iOS Different Font Sizes within Single Size Class for Different Devices
Solution 1:
Edit: I don't recommend this anymore. This approach doesn't scale well when new devices come out. Use a combination of dynamic font sizes and size classes-specific fonts.
Say a new iPhone model comes out, if you are using Auto Layout and Size Classes you don't have to fix all the constraints manually to make your app compatible with this newer device. However, you can still set the font size of the UILabel
using the following code:
if UIScreen.mainScreen().bounds.size.height == 480 {
// iPhone 4
label.font = label.font.fontWithSize(20)
} else if UIScreen.mainScreen().bounds.size.height == 568 {
// IPhone 5
label.font = label.font.fontWithSize(20)
} else if UIScreen.mainScreen().bounds.size.width == 375 {
// iPhone 6
label.font = label.font.fontWithSize(20)
} else if UIScreen.mainScreen().bounds.size.width == 414 {
// iPhone 6+
label.font = label.font.fontWithSize(20)
} else if UIScreen.mainScreen().bounds.size.width == 768 {
// iPad
label.font = label.font.fontWithSize(20)
}
Solution 2:
I'm handling it in a project in Swift 3+ using a UILabel Custom class, UILabel extension, and UIDevice extension as generic solution.
UIDevice extension to get screenType
:
public extension UIDevice {
var iPhone: Bool {
return UIDevice().userInterfaceIdiom == .phone
}
enum ScreenType: String {
case iPhone4
case iPhone5
case iPhone6
case iPhone6Plus
case iPhoneX
case Unknown
}
var screenType: ScreenType {
guard iPhone else { return .Unknown}
switch UIScreen.main.nativeBounds.height {
case 960:
return .iPhone4
case 1136:
return .iPhone5
case 1334:
return .iPhone6
case 2208:
return .iPhone6Plus
case 2436:
return .iPhoneX
default:
return .Unknown
}
}
}
Following is the UILabel extension that uses screenType
to adjust font size. adjustsFontSizeToFitDevice
method could be added in UILabel custom class too, but I've put it in UILabel extension to make it accessible from all types of UILabel instances.
The constant "2" used in adjustsFontSizeToFitDevice
method can be changed to any desired number. My logic is to consider iPhone 6/7/8 as default resolution, and give suitable font size (in Storyboard) to each label for that resolution. Then, I'm adding 2 points for iPhone X and iPhone 6/7/8 Plus, whereas subtracting 2 points for iPhone 4/5.
extension UILabel {
func adjustsFontSizeToFitDevice() {
switch UIDevice().screenType {
case .iPhone4, .iPhone5:
font = font.withSize(font.pointSize - 2)
break
case .iPhone6Plus, .iPhoneX:
font = font.withSize(font.pointSize + 2)
break
default:
font = font.withSize(font.pointSize)
}
}
}
Finally a UILabel custom class to apply font adjustment to all labels that are sub-classed from MyCustomLabel
.
class MyCustomLabel: UILabel {
// MARK: - Life Cycle Methods
override func awakeFromNib() {
super.awakeFromNib()
adjustsFontSizeToFitDevice()
}
}
Usage:
In Storyboard, sub-class all those instances of UILabel from MyCustomLabel
whose font size needs to be adjusted according to device size.
Solution 3:
You can achieve desired effect as below.
Usage :
instead of using 14 as font size you can use 14.fontSize
, it will changed as per device, depends on you delta value.
No need to add conditions everyWhere in code. Only one time as below.
Usage: UIFont.font_medium(12.fontSize)
UIFont extension:
extension UIFont {
class func font_medium(_ size : CGFloat) -> UIFont {
return UIFont(name: "EncodeSans-Medium", size: size)!;
}
}
UIDevice Extension:
extension UIDevice {
enum DeviceTypes {
case iPhone4_4s
case iPhone5_5s
case iPhone6_6s
case iPhone6p_6ps
case after_iPhone6p_6ps
}
static var deviceType : DeviceTypes {
switch UIScreen.main.height {
case 480.0:
return .iPhone4_4s
case 568.0:
return .iPhone5_5s
case 667.0:
return .iPhone6_6s
case 736.0:
return .iPhone6p_6ps
default:
return .after_iPhone6p_6ps
}
}
}
Int Extension:
extension Int{
var fontSize : CGFloat {
var deltaSize : CGFloat = 0;
switch (UIDevice.deviceType) {
case .iPhone4_4s,
.iPhone5_5s :
deltaSize = -1;
case .iPhone6_6s :
deltaSize = 2;
case .iPhone6p_6ps :
deltaSize = 2;
default:
deltaSize = 0;
}
let selfValue = self;
return CGFloat(selfValue) + deltaSize;
}
}
Solution 4:
Two ways:
1)Manually make a method in app delegate, share its object and call method.
eg :
var device = UIDevice.currentDevice().model
if (device == "iPhone" || device == "iPhone Simulator" || device == "iPod touch")
{
labelboarder.frame = CGRectMake(0,self.usernameTF.frame.height-10, self.usernameTF.frame.width, 1)
labelboarder1.frame = CGRectMake(0,self.usernameTF.frame.height-10, self.usernameTF.frame.width,1)
}
else
{
labelboarder.frame = CGRectMake(0,self.usernameTF.frame.height, 500, 1)
labelboarder1.frame = CGRectMake(0,self.usernameTF.frame.height, 500,1)
}
2) On every UI item, go to attributes inspector, declare a font.
(There is a + sign visible to the left of Font size field. Click on it ,select the matching size class and declare font size.)
The second option is convenient for me. Happy Coding!
Solution 5:
Instead of writing code for each and every label, do just extend your label class with Your custom label class as below and it will automatically scale based on device resolution scaling factor:
#define SCALE_FACTOR_H ( [UIScreen mainScreen].bounds.size.height / 568 )
CustomLabel.h
#import <UIKit/UIKit.h>
@interface CustomLabel : UILabel
@end
CustomLabel.m
#import "CustomLabel.h"
@implementation CustomLabel
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect {
// Drawing code
}
*/
- (id)initWithCoder:(NSCoder *)aDecoder {
if( (self = [super initWithCoder:aDecoder]) ){
[self layoutIfNeeded];
[self configurefont];
}
return self;
}
- (void) configurefont {
CGFloat newFontSize = (self.font.pointSize * SCALE_FACTOR_H);
self.font = [UIFont fontWithName:self.font.fontName size:newFontSize];
}
@end