I sometimes use canvas but the expressed issue is happening while there is no canvas. I used the term canvas to say "inside of web view frame".
Cordialement. ---------------------------- Maxime LUCE max...@touchit.fr 06 28 60 72 34 http://touchit.fr -----Original Message----- From: Stephan Wezel [mailto:s.we...@web.de] Sent: samedi 7 décembre 2013 07:32 To: dev@cordova.apache.org Subject: Re: iOS webview size > Sorry, i needed to specify that my app is not a canvas app, it's a HTML 5 app. Do you use the thml 5 canvas then? > Just to know, since which IOS version, hi resolution is available? This isn't directly tied to a iOS version but to a generation of iphone/ipad For iPhone: since iPhone 4 the display is a "Retina" Display (HiRes) For iPad: AFAIK since iPad 3 On Friday 06 December 2013 23:42:47 Maxime LUCE wrote: > Sorry, i needed to specify that my app is not a canvas app, it's a HTML 5 app. > > I use the viewport meta with value "initial-scale" to "1.0" and "width" to > "device-width". > > I will try some CSS device pixel ratio fixes and let you know about the > result. > Just to know, since which IOS version, hi resolution is available? > > Cordialement. > ------------------------------- > Maxime LUCE - Somatic > maxime.l...@somatic.fr > 06 28 60 72 34 > ________________________________ > De : Stephan Wezel<mailto:s.we...@web.de> Envoyé : 06/12/2013 18:36 > À : dev@cordova.apache.org<mailto:dev@cordova.apache.org> > Objet : Re: iOS webview size > > Oh i forgot to mention, that the posted code is derived from the High > DPI canvas entry on html5rocks > > Stephan > > On Friday 06 December 2013 18:17:57 Stephan Wezel wrote: > > Or you could use following code to do the scaling automatically if > > needed > > > > var devicePixelRatio = window.devicePixelRatio || 1, > > backingStoreRatio = ctx.webkitBackingStorePixelRatio || > > ctx.mozBackingStorePixelRatio || > > ctx.msBackingStorePixelRatio || > > ctx.oBackingStorePixelRatio || > > ctx.backingStorePixelRatio || 1; > > > > ratio = devicePixelRatio / backingStoreRatio; if (devicePixelRatio > > !== backingStoreRatio) { > > var oldWidth = canvas.width; > > var oldHeight = canvas.height; > > canvas.width = oldWidth * ratio; > > canvas.height = oldHeight * ratio; > > > > canvas.style.width = oldWidth + 'px'; > > canvas.style.height = oldHeight + 'px'; > > > > // now scale the context to counter > > // the fact that we've manually scaled > > // our canvas element > > ctx.scale(ratio, ratio); > > } > > > > if you set the size of the canvas element to the screen/window size > > and using above code you will get on any resolution a sharp display > > > > I'm using above code successfully with cordova on iOS and Android > > (e.g. on a Nexus 4 the ratio is 1.5 instead of 2 on iPhone with > > retina display) > > > > Stephan > > > > On Friday 06 December 2013 11:48:39 Ian Clelland wrote: > > > Yes, if we're actually talking about the HTML <canvas> element, > > > then it's default resolution will match the element's size *in CSS > > > pixels*, which are twice the size of device pixels on a retina display. > > > > > > You need to set the element's "width" and "height" attributes > > > (*not* the CSS properties) to increase that resolution. > > > > > > A full-screen hi-res canvas on an iPhone 4 would look like this: > > > > > > <canvas style="width: 320px; height: 480px;" width="640" > > > height="960"></canvas> > > > > > > (and, of course, those numbers would be different on an iPhone 5, > > > or an Android device :) ) > > > > > > Ian > > > > > > > > > On Fri, Dec 6, 2013 at 11:40 AM, Michal Mocny <mmo...@chromium.org> wrote: > > > > > > > Yeah if you don't have correct viewport, and are using the 3.5 > > > > inch retina iphone simulator, you will get 2 device pixels per > > > > css pixel, and thus see the resolution you claim. > > > > > > > > Also, even if you fix the viewport, I think that for efficiency > > > > reasons some web renderers will specifically treat the canvas > > > > element as lowdpi even on a highdpi device. I do not know the > > > > details of safari webview, but thats worth exploring if viewport > > > > doesn't fix the issue. One quick article I found that generally > > > > explains things to consider when working with canvas on highdpi > > > > is: http://www.html5rocks.com/en/tutorials/canvas/hidpi/ > > > > > > > > > > > > On Fri, Dec 6, 2013 at 10:54 AM, Andrew Grieve > > > > <agri...