UIButton custom retina image stretched in iPad Retina Display - iphone

I have one issue with iPad retina image. When i was executing my add in normal ipad it looks great.
But when I am executing this app in iPad Retina then UIButton custom images is stretched upwards.
Also I added images for "#2x" icon images for retina mode.
Using this code:
UIButton *btnEye=[[UIButton alloc] initWithFrame:CGRectMake(10, 5.5, 35, 35)];
[btnEye setImage:eyeImage forState:UIControlStateNormal];
[reportToolbar addSubview:btnEye];
In Normal Mode :
In Reitna Mode:

Are the retina images really having double resolution than normal or it has the same resolution as the normal one?

simply , you should replace the "#2x" images with the normal ones , it seems, the images' sizes are reversed .

This code would not win the beauty contest but you could give it a try!
Add a function to your class to recognise if you have a retina device
- (BOOL)isRetina {
return [self respondsToSelector:#selector(displayLinkWithTarget:selector:)] && (self.scale == 2.0);
}
And when you set the eyeImage do this
UIImageView *eyeImage = nil;
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPad && [self isRetina]) {
eyeImage = [UIImageView imageNamed:#"eye#2x.png"];
} else {
eyeImage = [UIImageView imageNamed:#"eye.png"];
}
This way you force your device to use the retina image if it has one :-).

Related

Why my whole image is not displayed while running app in iphone (Retina 4 inch)

I set background of view as below:
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:
#"backgr.png"]];
It is working fine when i run it in iphone 4(Retina 3.5-inch). But when i run it in iphone 5(Retina 4-inch) image didn't set or displayed correctly.Image looks like 4 times zoom in/
blows up.
EDIT:
I have two different images for iphone 4(640x960) and 5(640x1136).
What is the problem here? Is it scaling problem or another problem?
Please guide me on this.
the resolution for both the displays are different so you need to put condition and accordingly set the new image with higher resolution for iPhone 5 (4 inch retina) display.
and that condition you can put like
if ((int)[[UIScreen mainScreen] bounds].size.height == 568)
{
// This is iPhone 5 screen
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"backgr_iPhone5.png"]];
} else {
// This is iPhone 4 screen
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"backgr.png"]];
}
Here is something that can be handy :
#define IS_PHONEPOD5() ([UIScreen mainScreen].bounds.size.height == 568.0f &&
[UIScreen mainScreen].scale == 2.f &&
UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
and
- (void)viewDidLoad
{
[super viewDidLoad];
if(IS_PHONEPOD5())
{
self.imageView.image = [UIImage imageNamed:#"image-568h#2x"];
}
else
{
self.imageView.image = [UIImage imageNamed:#"image"];
}
}
You need to use two different image for iPhone 4 and iPhone 5.Because both device have different resolution. You need to check like this.
if ([UIScreen mainScreen].bounds.size.height == 568)
{
// ------- iPhone 5
}
else
{
// ---------- iPhone 4
}

iphone ipad nib return same self.view.frame.size.width issue

I would like to get the current dimension of the screen.
i used self.view.frame.size.width
NSLog(#"%f",self.view.frame.size.width)
so when I run in the iphone simulator , it will return 320
however, when i run in the ipad simulator, it will still return me 320
I have different nib files for iphone and ipad
and they're getting the proper nib files and the target family is ipad/iphone
it should return 768 and so i can resize the images according to that.
any ideas?
try and use these
CGFloat screenWidth = [UIScreen mainScreen].bounds.size.width;
CGFloat screenheight = [UIScreen mainScreen].bounds.size.height;
but UIScreen doesn't take into account the current interface orientation.
you will have to check for that also
or directly check for the device type
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
and
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
Change your targeted devices to Universal as in this picture
Is your iPad Nib file being used when running in a iPad Simulator? Maybe you want to check by changing something (maybe, change the location of,say, a button) in the iPad's NIB. This way, when the App runs, you can check if it's the iPhone's NIB or iPad's Nib.
First you check this:-
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
and
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
And also while allocating file:-
For iPhone:-
ABController *controller = [[ABController alloc] initWithNibName:#"ABController~iPhone" bundle:nil];
For iPad:-
ABController *controller = [[ABController alloc] initWithNibName:#"ABController~iPad" bundle:nil];
Make sure that
self.view.autoresizesSubviews=NO;
Imageview.autoresizingMask=NO;
is set to NO.
That will do your work

iPhone 5 size support [duplicate]

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.

