Scale SVG to container without mask/crop - html

I have tried many variants of the svg parameters, but have had no joy in scaling this particular SVG.
I am trying to contain this SVG into a container element that controls the size of the SVG.
I'm aiming for 500x309px.
What combination of width, height, viewBox and preserveAspectRatio can help me achieve this without having the SVG masked or cropped?

You absolutely must have a viewBox attribute on your SVG element that describes the bounding box of the contents you want to be always visible. (The file that you link to does not; you'll want to add one.)
To cause your SVG to fill an HTML element, put the CSS attribute position:relative (or position:absolute or position:fixed if appropriate) on your wrapper, and then
Set the CSS attribute position:absolute on your <svg> element to cause it to sit inside and fill your div. (If necessary, also apply left:0; top:0; width:100%; height:100%.)
Once you have a viewBox and your SVG sized correctly the default value of the preserveAspectRatio attribute will do what you want. In particular, the default of xMidYMid meet means that:
The aspect ratio described by your viewBox will be preserved when rendering.
By comparison, a value of none would allow non-uniform scaling.
The viewBox will always meet either top/bottom or left/right, with 'letterboxing' keeping the other dimension inside.
By comparison, a value of slice ensures that your viewBox fully fills the rendering, with either the top/bottom or left/right falling outside the SVG.
The viewBox will be kept vertically and horizontally centered within the SVG viewport.
By comparison, a value of xMinYMax would keep it in the bottom-left corner, with padding only to the right or top.
You can see this live here: http://jsfiddle.net/Jq3gy/2/
Try specifying explicit values for preserveAspectRatio on the <svg> element and press "Update" to see how they affect the rendering.
Edit: I've created a simplified version of the US Map with a viewBox (almost half the bytes) and used that in an updated demo to suit your exact needs: http://jsfiddle.net/Jq3gy/5/

Set the SVG width and height to be the size of its container, and set preserveAspectRatio = none.
<div height="50" width="100">
<svg preserveAspectRatio="none" viewBox="0 0 300 200"></svg>
</div>
and
$("svg").each(function(){
this.width = this.parentNode.width;
this.height = this.parentNode.height;
}
That's it. Setting CSS is not needed.
I personally set viewBox to be the size of the contents of the SVG. So in my example, the original image I am loading into my SVG is 300x200. It will shrink to fit a 50x100 div. But viewBox manipulation is a separate issue.

Unfortunately, I don't know the answer that applies to raw SVG, but in Raphael.js, I did it like that:
var paper = Raphael('#container', your_container_width, your_container_height);
paper.setViewBox(realSvgWidth, realSvgHeight, true);
This technique scaled my SVG to fit the bounds.
Hope this helps.

Related

Set polyline with relative points using SVG document

Using flex I have two adjacent div(s), where the first container will dynamically set the height based on the content, and the latter will follow be 100% of its height.
In the latter div, an SVG document at full height draws a polyline. However, despite the SVG document resizing its height, the polyline point are fixed in absolute values, thus not responsive.
At normal width:
Once the width is shrunk:
intended result should scale:
Would it somehow be possible to set points relative to SVG document size, or perhaps set some point from 0,0 axis and the rest from the bottom?
JsFiddle:
https://jsfiddle.net/khaled_nabil/jov9cstg/4/
One solution is change your preserveAspectRatio to none, but that will stretch the stroke as well.
preserveAspectRatio="none"
updated fiddle: https://jsfiddle.net/majnhguz/
Update:
You can address that by by using this on your path:
vector-effect="non-scaling-stroke"
updated fiddle: https://jsfiddle.net/rv9kup7z/

How is the width of an <svg> determined when margins are involved?

It seems like the width of an <svg> element is set based on the size of the parent, but ignoring margins:
Why is this? And how can I make an <svg> behave like any other block element when it comes to sizing?
Fiddle: http://jsfiddle.net/4p3ww/
There is no way for some SVG content to say it wants to take up whatever space is available after borders, padding and margins have taken their share (there is no way to create SVG that does NOT have an intrinsic width/height since the 'width' and 'height' attributes default to 100%).
https://wiki.mozilla.org/SVG:Sizing
Seems like there is still a debate on how different browsers should render these, so I'd be careful. Even with height/width attributes and max-width CSS, it still rendered pretty weird for me.
http://jsfiddle.net/4p3ww/3/
Just don't use <svg> and <img> as if they were block elements. They are not (Is <img> element block level or inline level?).
If you wrap your <svg> into a <div> with the contained class as per your example, you get results more in line with what you'd expect: http://jsfiddle.net/gLndw/

Increasing or decreasing height for an SVG element in IE 10 always keeps a constant space in the document

I am using html5 svg graphics to draw lines. When I increase or decrease the height of an svg element, it changes the height of the svg element but also keeps a constant space between the svg element and the document end. This happens only with IE browser. I'm using IE10.
The svg element is placed inside a div element. Height is set only for the svg element, height and width properties are not defined for the div element.
At first, I thought using clipping was the reason and I tried it after removing all the clippings and still there is a constant space between the svg element and end of the document in IE 10.
I attached images showing the difference between IE10 and Chorme below:
Chrome:
IE10:
Is there any way to avoid this additional space in the document?

Limiting (clamping) canvas size

I want to make moveable world for my HTML game so I put 1600x1200 canvas inside my 800x600 div element and using left and top to move the world. I expected that div will clamp size of my canvas, but instead my canvas overlaps borders of my div. The div doesn't stretch, the canvas is scaled independently from the div.
I tried !important, max-width and max-height, different displays, nothing works. Using CSS for width and height just scales the canvas. I also tried putting my canvas into SVG as foreign object, but I get error "getContext is not a function".
So, how can I limit size of my canvas?
The div is going to expand to the size of your canvas unless the div has overflow: hidden; set in its CSS. The child element is larger than the parent element, and you haven't strictly told the browser to limit the sizing of the parent element.
The max-width and max-height attributes won't help you here because you aren't placing "wrappable" content within the div. If you put text in a div with max-width set, the value will be respected. If you put an element with an unchanging size, like an image or a canvas element, the browser can't dynamically wrap it like a bunch of floating divs or some text. In this case, you have overflow, which needs to be handled differently.
You can achieve what you're looking for by playing with the position and/or margin attributes for the canvas element once you set the parent div to hide the overflow.

How to best overlay a canvas on an image?

I would like to place a canvas on top of an image that I have on a page. The canvas will be the exact dimensions of the image.
However, the following conditions must be met:
The canvas must remain exactly on top of the image at all times. Therefore, using absolute positioning will not work because if content is inserted above the image, it will move the image down without moving the canvas.
The image may be resized from its original size. Therefore, replacing the image with the canvas and setting its background to the image will not work.
What options do I have?
You should be able to use position:relative instead of absolute for your first requirement.
For the second I'm guessing you could put both the image and the canvas inside of a span. The canvas would have a width/height of 100% and would be resized as the image resizes because the size of the div would change to fit the image.
EDIT: actually I'm not sure position:relative would work. But I believe if you use position:absolute and the parent element has position:relative, than the absolute positions will be relative to the parent.