iOS 6 apps - how to deal with iPhone 5 screen size

2018-12-31 05:08发布

Possible Duplicate:
How to develop or migrate apps for iPhone 5 screen resolution?

I was just wondering with how should we deal with the iPhone 5 bigger screen size.

As it has more pixels in height, things like GCRectMake that use coordinates (and just doubled the pixels with the retina/non retina problem) won't work seamlessly between versions, as it happened when we got the Retina.

And will we have to design two storyboards, just like for the iPad?

I personally don't think Apple will require you to check the screen size every time you have to draw something, like many answers say. Does that happen with the iPad?

8条回答
像晚风撩人
2楼-- · 2018-12-31 05:39

You need to add a 640x1136 pixels PNG image (Default-568h@2x.png) as a 4 inch default splash image of your project, and it will use extra spaces (without efforts on simple table based applications, games will require more efforts).

I've created a small UIDevice category in order to deal with all screen resolutions. You can get it here, but the code is as follows:

File UIDevice+Resolutions.h:

enum {
    UIDeviceResolution_Unknown           = 0,
    UIDeviceResolution_iPhoneStandard    = 1,    // iPhone 1,3,3GS Standard Display  (320x480px)
    UIDeviceResolution_iPhoneRetina4    = 2,    // iPhone 4,4S Retina Display 3.5"  (640x960px)
    UIDeviceResolution_iPhoneRetina5     = 3,    // iPhone 5 Retina Display 4"       (640x1136px)
    UIDeviceResolution_iPadStandard      = 4,    // iPad 1,2,mini Standard Display   (1024x768px)
    UIDeviceResolution_iPadRetina        = 5     // iPad 3 Retina Display            (2048x1536px)
}; typedef NSUInteger UIDeviceResolution;

@interface UIDevice (Resolutions)

- (UIDeviceResolution)resolution;

NSString *NSStringFromResolution(UIDeviceResolution resolution);

@end

File UIDevice+Resolutions.m:

#import "UIDevice+Resolutions.h"

@implementation UIDevice (Resolutions)

- (UIDeviceResolution)resolution
{
    UIDeviceResolution resolution = UIDeviceResolution_Unknown;
    UIScreen *mainScreen = [UIScreen mainScreen];
    CGFloat scale = ([mainScreen respondsToSelector:@selector(scale)] ? mainScreen.scale : 1.0f);
    CGFloat pixelHeight = (CGRectGetHeight(mainScreen.bounds) * scale);

    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
        if (scale == 2.0f) {
            if (pixelHeight == 960.0f)
                resolution = UIDeviceResolution_iPhoneRetina4;
            else if (pixelHeight == 1136.0f)
                resolution = UIDeviceResolution_iPhoneRetina5;

        } else if (scale == 1.0f && pixelHeight == 480.0f)
            resolution = UIDeviceResolution_iPhoneStandard;

    } else {
        if (scale == 2.0f && pixelHeight == 2048.0f) {
            resolution = UIDeviceResolution_iPadRetina;

        } else if (scale == 1.0f && pixelHeight == 1024.0f) {
            resolution = UIDeviceResolution_iPadStandard;
        }
    }

    return resolution;
 }

 @end

This is how you need to use this code.

1) Add the above UIDevice+Resolutions.h & UIDevice+Resolutions.m files to your project

2) Add the line #import "UIDevice+Resolutions.h" to your ViewController.m

3) Add this code to check what versions of device you are dealing with

int valueDevice = [[UIDevice currentDevice] resolution];

    NSLog(@"valueDevice: %d ...", valueDevice);

    if (valueDevice == 0)
    {
        //unknow device - you got me!
    }
    else if (valueDevice == 1)
    {
        //standard iphone 3GS and lower
    }
    else if (valueDevice == 2)
    {
        //iphone 4 & 4S
    }
    else if (valueDevice == 3)
    {
        //iphone 5
    }
    else if (valueDevice == 4)
    {
        //ipad 2
    }
    else if (valueDevice == 5)
    {
        //ipad 3 - retina display
    }
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人气声优
3楼-- · 2018-12-31 05:40

No.

if ([[UIScreen mainScreen] bounds].size.height > 960)

on iPhone 5 is wrong

if ([[UIScreen mainScreen] bounds].size.height == 568)
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