Position UILabel when app is opened in iPad

I have a universal iPhone/iPad app. On the main menu I have a UIImage and UILabel that show the current weather conditions outside; the UILabel shows the current temperature.
I am using the same XIB for both versions, I made all of the graphics I am using a high resolution so they scale good for the iPad.
On the iPhone version, right under the UIImage the label is centered, which is what I want it to do. When it loads in the iPad, the UIImage gets a big bigger, but the label stays in the same position, to the left of the screen, not centered under the bigger image. I have tried many different things in IB to get it to center, and I cannot get it to.
Would it also be possible to make the text size bigger when loaded on the iPad?
Here are some images to portray what I am talking about:
iPhone version:
http://img855.imageshack.us/i/iphonei.png/
iPad version:
http://img163.imageshack.us/i/ipadh.png/
Not sure about your label issue, but to vary text size for iPad create a function to test if you're on an iPad and then use that to vary your code as required. Here's a function to to do the job.
BOOL isIPad()
{
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPad)
{
return YES;
}
return NO;
}
And then just write some conditional code. For example:
UIButton *infoCircle;
if (isIPad())
{
infoCircle = [UIButton buttonWithType:UIButtonTypeInfoDark];
}
else
{
infoCircle = [UIButton buttonWithType:UIButtonTypeInfoLight];
}
In your case, you'll want to adjust the label font size with something like:
if (isIPad())
{
[[self mainLabel] setFont: [UIFont systemFontOfSize: 18.0]];
}
else
{
[[self mainLabel] setFont: [UIFont systemFontOfSize: 14.0]];
}
If Interface Builder is giving you grief, you can also use the same approach to reposition the UILabel programmatically. Sometimes this is quicker, especially once your interface has settled down.

iPad SDK, how to handle orientation with an UIImageView

I'm developing an app for iPad and I try to handle multiple orientation.
My app contains a webview and a loading UIImageView that appears when my webview is loading content.
This UIImageView has a background image that I set in InterfaceBuilder. When I change orientation to landscape, the image is cut.
I'd like the UIImageView to set image-portrait.png when the ipad is in portrait mode and image-landscape.png when it's in landscape mode.
Thank you for your help and advices!
Screenshots :
I found a solution :
In Interface Builder, I set the autosizing of my ImageView to auto fill the screen.
In my ViewController, I add a method to detect the change of orientation and I set the appropriate image depending if the iPad is in portrait or landscape :
-(void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
if((self.interfaceOrientation == UIDeviceOrientationLandscapeLeft) || (self.interfaceOrientation == UIDeviceOrientationLandscapeRight)){
myImageView.image = [UIImage imageNamed:#"image-landscape.png"];
} else if((self.interfaceOrientation == UIDeviceOrientationPortrait) || (self.interfaceOrientation == UIDeviceOrientationPortraitUpsideDown)){
myImageView.image = [UIImage imageNamed:#"image-portrait.png"];
} }
It took me awhile to understand this concept. I didn't want to create the same image portrait and landscape. The key here is that CGAffineTransformMakeRotation rotates from the original state of your UIImageView or any UIView for that matter. This assumes your background image has orientation to it. E.g. You want your UIImageView to stay put, while other objects behaves to normal orientation change event.
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation
duration:(NSTimeInterval)duration {
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft) {
backgroundImage.transform = CGAffineTransformMakeRotation(M_PI / 2);
}
else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight){
backgroundImage.transform = CGAffineTransformMakeRotation(-M_PI / 2);
}
else {
backgroundImage.transform = CGAffineTransformMakeRotation(0.0);
}
}
You can handle the orientation by autoresizing the view.
UIImageView *imageView=[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"background-image"]];
imageView.frame = self.view.bounds;
imageView.autoresizingMask=UIViewAutoresizingFlexibleWidth|UIViewAutoresizingFlexibleHeight
iimageView.contentMode = UIViewContentModeScaleAspectFill;
[self.view addSubview:imageView];
[self.view sendSubviewToBack:imageView];
[imageView release];
This will be make solution to your problem.
While Salah your answer looks ok to me i believe you can do two improvements here:
Set the background image within this function:
-(void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
duration (NSTimeInterval)duration
if you do the change within the didRotateFromInterfaceOrientation
you will change the background image once you have finished to
rotate the IPad and the transition from the two background image
won't be smooth: you will clearly see the new background image popup
at the end of the rotation.
Improve setting the myImageView.image value:
_myImageView.image = UIInterfaceOrientationIsLandscape(interfaceOrientation) ? [UIImage
imageNamed:#"image-landscape.png"] : [UIImage
imageNamed:#"image-portrait.png"];
I'd actually add another branch to docchang's code as when the iPad is rotated to portrait upside own it uses the portrait right-side-up image which can look a little odd.
I added,
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft)
{
imageBackgroundView.transform = CGAffineTransformMakeRotation(M_PI / 2);
}
else
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
{
imageBackgroundView.transform = CGAffineTransformMakeRotation(-M_PI / 2);
}
else
if (toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
{
imageBackgroundView.transform = CGAffineTransformMakeRotation(M_PI);
}
else
{
imageBackgroundView.transform = CGAffineTransformMakeRotation(0);
}
It is interesting that programmers have such a tough time thinking outside the box (literally in this case).
Try this (how I solved this myself).
Create a square image.
Set the constraints of the uiimageview to fill in the screen (leading, trailing, top, bottom)
Set the mode to aspect fill (which will enlarge the image, but keep its aspect ratio constant)
Done.
The key here is, of course, that you should create a square image (which is, as I said above, outside the box ;-)