苹果的iPad Mini在很多方面都是iPad 2的小复制品。在JavaScript中,是窗口。navigator对象为Mini和iPad 2暴露相同的值。到目前为止,我为检测差异而进行的测试还没有成功。

为什么这很重要?

由于iPad Mini和iPad 2的屏幕像素相同,但实际尺寸(英寸/厘米)不同,它们的PPI(每英寸像素)也不同。

为了提供友好的用户界面,web应用程序和游戏会根据用户的拇指或手指位置调整某些元素的大小,因此,我们可能想要缩放某些图像或按钮以提供更好的用户体验。

到目前为止我尝试过的事情(包括一些非常明显的方法):

window.devicepixelratio CSS元素宽度,单位为cm CSS媒体查询(如分辨率和-webkit-device-pixel-ratio) SVG图形在类似的单位 在设定的时间内进行各种CSS webkit转换,并使用requestAnimFrame计算呈现的帧数(我希望检测到可测量的差异)

我没办法了。你呢?

更新 谢谢你的回复。我想对那些投票反对检测iPad mini和iPad 2的人发表评论,因为苹果有一个规则。好吧,这是我的理由,为什么我觉得知道一个人用的是iPad mini还是iPad 2真的很有意义。随你怎么解释我的推理。

The iPad mini is not only a much smaller device (9.7 inch versus 7.9 inch), but its form factor allows for a different usage. The iPad 2 is usually held with two hands when gaming unless you're Chuck Norris. The mini is smaller, but it is also much lighter and allows for gameplay where you hold it in one hand and use another to swipe or tap or whatnot. As a game designer and developer myself, I'd just like to know if it's a mini so I can choose to provide the player with a different controlscheme if I want (for instance after A/B testing with a group of players).

为什么?事实证明,大多数用户倾向于使用默认设置,所以当玩家第一次加载游戏时,不要使用虚拟拇指杆,而是在屏幕上放置一些基于点击的控制,这是我和其他游戏设计师希望能够做到的。

所以恕我说,这超出了粗手指/指导方针的讨论,这是苹果和所有其他供应商应该做的事情:允许我们唯一地识别你的设备,以不同的方式思考,而不是遵循指导方针。


当前回答

是的,这是一个检查陀螺仪的好点。 你可以很容易地做到

https://developer.apple.com/documentation/webkitjs/devicemotionevent

或者类似的东西

window.ondevicemotion = function(event) {
    if (navigator.platform.indexOf("iPad") != -1 && window.devicePixelRatio == 1) {
        var version = "";
        if (event.acceleration) version = "iPad2";
        else version="iPad Mini";

        alert(version);
    }
    window.ondevicemotion = null;
}​

没有ipad来测试。

其他回答

是的,这是一个检查陀螺仪的好点。 你可以很容易地做到

https://developer.apple.com/documentation/webkitjs/devicemotionevent

或者类似的东西

window.ondevicemotion = function(event) {
    if (navigator.platform.indexOf("iPad") != -1 && window.devicePixelRatio == 1) {
        var version = "";
        if (event.acceleration) version = "iPad2";
        else version="iPad Mini";

        alert(version);
    }
    window.ondevicemotion = null;
}​

没有ipad来测试。

如果你创建了一堆1“x1”宽的div,并将它们一个接一个地附加到父div,直到边界框从1英寸跳到2英寸?mini上的一英寸和iPad上的一英寸是一样大的,对吧?

这是一个疯狂的镜头,但iPad 2和iPad mini的区别之一是前者没有三轴陀螺仪。也许可以使用WebKit设备定向API来查看您可以从中获得什么样的信息。

例如,该页似乎建议您只有在设备具有陀螺仪时才能获得rotationRate值。

对不起,我不能给一个工作POC -我没有访问iPad mini。也许对这些定向api有更多了解的人可以在这里插话。

不是回答问题,而是问题背后的问题:

您的目标是在更小的屏幕上改善用户体验。UI控件的外观是其中一部分。UX的另一部分是应用程序的响应方式。

如果你将响应点击的区域设置得足够大,以便在iPad Mini上对用户友好,同时保持UI控件的视觉表现足够小,以便在iPad上获得视觉上的愉悦,会怎样?

如果您已经收集了足够多不在可视区域的点击,您可以决定以可视的方式缩放UI控件。

作为奖励,这也适用于iPad上的大手。

不要补偿iPad mini和iPad 2之间的差异,除非你也补偿了胖手指和瘦手指之间的差异。

Apple appears to be deliberately trying not to let you tell the difference. Apple appears not to want us to write different code for the different size versions of iPads. Not being part of Apple myself, I don't know this for sure, I'm just saying that this is what it appears like. Maybe, if the developer community comes up with a fancy detector for iPad minis, Apple may deliberately break that detector in future versions of iOS. Apple wants you to set your minimum target size to 44 iOS points, and iOS will display that in two sizes, the larger iPad size and the smaller iPhone/iPad mini size. 44 points is plenty generous, and your users will certainly know if they are on the smaller iPad, so can compensate on their own.

I suggest stepping back to your stated reason for asking for the detector: adjusting target size for end user comfort. By deciding to design for one size on the large iPad and another size on the small iPad you are deciding that all people have the same size fingers. If your design is tight enough that the difference in size from an iPad 2 and an iPad mini makes a difference, than the size of fingers between me and my wife will make a bigger difference. So compensate for user finger size, not iPad model.

I have a suggestion on how to measure finger size. I'm a native iOS developer, so I don't know if this can be accomplished in HTML5, but here's how I would measure finger size in a native app. I'd have the user pinch two objects together, then measure how close they get together. Smaller fingers will get the objects closer together, and you can use this measurement to derive a scaling factor. This automatically adjusts for iPad size. The same person will have a larger measurement of on screen points on an iPad mini than on an iPad 2. For a game you can call this a calibration step, or not even call it out. Have it as a starting step. For example in a shooting game have the player put the ammo in the gun with a pinching motion.