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This core feature gives the ability to configure and control the platform's splash screen while your web application is launching.
For other platforms, check the cordova-plugin-splashscreen
for support.
In the top-level config.xml
file (not the one in platforms
), add configuration elements like those specified here.
The value of the “src” attribute is relative to the project root directory and NOT to the www
directory (see Directory structure
below). You can name the source image file whatever you like. The internal name in the application is automatically determined by Cordova.
Directory structure:
projectRoot platforms plugins www res screen ios
Config.xml:
<!-- Storyboard (supports all devices): Note: images are determined by scale, idiom, and size traits. The following are suggested based on current device form factors --> <platform name="ios"> <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>
Launch storyboard images are sized based on scale, idiom, and size classes. It supports all devices, and can be used with split-screen/slide-over multitasking.
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.
Note: Since iOS 11, for iPhone X devices and greater (with notch screen), make sure to add viewport-fit=cover
to the viewport meta tag in your index.html
file to display the app correctly like so: <meta name="viewport" content="user-scalable=no, initial-scale=1, width=device-width, viewport-fit=cover">
and make some modification to your app style by adding: padding: env(safe-area-inset-top)
to your index.css
file to avoid the unsafe areas behind notches in the screen.
To support newer form factors and split-screen/slide-over multitasking, launch storyboard images are used.
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.
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.
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.
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.
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.
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:
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.
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" />
Since Cordova-iOS@6.1.0, it is now possible to optionally specify different SplashScreen images to use when the app is running in dark mode. The luminosity of SplashScreen images can be defined in config.xml
using the ~dark
and ~light
suffixes.
<!-- Default image to be used for all modes --> <splash src="res/screen/ios/Default@2x~universal~anyany.png" /> <!-- Image to use specifically for dark mode devices --> <splash src="res/screen/ios/Default@2x~universal~anyany~dark.png" /> <!-- Image to use specifically for light mode devices --> <splash src="res/screen/ios/Default@2x~universal~anyany~light.png" />
Note: This works since iOS 13. iOS 12 and below will use the default SplashScreen without a luminosity suffix specified.
AutoHideSplashScreen
Indicates whether to hide splash screen automatically or not. The splash screen is hidden after the amount of time specified in the SplashScreenDelay
preference.
Supported Platforms:
Data Type: Boolean
Default Value: true
Usage Example:
<preference name="AutoHideSplashScreen" value="true" />
FadeSplashScreen
Controlls the ability of the fade in and out of the splash screen.
Supported Platforms:
Data Type: Boolean
Default Value: true
Usage Example:
<preference name="FadeSplashScreen" value="false"/>
FadeSplashScreenDuration
Controlls the length of the the splash screen fade effect.
Supported Platforms:
Data Type: Float
, in milliseconds
Default Value: 500
Usage Example:
<preference name="FadeSplashScreenDuration" value="750"/>
iOS Note: FadeSplashScreenDuration
is included into SplashScreenDelay
, for example if you have <preference name="SplashScreenDelay" value="3000" />
and <preference name="FadeSplashScreenDuration" value="1000"/>
defined in config.xml
:
Turning the fading off via <preference name="FadeSplashScreen" value="false"/>
technically means fading duration to be 0
so that in this example the overall splash screen delay will still be 3 seconds.
Note: This only applies to the application startup - you need to take the fading timeout into account when manually showing/hiding the splash screen in your application's code:
navigator.splashscreen.show(); window.setTimeout(function () { navigator.splashscreen.hide(); }, splashDuration - fadeDuration);
ShowSplashScreenSpinner
Controlls the splash screen spinner.
Supported Platforms:
Data Type: Boolean
Default Value: true
Usage Example:
<preference name="ShowSplashScreenSpinner" value="false"/>
SplashScreenDelay
Amount of time in milliseconds to wait before automatically hide splash screen.
Supported Platforms:
Data Type: Number
, in milliseconds
Default Value: true
3000
: The splash screen will automatticly hide in 3 seconds.Usage Example:
<preference name="SplashScreenDelay" value="3000" />
navigator.splashscreen.hide
Dismiss the splash screen.
Supported Platforms:
Usage Example:
navigator.splashscreen.hide();
iOS Quirk:
The config.xml
file's AutoHideSplashScreen
setting must be false
. To delay hiding the splash screen for two seconds, add a timer such as the following in the deviceready
event handler:
setTimeout(function() { navigator.splashscreen.hide(); }, 2000);
navigator.splashscreen.show
Displays the splash screen.
Supported Platforms:
Usage Example:
navigator.splashscreen.show();
Your application cannot call navigator.splashscreen.show()
until the application has started and the deviceready
event has fired. But since typically the splash screen is meant to be visible before your application has started, that would seem to defeat the purpose of the splash screen. Providing any parameters in config.xml
will automatically show
the splash screen immediately after your application is launched and before it has fully started and received the deviceready
event. For this reason, it is unlikely you will need to call navigator.splashscreen.show()
to make the splash screen visible for application startup.
In iOS, the splash screen images are called launch images. These images are mandatory on iOS.
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 change the image, 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).
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.
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.