how to extend time of splash screen WinJS - winjs

I have a WinJS app with a splash screen as we know it last certain time,
lets suppose three seconds,
what do I have to do for make it to last five seconds instead???
EDIT: Going to share my code
.HTML: just added this code to my and hide my content div or main div(s) by adding "hidden" property
header
<script src="js/extendedSplash.js"></script>
body
<!-- SPLASH SCREEN DIV-->
<div id="extendedSplashScreen" class="extendedSplashScreen hidden">
<img id="extendedSplashImage" src="images/splashscreen.png" alt="Splash screen image" />
<progress id="extendedSplashProgress" style="color: white;" class="win-medium win-ring"></progress>
</div>
<!-- END SPLASH SCREEN DIV-->
.CSS file: add next code to your stylesheet file
/*SPLASH SCREEN FORMAT*/
.extendedSplashScreen {
background-color:#ea0000;
height: 100%;
width: 100%;
position: absolute;
top: 0px;
left: 0px;
text-align: center;
}
.extendedSplashScreen.hidden {
display: none;
}
#extendedSplashImage {
position: absolute;
}
#extendedSplashDescription
{
position: absolute;
width: 100%;
top: calc(100% - 140px);
text-align: center;
}
#extendedSplashText
{
font-family: 'Segoe UI Semilight';
font-size: 11pt;
text-align: center;
width: 75%;
color: #ffffff;
}
/*END SPLASH SCREEN FORMAT*/
.JS File(s)
create a JS file (extendedSplash.js)
(function () {
"use strict";
var splash = null; // Variable to hold the splash screen object.
var dismissed = false; // Variable to track splash screen dismissal status.
var coordinates = { x: 0, y: 0, width: 0, height: 0 }; // Object to store splash screen image coordinates. It will be initialized during activation.
function loadSplashScreen(args) {
// Retrieve splash screen object
splash = args.detail.splashScreen;
// Listen for window resize events to reposition the extended splash screen image accordingly.
// This is important to ensure that the extended splash screen is formatted properly in response to snapping, unsnapping, rotation, etc...
window.addEventListener("resize", onResize, false);
// Retrieve the window coordinates of the splash screen image.
coordinates = splash.imageLocation;
// Register an event handler to be executed when the splash screen has been dismissed.
splash.addEventListener("dismissed", onSplashScreenDismissed, false);
// Create and display the extended splash screen using the splash screen object.
show(splash);
// Listen for window resize events to reposition the extended splash screen image accordingly.
// This is important to ensure that the extended splash screen is formatted properly in response to snapping, unsnapping, rotation, etc...
window.addEventListener("resize", onResize, false);
}
// Displays the extended splash screen. Pass the splash screen object retrieved during activation.
function show(splash) {
var extendedSplashImage = document.getElementById("extendedSplashImage");
// Position the extended splash screen image in the same location as the system splash screen image.
extendedSplashImage.style.top = splash.imageLocation.y + "px";
extendedSplashImage.style.left = splash.imageLocation.x + "px";
extendedSplashImage.style.height = splash.imageLocation.height + "px";
extendedSplashImage.style.width = splash.imageLocation.width + "px";
// Position the extended splash screen's progress ring. Note: In this sample, the progress ring is not used.
/*
var extendedSplashProgress = document.getElementById("extendedSplashProgress");
extendedSplashProgress.style.marginTop = splash.imageLocation.y + splash.imageLocation.height + 32 + "px";
*/
// Once the extended splash screen is setup, apply the CSS style that will make the extended splash screen visible.
