I am trying to load HTML content to WKWebView, It does not load properly the same as screen height/width, same code is working fine with UIWebView, See the following code
webView.loadHTMLString(htmlString!, baseURL: nil)
HTML string content <style type="text/css"> #container { width: 667px; height: 375px; margin: 0 auto } </style> 667px is screen height and 375px is screen width.
<!DOCTYPE HTML>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Highcharts Example</title>
<style type="text/css">
#container {
width: 667px;
height: 375px;
margin: 0 auto
}
</style>
</head>
<body>
<script src="https://code.highcharts.com/highcharts.js"></script>
<div id="container"></div>
<script type="text/javascript">
Highcharts.chart('container', {
//Chart code.
});
</script>
</body>
</html>
What can I do to solve this issue?
Add headerString before your html code and try it Like below
let description = "<p> HTML content <p>"
var headerString = "<header><meta name='viewport' content='width=device-width,
initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0'></header>"
headerString.append(description)
self.webView.loadHTMLString("\(headerString)", baseURL: nil)
Related
I'm trying to create an web page with F# Fable and p5.js. I have the setup and draw functions correctly declared, and p5.js is referenced in the HTML. However nothing seem to work: The setup function is never called and thus canvas is never created. No error message is displayed.
The following is the code I'm using.
<!doctype html>
<html>
<head>
<style>
body {
padding: 20px;
margin: 0 auto;
}
canvas {
vertical-align: top;
}
div {
margin-bottom: 20px;
}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
<title>Simple Fable App</title>
<meta http-equiv='Content-Type' content='text/html; charset=utf-8'>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="shortcut icon" href="fable.ico" />
</head>
<body>
</body>
</html>
open Fable.Core
open Fable.Core.JsInterop
open Fable.Import
[<Emit("fill($0)")>]
let fill (_: int): unit = jsNative
[<Emit("rect($0, $1, $2, $3)")>]
let rect (_: int) (_: int) (_: int) (_: int): unit = jsNative
[<Emit("frameRate($0)")>]
let frameRate (_: int): unit = jsNative
[<Emit("createCanvas($0, $1)")>]
let createCanvas (_: int) (_: int): unit = jsNative
let setup () =
createCanvas 500 500
frameRate 15
let draw () =
fill 255
rect 10 10 100 101
If I use the very same HTML above with the equivalent JS it will work as expected, so I assume Fable is messing up my somewhere.
<!doctype html>
<html>
<head>
<style>
body {
padding: 20px;
margin: 0 auto;
}
canvas {
vertical-align: top;
}
div {
margin-bottom: 20px;
}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
<title>Simple Fable App</title>
<meta http-equiv='Content-Type' content='text/html; charset=utf-8'>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="shortcut icon" href="fable.ico" />
</head>
<body>
</body>
<script>
function setup () {
createCanvas(500, 500)
frameRate(15)
}
function draw () {
fill(255)
rect(10, 10, 100, 101)
}
</script>
</html>
Following the hint given by #FyodorSoikin, I searched the documentation and found out how to add properties to JS objects.
So I added the two relevant functions to the Browser.window object (i.e. made them global):
Browser.window?setup <- setup
Browser.window?draw <- draw
And now everything works.
I have a UIWebView which I am creating a custom text editor, with a native keyboard.
I am trying to detect when the return button is pressed on the native keyboard. I have attempted the code in this: How to detect keyboard enter key? as well as customize return key but was not able to succeed. How do I capture the return?
html:
<!DOCTYPE html>
<html>
<head>
<title>iOS Note Editor</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<script>
function returnKeyPressed(event){
if(window.event.keyCode == 13) document.location = "returnkeypressed:";
return true;
}
}
</script>
<style type="text/css">
html, body {height: 100%;}
body {
margin: 0;
}
#wrap {
height: 100%;
width: 100%;
overflow-y: scroll;
-webkit-overflow-scrolling: touch;
}
</style>
<link rel="stylesheet" type="text/css" href="quill.snow.css">
<link rel="stylesheet" type="text/css" href="quill.bubble.css">
<link rel="stylesheet" type="text/css" href="quill.core.css">
<link rel="stylesheet" type="text/css" href="style.css">
<meta charset="utf-8">
</head>
<body onKeyPress="return returnKeyPressed(event)" style="padding-top:0px;margin-top:0px;">
<div id="wrap">
<div id="editor-container" style="padding:0px;margin-top:0px;font-family:'GothamPro-Light';font-size: 15px;"></div>
</div>
<script type="text/javascript" src="quill.core.js"></script>
<script type="text/javascript" src="quill.min.js"></script>
<script type="text/javascript" src="quill.js"></script>
<script type="text/javascript" src="jquery.min.js"></script>
<script type="text/javascript" src="ios_note_editor.js"></script>
</body>
</html>
.m
//Not being called
-(BOOL)webView:(UIWebView *)webView shouldStartLoadWithRequest:(NSURLRequest *)request navigationType:(UIWebViewNavigationType)navigationType{
NSLog(#"webView shouldStartLoadWithRequest");
}
body onKeyPress when changed to onKeyDown fixes the issue. Hours of headache over one word
My problem is for my webpage designed for iOS. When testing on iPhone 5 (Safari) it loads fine in portrait mode then flips fine to landscape mode. But when going back to Portrait from Landscape it zooms in. I don't have this issue with iOS Chrome thought.
I've tried lots of different meta tags like :
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" >
But they seem to only cover the opposite issue of going from portrait to landscape zooming.
Some help would be greatly appreciated. I've spend many hours searching without success.
