Hello,
On my older Mac running Xcode 10.1 my app fits perfect in every simulator. But on my newer Mac running Xcode 11.5 ALL the simulators are off regarding innerHeight/outerHeight and "safe-area" (avoid the notch) code no longer works.
RE: device window size and margin Issue:
In new Xcode 11.5 simulator, my app ends about 20px above the bottom of the screen - on every simulator I tried. On my older Mac running Xcode 10.1 my app fills to the bottom of the screen properly. So, diving in to see what is different I find that on Xcode 10.1 the simulators do not use window.outerHeight while on Xcode 11.5 both window.innerHeight and window.outerHeight are both being used.
This makes a BIG difference when trying to properly size images or certain screens based on innerHeight vs outHeight of different devices.
RE: "safe-area" (the notch on iPhoneX,iPhone11,etc)
Additionally, on Xcode 10.1 on Simulators for iPhoneX/iPhone11 (any iPhone the notch) my app is intentionally positioned just below the notch (the "safe-area") so none of my top menus get blocked or are hidden by the notch.
But on Xcode 11.5, the all iPhoneX/iPhone11 simulators are ignoring any "safe-area" code and is pushing my up behind the safe-area/notch and is obstructing status bars and menus.
My app code is identical between both Macs/Xcodes. I even tested identical simulator iPhones running identical iOS just to ensure it wasn't a 12.4 vs a 13.5 issue. On Xcode 11.5, it doesn't matter what simulator iOS I run (11.4, 12.4, 13.5) all are showing the same issue for phones that have the notch. But on the Xcode 10.1 - all simulators are displaying the app safely below the safe area.
This is HHUUGGEE issue because how can I test on a 11.5 simulator if I am uncertain of how the app is going to really look on a real device? I have a few physical iPhones I test with, but I can't buy dozens of phones all running different iOS to test my app on to ensure it renders properly.
On my older Mac running Xcode 10.1 my app fits perfect in every simulator. But on my newer Mac running Xcode 11.5 ALL the simulators are off regarding innerHeight/outerHeight and "safe-area" (avoid the notch) code no longer works.
RE: device window size and margin Issue:
In new Xcode 11.5 simulator, my app ends about 20px above the bottom of the screen - on every simulator I tried. On my older Mac running Xcode 10.1 my app fills to the bottom of the screen properly. So, diving in to see what is different I find that on Xcode 10.1 the simulators do not use window.outerHeight while on Xcode 11.5 both window.innerHeight and window.outerHeight are both being used.
Code Block Printing to console with: console.log("Inner: "+window.innerHeight) ; console.log("Outer: "+window.outerHeight) ;
Code Block Xcode 10.1: (app/screens/images fit devices perfectly) Inner: 716 Outer: 0 Xcode 11.5: (app/screens/images stop 20px from bottom of screen. Inner: 696 Outer: 20
This makes a BIG difference when trying to properly size images or certain screens based on innerHeight vs outHeight of different devices.
RE: "safe-area" (the notch on iPhoneX,iPhone11,etc)
Additionally, on Xcode 10.1 on Simulators for iPhoneX/iPhone11 (any iPhone the notch) my app is intentionally positioned just below the notch (the "safe-area") so none of my top menus get blocked or are hidden by the notch.
But on Xcode 11.5, the all iPhoneX/iPhone11 simulators are ignoring any "safe-area" code and is pushing my up behind the safe-area/notch and is obstructing status bars and menus.
My app code is identical between both Macs/Xcodes. I even tested identical simulator iPhones running identical iOS just to ensure it wasn't a 12.4 vs a 13.5 issue. On Xcode 11.5, it doesn't matter what simulator iOS I run (11.4, 12.4, 13.5) all are showing the same issue for phones that have the notch. But on the Xcode 10.1 - all simulators are displaying the app safely below the safe area.
This is HHUUGGEE issue because how can I test on a 11.5 simulator if I am uncertain of how the app is going to really look on a real device? I have a few physical iPhones I test with, but I can't buy dozens of phones all running different iOS to test my app on to ensure it renders properly.