landscape left or right in terms of traitCollection and size classes? - ios8

I've learned the Auto Layout, UITraitCollection and size classes to make
adaptive UI. But I understand that I'm missing one thing.
Put it simple: I want my UI stick to home button just like the native camera app
does. To do this I specify the constraints string like this "H:[view]-0-|". But
the layout of views differ if I launch the app in landscape left and right
position. So it means that the information about the size classes is not enough.
There is no such thing as landscape left or right in terms of size classes.
There is such a property as UIDevice.currentDevice().orientation. But it is
deprecated.
So how in terms of traits and size classes should I determine if the orientation
is landscape left or right, so that I can stick my views to the home button?

Check UIDevice.current.orientation within the viewWillTransitionToSize function. Is is not deprecated.

Related

Change the size of a view controller on the storyboard?

How can I change the size of a view controller in an Xcode Storyboard for editing purposes?
I have a bunch of elements in my storyboard and it would be much easier if I could make it bigger. I'm used to Photoshop and other graphical programs that let you increase the size to a more usable one.
I can zoom it out to 100%, but I'd really like the size to be twice as big.
Please note, I want to change the VIEWING size on View controller, NOT the actual size (Simulated Metrics, etc.)
PS. Yes, I know I can use accessibility settings and make my entire desktop larger, but that's a cheap fix to the problem.
First click on View controller and select Size Inspector tab, in Simulated size select freeform and change the width and height.
I see you comment above about not wanting the above suggestion I posted (simulated>freeform).
Do you mean 'use size classes' ? Size classes allows you to change to different iPhone or iPad sizes during your design to fit what you need. See picture below

Adaptive Layout in Xcode 7.0.1

I have an app that displays properly in portrait view but truncates in landscape view:
From the research I have done it looks like I need to understand Size Classes and Adaptive Layout. However, I am only concerned with layout on iPhone 6, not across different devices (eg iPad).
Before jumping into Adaptive Layout and Size Classes, which seems quite a complex topic, I just wanted to ask if there is a simple way to make this app display properly in both portrait and landscape for iPhone 6.
Thanks in advance!
Yes, you can do it without size classes, but it requires a reasonable modification to your UI.
If you think about it then having a picker always visible makes no sense for you. Looking at your image I am puzzled as to which date is currently being adjusted.
What you want to do instead, is to make your picker appear after user clicks on one of the dates. You can make it slide up from the bottom. In addition, you can add a label above it which will clearly indicate which date the user is currently modifying. That label can be placed in the toolbar to make it easy to add "Done" and "Cancel" buttons to the left and to the right.
In my view it would make much more sense and would also solve your problem. The rest of the UI can be put in the scroll view if you don't have enough space on old devices (e.g. 3.5 inch iPhones)

Autolayout needed if only support one orientation?

Is Autolayout needed to setup for any subview, if my application only support one orientation (e.g., landscape right), applied for all UIViewControllers?
Yes, of course in the case of using animation I agree. But for the normal case, do I need AutoLayout?
Note: I am using XCode7, Swift, ios9
Understanding Auto Layout
Auto Layout dynamically calculates the size and position of all the
views in your view hierarchy, based on constraints placed on those
views. For example, you can constrain a button so that it is
horizontally centered with an Image view and so that the button’s top
edge always remains 8 points below the image’s bottom. If the image
view’s size or position changes, the button’s position automatically
adjusts to match.
This constraint-based approach to design allows you to build user
interfaces that dynamically respond to both internal and external
changes.
Unless you are making an app for one specific screen size, you will want to
use Auto Layout.
Use cases:
You want to support different size classes.
You want to support different screen sizes.
The content displayed by the app changes.
The app supports internationalization.
The app supports Dynamic Type (iOS).
Most of these changes can occur at runtime, and they require a dynamic
response from your app. Others, like support for different screen
sizes, represent the app adapting to different environments. Even
through the screen size won’t typically change at runtime, creating an
adaptive interface lets your app run equally well on an iPhone 4S, an
iPhone 6 Plus, or even an iPad. Auto Layout is also a key component
for supporting Slide Over and Split Views on the iPad.
Auto layout is not required at all. Even for multiple orientations.
However, If you don't use it, you'll have to manage placement for all the different sized devices yourself. So you might as well use it.

