Post

Replies

Boosts

Views

Activity

Being notified of fold / unfold on iPhone Duo — what to observe, and when is the new size reliable?
When iPhone Duo is folded or unfolded while our app is running, what is the supported way to be notified, so the layout can re-evaluate? Our app currently computes its board size once when the game screen appears and never recalculates, so a fold or unfold mid-game leaves it sized for the previous display. What should we observe, and at what point in the transition is the new size reliable to read?
0
0
31
1w
Reading the size of the display the app is actually on — is the window scene's screen the supported way?
Our SwiftUI word game shows a "screen too small" warning on small iPhones, and the same size check gates one feature. We originally read UIScreen.main.bounds. On iPhone Duo the app runs on the inner display (669 x 871 pt), but UIScreen.main returned the cover display's size, so the warning fired on the largest iPhone screen there is. We now read the size from the active window scene's screen instead, which fixes it. Two questions: Is the active window scene's screen the supported way to get the size of the display the app is actually on, or is there a better API (e.g. reading the size from the SwiftUI view hierarchy instead)? For roughly the first second after launch, the Duo reports the scene's screen bounds transposed (871 x 669 instead of 669 x 871). Re-reads a second later are correct. Is that expected, and what is the right moment or signal to read a trustworthy size at launch?
0
0
27
1w
Adapting a portrait phone layout to iPhone Duo's inner display — side-by-side, and what to key it off?
Our SwiftUI game's board screen is one vertical stack: header, board, two tile racks, action buttons, message bar. Built with the iOS 27 SDK it renders correctly upright on iPhone Duo's inner display, but the content needs ~948 pt in an 837 pt canvas, so the racks clip and the buttons fall off the bottom. The canvas is unusually wide and short (669 x 871) compared with any iPhone. What is the recommended way to adapt a portrait phone layout to the inner display — is the expectation that apps restructure into a side-by-side arrangement at this size class, and is there guidance on what to key that off? Size class alone reports .regular width on both displays.
0
0
26
1w
Being notified of fold / unfold on iPhone Duo — what to observe, and when is the new size reliable?
When iPhone Duo is folded or unfolded while our app is running, what is the supported way to be notified, so the layout can re-evaluate? Our app currently computes its board size once when the game screen appears and never recalculates, so a fold or unfold mid-game leaves it sized for the previous display. What should we observe, and at what point in the transition is the new size reliable to read?
Replies
0
Boosts
0
Views
31
Activity
1w
Reading the size of the display the app is actually on — is the window scene's screen the supported way?
Our SwiftUI word game shows a "screen too small" warning on small iPhones, and the same size check gates one feature. We originally read UIScreen.main.bounds. On iPhone Duo the app runs on the inner display (669 x 871 pt), but UIScreen.main returned the cover display's size, so the warning fired on the largest iPhone screen there is. We now read the size from the active window scene's screen instead, which fixes it. Two questions: Is the active window scene's screen the supported way to get the size of the display the app is actually on, or is there a better API (e.g. reading the size from the SwiftUI view hierarchy instead)? For roughly the first second after launch, the Duo reports the scene's screen bounds transposed (871 x 669 instead of 669 x 871). Re-reads a second later are correct. Is that expected, and what is the right moment or signal to read a trustworthy size at launch?
Replies
0
Boosts
0
Views
27
Activity
1w
Adapting a portrait phone layout to iPhone Duo's inner display — side-by-side, and what to key it off?
Our SwiftUI game's board screen is one vertical stack: header, board, two tile racks, action buttons, message bar. Built with the iOS 27 SDK it renders correctly upright on iPhone Duo's inner display, but the content needs ~948 pt in an 837 pt canvas, so the racks clip and the buttons fall off the bottom. The canvas is unusually wide and short (669 x 871) compared with any iPhone. What is the recommended way to adapt a portrait phone layout to the inner display — is the expectation that apps restructure into a side-by-side arrangement at this size class, and is there guidance on what to key that off? Size class alone reports .regular width on both displays.
Replies
0
Boosts
0
Views
26
Activity
1w