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From shaz...@apache.org
Subject [2/7] cordova-plugin-splashscreen git commit: CB-11829 (iOS) Support for CB-9762; docs (CB-11830)
Date Thu, 08 Dec 2016 00:57:23 GMT
CB-11829 (iOS) Support for CB-9762; docs (CB-11830)

 This closes #114


Project: http://git-wip-us.apache.org/repos/asf/cordova-plugin-splashscreen/repo
Commit: http://git-wip-us.apache.org/repos/asf/cordova-plugin-splashscreen/commit/62509f6b
Tree: http://git-wip-us.apache.org/repos/asf/cordova-plugin-splashscreen/tree/62509f6b
Diff: http://git-wip-us.apache.org/repos/asf/cordova-plugin-splashscreen/diff/62509f6b

Branch: refs/heads/4.0.x
Commit: 62509f6b47db8ff3ccd378a706e6e94503544ace
Parents: 2eb78b3
Author: Kerri Shotts <kshotts@apache.org>
Authored: Thu Sep 22 15:17:33 2016 -0500
Committer: Kerri Shotts <kshotts@apache.org>
Committed: Wed Sep 28 11:52:02 2016 -0500

----------------------------------------------------------------------
 README.md                 | 216 ++++++++++++++++++++++++++++++++++++++++-
 src/ios/CDVSplashScreen.m |  23 +++++
 2 files changed, 238 insertions(+), 1 deletion(-)
----------------------------------------------------------------------


http://git-wip-us.apache.org/repos/asf/cordova-plugin-splashscreen/blob/62509f6b/README.md
----------------------------------------------------------------------
diff --git a/README.md b/README.md
index 6a6faaf..1add456 100644
--- a/README.md
+++ b/README.md
@@ -51,6 +51,206 @@ Report issues with this plugin on the [Apache Cordova issue tracker][Apache
Cord
 
 __Note__: Extended splashscreen does not require the plugin on Windows (as opposed to Android
and iOS) in case you don't use the plugin API, i.e. programmatic hide/show.
 
+### iOS-specific information
+
+There are two mechanisms for displaying a launch screen on iOS:
+
+1. Legacy launch images: images are sized exactly for the device's screen size. Does not
support the iPad Pro 12.9's native resolution or split-screen/slide-over multitasking.
+
+2. Launch storyboard images: Images are sized based on scale, idiom, and size classes. Supports
all devices, and can be used with split-screen/slide-over multitasking.
+
+Apple is moving away from legacy launch images. There is no official support for providing
a native-resolution launch image for the iPad pro 12.9 or for providing launch images that
work with split-screen multitasking or slide-over. If your app doesn't need to support these
contexts, then you can continue to use legacy launch images for as long as you like. 
+
+The preferred method of providing launch images is to use a launch storyboard. For native
app developers, the ideal launch storyboard is an unpopulated version of the app's user interface
at launch. For non-native app developers who don't wish to learn interface builder, however,
this plugin simulates the legacy launch image method as much as is feasible.
+
+#### Legacy launch images
+
+If you choose to use legacy launch images, you will use the following syntax in `config.xml`:
+
+```
+    <splash src="res/screen/ios/Default~iphone.png" width="320" height="480"/>
+    <splash src="res/screen/ios/Default@2x~iphone.png" width="640" height="960"/>
+    <splash src="res/screen/ios/Default-Portrait~ipad.png" width="768" height="1024"/>
+    <splash src="res/screen/ios/Default-Portrait@2x~ipad.png" width="1536" height="2048"/>
+    <splash src="res/screen/ios/Default-Landscape~ipad.png" width="1024" height="768"/>
+    <splash src="res/screen/ios/Default-Landscape@2x~ipad.png" width="2048" height="1536"/>
+    <splash src="res/screen/ios/Default-568h@2x~iphone.png" width="640" height="1136"/>
+    <splash src="res/screen/ios/Default-667h.png" width="750" height="1334"/>
+    <splash src="res/screen/ios/Default-736h.png" width="1242" height="2208"/>
+```
+
+Technically the filename for the `src` attribute can be anything you want; the filenames
are used because they match what will be used when your project is compiled. The width and
height attributes determine which launch images are displayed on which devices as follows:
+
+|    width    |    height    |    device (orientation)   |
+|:-----------:|:------------:|:-------------------------:|
+|     320     |      480     | All non-retina iPhones and iPods |
+|     640     |      960     | iPhone 4/4s/5/5s (portrait)      |
+|     750     |     1334     | iPhone 6/6s/7 (portrait)         |
+|    1242     |     2208     | iPhone 6+/6s+/7+ (portrait)      |
+|    2208     |     1242     | iPhone 6+/6s+/7+ (landscape)     |
+|     768     |     1024     | All non-retina iPads (portrait)  |
+|    1024     |      768     | All non-retina iPads (landscape) |
+|    1536     |     2048     | All retina iPads (portrait)      |
+|    2048     |     1536     | All retina iPads (landscape)     |
+
+Note: It is vitally important that the source image actually matches the size specified in
the `width` and `height` attributes. If it does not, the device may fail to render it properly,
if at all.
+
+#### Launch storyboard images
+
+In order to support newer form factors and split-screen/slide-over multitasking, you should
use launch storyboard images. These are similar to the legacy launch images above, but there
are crucial differences:
+
+ - images are not specific to a given device.
+
+ - images are scaled to fill the available viewport (while maintaining the aspect ratio).
+
+ - the outer edges of the images will be cropped, and the amount will vary based on device
an viewport.
+
+ - there is no need to provide an image for each possible device, viewport, and orientation;
iOS will choose the best image for the situation automatically.
+
+##### Designing launch storyboard images
+
+The key to designing a launch storyboard image is understanding that the edges of the image
will almost certainly be cropped. Therefore, one should not place any important information
near the edges of any images provided to the launch storyboard. Only the center is a safe
area, and this all but guarantees that following Apple's advice of presenting an unpopulated
user interface will not work well.
+
+Instead, the following tips should enable you to create a launch image that works across
a multitude of form factors, viewports, and orientations:
+
+ - Important graphics (logos, icons, titles) should be centered. The safe bounding region
will vary, so you will need to test to ensure that the important graphics are never cropped.
Better yet, don't supply any important graphics in the first place.
+
+     - You _can_ fine-tune the placement and size of these graphics, but you don't have the
same fine-grained control as you did with legacy launch images.
+
+ - Use a simple color wash. If you use two colors, you'll want one color to fill the top
half of the image, and the second to fill the bottom half.  If you use a gradient, you'll
probably want to ensure that the middle of the gradient lines up with the center of the image.

