Difference in font size on tablets and phones - html

I really hope, you are able to assist me on this one, as I'm tearing my hair out...
I have a little marquee, based on this code: http://jsfiddle.net/TCJT4/525 that feeds some text.
Here's how it looks on an iPad 6... and please disregard from the preliminary design, but this is how it should look:
Here's how it looks on an iPhone 4S:
The ticker is retrieved from the exact same source, but as you can see, the text appears larger on the iPhone (the iPad image is zoomed, so it appears larger, but in reality, they are both displaying a 320x30 pixels placeholder. The text is temporarily hardcoded to 20px in height and I've tried using other units as well... the banner still looks different on the devices.
I did some debugging of the ticker container/placeholder, as well as the detected banner height and disabled all text-adjusting elements. Here's a result of some of the properties:
iPad 6: Tickerplaceholder DIV-height: 24pixels, bannerheight: 30px, pixelaspect-ratio: 2
iPhone: Tickerplaceholder DIV-height: 32pixels, bannerheight: 30px, pixelaspect-ratio: 2
PC (Chrome): Tickerplaceholder DIV-height: 24pixels, bannerheight: 30px, pixelaspect-ratio: 1;
I find it very strange that two retinadisplay devices display the same banner differently - and that the iPad and the PC displays them correctly.
The ticker can also be found here in its latest form: www.videobanner.dk/ph.html

Pixels are different physical sizes on different devices - so 24px is smaller on one device than on another.
For text, if you use points instead then the size will be the same across devices - they will all make 72pt 1 inch (thereabouts).
Of course this means you have to use text and not bitmaps etc.
Mobile devices may also have a zoom level set for readability (by the user) which will also affect the size - eg you specify 24pt or px and the browser makes it 36pt or px - the calculated size in the inspector will be different to the styled size - to get around this you need to set a value somewhere, then see what it actually is when rendered and apply a ratio to get what you want (via javascript). I've used code like this in the past to ensure text fitted in a box of a given pixel size;
var fontScale = 1 ;
var mySpecifiedFontSize = 24 ;
var myTextElement = document.getElementById("MY_TEXT_ELEMENT_ID") ;
function fontScalingCorrection(){
var style = window.getComputedStyle(myTextElement);
var fontSize = parseInt(style["font-size"]);
if(!isNaN(fontSize)){
if(fontSize !== mySpecifiedFontSize){
fontScale = (mySpecifiedFontSize / fontSize) * fontScale ; //allows for multiple calls
myTextElement.style.fontSize = (fontScale * mySpecifiedFontSize) + "px" ; //or units used
}
}
}
//after the element has been drawn once ( or use another element as a size marker )
fontScalingCorrection();

The cause of the problem is related to a quirk or error in iOS Safari, which returned an incorrect and unpredictable height when dealing with unordered lists, containing text of various lengths. This became apparent when I compared different text lenghts on different platforms. No fix has been found, but I was able to circumvent the problem by splitting one string into several shorter strings, such as
<li>This is a text that </li><li>doesn't go well with iOS</li>
In my project, this solution also works... perhaps not that pretty, though.