var extendedSplashScreen = document.getElementById("extendedSplashScreen");
WinJS.Utilities.removeClass(extendedSplashScreen, "hidden");
}
// Updates the location of the extended splash screen image. Should be used to respond to window size changes.
function updateImageLocation(splash) {
if (isVisible()) {
var extendedSplashImage = document.getElementById("extendedSplashImage");
// Position the extended splash screen image in the same location as the system splash screen image.
extendedSplashImage.style.top = splash.imageLocation.y + "px";
extendedSplashImage.style.left = splash.imageLocation.x + "px";
extendedSplashImage.style.height = splash.imageLocation.height + "px";
extendedSplashImage.style.width = splash.imageLocation.width + "px";
// Position the extended splash screen's progress ring. Note: In this sample, the progress ring is not used.
/*
var extendedSplashProgress = document.getElementById("extendedSplashProgress");
extendedSplashProgress.style.marginTop = splash.imageLocation.y + splash.imageLocation.height + 32 + "px";
*/
}
}
// Checks whether the extended splash screen is visible and returns a boolean.
function isVisible() {
var extendedSplashScreen = document.getElementById("extendedSplashScreen");
return !(WinJS.Utilities.hasClass(extendedSplashScreen, "hidden"));
}
// Removes the extended splash screen if it is currently visible.
function remove() {
if (isVisible()) {
var extendedSplashScreen = document.getElementById("extendedSplashScreen");
WinJS.Utilities.addClass(extendedSplashScreen, "hidden");
}
}
function onResize() {
// Safely update the extended splash screen image coordinates. This function will be fired in response to snapping, unsnapping, rotation, etc...
if (splash) {
// Update the coordinates of the splash screen image.
coordinates = splash.imageLocation;
updateImageLocation(splash);
}
}
function onSplashScreenDismissed() {
// Include code to be executed when the system has transitioned from the splash screen to the extended splash screen (application's first view).
dismissed = true;
// Tear down the app's extended splash screen after completing setup operations here...
// In this sample, the extended splash screen is torn down when the "Learn More" button is clicked.
//document.getElementById("learnMore").addEventListener("click", ExtendedSplash.remove, false);
}
//namespace created for accessing to certain methods created inside this JS file from external JS
WinJS.Namespace.define("ExtendedSplash", {
isVisible: isVisible,
remove: remove,
loadSplashScreen: loadSplashScreen
});
})();
in your default.js look for the function or the section with
args.detail.kind === activation.ActivationKind.launch
and there add this
app.onactivated = function (args) {
if (args.detail.kind === activation.ActivationKind.launch) {
ExtendedSplash.loadSplashScreen(args); //loads extended splash screen
// Use setPromise to indicate to the system that the splash screen must not be torn down
// until after processAll and navigate complete asynchronously.
args.setPromise(WinJS.UI.processAll().then(function(){
setTimeout(function () {
ExtendedSplash.remove(); //removes splash screen
document.getElementById("content").removeAttribute("hidden"); //shows main screen (content and footer)
document.getElementById("footer").removeAttribute("hidden");
}, 4000);
}));
}
in my case I added a delay of 4 seconds and then I hide my splashScreen
ExtendedSplash.remove();
and then I showed my two main Divs (content and footer)
document.getElementById("content").removeAttribute("hidden");
//shows main screen (content and footer)
document.getElementById("footer").removeAttribute("hidden");

