iOS Images for iPhone and iPad and Rotation of Images - ios5

I read on the apple website that when you choose images to display say for a background image it has to be of certain quality. See this link.
I am developing an app for iOS 5 with XCode 4.3.2.
How do I know if my device is a high-resolution one?
For setting a background image, when you do rotations of a device say left or right, do you need to include a much wider version of that image? I am doing a header and setting it as my background with a name "My Apple App" in the background. Do I need to make a wider version so it can stretch?

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.

Do I still need low-resolution images for using Interface Builder when developing iPhone app for iOS 7?

I started to develop an iPhone app for iOS 7.
Since iOS 7 does not support devices with non-retina display for the iPhone/iPod touch, and it uses high-resolution images on non-retina iPads (iPad 2 and iPad mini) in the iPhone emulation mode, now I think we don't need to provide low-resolution images when developing an iPhone-only app which deployment target is iOS 7.
I thought it's great, but soon I faced a problem when I used a Storyboard; apparently Interface Builder can not display high-resolution images which file names end with #2x.
I feel it's really pity that we have to provide the low-resolution images ONLY for the Interface Builder...
Is there any good workaround for this? Or do we still have to provide low-resolution images if we want to use the Interface Builder?
You are correct that an iOS 7 iPhone-only app is not going to run on any single-resolution devices, so you only need to provide double-resolution images. Do what you have always done in the past: refer to your image as myImage but name the actual image file myImage#2x.png. Even better, use the asset catalog! Place the double-resolution image in the 2x slot and refer to it by the name of that image set. Either way, this will work perfectly both in the storyboard editor and in the running app; in the storyboard editor, the Media Library and things like buttons that have images will display your image's name as myImage.

iphone how to convert my app to retina display app

How can I convert my current application to retina display app and I've to make sure that the same app works in iphone 3 as well.
If its just to update my images to high resolution, it will also work in iphone 3. then there will be no meaning for "retina display" app.
Retina Display version will use a higher resolution of an image (if it's supplied in the app). Refer to the Apple doc for details.

Is there any difference between iPad 2x mode and iPhone4 Retina display (for developer)?

Graphics development for iPhone4 and old iPhones was changed in several ways:
The concept of point was introduced
to replace pixel.
Methods of UIImage will load high
resolution resource files with #2x
in the file name.
Scale factor was added to UIScreen,
UIView, UIImage, and CALayer
classes.
So if we handle CGImage carefully, it's not hard to support the high resolution Retina display of iPhone4.
I have several questions about non-native iPad app in iPad 2x mode:
Could all the changes from old
iPhone to iPhone4 (#2x resources
auto loading, point concept, scale
factor) be applied to iPad 2x mode.
The scale of app on iPad can be
changed. How can I handle it?
With The new iPad sporting Retina Display you will need another set of images for some items such launcher icon, launch images (splash screen).
For example:
The launcher icon for Retina Display on iPhone/iPod Touch is 114 x 114 but on The new iPad the same icon for Retina Display is 144 x 144.
Other example:
On an Universal App, for the launch images (splash screen) you'll need an image set for phones/music players:
Default.png (For old devices)
Default#2x.png (For phones/music player with retina display)
Another image set for Tablets:
Default-Portrait~ipad.png (For original iPad and iPad 2)
Default-Portrait#2x~ipad.png (For the new iPad with retina display)
Default-Landscape~ipad.png
Default-Landscape#2x~ipad.png
The "#2x~ipad" will work on the new iPad in the same way "#2x" worked for the phones and ipods, but will be relative to the old iPad image set.
Unfortunately, all of those content scale functions were added in 4.0, so I don't think there's any way to use the iOS4 stuff that you're asking for.
The iPad 2x mode is just a way to run iPhone-only apps on the iPad's larger screen. If you want to take advantage of iPad's larger screen, all you have to do is create a universal binary (i.e. one that contains views for both iPhone and iPad).
There is no way to get the iPad 2x mode to display your iPhone retina level content automatically—Apple do not support this... presumably as they want people to put effort into developing iPad-specific interfaces for their apps.

How can I determine programmatically that my app is running on an iPhone, iPad or iPhone 4?

I just finish my iPhone game using cocos2d. But before I put it on the AppStore, I'd like to make it work on iPad (which have a bigger screen) and iPhone 4 (which have a bigger resolution).
So, how can I determine programmatically that my app is running on an iPhone, iPad or iPhone 4, to be able to use the correct coordinates / images in my game?
Thanks for your help!
Between iPad and iPhone — Already answered many times.
Between iPhone and iPhone 4 — The size reported is still 320×480, so you don't need to change anything about the coordinates. Create an #2x alternative for the images if you need a high resolution UI image.