIApplication (AppDimensions)
+(CGSize) currentSize
{
return [UIApplication sizeInOrientation:[UIApplication sharedApplication].statusBarOrientation];
}
+(CGSize) sizeInOrientation:(UIInterfaceOrientation)orientation
{
CGSize size = [UIScreen mainScreen].bounds.size;
UIApplication *application = [UIApplication sharedApplication];
if (UIInterfaceOrientationIsLandscape(orientation))
{
size = CGSizeMake(size.height, size.width);
}
if (application.statusBarHidden == NO)
{
size.height -= MIN(application.statusBarFrame.size.width, application.statusBarFrame.size.height);
}
return size;
}
#end
To use the code simple call [UIApplication currentSize]. Also, I ran the above code, so I know it works and reports back the correct responses in all orientations. Note that I factor in the status bar. Interestingly I had to subtract the MIN of the status bar's height and width.
Other thoughts
You could go about getting the dimensions by looking at the UIWindow's rootViewController property. I've looked at this in the past and it similarly reports the same dimensions in both portrait and landscape except it reports having a rotate transform:
(gdb) po [[[[UIApplication sharedApplication] keyWindow]
rootViewController] view]
<UILayoutContainerView: 0xf7296f0; frame =
(0 0; 320 480); transform = [0, -1, 1, 0, 0, 0]; autoresize = W+H;
layer = <CALayer: 0xf729b80>>
(gdb) po [[[[UIApplication
sharedApplication] keyWindow] rootViewController] view]
<UILayoutContainerView: 0xf7296f0; frame = (0 0; 320 480); autoresize
= W+H; layer = <CALayer: 0xf729b80>>
Not sure how your app works, but if you aren't using a navigation controller of some kind, you could have a UIView under your main view with the max height / width of parent and grows / shrinks with parent. Then you could do: [[[[[[[UIApplication sharedApplication] keyWindow] rootViewController] view] subviews] objectAtIndex:0] frame]. That looks pretty intense on one line, but you get the idea.
However, it would still be better to do the above 3 steps under the summary. Start messing with UIWindows and you'll find out weird stuff, like showing a UIAlertView will change UIApplication's keywindow to point at a new UIWindow that the UIAlertView created. Who knew? I did after finding a bug relying on keyWindow and discovering that it changed like that!
This is my solution code !This method can add to NSObject class's Categroy , or you can define a Top custom UIViewController class , and let all of your other UIViewControllers to inherit it .
-(CGRect)currentScreenBoundsDependOnOrientation
{
CGRect screenBounds = [UIScreen mainScreen].bounds ;
CGFloat width = CGRectGetWidth(screenBounds) ;
CGFloat height = CGRectGetHeight(screenBounds) ;
UIInterfaceOrientation interfaceOrientation = [UIApplication sharedApplication].statusBarOrientation;
if(UIInterfaceOrientationIsPortrait(interfaceOrientation)){
screenBounds.size = CGSizeMake(width, height);
}else if(UIInterfaceOrientationIsLandscape(interfaceOrientation)){
screenBounds.size = CGSizeMake(height, width);
}
return screenBounds ;
}
Note, after IOS8 , as Apple Document of UIScreen's bounds property says :
Discussion
This rectangle is specified in the current coordinate space, which takes into account any interface rotations in effect for the device. Therefore, the value of this property may change when the device rotates between portrait and landscape orientations.
so for the consideration of compatibility , we should detect the IOS version and make the change as below:
#define IsIOS8 (NSFoundationVersionNumber > NSFoundationVersionNumber_iOS_7_1)
-(CGRect)currentScreenBoundsDependOnOrientation
{
CGRect screenBounds = [UIScreen mainScreen].bounds ;
if(IsIOS8){
return screenBounds ;
}
CGFloat width = CGRectGetWidth(screenBounds) ;
CGFloat height = CGRectGetHeight(screenBounds) ;
UIInterfaceOrientation interfaceOrientation = [UIApplication sharedApplication].statusBarOrientation;
if(UIInterfaceOrientationIsPortrait(interfaceOrientation)){
screenBounds.size = CGSizeMake(width, height);
}else if(UIInterfaceOrientationIsLandscape(interfaceOrientation)){
screenBounds.size = CGSizeMake(height, width);
}
return screenBounds ;
}
Here's a handy macro:
#define SCREEN_WIDTH (UIInterfaceOrientationIsPortrait([UIApplication sharedApplication].statusBarOrientation) ? [[UIScreen mainScreen] bounds].size.width : [[UIScreen mainScreen] bounds].size.height)
#define SCREEN_HEIGHT (UIInterfaceOrientationIsPortrait([UIApplication sharedApplication].statusBarOrientation) ? [[UIScreen mainScreen] bounds].size.height : [[UIScreen mainScreen] bounds].size.width)
In iOS 8+ you should use the viewWillTransitionToSize:withTransitionCoordinator method:
-(void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator {
[super viewWillTransitionToSize:size withTransitionCoordinator:coordinator];
// You can store size in an instance variable for later
currentSize = size;
// This is basically an animation block
[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
// Get the new orientation if you want
UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
// Adjust your views
[self.myView setFrame:CGRectMake(0, 0, size.width, size.height)];
} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
// Anything else you need to do at the end
}];
}
This replaces the deprecated animation method that gave no information about size:
-(void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)orientation duration:(NSTimeInterval)duration
As of iOS 8 screen bounds are now returned correct for current orientation. This means an iPad in landscape orientation [UIScreen mainScreen].bounds would return 768 on iOS <=7 and 1024 on iOS 8.