+
+ - Don't worry about pixel perfection -- because the images are scaled, there's almost no
chance the images will be perfectly fit to the pixel grid. Since all supported iOS devices
use retina screens, users will be hard pressed to notice it anyway.
+
+It is important to understand the concept of scale, idiom, and size class traits in order
to use launch storyboard images effectively. Of the images supplied to the launch storyboard,
iOS will choose the image that best matches the device and viewport and render that image.
It is possible to supply only one launch image if so desired, but it is also possible to fine-tune
the displayed launch image based on traits. When fine-tuning, one can ignore traits that aren't
targeted or supported by the app.
+
+> Note: If you are using launch storyboard images, there is no need to include legacy
images. If you do, the legacy images will be copied, but not used.
+
+##### Scale
+
+|    scale    |    devices             |
+|:-----------:|:----------------------:|
+|     1x      | All non-retina devices |
+|     2x      | Most retina devices    |
+|     3x      | iPhone 6+/6s+,7s+      |
+
+In general, you'll want to supply 2x and 3x images. Cordova only supports retina devices
now, so there's no point in supplying 1x images.
+
+##### Idioms
+
+|    idiom    |    devices    |
+|:-----------:|:-------------:|
+|    ipad     | All iPads     |
+|   iphone    | All iPhones and iPod Touches    |
+|  universal  | All devices   |
+
+You only need to provide universal images unless you need to fine-tune for a specific device
idiom.
+
+##### Size classes
+
+There are two size classes applies to both screen axes. Narrow viewports are considered to
be the "compact" size class, and remaining viewports are considered "regular". When supplying
images to Xcode, however, one must choose between "any & compact" and "any & regular".
To stay consistent with the native terminology, this feature will match based on "any" and
"compact". `any` will match regular-sized viewports. 
+
+Note: this feature uses `com` as an abbreviation for "compact" classes.
+
+The following classes are supported by this feature:
+
+|    width    |    height    |    orientation    |
+|:-----------:|:------------:|:-----------------:|
+|     any     |     any      |        any        |
+|     com     |     any      |     portrait      |
+|     any     |     com      |  landscape (wide) |
+|     com     |     com      | landscape (narrow)|
+
+To see the complete list of size classes associated with devices and viewports, see <http://www.sizeclasses.com>.
+
+##### Single-image launch screen
+
+If your launch image is simple, you may be able to avoid creating a lot of different launch
images and supply only one. The launch image needs to meet the following requirements:
+
+ - the image should be square
+
+ - the image should be large enough to fit on an iPad Pro 12.9": 2732x2732
+
+ - anything important should fit within the center
+
+ Keep in mind that the image will be cropped, possibly quite severely, depending upon the
viewport. 
+
+Once the image is created, you can include it in your project by adding the following to
`config.xml`:
+
+```
+    <splash src="res/screen/ios/Default@2x~universal~anyany.png" />
+```
+
+Because only one image is provided, iOS will utilize it in every context.
+
+##### Multi-image launch screen
+
+If a single launch image won't meet your needs, you will probably need to supply at least
six images, if not more. Furthermore, keep in mind that it will not be possible to fine tune
the image to a specific device, but only to a device class, display factor, and viewport size.
+
+If you don't need to target images to a specific idiom, you should create six images, as
follows:
+
+|    scale    |    idiom    |    width    |    height    |    size    |    filename    |
+|:-----------:|:-----------:|:-----------:|:------------:|:----------:|:--------------:|
+|     2x*     |  universal  |     any     |     any      | 2732x2732  | `Default@2x~universal~anyany.png`
|
+|     2x      |  universal  |     com     |     any      | 1278x2732  | `Default@2x~universal~comany.png`
|
+|     2x      |  universal  |     com     |     com      | 1334x750   | `Default@2x~universal~comcom.png`
|
