Calculate size of SVG element in HTML page - html

How can I reliably ask for the size (in pixels) an SVG element is taking up on the host page?
Both svg.offsetWidth and svg.getBoundingClientRect().width work in Chrome v34.
Neither of those work correctly in Firefox v29. (The former is empty, the latter returns incorrect values.)
Test Page: http://jsfiddle.net/dL5pZ/3/
The motivation for this question is to get a reliable implementation for this answer, which requires knowing the aspect ratio of the outside of the element. Further, for this question I need to know the actual size of the SVG, or at least something that returns proportionate values across different calls and a resizing element.

I've been down that road before. Unfortunately, most of the functions for getting the size of the <svg> element are buggy in Firefox. The only working solution I found was using window.getComputedStyle(svgElement).width (or height), which needs to be parsed (and also only works when svgElement.display == 'block', which it is in your example).
I have adopted your fiddle to work in Firefox: http://jsfiddle.net/dL5pZ/5/
Update: The issue with display 'inline' was fixed some time ago around Firefox 29.
Update 2: As mentioned in another answer, getBoundingClientRect should also work nowadays.

Some more info from my research because I've spent the last 2 days working on this issue..
So, it always works in Chrome and Opera, it works in IE if you add preserveAspectRatio="xMinYMin slice" but Firefox seems buggy.
To make it work cross platform try:
a) accessing width and height of SVG directly - Ch,O,IE
b) getComputedStyle:
var style = window.getComputedStyle(svg, null);
var svgWidth = style.getPropertyValue("width").slice(0, -2); // "1240px" -> "1240"
keep in mind that for single queries it is fine, but when you try to do it about 60 times per second then the browser becomes very slow
c) as we know this issue happens when we have
<div><svg style="width:100%; height:100%"></svg></div>
and the width and height of SVG element are 1 in Firefox.. but these dimensions are as same as the dimensions of the div parent element which you can access! But to make life harder it doesn't work in IE.
So reassuming, this is my final cross browser code:
if(!svg.width.baseVal.value || svg.width.baseVal.value < 2){
//this is the FF case
if(!this.parentElement) return;
this.width = this.parentElement.clientWidth;
this.height = this.parentNode.clientHeight;
}
else{
//this works for Ch,O,IE
this.width = svg.width.baseVal.value;
this.height = svg.height.baseVal.value
}

getBoundingClientRect has been fixed in Firefox from version 33 onwards and will do what you want it to now. See bug 530985 for details.

This was the way I fixed it:
var heightComponents = ['height', 'paddingTop', 'paddingBottom', 'borderTopWidth', 'borderBottomWidth'],
widthComponents = ['width', 'paddingLeft', 'paddingRight', 'borderLeftWidth', 'borderRightWidth'];
var svgCalculateSize = function (el) {
var gCS = window.getComputedStyle(el), // using gCS because IE8- has no support for svg anyway
bounds = {
width: 0,
height: 0
};
heightComponents.forEach(function (css) {
bounds.height += parseFloat(gCS[css]);
});
widthComponents.forEach(function (css) {
bounds.width += parseFloat(gCS[css]);
});
return bounds;
};
Using your jsFiddle: http://jsfiddle.net/dL5pZ/7/

This is what I ended up using:
var svgWidth = svg.clientWidth || window.getComputedStyle(svg).width.slice(0, -2),
svgHeight = svg.clientHeight || window.getComputedStyle(svg).height.slice(0, -2);
as clientWidth and clientHeight always return 0 in Firefox.
For d3 users:
var svg = d3.select('#yoursvg')[0][0],
svgWidth = svg.clientWidth || window.getComputedStyle(svg).width.slice(0, -2),
svgHeight = svg.clientHeight || window.getComputedStyle(svg).height.slice(0, -2);
Hope it helps.

<button onclick="demosvg()">click on</button>
<svg>
//<image xlink:href="demo.jpg" id="img1" height="200" width="200"/>
<img id="myImg" src="demo.jpg" style="width:500px;height:98px;">
</svg>
<div id="demo"></div>
<script>
function demosvg() {
var var1 = document.getElementById("img1").naturalWidth;
document.getElementById("demo").innerHTML = "width is: " + var1+ " pixels";
}
</script>

Related

Retina Devices in web developing: Do I still need to have 2x images?

