Universal App not detecting iPad images - iphone

I have an app which I'm converting to a universal binary.
The app uses a custom table view within a Tabbar controller which draws different sizes depending on the detected screenBound height.
It draws the table just fine on different devices but the rows in the table view use images as buttons.
image.png and image#2x.png work just fine but the app is failing to recognise image~ipad.png (have also tried image-ipad.png)
So no matter what I do the table is using iPhone images on iPad.
Have been trying for hours to figure out why. Please help.

Check that your image is targeted to the app in Developer Tools. Select an image and then place a checkmark in Utility panel on the right

Related

How to add seperate iPad and iPhone images in spritebuilder- Cocos2d 3.2

I love that Spritebuilder takes the retina iPad image and automatically makes the scaled down iPhone images.
I make one image (ipad retina), And spritebuilder makes the iPhone ones automatically:
But for certain buttons/sprites, I wanted to make both the iPad and iPhone images myself. How do I add custom iPhone AND iPad versions for an image that can be used in the Spritebuilder UI?
Eg. Use one image for iPad (retina), But use another one for iPhone.
Also, how do I add something like an external spritesheet into my Spritebuilder XCode project? (Adding the -hd or -ipadhd suffix no longer works, it just always chooses the one with no suffix) -I heard is has something to do with 'resources-phone'?
If you select an image in SB you can see its preview image in the top half of the file view. Below the image are 4 smaller buttons labelled auto, one for each platform (phone, phonehd, tablet, tablethd).
For instance, select your ipad image, then drag and drop another image to that image's phone and phonehd auto buttons. That way they override the original image when the app is run on a phone or phonehd device.

View doesn't take up full screen on iPad

Simply that. I'm working on an iPhone (iOS) game that loads without using .xib files. Window and view is created programmatically. It automatically detects resolution and retina display and adjusts accordingly.
However when run on and iPad (only have the simulator for iPad), it shows up in a mini window that same size as the iPhone resolution, with a little 2x button in the bottom-right corner. I want it to load fullscreen with full resolution (larger res than the phone). Everything will scale accordingly so it would look the same as on the phone, and look just as crisp.
Why does this happen? Why doesn't the window automatically take up the fullscreen like it does on iPhone?
After much searching, I've found this template: https://github.com/ryanscott/rcloudlib/blob/master/Samples/clean_universal_app_template.zip
which loads properly for me on both iPhone and iPad.
Looking at the code, however, it does nothing differant than what I am doing. All it does is check which device is being used, and loads the appropriate app delegate, which in this case contain the exact same code, albeit for background color. This is clearly aimed towards those who want to have a different view load on iPhone vs. iPad, while avoiding using nibs. I want the SAME view across all devices, so I have no need to use multiple delegates or the like.
How can I force the app delegate to use the fullscreen regardless of device?
In your Xcode project file, find your target, go to the Summary tab and make sure that Devices is set to Universal under iOS Application Target
Yup! In Xcode 6 the "Devices" option is now called "Deployment Target" and is located here:

How do I provide iPad and iPhone 5 versions if I use .xib files?

I have a very simple app that just displays a block of text every time you touch the screen. I have a graphic behind the text, that the basics of it.
I made it back in 2010 using a .xib file to create the text field and the image.
I'm now attempting to make it fit both iPhone 5 and both iPad and iPad Retina.
I can't simply stretch out the existing .xib layout because it just accepts and renders the last one I do. (If I stretch to iPhone 5 resolution it goes off the screen on an iPhone 4S).
Is there anyway to reference different .xib files based on the iOS device?
Thank You.
According to the documentation, you can use:
myNibName~ipad.xib and
myNibName~iphone.xib
and the correct xib will be loaded depending on the device.
You can read iOS Supports Device-Specific Resources.
EDIT:
how do you distinguish between iPhone 3.5" vs iPhone 4.0"
there is no device modifier specific to the iPhone 4". You will have to define your nib in a way that it can "stretch" vertically.
The only mechanism is a iPhone 4" specific Default-586#2x.png file. If you provide it, then the whole screen area will be available to your app.
If you do not provide it, then the app will run in a special mode whereby its content is presented in a 3.5" area. The remaining area is filled with a top and a bottom black band.
iPad vs iPad Retina?
nothing special here, since the 2 devices share the same "logical" resolution of 768x1024 pixels. As usual, you can use #2x modifier to supply specific retina-resolution images; and, if you need it, you can use ~ipad#2x modifier to supply retina iPad-only images.
E.g.:
iconImage.png -> non-retina iPhone version
iconImage#2x.png -> retina iPhone version (also retina iPad version if no ~iPad is given)
iconImage~iPad.png -> non-retina iPad version
iconImage~iPad#2x.png -> retina iPad version
EDIT:
To make your UI stretch, go to the metrics pane in IB and set the vertical spring for the view height (this is the inner vertical double arrow in the picture below).
You will have to find your way through this a bit, especially if you have a lot of subviews.

why does an iOS universal app need to have two different xib files?

