iOS Safari zooms into webpage from landscape to portrait - ios

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>

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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,
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How to get Pixijs with Cocoonjs to use a WebGLRenderer with canvas+ webview engine

I can't seem to get the canvas+ webview engine within Cocoon to use a PIXI.WebGLRenderer no matter what I try. Here is a simple example:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<meta name="format-detection" content="telephone=no" />
<meta name="msapplication-tap-highlight" content="no" />
<meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width, height=device-height, target-densitydpi=device-dpi" />
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With the Cocoon Launcher app I've tested this on:
iPhone5 (iOS 10.2)
iPad2 (iOS 9.3.5)
HP 10 Plus (android 4.4.2)
With webview+, all display "renderer=1" (which means PIXI.WebGLRenderer)
But with canvas+, all display "renderer=2" (which means PIXI.CanvasRenderer)
Is it possible to get canvas+ mode to work with WebGL in Pixi.js?
I have also tried forcing the renderer to be WebGL by replacing the autoDetectRenderer line with:
var renderer = new PIXI.WebGLRenderer( 500, 200 );
In this case my Cocoon Launcher on iphone and ipad crashes!
On the android, it just shows a black screen.
I have also tried with Pixi.js v3.0.1 with the same results.
So, is it possible to use WebGL with Cocoon's Canvas+ mode with Pixi.js?
Any help much appreciated, thanks
I managed to get it working, but not with the latest Pixi.js (v4.2.3), only with an old version - v3.0.10.
The key was to add cordova.js and use the document.addEventListener( "deviceready", runTest, false );
Here is some updated code:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<meta name="format-detection" content="telephone=no" />
<meta name="msapplication-tap-highlight" content="no" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0">
<script type="text/javascript" src="cordova.js"></script>
<script src="js/pixi-3.0.10.js"></script>
<title>Simple Test</title>
</head>
<body style="background-color: #99ff99; margin: 0; padding: 0;">
<script>
function runTest() {
var renderer = new PIXI.WebGLRenderer( 300, 100 );
document.body.appendChild( renderer.view );
var stageContainer = new PIXI.Container();
var text = new PIXI.Text( 'rrr.type='+renderer.type, { fontFamily: "Arial", fontSize: '12px', fill: "white" } );
text.x = text.y = 50;
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}
document.addEventListener( "deviceready", runTest, false );
</script>
</body>
</html>
This is only a partial answer because it only works with an outdated version of Pixi.js
As for me, I'm abandoning canvas+ for now because what I got working showed poor and erratic results compared with the webview+ mode. Also, as an aside, according to various performance tests I've made, it seems that the old Pixi.js v3.0.10 is dramatically out performing v4.2.3 as well.. so looks like I'll be sticking with that also.

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we are making an HTML5 app where width is not know at design time.
So we change the viewport tag at runtime to match the desidered size.
e.g.
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The problem on iOS is that after we change the viewport size, view is not correctly scaled until we double tap the screen.
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Thank you very much
NSString *js = #"var t=document.createElement('meta'); t.name="viewport"; t.content="initial-scale=1.0, maximum-scale=3.0"; document.getElementsByTagName('head')[0].appendChild(t);";
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EDIT
Thanks for update.
I had very similar issue and remember that setting viewport meta tag solved it.
If you are trying to modify this meta tag just after loading html, try doing that in webViewDidFinishLoad (loadRequest is asynchronous).
Another solution would be to read your html file into NSString and replace that meta tag before loading it to webView.
Hope it helps!
Thank you very much for your replies, I would like to share the solution we found after some test on iPhone 5s with iOS 9.2 and iPad Air with iOS 8.4.
Basically, to make it work, we didn't set initial-scale=1.0, maximum-scale=1.0, user-scalable=no
Following a working example
<html>
<head>
<meta name="viewport" id="viewport-meta" content="width=device-width, user-scalable=no" />
<style>
html, body { -webkit-text-size-adjust: 100%; }
h1 { padding: 1em; background-color: #FF80BB; }
</style>
</head>
<body>
<h1>I am the page content</h1>
<button id="s320">Set 320</button><br />
<button id="s640">Set 640</button><br />
<button id="s960">Set 960</button>
<script>
function setViewportWidth(newWidth) {
var m = document.getElementById("viewport-meta");
m.setAttribute('content', 'width=' + newWidth + ', user-scalable=no');
}
document.getElementById("s320").onclick = function () { return setViewportWidth(320); };
document.getElementById("s640").onclick = function () { return setViewportWidth(640); };
document.getElementById("s960").onclick = function () { return setViewportWidth(960); };
</script>
</body>
</html>

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Video: http://www.youtube.com/watch?v=8ARaDQzBqOM
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<script src="http://code.jquery.com/jquery-1.8.2.min.js"></script>
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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>:
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Rob,
try adding below script. This should do the trick of opening new request in the same window
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// Does nothing
}
else {
a[i].onclick = function () {
window.location = this.getAttribute("href");
return false;
};
}
}
};
</script>

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