A lot of the information about Retina devices comes from ~2013 but not much recently.
It seems like, for example in retina.js, it includes anything with a device pixel ratio of > 1.5 to be "retina", but don't all smartphones have well over 1.5 these days? My desktop computer does as well.
My question then, why not just always serve the highest possible resolution images you have access to instead of creating the half-sized versions for "non-retina" devices, which as far as I know don't really exist much and won't suffer much from being served a higher resolution image.
Thanks!!!
Using 2x images is a huge pain.
Who can know what is "best," but I'm currently working with images in a combo like this:
I use a parent element so that the image will fill it - and that parent/or it's ancestors will determine any limits. You can use the picture element. (usually, the src are supplied by a CMS or something {{image.small.url}} etc.
The official answer to your questions would be, that people don't serve the higher res file to everything - because the file is bigger and they want the site to load as fast as possible. / but if you double the images size (twice as big as it will ever be presented, and compress to ~40 or so) then use the parent element to size it - it's actually a smaller file size. There are very specific studies on this. I don't know how that works for painting and browser rendering, though.
MARKUP
<figure class='poster'>
<img src='' alt=''
data-small='http://placehold.it/600'
data-medium='http://placehold.it/1000'
data-large='http://placehold.it/2000'
/>
</figure>
STYLES (stylus)
figure // just imagine the brackets if you want
margin: 0
img
display: block
width: 100%
height: auto
.poster
max-width: 400px
SCRIPT
$(document).on('ready', function() {
// $global
var $window = $(window);
var windowWidth;
var windowHeight;
function getWindowDimentions() {
windowWidth = $window.width();
windowHeight = $window.height();
}
function setResponsibleImageSrc(imageAncestorElement, container) {
var large = false; // innocent until proven guilty
var medium = false; // "
var context;
if ( !container ) {
context = windowWidth;
} else {
context = $(container).outerWidth();
}
var large = context > 900;
var medium = context > 550;
$(imageAncestorElement).each( function() {
var $this = $(this).find('img');
var src = {};
src.small = $this.data('small');
src.medium = $this.data('medium');
src.large = $this.data('large');
if ( large ) {
$this.attr('src', src.large);
} else if ( medium ) {
$this.attr('src', src.medium);
} else {
$this.attr('src', src.small);
}
});
};
$window.on('resize', function() { // this should jog a bit
getWindowDimentions();
setResponsibleImageSrc('.poster', 'body');
}).trigger('resize');
});
It all depends on what you are doing - and there is no silver bullet yet. The context for each image is so unique. My goal is to get in the ballpark for each size - keep the images compressed to 40 in Photoshop on export... double the size they should be, and then the parent squishes them for retina. The size is actually smaller in most cases.
CodePen example: http://codepen.io/sheriffderek/pen/bqpPra

Reduce the size of text in angularjs when line breaks?

I have a responsive app for desktop and mobile.
In the app i have a div which randomly shows texts of all kinds of lengths.
I want to do the following:
If the line breaks because the length of the text is too wide for the width of that div, i want the font-size to reduce itself (I am using em's in my app).
Is it something i need to build directive for it? is it something that was built and used wildly?
Writing a robust solution for this problem is going to be non-trivial. As far as I know, there's no way to tell whether a line of text breaks. However, we do know the criteria for line breaking is the width of the text being wider than the element, accounting for padding.
The Canvas API has a method called measureText which can be used to measure a string, using a given context with a font and size set. If you spoof the settings of the element with a canvas, then you can measure the text with the canvas and adjust the size until it fits without overflowing.
I've written up a rough implementation of the way I would tackle this.
function TextScaler(element) {
var canvas = document.createElement('canvas'),
context = canvas.getContext('2d');
var scaler = {};
scaler.copyProps = function() {
var style = element.style.fontStyle,
family = element.style.fontFamily,
size = element.style.fontSize,
weight = element.style.fontWeight,
variant = element.style.fontVariant;
context.font = [style, variant, weight, size, family].join(' ');
};
scaler.measure = function(text) {
text = text || element.innerText;
return context.measureText(text);
};
scaler.overflows = function() {
var style = window.getComputedStyle(element),
paddingLeft = style['padding-left'],
paddingRight = style['padding-right'],
width = style.width - paddingLeft - paddingRight;
return scaler.measure() > width;
};
scaler.decrease = function() {
// decrease font size by however much
};
scaler.auto = function(retries) {
retries = retries || 10;
if(retries <= 0) {
scaler.apply();
console.log('used all retries');
}
if(scaler.overflows()) {
scaler.decrease();
scaler.auto(retries - 1);
} else {
console.log('text fits');
scaler.apply();
}
};
scaler.apply = function() {
// copy the properties from the context
// back to the element
};
return scaler;
}
After you've sorted out some of the blank details there, you'd be able to use the function something like this:
var element = document.getElementById('');
var scaler = TextScaler(element);
scaler.auto();
If it doesn't manage to decrease it within 10 retries, it will stop there. You could also do this manually.
while(scaler.overflows()) {
scaler.decrease();
}
scaler.apply();
You'd probably want some fairly fine tuned logic for handling the decrease function. It might be easiest to convert the ems to pixels, then work purely with integers.
This API could quite trivially be wrapped up as a directive, if you want to use this with Angular. I'd probably tackle this with two attribute directives.
<div text-scale retries="10">Hello world</div>
Of course, if it's not important that all the text is there onscreen, then you can just use the text-overflow: ellipsis CSS property.