@chromium.org> > > > > wrote: > > > > > > > > > Problem with viewport <meta> tag? > > > > > > > > > > > > > > > On Fri, Dec 6, 2013 at 10:07 AM, James Jong > > > > > <wjamesj...@gmail.com> > > > > wrote: > > > > > > > > > > > Are you targeting prior to iOS 5? > > > > > > -James Jong > > > > > > > > > > > > On Dec 6, 2013, at 9:49 AM, Maxime LUCE <max...@somatic.fr> wrote: > > > > > > > > > > > > > By default, Cordova ios project targets iOS 5+, could it > > > > > > > be blocking > > > > ?? > > > > > > > > > > > > > > > > > > > > > Cordialement. > > > > > > > > > > > > > > > > > > > > > Maxime LUCE > > > > > > > > > > > > > > > > > > > > > max...@touchit.fr > > > > > > > 06 28 60 72 34 > > > > > > > http://touchit.fr > > > > > > > > > > > > > > > > > > > > > -----Original Message----- > > > > > > > From: mmo...@google.com [mailto:mmo...@google.com] On > > > > > > > Behalf Of > > > > Michal > > > > > > Mocny > > > > > > > Sent: vendredi 6 décembre 2013 15:45 > > > > > > > To: dev > > > > > > > Subject: Re: iOS webview size > > > > > > > > > > > > > > 320 sounds like the width of the first three generations > > > > > > > of iphone > > > > > > (though the height is not 240 but 480). Perhaps you are > > > > > > emulating an > > > > > older > > > > > > device? > > > > > > > > > > > > > > > > > > > > > On Fri, Dec 6, 2013 at 9:28 AM, Maxime LUCE > > > > > > > <max...@somatic.fr> > > > > wrote: > > > > > > > > > > > > > >> Frame is fullscreen but frame content is sized > > > > > > >> > > > > > > >> > > > > > > >> Cordialement. > > > > > > >> > > > > > > >> > > > > > > >> Maxime LUCE > > > > > > >> > > > > > > >> > > > > > > >> max...@touchit.fr > > > > > > >> 06 28 60 72 34 > > > > > > >> http://touchit.fr > > > > > > >> > > > > > > >> > > > > > > >> -----Original Message----- > > > > > > >> From: James Jong [mailto:wjamesj...@gmail.com] > > > > > > >> Sent: vendredi 6 décembre 2013 14:47 > > > > > > >> To: dev@cordova.apache.org > > > > > > >> Subject: Re: iOS webview size > > > > > > >> > > > > > > >> Sounds like you have some customization in obj-c or the nib > > > > > > >> files. > > > > > > >> The frame should be fullscreen by default. > > > > > > >> -James Jong > > > > > > >> > > > > > > >> On Dec 6, 2013, at 8:25 AM, Maxime LUCE <max...@somatic.fr> > > > > > > >> wrote: > > > > > > >> > > > > > > >>> Hi, > > > > > > >>> > > > > > > >>> I will try to explain the issue more precisely. > > > > > > >>> When I launch my app using XCode in the iOS emulator, I > > > > > > >>> can see > > > > that > > > > > > >>> my > > > > > > >> app is resized in a 320x240 frame. This behavior force > > > > > > >> iOS to resize every DOM elements to adjust to an arbitrary > > > > > > >> 320x240. > > > > > > >>> > > > > > > >>> I checked the behavior by putting a > > > > > > >>> "alert(document.width) on start > > > > > > up". > > > > > > >>> > > > > > > >>> Someone could help me override this behavior ? I'm not > > > > > > >>> an iOS nor > > > > > > >> objective C expert. > > > > > > >>> > > > > > > >>> > > > > > > >>> Cordialement. > > > > > > >>> ---------------------------- Maxime LUCE > > > > > > >>> max...@touchit.fr > > > > > > >>> 06 28 60 72 34 > > > > > > >>> http://touchit.fr > > > > > > >>> > > > > > > >>> > > > > > > >>> Not sure what you mean. > > > > > > >>> > > > > > > >>> Are you saying you can only have a canvas with a max > > > > > > >>> size of 320x240? I > > > > > > >> have an app with a larger canvas than that. > > > > > > >>> > > > > > > >>> If that is what you are saying, be sure you are not > > > > > > >>> trying to set the > > > > > > >> canvas size just using CSS. > > > > > > >>> > > > > > > >>> For an example maybe have a look at my canvas demo: > > > > > > >>> > > > > > > >>> https://github.com/devgeeks/Canvas2ImageDemo > > > > > > >>> On 06/12/2013 12:06 pm, "Maxime LUCE" <max...@somatic.fr> wrote: > > > > > > >>> > > > > > > >>>> Hi everyone, > > > > > > >>>> > > > > > > >>>> It appears that on iOS, webview is restricted to a 320x240 > > > > > > >>>> canvas. > > > > > > >>>> > > > > > > >>>> Is it possible to automatically set canvas size using > > > > > > >>>> device screen's > > > > > > >> one ? > > > > > > >>>> > > > > > > >>>> Why is it not the default scenario ? > > > > > > >>>> > > > > > > >>>> Cordialement. > > > > > > >>>> ------------------------------- Maxime LUCE - Somatic > > > > > > >>>> maxime.l...@somatic.fr > > > > > > >>>> 06 28 60 72 34 > > > > > > >>>> > > > > > > >> > > > > > > >> > > > > > > > > > > > > > > > > > > > > > > > > >