However, that may not match what orientation your UI is in. From the docs:
The value of the property is a constant that indicates the current
orientation of the device. This value represents the physical
orientation of the device and may be different from the current
orientation of your application’s user interface. See
“UIDeviceOrientation” for descriptions of the possible values.
override func didRotateFromInterfaceOrientation(fromInterfaceOrientation: UIInterfaceOrientation) {
var text=""
switch UIDevice.currentDevice().orientation{
case .Portrait:
text="Portrait"
case .PortraitUpsideDown:
text="PortraitUpsideDown"
case .LandscapeLeft:
text="LandscapeLeft"
case .LandscapeRight:
text="LandscapeRight"
default:
text="Another"
}
NSLog("You have moved: \(text)")
}
SWIFT 3 UPDATE
override func didRotate(from fromInterfaceOrientation: UIInterfaceOrientation) {
var text=""
switch UIDevice.current.orientation{
case .portrait:
text="Portrait"
case .portraitUpsideDown:
text="PortraitUpsideDown"
case .landscapeLeft:
text="LandscapeLeft"
case .landscapeRight:
text="LandscapeRight"
default:
text="Another"
}
NSLog("You have moved: \(text)")
}
I had issues with using InterfaceOrientation, it worked OK except it wasn't accessing the orientation on loading. So I tried this and it's a keeper. This works because the bounds.width is always in reference to the current orientation as opposed to nativeBounds.width which is absolute.
if UIScreen.mainScreen().bounds.height > UIScreen.mainScreen().bounds.width {
// do your portrait stuff
} else { // in landscape
// do your landscape stuff
}
I call this from willRotateToInterfaceOrientation(toInterfaceOrientation:
UIInterfaceOrientation, duration: NSTimeInterval) and from viewDidLoad but it flexible.
Thanks to zSprawl for the pointer in that direction. I should point out that this is only good for iOS 8 and later.
So, if Apple is deprecating the whole orientation string thing ("portrait","landscape"), then all you care about is the ratio of width to height. (kinda like @bpedit's answer)
When you divide the width by the height, if the result is less than 1, then the mainScreen or container or whatever is in "portrait" "mode". If the result is greater than 1, it's a "landscape" painting. ;)
(I'm guessing that if you use this approach then you probably don't really care about specifically handling the condition when the ratio is exactly 1, equal width and height.)
struct DeviceInfo {
struct Orientation {
// indicate current device is in the LandScape orientation
static var isLandscape: Bool {
get {
return UIDevice.current.orientation.isValidInterfaceOrientation
? UIDevice.current.orientation.isLandscape
: UIApplication.shared.statusBarOrientation.isLandscape
}
}
// indicate current device is in the Portrait orientation
static var isPortrait: Bool {
get {
return UIDevice.current.orientation.isValidInterfaceOrientation
? UIDevice.current.orientation.isPortrait
: UIApplication.shared.statusBarOrientation.isPortrait
}
}
}}
statusBarOrientation is deprecated, so no longer available to use like
in above answers
In this code can get orientation without worrying about depreciation. Swift 5ioS 13.2 Tested 100%
Your application should allow working in both portrait and landscape to use the below code, otherwise, results will be different
windows.first is main window
windows.last is your current window
struct Orientation {
// indicate current device is in the LandScape orientation
static var isLandscape: Bool {
get {
return UIDevice.current.orientation.isValidInterfaceOrientation
? UIDevice.current.orientation.isLandscape
: (UIApplication.shared.windows.first?.windowScene?.interfaceOrientation.isLandscape)!
}
}
// indicate current device is in the Portrait orientation
static var isPortrait: Bool {
get {
return UIDevice.current.orientation.isValidInterfaceOrientation
? UIDevice.current.orientation.isPortrait
: (UIApplication.shared.windows.first?.windowScene?.interfaceOrientation.isPortrait)!
}
}
}