The following returns the correct height and width on all versions released.
-(CGRect)currentScreenBoundsDependOnOrientation
{
NSString *reqSysVer = #"8.0";
NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
if ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending)
return [UIScreen mainScreen].bounds;
CGRect screenBounds = [UIScreen mainScreen].bounds ;
CGFloat width = CGRectGetWidth(screenBounds) ;
CGFloat height = CGRectGetHeight(screenBounds) ;
UIInterfaceOrientation interfaceOrientation = [UIApplication sharedApplication].statusBarOrientation;
if(UIInterfaceOrientationIsPortrait(interfaceOrientation)){
screenBounds.size = CGSizeMake(width, height);
NSLog(#"Portrait Height: %f", screenBounds.size.height);
}else if(UIInterfaceOrientationIsLandscape(interfaceOrientation)){
screenBounds.size = CGSizeMake(height, width);
NSLog(#"Landscape Height: %f", screenBounds.size.height);
}
return screenBounds ;
}
if you want the orientation dependent size and you have a view, you can just use:
view.bounds.size
I wrote category for UIScreen, that works on all iOS versions, so you can use it like this:
[[UIScreen mainScreen] currentScreenSize].
#implementation UIScreen (ScreenSize)
- (CGSize)currentScreenSize {
CGRect screenBounds = [[UIScreen mainScreen] bounds];
CGSize screenSize = screenBounds.size;
if ( NSFoundationVersionNumber <= NSFoundationVersionNumber_iOS_7_1 ) {
UIInterfaceOrientation interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
if ( UIInterfaceOrientationIsLandscape(interfaceOrientation) ) {
screenSize = CGSizeMake(screenSize.height, screenSize.width);
}
}
return screenSize;
}
#end
Here is a Swift way to get orientation dependent screen sizes:
var screenWidth: CGFloat {
if UIInterfaceOrientationIsPortrait(screenOrientation) {
return UIScreen.mainScreen().bounds.size.width
} else {
return UIScreen.mainScreen().bounds.size.height
}
}
var screenHeight: CGFloat {
if UIInterfaceOrientationIsPortrait(screenOrientation) {
return UIScreen.mainScreen().bounds.size.height
} else {
return UIScreen.mainScreen().bounds.size.width
}
}
var screenOrientation: UIInterfaceOrientation {
return UIApplication.sharedApplication().statusBarOrientation
}
These are included as a standard function in a project of mine:
https://github.com/goktugyil/EZSwiftExtensions
float msWidth = [[UIScreen mainScreen] bounds].size.width*(IS_RETINA?2.0f:1.0f);
float msHeight = [[UIScreen mainScreen] bounds].size.height*(IS_RETINA?2.0f:1.0f);
if ( UIInterfaceOrientationIsPortrait(self.interfaceOrientation) ) {
os->setWidth(MIN(msWidth, msHeight));
os->setHeight(MAX(msWidth, msHeight));
} else {
os->setWidth(MAX(msWidth, msHeight));
os->setHeight(MIN(msWidth, msHeight));
}
NSLog(#"screen_w %f", os->getWidth());
NSLog(#"screen_h %f", os->getHeight());
However, on iOS 8.0.2:
+ (NSUInteger)currentWindowWidth
{
NSInteger width = 0;
UIInterfaceOrientation orientation = [UIApplication sharedApplication].statusBarOrientation;
CGSize size = [UIScreen mainScreen].bounds.size;
// if (UIInterfaceOrientationIsLandscape(orientation)) {
// width = size.height;
// } else {
width = size.width;
// }
return width;
}
use -> setNeedsDisplay() for the view you want to resize.
Some improvements on the answers offered here, in Swift:
let interfaceOrientation = UIApplication.shared.statusBarOrientation // (< iOS 13)
let screenSize = UIScreen.main.bounds.size
let screenWidth = interfaceOrientation.isPortrait ? screenSize.width : screenSize.height
let screenHeight = interfaceOrientation.isPortrait ? screenSize.height : screenSize.width

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