Related

Misalignment of image and gradient border

For a web application, I need to display small images as a circle and draw a circular gradient-filled border around them using only HTML and CSS. For unknown reasons, some systems reproducibly show misalignment between the image and the border so that they are not concentric. On affected systems, this behavior is visible in both Chrome, Firefox, and Edge, however, the direction of the misalignment is different. Other systems, however, are perfectly fine.
Enlarged screenshot of the misalignment in my web application:
My first thought was, that this might be a subpixel rendering issue but since I am using an even-numbered image size of 24x24px and an even-numbered border width of 2px this seems unlikely. I did some experiments by gradually increasing the image size by 1px and found that the direction and extent of misalignment are inconsistent and sometimes there seems to be an oval distortion. Below you find a reduced code snippet at screenshots from Chrome, Firefox, and Edge. I indicated the direction of misalignment in red. Increasing the border width yielded similar results, but the effect seems most pronounced with 2px.
.rounded-corners-gradient-borders {
box-sizing: border-box;
padding: 2px;
border-radius: 100%;
background: linear-gradient(45deg, #F48ACE 0%, #493A97 100%);
}
<img class="rounded-corners-gradient-borders" src="https://i.picsum.photos/id/368/24/24.jpg?hmac=qTESgqsVn81m_y-i5SDjG0xncWcyf-gYC40Jw9amc-k" />
https://codepen.io/grilly17/pen/VwXNrMO
Annotated screenshot of Codepen output in Firefox:
Annotated screenshot of Codepen output in Chrome:
I am aware that drawing a perfectly concentric "solid colored" border can be achieved a lot easier, but the gradient is a hard requirement in this case.
Since it doesn't seem to affect all systems, I asked friends and colleagues to have a look at different OS types, OS versions, browsers, browser versions, monitors, screen resolutions, and different compute hardware but I was not able to find a common cause for this. The direction and extent of misalignment seemed to be different on every system and browser but it does not change when reloading the page in the same browser again. So it appears to be deterministic.
At this point, my best guess is that it is related to some rounding error in the rendering process, but I would love to get to the bottom of this. Does anybody know why this is happening at all and why it is only affecting some systems? Is there a better solution to achieve this?
Thanks to the hint of "CSS pixels vs screen pixels" I was able to understand the root cause and find a solution to my problem. I should have realized that the screenshot of the icon was 35px high instead of the expected 28px including padding.
Most OS have a display setting for "scaling" up everything on your screen by a certain factor, e.g. 125%. This affects everything on your screen and may cause fractional pixel values, which results in the effect described above. If you have multiple screens, the value might be different on every screen. For web applications, the active screen's scaling value is applied only on page loading/rendering and not when moving the page between screens.
The scaling factor can be accessed via the JavaScript window property window.devicePixelRatio.
Using this I was able to work out two acceptable solutions, which might be useful for others:
Get a "device pixel perfect" representation by undoing the scaling
Get a "no subpixel" representation by accounting for pixel fractions in the unscaled value
The enlarged screenshot below shows from left to right the original misaligned image, the "device pixel perfect" image, and the "no subpixel" image when using a display scaling of 125%.
Here is my code (tested on FF, Chrome, Edge): https://codepen.io/grilly17/pen/QWmegPj
function precompensateScaling(value, scale) {
return value / scale;
}
function precompensatePixelFractions(value, scale) {
return value - value * scale % 1 / scale;
}
// wait until page is fully loaded
window.onload = (event) => {
const original = document.getElementById('original');
const oHeight = parseFloat(window.getComputedStyle(original).getPropertyValue('height'));
const oPadding = parseFloat(window.getComputedStyle(original).getPropertyValue('padding'));
const scale = window.devicePixelRatio;
const unscaled = document.getElementById('unscaled');
//unscaled.style.transform = `scale(${1/scale})`; // alternative
unscaled.style.height = `${precompensateScaling(oHeight, scale)}px`;
unscaled.style.padding = `${precompensateScaling(oPadding, scale)}px`;
const adjusted = document.getElementById('adjusted');
adjusted.style.height = `${precompensatePixelFractions(oHeight, scale)}px`;
adjusted.style.padding = `${precompensatePixelFractions(oPadding, scale)}px`;
};
Thank you all for your support. I <3 the Stack Overflow community!

text in ImageTextButton bigger on higher resolution devices

I am having some trouble specifying the size of text in ImageTextButton. I didn't found any method or property to define text size. I used the code below,but got very small text. I expect text to be bigger on higher resolution devices, since all my code is relative to the dimensions of screen. Is bitmap font the correct approach? How does one code text in ImageTextButton to be bigger on bigger devices?
font = new BitmapFont(Gdx.files.internal("font.fnt"));
ImageTextButton.ImageTextButtonStyle bts = new ImageTextButton.ImageTextButtonStyle();
bts.up = ninePatchDrawable;
bts.font=font;
bts.fontColor= Color.WHITE;
checkButton=new ImageTextButton("Text",bts);
checkButton.setBounds(Gdx.graphics.getWidth() * 0.2f, Gdx.graphics.getHeight() * 0.01f,Gdx.graphics.getWidth() * 0.24f,Gdx.graphics.getHeight()*0.08f);
stage.addActor(checkButton);
Turns out I had to choose different keywords for google search. This solves my problem How to draw smooth text in libgdx?

Text scaling and positioning in libgdx

I am working with libgdx. I need to scale and position text. Let's say I want to draw X that is 30 pixels hight and I want it to be in the middle of the screen. I want to draw more of those in diffrent locations and with different scales.
Is there any way how could I achieve that? I can't find the solution anywhere. I dont want to create more BitmapFonts if possible.
If you want to handle all platforms (android, html, ios, desktop) you need to use several BitmapFonts in order to avoid ugly scaling. Otherwise, if you don't need to deploy to HTML, you can use the gdx-freetype extension (see here https://github.com/libgdx/libgdx/wiki/Gdx-freetype).
Assuming you go with BitmapFont, you can simply use code similar to this to center your text:
String text = "Your text here!";
TextBounds bounds = font.getBounds(text);
font.draw(batch, text, (width - bounds.width) / 2.0f, (height - bounds.height) / 2.0f);
For scaling, you can set the scale in font.draw, but you probably want several BitmapFont of various sizes to avoid ugly artifacts.