It's quite easy ... You'll just create a page that you show first when the splash is taken down that looks just like your splash screen.
It's fully documented here.

Related

jquery: fancybox 3, responsive image maps and zoomable content

I want to use image-maps inside fancybox 3. Goal is to display mountain panoramas, where the user could point on a summit and get name and data. The usual recommendation is to use a SVG based image map for this like in this pen. Due to the size of the images the fancybox zoom functionality is important.
While fancybox will display SVGs as an image like in this pen it is not possible to use the <image> tag with an external source inside the SVG file. Even worse: SVG files used as source of an <img> tag would not show the map functionality (see this question).
I tried to replace the <img> tag in fancybox with an <object> tag using the SVG file as data attribute. This shows the image with the map functionality correctly but fancybox won't zoom it any more.
So eventually the question boils down to how I can make an <object> (or an inline SVG or an iframe) zoomable just like an image in fancybox 3.
I'm open to other solutions as well. I only want to use fancybox to keep the appearance and usage the same as other image galleries on the same page. I'd even use an old style <map>, where I would change the coords using jquery to have it responsive. I tried that, attaching the map manually in developer tools as well as programmatically in afterLoad event handler, but apparently this doesn't work in fancybox 3 either.
The areas are polygons, so using positioned div's as overlays is no solution.
Edit: I just discovered that I can replace <img> with a <canvas> in fancybox without loosing the zoom and drag functionality. So in theory it would be possible to use canvas paths and isPointInPath() methode. Unfortunately I need more than one path, which requires the Path2D object, which is not available in IE...
Since all options discussed in the question turned out to be not feasible and I found the pnpoly point in polygon algorithm, I did the whole thing on my own. I put the coordinates as percentages (in order to be size-independent) in an array of javascript objects like so:
var maps = {
alpen : [
{type:'poly',name:'Finsteraarhorn (4274m)',vertx:[56.48,56.08,56.06,56.46], verty:[28.5,28.75,40.25,40.25]},
{type:'rect',name:'Fiescherhörner (4049m)',coords:[58.08,29.5,59.26,43.5]},
{type:'poly',name:'Eiger (3970m)',vertx:[61.95,61.31,61.31,60.5,60.5], verty:[43,35.25,30.25,30.25,45.5]}
]
}; // maps
Since the pnpoly function requires the vertices for x and y separately I provide the coordinates this way already.
The Id of the map is stored in a data attribute in the source link:
<a href="/img/bilder/Alpen.jpg" data-type='image' data-Id='alpen' data-fancybox="img" data-caption="<h5>panorama of the alps from the black forest Belchen at sunset</h5>">
<img src="/_pano/bilder/Alpen.jpg">
</a>
CSS for the tooltip:
.my-tooltip {
color: #ccc;
background: rgba(30,30,30,.6);
position: absolute;
padding: 5px;
text-align: left;
border-radius: 5px;
font-size: 12px;
}
pnpoly and pnrect are provided as simple functions, the handling of that all is done in the afterShow event handler:
// PNPoly algorithm checkes whether point in polygon
function pnpoly(vertx, verty, testx, testy) {
var i, j, c = false;
var nvert = vertx.length;
for(i=0, j=nvert-1; i<nvert; j=i++) {
if (((verty[i] > testy) != (verty[j] > testy)) &&
(testx < (vertx[j] - vertx[i]) * (testy - verty[i]) / (verty[j] - verty[i]) + vertx[i])) {
c = !c;
}
}
return c;
}
// checks whether point in rectangle
function pnrect(coords,testx,testy) {
return ((testx >= coords[0]) && (testx <= coords[2]) && (testy >= coords[1]) && (testy <= coords[3]));
}
$("[data-fancybox]").fancybox({
afterShow: function( instance, slide ) {
var map = maps[$(slide.opts.\$orig).data('id')]; // Get map name from source link data-ID
if (map && map.length) { // if map present
$(".fancybox-image")
.after("<span class='my-tooltip' style='display: none'></span>") // append tooltip after image
.mousemove(function(event) { // create mousemove event handler
var offset = $(this).offset(); // get image offset, since mouse coords are global
var perX = ((event.pageX - offset.left)*100)/$(this).width(); // calculate mouse coords in image as percentages
var perY = ((event.pageY - offset.top)*100)/$(this).height();
var found = false;
var i;
for (i = 0; i < map.length; i++) { // loop over map entries
if (found = (map[i].type == 'poly') // depending on area type
?pnpoly(map[i].vertx, map[i].verty, perX, perY) // look whether coords are in polygon
:pnrect(map[i].coords, perX, perY)) // or coords are in rectangle
break; // if found stop looping
} // for (i = 0; i < map.length; i++)
if (found) {
$(".my-tooltip")
.css({bottom: 'calc(15px + '+ (100 - perY) + '%'}) // tooltip 15px above mouse coursor
.css((perX < 50) // depending on which side we are
?{right:'', left: perX + '%'} // tooltip left of mouse cursor
:{right: (100 - perX) + '%', left:''}) // or tooltip right of mouse cursor
.text(map[i].name) // set tooltip text
.show(); // show tooltip
} else {
$(".my-tooltip").hide(); // if nothing found: hide.
}
});
} else { // if (map && map.length) // if no map present
$(".fancybox-image").off('mousemove'); // remove event mousemove handler
$(".my-tooltip").remove(); // remove tooltip
} // else if (map && map.length)
} // function( instance, slide )
});
Things left to do: Find a solution for touch devices, f.e. provide a button to show all tooltips (probably rotated 90°).
As soon as the page is online I'll provide a link here to see it working...

Move cursor ghost when creating a group by selecting multiple existing objects on canvas

