csdnceshi58
Didn"t forge
采纳率25%
2012-09-12 19:44

如何开发或迁移 iPhone 5屏幕分辨率的应用程序?

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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?

转载于:https://stackoverflow.com/questions/12395200/how-to-develop-or-migrate-apps-for-iphone-5-screen-resolution

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26条回答

  • csdnceshi76 斗士狗 9年前
    1. Download and install latest version of Xcode.
    2. 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.
    3. 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.
    4. If you didn't, adjust your view layouts, preferably with Auto Layout.
    5. 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.
    点赞 29 评论 复制链接分享
  • csdnceshi50 三生石@ 9年前

    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
        }
    }
    
    点赞 28 评论 复制链接分享
  • weixin_41568110 七度&光 8年前

    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.

    点赞 10 评论 复制链接分享
  • weixin_41568196 撒拉嘿哟木头 9年前

    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];
    }
    
    点赞 10 评论 复制链接分享
  • csdnceshi64 游.程 8年前

    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

    点赞 9 评论 复制链接分享
  • csdnceshi77 狐狸.fox 9年前

    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;
    }
    
    点赞 8 评论 复制链接分享
  • csdnceshi74 7*4 8年前

    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.

    点赞 7 评论 复制链接分享
  • csdnceshi52 妄徒之命 9年前

    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.

    点赞 6 评论 复制链接分享
  • weixin_41568184 叼花硬汉 8年前

    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)
    
    点赞 6 评论 复制链接分享
  • csdnceshi77 狐狸.fox 9年前

    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.

    点赞 5 评论 复制链接分享
  • csdnceshi57 perhaps? 9年前

    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");
            }
        }
    
    点赞 4 评论 复制链接分享
  • csdnceshi53 Lotus@ 8年前

    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

    点赞 4 评论 复制链接分享
  • csdnceshi68 local-host 8年前

    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.

    点赞 4 评论 复制链接分享
  • weixin_41568110 七度&光 8年前

    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";
        }
    
    点赞 4 评论 复制链接分享
  • csdnceshi79 python小菜 8年前

    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.

    Show image here

    and after you use this code :

    if([[UIScreen mainScreen] bounds].size.height == 568)
        {
            // For iphone 5
        }
        else
        {
            // For iphone 4 or less
        }
    
    点赞 3 评论 复制链接分享
  • csdnceshi66 必承其重 | 欲带皇冠 8年前

    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)

    点赞 3 评论 复制链接分享
  • weixin_41568127 ?yb? 9年前

    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.

    点赞 3 评论 复制链接分享
  • csdnceshi69 YaoRaoLov 8年前

    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"
    
    }
    
    点赞 3 评论 复制链接分享
  • csdnceshi71 Memor.の 7年前

    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.

    点赞 3 评论 复制链接分享
  • csdnceshi53 Lotus@ 9年前

    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.

    点赞 2 评论 复制链接分享
  • weixin_41568131 10.24 9年前

    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.

    点赞 1 评论 复制链接分享
  • csdnceshi53 Lotus@ 7年前

    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.

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  • csdnceshi58 Didn"t forge 7年前

    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
    }
    
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  • weixin_41568196 撒拉嘿哟木头 7年前

    Point worth notice - in new Xcode you have to add this image file Default-568h@2x.png to assets

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  • csdnceshi60 ℡Wang Yan 7年前

    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

    enter image description here

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  • weixin_41568126 乱世@小熊 6年前

    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.

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