Here's a link if you wish to try it on a mobile device: http://www.blueberry-studio.co.uk/Robomoco_Websites/Device_iPhone_5/
and here's the code used:
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta http-equiv="X-UA-Compatible" content="chrome=1,IE=edge" />
<meta name="viewport" content="user-scalable=no, width=1280" />
<meta name="apple-mobile-web-app-capable" content="yes"/>
<style type="text/css">
#media screen and (orientation:portrait)
{
#robomocomobileportrait_hype_container {
display: block;
}
#robomocomobilelandscape_hype_container{
display: none;
}
}
#media screen and (orientation:landscape)
{
#robomocomobileportrait_hype_container {
display: none;
}
#robomocomobilelandscape_hype_container {
display: block;
}
}
</style>
<div id="robomocomobileportrait_hype_container" style="position:relative;overflow:hidden;width:1280px;height:2260px;">
<script type="text/javascript" charset="utf-8" src="Robomoco_mobile_portrait.hyperesources/robomocomobileportrait_hype_generated_script.js?71837"></script>
</div>
<div id="robomocomobilelandscape_hype_container" style="position:relative;overflow:hidden;width:1280px;height:720px;">
<script type="text/javascript" charset="utf-8" src="Robomoco_mobile_landscape.hyperesources/robomocomobilelandscape_hype_generated_script.js?17049"></script>
</div>
I've found a way that resolves my problem:
var alsoenlarge = true;
$(function(){
if(isScalePossible()){
$('body').css({overflow:'hidden'}); //geen scrollbars
$('#scalecontainer').css({position: 'absolute', margin: 0}); //centreren met de hand na resize
// Run scale function on start
scaleSite();
scaleSite();
// run scale function on browser resize
$(window).resize(scaleSite);
}
});
function scaleSite()
{
windoww = $(window).width();
sitew = $('#scalecontainer').width();
f = windoww/sitew;
if(!alsoenlarge && f>1) f = 1;
$('#scalecontainer').css({
"-moz-transform" : "scale("+f+")",
"-webkit-transform" : "scale("+f+")",
"-ms-transform" : "scale("+f+")",
"-o-transform" : "scale("+f+")",
"transform" : "scale("+f+")",
"left" : ((windoww-(sitew*f))/2)+"px"
});
}
function isScalePossible()
{
can = 'MozTransform' in document.body.style;
if(!can) can = 'webkitTransform' in document.body.style;
if(!can) can = 'msTransform' in document.body.style;
if(!can) can = 'OTransform' in document.body.style;
if(!can) can = 'transform' in document.body.style;
if(!can) can = 'Transform' in document.body.style;
return can;
}
And my content in this div:
<div id="scalecontainer"> </div>
I have a problem that the text inside the content-div is scrollable. Happens on iOS 6 with iPhone 4 and only if native title is set.
Video: http://www.youtube.com/watch?v=8ARaDQzBqOM
Demo:
<!DOCTYPE html>
<html>
<head>
<script>
forge.topbar.setTitle('Test App', function() {
forge.logging.log("Topbar image set");
}, function(e) {
forge.logging.log("Topbar image error: " + e);
});
</script>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Single page template</title>
<link rel="stylesheet" href="http://code.jquery.com/mobile/1.2.0/jquery.mobile-1.2.0.min.css" />
<script src="http://code.jquery.com/jquery-1.8.2.min.js"></script>
<script src="http://code.jquery.com/mobile/1.2.0/jquery.mobile-1.2.0.min.js"></script>
</head>
<body>
<div data-role="page">
<div data-role="content">
<p>this text is scrollable</p>
</div>
</div>
</body>
</html>
You might want to try to reset all the margins, paddings and border for all elements using CSS. Add this right before the closing </head>:
<style type="text/css">
* { /* reset */
margin: 0;
padding: 0;
border: 0;
}
</style>
I have image of width 4096px and my screen width is 960px.I have to create continuous water movement.For this I ma using sprite of 32 images My code is as below
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Lets learn grammer</title>
<script language="javascript" type="text/javascript" src="jquery.js"></script>
<script>
function moveBack(){
var i=0;
setInterval(function(){
if(i<23){
i++;
$('#bck').css('background-position',((i)*-130));
}else{
//for(var j=0; j<=4;j++){
$('#bck').css('background-position',0);
//}
i=0;
}
}, 50);
}
</script>
<style type="text/css">
#bck{
position:absolute;
width:960px;
height:540px;
background-image:url("water.png");
background-repeat:repeat-y;
top:0px;
left:0px;
border:1px solid red;
}
</style>
</head>
<body onload="moveBack()">
<div id="bck"></div>
</body>
this code move whole sprite to the end point after that it stop. but i want to continous movement until i stop the execution.
Thanks
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Lets learn grammer</title>
<script language="javascript" type="text/javascript" src="jquery.js"></script>
<script>
function moveBack()
{
var i=0;
setInterval(function()
{
//if(i<23){
i++;
$('#bck').css('background-position',((i)*-130));
//}
//else{ //for(var j=0; j<=4;j++){
//$('#bck').css('background-position',0);
//} i=0; }
}, 50);
}
</script>
<style type="text/css">
#bck
{
position:absolute;
width:960px;
height:540px;
background-image:url("water.png");
background-repeat:repeat-x;
top:0px;
left:0px;
border:1px solid red;
}
</style>
</head>
<body onload="moveBack()">
<div id="bck"></div>
</body>
Is this what you want? If yes, just notice the changes:
change in setInterval()
background-repeat:repeat-x; instead of background-repeat:repeat-y;