Issue with getting div height dynamically

I have been trying to get the height of an image dynamically while adjusting the browser window.
I used console.log() to get the value to check if my results are correct, and somehow the result is always 0! What am I doing wrong?
$(function(){
var ScreenHeight = $(window).height();
var ImageHeight = $('#bkgImages').height();
var ImageMove = (ScreenHeight-ImageHeight)/2
$('#wrapper').slideDown(500);
$('#bkgScreen').animate({opacity: .5}, 700);
$('#bkgImages').css({top: "-" + ImageMove + "px"});
console.log(ImageHeight);
});
I manage to get the window height result working but not the div element height. The other issue is this calculates the result only once per session, where as I need to function to run every-time a user adjusts the browser window size. How do I go about doing that?
I think it depends on the css property of the div, and you may refer to answer here https://stackoverflow.com/a/10656669/693110.
In short, you need to specify the div to have display: inline-block; property.

Get the default height of a scroll bar

What is the default height of a scroll bar(Horizontal)?
I couldn't find the document online.
UPDATED: Can we write a javascript function to get it? Please don't down vote it. It is hard to get it.
Thank you.
Found this here: How can I get the browser's scrollbar sizes?
function getScrollBarWidth () {
var inner = document.createElement('p');
inner.style.width = "100%";
inner.style.height = "200px";
var outer = document.createElement('div');
outer.style.position = "absolute";
outer.style.top = "0px";
outer.style.left = "0px";
outer.style.visibility = "hidden";
outer.style.width = "200px";
outer.style.height = "150px";
outer.style.overflow = "hidden";
outer.appendChild (inner);
document.body.appendChild (outer);
var w1 = inner.offsetWidth;
outer.style.overflow = 'scroll';
var w2 = inner.offsetWidth;
if (w1 == w2) w2 = outer.clientWidth;
document.body.removeChild (outer);
return (w1 - w2);
};
alert( getScrollBarWidth () );
That's going to depend on the clients screen resolution and browser. If you explain why your asking then I might be able to give a better answer.
Whatever the user's computer is set to. There is no hard-and-fast rule on this. For example, on my Ubuntu machine, the default scroll bar size is 0 - instead of a conventional scrollbar, it has a scroll line with arrows that appear when the mouse moves near it, and it takes no space on the document. However, on my Windows installation, the scrollbar size is 14 pixels, but I could set it from anything between about 8 and over 500...
Interesting question. My thought is: when a property you are interested in is not readily available, test.
One DOM property I can think of that would be affected by the scrollbar height is the clientHeight of the body (or whatever box has the scrollbar) if you set it to 100%. This is maybe a dumb approach, and not sure how useful it really is, but check it out:
get clientHeight before
expand width of an internal element, wide enough to cause a scrollbar
get clientHeight after
subtract
I made a fiddle of this. Like I said, not sure how useful this approach could be in real life, but maybe it's a start on something.
http://jsfiddle.net/brico/t6zMN/

Multiple masked image

I am trying to make multiple masked images.
How can I make;
image_01 + mask_image_01 = image_02
image_02 + mask_image_02 = image_03 ?
** image_02 is result of image_01 with mask_image_01.
(should be running on both Chrome and IE)
Assuming that I've understood you right, you can just use the background property for an image:
CSS:
#image_o1 {
background: transparent url(http://davidrhysthomas.co.uk/linked/astrid_avatar.png) top left no-repeat;
}
HTML:
<img id="image_o1" src="http://davidrhysthomas.co.uk/linked/mask.png" />
JS Fiddle demo.
The only major problem with this method is that it uses the masking image in the src of the img element, and puts the 'real' image in the background.
If JavaScript is an option, then you could use the image you want to mask as the src of the image element(s), and then switch that for a mask, though this is a little messy (and could definitely be improved):
function imageMask(){
var masked = document.getElementsByClassName('masked');
var mD, mU, rImg;
for (i=0; i<masked.length; i++){
mD = window.getComputedStyle(masked[i],null).backgroundImage;
mU = mD.substring(mD.indexOf('(')+1,mD.indexOf(')'));
rImg = masked[i].src;
masked[i].src = mU;
/*
For some (probably obvious) reason:
masked[i].style.backgroundImage = rImg;
refused to work, so I'm using 'setAttribute()' instead, in a
hackish and hideous workaround.
*/
masked[i].setAttribute('style','background-image: url(' + rImg + ');');
}
};
window.onload = imageMask();
JS Fiddle demo
Browser compatibility might be a problem with the JavaScript approach, though, as IE (I think) doesn't support either .getElementsByClassName() or window.getComputedStyle(). The majority of other browsers, though, seem happy enough with it. Tested in Firefox 7 and Chromium 14 on Ubuntu 11.04.