Unity 4.6 - How to scale GUI elements to the right size for every resolution

The new Unity 4.6 comes with a new GUI, when I change de resolution on Unity the UI Button scales perfectly but when I test on the Nexus 7 device the Button looks too small. Any idea how to solve this?
Unity's new GUI system uses "anchors" to control how gui elements (like buttons) scale in relation to their parent container.
Unity has a tutorial video on how to use the new "Rect Transform" component (where the anchors are configured) here: http://unity3d.com/learn/tutorials/modules/beginner/ui/rect-transform.
The last half of the tutorial is all about anchors. That page has links to the entire tutorial series. It's not too long. You should watch the whole thing.
Specific to your question:
The anchors are visible in your first screen shot. They are those 4 little arrows at the top left of your button.
Right now, your button is only anchored by it's top left corner.
The two right anchors need to be dragged to the right so that the right edge of your button is anchored to a space inside its parent container.
Depending on your situation, the two bottom arrows may need to be dragged down so that the bottom edge of your button is anchored as well.
The video I linked above covers all this in detail.
Lastly, for the font size to scale nicely on different resolutions, you will need to add and configure a reference resolution component to the base canvas of your UI, as Ash-Bash32 wrote earlier.
Update: The best way to add a Reference Resolution component is through the inspector window for the base canvas in your UI.
1) click the "Add Component Button" at the bottom of the inspector.
2) type the word "Reference" in the search filter field.
3) select the "Reference Resolution" component in the search results.
The Reference Resolution is now renamed as Canvas Scaler.. Along with the renaming they have added many more features for the dynamicity of the Canvas. You can go through the Unity Doc of Canvas Scaler and also take a look at this article for a practical example of how and why to use Canvas Scaler. Also make sure you use the Anchor Points to good effect to make this more robust...
To Scale UI added the ReferenceResolution Component to the Canvas you want to scale.
P.S. Theres no Documention for ReferenceResolution
If you want the button to be the same size for all screens and resolutions, you have to add the canvas scaler component to the canvas and the set the screen match mode to: match width or height, here is the link to the docs, this helps a lot if you want to aim to different sizes or resolutions:
http://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
This becomes giant and convoluted once you start laying things out in code AND using a canvas scaler, so I wish to provide a thorough answer to save someone the hours I went through.
First, don't use anchoredPosition to position anything, unless you fully realize it is a 0.0 to 1.0 number. Use the RectTransform localPosition to do the actual laying out, and remember it's in relation to the parent anchor. (I had to lay out a grid from the center)
Second, put a canvas scaler on the parent layout object AND the inner ui pieces. One makes the layout in the right position, the other will resize your elements so they actually show up right. You can't rely on the the parent unless the children also have scalers (and Graphic Raycasters to touch them).
Third, if you have a scaler, DON'T use Screen.width and height, instead assume the screen is the same value you put for the scalers (hopefully you used the same, or know what you're doing). The screen width always returns the actual device pixels, retina devices too, but the canvas scalers DO NOT account for this. This probably gives unity the one remaining way to find actual screen dpi if your game wants it. Edit: This paragraph applies to any parent canvas connected to the code doing your laying out. Not stray canvases, you can probably mix it up. Just remember unity's guidelines on performance with canvases.
Fourth, the canvas is still a bit buggy. Even with the above working, some things don't render until you delete and recreate a canvas, if you re-open the scene or it crashes. Otherwise, the above is the general "rules" I've found.
To center a "grid of things" you can't just use half of the canvas scaler's width or height, you have to calculate the height of your grid and set the offset by half of it, otherwise it will always be slightly off. I just added this as an extra tip. This calculation works for all orientations.

Fluid or fixed layout

I am working on a data entry application and I am considering using a fluid layout approach ala Swing and Silverlight where the controls resize based on the window size. My question is simple: what feedback if any have you received from users on each of these approaches? Screen size aside, I will still have a vertical scroll in place so I am wondering if I would be best served to simply go the fixed route and absolute position/size content.
Do not go the fixed route. If the user resizes the window, they do so for a reason. The widgets should resize appropriately. I can think of no valid reason to ever use a fixed layout except in vey specialized circumstances.
That being said, don't have a layout where input fields wrap. That would be very disconcerting. Just let your widgets grow and shrink naturally.

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