+|     3x*     |  universal  |     any     |     any      | 2208x2208  | `Default@3x~universal~anyany.png`
|
+|     3x      |  universal  |     any     |     com      | 2208x1242  | `Default@3x~universal~anycom.png`
|
+|     3x      |  universal  |     com     |     any      | 1242x2208  | `Default@3x~universal~comany.png`
|
+
+\* this image is required in order for iOS utilize the other images within this scale and
idiom.
+
+> Note: If the 3x sizes look small too you, that's because there's only one device class
that currently has a 3x density: the iPhone 6+/6s+/7+.
+
+The above looks like the following snippet when present in `config.xml`:
+
+```
+    <splash src="res/screen/ios/Default@2x~universal~anyany.png" />
+    <splash src="res/screen/ios/Default@2x~universal~comany.png" />
+    <splash src="res/screen/ios/Default@2x~universal~comcom.png" />
+    <splash src="res/screen/ios/Default@3x~universal~anyany.png" />
+    <splash src="res/screen/ios/Default@3x~universal~anycom.png" />
+    <splash src="res/screen/ios/Default@3x~universal~comany.png" />
+```
+
+Should one need to further fine tune based upon device idiom, one can do so. This might look
like so:
+
+|    scale    |    idiom    |    width    |    height    |    size    |    filename    |
+|:-----------:|:-----------:|:-----------:|:------------:|:----------:|:--------------:|
+|     2x*     |    iphone   |     any     |     any      | 1334x1334  | `Default@2x~iphone~anyany.png`
|
+|     2x      |    iphone   |     com     |     any      | 750x1334   | `Default@2x~iphone~comany.png`
|
+|     2x      |    iphone   |     com     |     com      | 1334x750   | `Default@2x~iphone~comcom.png`
|
+|     3x*     |    iphone   |     any     |     any      | 2208x2208  | `Default@3x~iphone~anyany.png`
|
+|     3x      |    iphone   |     any     |     com      | 2208x1242  | `Default@3x~iphone~anycom.png`
|
+|     3x      |    iphone   |     com     |     any      | 1242x2208  | `Default@3x~iphone~comany.png`
|
+|     2x*     |     ipad    |     any     |     any      | 2732x2732  | `Default@2x~ipad~anyany.png`
  |
+|     2x      |     ipad    |     com     |     any      | 1278x2732  | `Default@2x~ipad~comany.png`
  |
+
+\* this image is required in order for iOS utilize the other images within this scale and
idiom.
+
+The above looks like the following in `config.xml`:
+
+```
+    <splash src="res/screen/ios/Default@2x~iphone~anyany.png" />
+    <splash src="res/screen/ios/Default@2x~iphone~comany.png" />
+    <splash src="res/screen/ios/Default@2x~iphone~comcom.png" />
+    <splash src="res/screen/ios/Default@3x~iphone~anyany.png" />
+    <splash src="res/screen/ios/Default@3x~iphone~anycom.png" />
+    <splash src="res/screen/ios/Default@3x~iphone~comany.png" />
+    <splash src="res/screen/ios/Default@2x~ipad~anyany.png" />
+    <splash src="res/screen/ios/Default@2x~ipad~comany.png" />
+```
+
+##### Quirks and Known Issues
+
+1. **App on target may not reflect changes to images**
+   Once you run the app on a target, iOS caches the launch image. Unfortunately, when you
chance the images, iOS does _not_ invalidate the cache, which means you'll still see the old
launch image. You should either: delete the app, or reset content & settings (simulator).
+
+2. **Simulator may not show expected images when launched from CLI**
+   When Xcode deploys to a specific simulator, it only copies the assets that match the simulator's
characteristics. For example, if you try to run an app on the iPhone 6s Plus simulator, only
@3x launch images are copied. When compiling from the CLI, however, the default is to assume
an iPhone 5s, which means only @2x launch images are copied. Unless your launch images are
markedly different, chances are good the difference would go unnoticed, but this does mean
that the only accurate method of testing is to test on a physical device.
+
+3. **`anyany` must be provided for other variations to be used**
+   If you don't provide an `anyany` version of the launch image for a specific scale and
idiom, the other variations (like `anycom`, `comany`, and `comcom`) will ignored. 
+
 ## Example Configuration
 In the top-level `config.xml` file (not the one in `platforms`), add configuration elements
like those specified here.
 
