iOS 6 - Handle iPhone 5 screen size without Default-568h#2x.png - objective-c

We are working on a game, that renders a couple splash screens while loading.
So we are not using Default.png or Default#2x.png, because it makes sense for the screen to be blank on startup.
So how to do you get iOS 6 in the iPhone 5 simulator to render our game full screen without the splash screen image mentioned here? Do we just need to think about using splash screen images? Is it the only way? I would think there should be something you can turn on in Info.plist.
We would still prefer to not use splash screen images, since it would make our app bundle larger--we are very close to 50MB.

I do not know if there are any other methods iOS uses to detect support for the iPhone 5 screen size, but maybe you can include a blank splash screen?
I completely black png shouldn't take up much space.

If you use an empty Asset Catalog for your Launch Images, the iPhone 5's screen size is supported (without having to include any image files at all).

For what i know, adding this Default is the only way to handle iPhone 5 screen.
Maybe you can just add Default images that are only black

I think you can add a 568 launch image to gain full screen, and empty Launch Images option in general setting.

Related

How to deal with the ios Launch files

It has been a while since I created my last app and I missed the change with the launch file (since titanium 5.2.0).
I want my app to have a custom splashscreen (full screen image). In the past I used the various png files for the splashscreens Default.png, Default#2x.png etc.
I'm testing with the launch file and the custom Storyboard. At the moment it's not clear to me how I can achieve the behavior i want: A full screen image in the splash screen.
What is the best approach?
Thanks for the help.
Go to http://docs.appcelerator.com/platform/latest/#!/guide/Icons_and_Splash_Screens-section-29004897_IconsandSplashScreens-iOSgraphicassetrequirementsandoptions and take a look at the Purpose column. You'll see 9 splash screen sizes. You have to make each of them and put them in app/assets/iphone. Note that you have to name them exactly as told in the table.
This worked for me, Ti-5.4.0 tested on iPhone 7, iPad Air, iPhone 4S and iPhone 6S Plus.
Since version 5.2 storyboards were introduced. You can use them or you can disable it and use the "old" method to implement splashscreens.
To disable it, add this to tiapp: (of course, within the existing ios section in tiapp
<ios>
<enable-launch-screen-storyboard>false</enable-launch-screen-storyboard>
</ios>
To use it, look at the documentation how to implement it correctly.

ios9 black splash screen when using localized

When I download my app in appstore, I'm using iOS9.
My app lost splash screen, instead of black screen and screen size as iphone 4.
I don't use asset catalog.
How can I fix it? Thanks you!
To resize for each iPhone you have to use asset catalog.Use asset catalog and specify launch files for each device.This will solve your problem.

ios8 and iPhone 6 Plus Tab Bar Size

I am bulding an iOS8 app and i have noticed that on the iPhone 6 Plus my TabBars and Navigation bars are bigger than the stock Apple apps. I cant seem to find any documentation for this. How do i tell my top and bottom bars to resize for the bigger iPhones?
The screenshot below shows Maps next to my app. (Amended to show clock app instead.) I am pretty sure the clock app uses a TabBar Controller and not a toolbar as suggested below.
Do you have a proper Launch Image for the higher (#3x) resolution for the iPhone 6+? If you don't you're app is going to get scaled, which is probably why it looks bigger. Run your app with the debugger on an iPhone 6 Plus and look at the value of UIScreen.MainScreen.Scale. If it reports back "2.0", then you don't have a proper launch image for your app, the resolution is being scaled. Once you have the proper launch image, UIScreen.MainScreen.Scale should report back as 3.0.
As J2K said to you, your tab and navigation are ok. Apple Maps app uses searchbar at the top and toolbar at the bottom which are smaller. Don't waste time on this, ios will handle the size for this elements for you in all iphone sizes

How to remove splash screen at all, so that game loads at once ? Cocos2d + SpriteBuilder

I have my problem still unsolved Splash screen is landscape although the whole game is in the portrait mode. SpriteBuilder + cocos2d , so I see only one way.
How to remove splash screen at all, so that game loads at once ?
This is not possible. An image named Default.png (or under a similar name, depending on the device and what the app supplied) is always loaded when an app launches.
This is done by iOS specifically because no app can technically launch instantly (as in: within a tenth of a second or two).
I know the question is old, but I had the same problem and I solved it specifying none in "Launch screen file" (under General settings).

application showing gray screen for a while after splash screen in winrt

I am working on winRT XAML application, in my main page i have some large images. When i launch the aplication it shows blank screen for a while in between splash screen and main screen. Any solution for this? i think same issue as in Phonegap showing white screen after the splash screen - IOS but its in winRT in my case.
This sounds like something I experienced in the past when I set the page background to an image. It can take a little while for the image to get loaded and displayed on the page, and therefore you end up with a fraction of a second of unstyled page. Is that what's going on here? If so, try reducing the size / quality of your image to see if it makes a difference. If it does, your work is just starting as you try to find an acceptable compromise between image quality and file size.
Look up "extended splash screen". The technique is basically that you make your app display a splash screen image on a solid color background that looks the same as the one displayed by the Windows shell when it starts your app. The splash screen image is small enough that when your app starts showing just the splash screen - it shows seamlessly and then you can load your first page in the background.