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 <[email protected]>
Authored: Thu Sep 22 15:17:33 2016 -0500
Committer: Kerri Shotts <[email protected]>
Committed: Wed Sep 28 11:52:02 2016 -0500

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