module BubbleWrap::Device::Screen
Public Instance Methods
The height of the device's screen. The real resolution is dependant on the scale factor (see `retina?`) but the coordinate system is in non-retina pixels. You can get pixel accuracy by using half-coordinates. This is a Float
# File motion/core/device/ios/screen.rb, line 73 def height UIScreen.mainScreen.bounds.size.height end
The same as `.width` and `.height` but compensating for screen rotation (which can do your head in).
# File motion/core/device/ios/screen.rb, line 88 def height_for_orientation(o=orientation) return width if (o == :landscape_left) || (o == :landscape_right) height end
Figure out the current orientation of the interface @return [:portrait, :portrait_upside_down, :landscape_left, :landscape_right]
# File motion/core/device/ios/screen.rb, line 40 def interface_orientation(device_orientation=UIDevice.currentDevice.orientation, fallback=true) case device_orientation when UIInterfaceOrientationPortrait then :portrait when UIInterfaceOrientationPortraitUpsideDown then :portrait_upside_down when UIInterfaceOrientationLandscapeLeft then :landscape_left when UIInterfaceOrientationLandscapeRight then :landscape_right else # In some cases, the accelerometer can't get an accurate read of orientation so we fall back on the orientation of # the status bar. if fallback && (device_orientation != UIApplication.sharedApplication.statusBarOrientation) orientation(UIApplication.sharedApplication.statusBarOrientation) else :unknown end end end
Figure out the current physical orientation of the device @return [:portrait, :portrait_upside_down, :landscape_left, :landscape_right, :face_up, :face_down, :unknown]
# File motion/core/device/ios/screen.rb, line 19 def orientation(device_orientation=UIDevice.currentDevice.orientation, fallback=true) case device_orientation when UIDeviceOrientationPortrait then :portrait when UIDeviceOrientationPortraitUpsideDown then :portrait_upside_down when UIDeviceOrientationLandscapeLeft then :landscape_left when UIDeviceOrientationLandscapeRight then :landscape_right when UIDeviceOrientationFaceUp then :face_up when UIDeviceOrientationFaceDown then :face_down else # In some cases, the accelerometer can't get an accurate read of orientation so we fall back on the orientation of # the status bar. if fallback && (device_orientation != UIApplication.sharedApplication.statusBarOrientation) orientation(UIApplication.sharedApplication.statusBarOrientation) else :unknown end end end
Certifies that the device running the app has a Retina display @return [TrueClass, FalseClass] true will be returned if the device has a Retina display, false otherwise.
# File motion/core/device/ios/screen.rb, line 9 def retina?(screen=UIScreen.mainScreen) if screen.respondsToSelector('displayLinkWithTarget:selector:') && screen.scale == 2.0 true else false end end
The width of the device's screen. The real resolution is dependant on the scale factor (see `retina?`) but the coordinate system is in non-retina pixels. You can get pixel accuracy by using half-coordinates. This is a Float
# File motion/core/device/ios/screen.rb, line 63 def width UIScreen.mainScreen.bounds.size.width end
The same as `.width` and `.height` but compensating for screen rotation (which can do your head in).
# File motion/core/device/ios/screen.rb, line 80 def width_for_orientation(o=orientation) return height if (o == :landscape_left) || (o == :landscape_right) width end