How to get size of an element in physical pixels?

Let's say i have a div that i've defined to be (32px, 32px) in size:
html:
<div id="theBox"></div>
css:
div {
width: 32px;
height: 32px;
background-color: gray;
}
(Live jsFiddle view)
How can i get the actual size of the box in pixels?
You'll note that the box doesn't have to be 32px. It can be larger:
or smaller:
or exactly 32 pixels:
The reason for the differences, of course, is because Chrome and Internet Explorer allow me to zoom.
i would like to know the actual size of the element. Why? No reason; just cause. i'm curious, and i'd like to broaden the limits of human knowledge and understanding.
Or because i need to set the internal resolution of a Canvas element to match the actual size of the canvas element - otherwise the rendered canvas contents will get stretched without my permission:
Although, my reasons for wanting to know the size of an element do not necessarily apply just to a Canvas. i'm asking about a generic div element; and the answer will be used towards canvas, img, video, and anything else i desire.
You would need to detect the zoom level.
Then write a simple arithmetic proportion to calculate the 'actual' size, or the size as it appears to the user.
var zoomLevel,
, actualSize = 32
, viewSize;
function getZoomLevel(){ ... your code here...return zoomLevel;}
function getViewSize(actualSize){
viewSize = actualSize*getZoomLevel();
return viewSize;
}
Then ... call getViewSize() when ready ...
Hopefully the math is clear enuff.
Solving for y (or viewSize):
actualSize/1 = y/zoomLevel
However, you will need to be careful about sub-pixel precision, especially among the notoriously bad length/width determining browsers like IE9. But, as long as all you need is something close, this should work.

Correct text input width for cloze

I've got a JS-generated fill-in-the-gap text/cloze and I'm having trouble adjusting the text boxes to the right size.
But unlike others I'm in the position of knowing exactly what the user will/should enter.
So, if I have a gap _______________ like this, I want the input to be exactly 4 characters wide. However, maybe since I'm using a proportional font (and that won't change), the width is always too large (even for a succession of capital Ds which are pretty wide).
So, what do you suggest? I tried setting the width with size, CSS width in em (too big) and ex (too narrow even for xxes).
I could calculate the width of the actual word (the one that needs to be filled in) a hidden span element, but that seems inelegant.
Is there a way to make the browser have a more accurate guess at the width of the input when I'm using a proportional font?
Monospaced Font
The best results I've seen came through using a monospace font:
<input type="text" size="4" style="font-family:monospace" />
Online Example: http://jsbin.com/epagi/edit Rendered neatly in Firefox, Chrome, Safari, and IE.
If you're using a variable-width font, you would have to use scripting to get a better guess as to what the expected width would be, but as you said, this isn't very elegant.
Variable-Width Font
I tried to work up a reasonable-simple solution for variable-width fonts, but ultimately you will need to see if it fits your project or not.
Basically what I did was set the text-transform of particular inputs to uppercase to get a semi-consistent expectation for how wide something will be when filled out with text. I then applied a classname that indicated the field should be auto-sized, and how many chars we're expecting: sizeMe-4. Using jQuery, I collected all of these inputs, and split this classname to get the number of chars expected.
I extended the String object to include a repeat method which allows me to easily create a string of the expected size, and add it to an ad-hoc span element to get the width. This width was then retroactively applied to the initial input element. The span is then discarded.
Online Demo: http://jsbin.com/epagi/2/edit
For convenience, here's the code:
<input type="text" name="pin" maxlength="4" class="sizeMe-4"
style="text-transform:uppercase" />
--
String.prototype.repeat = function(num) {
return new Array( num + 1 ).join( this );
}
$(function(){
$(":input[class^='sizeMe']").each(function(){
var size = Number($(this).attr("class").split("-").pop());
var newW = $("<span>").text( "X".repeat(size) ).appendTo("body");
$(this).width( $(newW).width() );
$(newW).remove();
});
});​
Mootools
In case anybody stumbles upon this, in Mootools I just created a span containing the to-be-filled-in gap text and used these methods from Mootools More (they guarantee invisibility which is pretty important for a cloze.
$('gapsize').measure(function(){return this.getComputedSize()});