@@ -89,7 +289,9 @@ projectRoot
 </platform>
 
 <platform name="ios">
-    <!-- images are determined by width and height. The following are supported -->
+    <!-- There are two mechanisms for showing launch images.
+      -- Legacy method (supports all devices except iPad Pro 12.9):
+      -- Note: Images are determined by width and height. The following are supported -->
     <splash src="res/screen/ios/Default~iphone.png" width="320" height="480"/>
     <splash src="res/screen/ios/Default@2x~iphone.png" width="640" height="960"/>
     <splash src="res/screen/ios/Default-Portrait~ipad.png" width="768" height="1024"/>
@@ -100,6 +302,18 @@ projectRoot
     <splash src="res/screen/ios/Default-667h.png" width="750" height="1334"/>
     <splash src="res/screen/ios/Default-736h.png" width="1242" height="2208"/>
     <splash src="res/screen/ios/Default-Landscape-736h.png" width="2208" height="1242"/>
+    <!-- Storyboard method (supports all devices):
+      -- Important: If you use the storyboard method, legacy images are 
+      -- copied but ignored.
+      -- Note: images are determined by scale, idiom, and size traits. The following
+      -- are suggested based on current device form factors -->
+    <splash src="res/screen/ios/Default@2x~universal~anyany.png" />
+    <splash src="res/screen/ios/Default@2x~universal~comany.png" />
+    <splash src="res/screen/ios/Default@2x~universal~comcom.png" />
+    <splash src="res/screen/ios/Default@3x~universal~anyany.png" />
+    <splash src="res/screen/ios/Default@3x~universal~anycom.png" />
+    <splash src="res/screen/ios/Default@3x~universal~comany.png" />
+    
 </platform>
 
 <platform name="windows">

http://git-wip-us.apache.org/repos/asf/cordova-plugin-splashscreen/blob/62509f6b/src/ios/CDVSplashScreen.m
----------------------------------------------------------------------
diff --git a/src/ios/CDVSplashScreen.m b/src/ios/CDVSplashScreen.m
index 8ad8116..ab97055 100644
--- a/src/ios/CDVSplashScreen.m
+++ b/src/ios/CDVSplashScreen.m
@@ -178,11 +178,26 @@
     return device;
 }
 
+- (BOOL) isUsingCDVLaunchScreen {
+    NSString* launchStoryboardName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"UILaunchStoryboardName"];
+    if (launchStoryboardName) {
+        return ([launchStoryboardName isEqualToString:@"CDVLaunchScreen"]);
+    } else {
+        return NO;
+    }
+}
+
 - (NSString*)getImageName:(UIInterfaceOrientation)currentOrientation delegate:(id<CDVScreenOrientationDelegate>)orientationDelegate
device:(CDV_iOSDevice)device
 {
     // Use UILaunchImageFile if specified in plist.  Otherwise, use Default.
     NSString* imageName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"UILaunchImageFile"];
 
+    // detect if we are using CB-9762 Launch Storyboard; if so, return the associated image
instead
+    if ([self isUsingCDVLaunchScreen]) {
+        imageName = @"LaunchStoryboard";
+        return imageName;
+    }
+
     NSUInteger supportedOrientations = [orientationDelegate supportedInterfaceOrientations];
 
     // Checks to see if the developer has locked the orientation to use only one of Portrait
or Landscape
@@ -334,6 +349,14 @@
 
 - (void)updateBounds
 {
+    if ([self isUsingCDVLaunchScreen]) {
+        // CB-9762's launch screen expects the image to fill the screen and be scaled using
AspectFill.
+        CGSize viewportSize = [UIApplication sharedApplication].delegate.window.bounds.size;
+        _imageView.frame = CGRectMake(0, 0, viewportSize.width, viewportSize.height);
+        _imageView.contentMode = UIViewContentModeScaleAspectFill;
+        return; 
+    }
+
     UIImage* img = _imageView.image;
     CGRect imgBounds = (img) ? CGRectMake(0, 0, img.size.width, img.size.height) : CGRectZero;
 


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