I'm a newbie of iOS development and I'm confused regarding universal app.
We can use the same code, same xib file for iPhone 4(retina) and previous iPhones, but why we should write two different xibs for iPhone and iPad? What's the difference?
For iPhone and retina iPhone, we use "point" instead of pixel for the coordinate. Why we can't use the similar method for iPhone and iPad?
For some simple apps, it is possible to design your iPhone UI and reuse the same xib file for the iPad. Just select your Target in XCode and copy the Main Interface text from iPhone / iPod Deployment Info to iPad Deployment Info. If you're using a Main Storyboard, copy that too. However, the iPad does not simply scale everything up from the 320*480 / 640*960 iPhone screen to the 768*1024 / 1536*2048 iPad screen. #elgarva correctly says that this would look terrible. Instead, the iPad version makes use of your autosizing masks to resize or reposition each view.
If all of your views can be considered to be left-middle-right or top-middle-bottom, this may work. If you have anything more complicated, you'll need to design a separate iPad interface.
Duplicating your iPhone UI is not just discouraged for aesthetic reasons - iPhones often end up containing a deep and confusing navigation tree for tasks that the iPad can fit on a single screen.
The main reason, is that if you just scale the elements on the UI to fit the larger screen, it wouldn't look nice... and you don't need to do anything for it to work, it automatically does it for you if your app is iPhone only and installed on an iPad (if the user chooses to).
Having a different XIB lets you rearrange your app, and think it so that you can take advantage of the larger screen. You can probably show more information on one iPad view than on 3 different screens on the iPhone... so, your iPhone app could show basic info and expand it when the user taps on it, while your iPad version could show all the information on load, plus extra graphics that look nice but aren't needed, and wouldn't make sense on the iPhone screen.
PS: If you're starting a new app, I strongly suggest you using the storyboard if your app won't have a lot of views... it's really easy to get started and it lets you see your app flow at a glance.
The ratina display just doubles the resolution of original iPhone. If you don't provide separate graphics for retina display, then system just doubles the resolution of resources.
The points are related to physical size of screen, which is similar in old and new iPhones.
For iPads, the screen size changes. This means that its dimension in points will be different from that of iPhone.
duplicating the xib file and renaming that as filename~ipad.xib is working great for me in ios6.1

Wrong iPhone launch image displayed when iPhone app is launched on iPad

I have developed a straight iPhone/iPod Touch app.
A launch image is implemented for Retina displays as well as the lower resolution of the former generation devices.
Those images are displayed properly on the iPhone simulator as well as on several iPhone an iPod Touch devices.
However, since some days, when launched on an iPad (1) or iPad simulator one of the other images within the app is shown.
Apparently the image that is displayed wrongly, is one of two amongst ca. 70 images within the app. Those two images happen to be either
1. the first image in my xcode project groups hierarchy.
-or-
2. the first image in my project in alphabetical order.
I did not yet find a pattern of when 1. or 2. happens, so when the first image in the project's hierarchy of groups is taken or when the first in alphabetical order is taken. But it seems to be one of these two files only.
Any idea what I probably did wrong so that a wrong image is picked as launch image of this iPhone-only app whenever it is launched on an iPad?
Thanks in advance.
Cheers
Hermann
Try inserting an image named Default.png into Xcode. That's all, just drag it in. Xcode recognizes any picture named Default.png as the loading image. That should make it work.
To expand a little on Jack's answer - you can indeed use an image named Default.png which will automatically be used as a launch image for your app.
However,you can also customise the launch image for particular hardware and device orientations by using images of a particular size and name - for example, a 768x1004 pixel image named Default-Portrait~ipad.png added to your project will be automatically used as the launch image when you launch the app on an iPad in portrait orientation.
The use of these customised images is highly recommended, as it allows the launch image to be sized appropriately for the different shapes of screen (i.e. iPhone and iPad), and allows high resolution launch images to be used on Retina display devices.
For a list of these sizes and image names, see this page. The items of interest are the ones beginning with "Default"
All iPhone apps have a splash screen, or what Apple refers to as a “launch image”. It is the screen that is displayed immediately after you press your app’s icon on the home screen, while the app icons are sweeping away and your app is zooming into view.
Some apps opt not to display a splash screen and go for a black screen, which is the default behaviour when you create an app. Others display a wireframe of the app’s interface in order to look like it is loading faster. See Apple’s native apps such as Clock and Camera for good examples of this. The most common use of the splash screen (especially in games) is to present a company or game logo, as we do in Addicus:
Apple has made it so easy to set your splash screen that you don’t even need a single line of code to do it. Why, you don’t even need to change a setting. Here’s how to set your splash screen it in just 2 steps:
Add a file to your project’s Resource folder called Default.png.
There is no step 2. Take this time to reflect on how good life is.
And that’s it. Run your app and your splash screen will zoom into glorious view.
A couple of things to watch out for when working with splash screens:
Whatever image you give it will be scaled to fill the 320×480 resolution of the iPhone, so ideally you would use a 320×480-sized image.
If your iPhone app is running in landscape mode, you need to rotate the splash screen you use. For example, our splash screen is rotated 90 degrees to the right in the above image.
See more at: http://getsetgames.com/tag/launch-image/#sthash.GEXwuzsf.dpuf