Book Image

Learning iOS UI Development

Book Image

Learning iOS UI Development

Overview of this book

Through this comprehensive one-stop guide, you’ll get to grips with the entire UIKit framework and in a flash, you’ll be creating modern user interfaces for your iOS devices using Swift. Starting with an overview of the iOS drawing system and the available tools, you will then learn how to use these technologies to create adaptable layouts and custom elements for your applications. Next, you’ll be introduced to other topics such as animation and code-drawing with Core Graphics, which will give you all the knowledge you need to create astonishing user interfaces. By the end of this book, you will have a solid foundation in iOS user interface development and will have gained valuable insights on the process of building firm and complex UIs.
Table of Contents (16 chapters)
Learning iOS UI Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

UI definition with size classes


When working with iOS applications, you used to think about a device screen in terms of size, orientation, and device type. Now forget about it! We will start from scratch and take a look at how to create adaptive layouts using size classes.

Conceptually, a size class is extremely simple. It is a way to express vertical and horizontal sizes through only two possible values: regular or compact. As the two words imply, you can define that an object size (vertical or horizontal) is just at its regular (read "big") or compact (also, "small") format.

As you can note with these two definitions, we are not saying anything about orientation or device; we just say that a generic object has, for example, a vertical compact size and a horizontal regular size. This generic object interface can be defined to behave differently, depending on its size classes—not on the device type, orientation, or specific size.

The UIUserInterfaceSizeClass enum defines a size class. Here...