fabricjs_2.3.6
I am working on an editor that will allow the user to create textboxes images and rectangles dynamically and that portion of the project works great. All objects on the canvas will pre-existing before creating groups therefore I do not want to hard-code any fabrics. I also want to preserve the positional relation between the grouped items.
I am having a problem with creating groups by selecting 2 or more existing objects on the canvas to create a group. My code works with one exception, if the selected items are not in the upper left corner of the canvas when I create the group the grouped objects remain in the original location as desired but the move handle is in the upper left corner of the canvas. If you click the move cursor handle ghost and then click a blank area on the canvas the problem goes away and everything works fine after that.
I have had no luck searching for a solution possibly because I'm not sure what controls the move cursor's location on the canvas or if it is actually called the "move cursor".
Here is a picture from my jsfiddle after clicking the group button:
Here is a jsfiddle link to demonstrate the problem: https://jsfiddle.net/Larry_Robertson/xfrd278a/
Here is my code:
HTML
<span> Test 1: select both the line and the text objects with the mouse then click group, works great.</span>
<br/>
<span> Test 2: select both the line and the text objects with the mouse, move the selction to the center of the canvas then click group. This creates the problem where a ghost move handle is left behind in the upper left corner of the canvas. The move handle did not update to the correct position when the group was created. If you hover the mouse in the upper left of canvas you will see the move cursor. Click on the move cursor then click any blank part of the canvas then you can reselect the group and it moves properly. What am I doing wrong???</span>
<br/>
<button id="group">group</button>
<canvas id="c" height="300" width="500"></canvas>
JS
var canvas = new fabric.Canvas('c');
var text = new fabric.Text('hello world', {
fontSize: 30,
originX: 'left',
originY: 'top',
left: 0,
top: 0
});
var line = new fabric.Line([10, 10, 100, 100], {
stroke: 'green',
strokeWidth: 2
});
canvas.add(line);
canvas.add(text);
canvas.renderAll();
$('#group').on(("click"), function(el) {
var activeObject = canvas.getActiveObject();
var selectionTop = activeObject.get('top');
var selectionLeft = activeObject.get('left');
var selectionHeight = activeObject.get('height');
var selectionWidth = activeObject.get('width');
if (activeObject.type === 'activeSelection') {
var group = new fabric.Group([activeObject], {
left: 0,
top: 0,
originX: 'center',
originY: 'center'
});
canvas.add(group);
deleteSelectedObjectsFromCanvas();
canvas.setActiveObject(group);
group = canvas.getActiveObject();
group.set('top', selectionTop + (selectionHeight / 2));
group.set('left', selectionLeft + (selectionWidth / 2));
group.set('originX', 'center');
group.set('originY', 'center');
canvas.renderAll();
}
});
function deleteSelectedObjectsFromCanvas() {
var selection = canvas.getActiveObject();
var editModeDected = false;
if (selection.type === 'activeSelection') {
selection.forEachObject(function(element) {
console.log(element);
if (element.type == 'textbox') {
if (element.isEditing == true) {
//alert('At least one textbox is currently being edited. No objects were deleted');
editModeDected = true;
}
}
});
if (editModeDected == true) {
return false;
}
// Its okay to delete all selected objects
selection.forEachObject(function(element) {
console.log('removing: ' + element.type);
//element.set('originX',null);
//element.set('originY',null);
canvas.remove(element);
canvas.discardActiveObject();
canvas.requestRenderAll();
});
} else {
if (selection.isEditing == true && selection.type == 'textbox') {
//alert('Textbox is currently being edited. No objects were deleted');
} else {
canvas.remove(selection);
canvas.discardActiveObject();
canvas.requestRenderAll();
}
}
}
CSS
#c {
margin: 10px;
padding: 10px;
border: 1px solid black;
}
After making changes on code always do a setCoords on the object(s) that got changed.
Here is a one liner you can add after the renderAll to fix your issue:
...
group.set('originY', 'center');
canvas.renderAll();
canvas.forEachObject(function(o) {o.setCoords()});

Phaser 3. Change dimensions of the game during runtime

Hi please help me to find out how trully responsive game can be created with Phaser3.
Respnsiveness is critical because game (representation layer of Blockly workspace) should be able to be exapanded to larger portion on screen and shrinked back many times during the session.
The question is How I can change dimentions of the game in runtime?
--- edited ---
It turns out there is pure css solution, canvas can be ajusted with css zoom property. In browser works well (no noticeable effect on performance), in cordova app (android) works too.
Here is Richard Davey's answer if css zoom can break things:
I've never actually tried it to be honest. Give it a go and see what
happens! It might break input, or it may carry on working. That (and
possibly the Scale Manager) are the only things it would break,
though, nothing else is likely to care much.
// is size of html element size that needed to fit
let props = { w: 1195, h: 612, elementId: 'myGame' };
// need to know game fixed size
let gameW = 1000, gameH = 750;
// detect zoom ratio from width or height
let isScaleWidth = gameW / gameH > props.w / props.h ? true : false;
// find zoom ratio
let zoom = isScaleWidth ? props.w / gameW : props.h / gameH;
// get DOM element, props.elementId is parent prop from Phaser game config
let el = document.getElementById(props.elementId);
// set css zoom of canvas element
el.style.zoom = zoom;
Resize the renderer as you're doing, but you also need to update the world bounds, as well as possibly the camera's bounds.
// the x,y, width and height of the games world
// the true, true, true, true, is setting which side of the world bounding box
// to check for collisions
this.physics.world.setBounds(x, y, width, height, true, true, true, true);
// setting the camera bound will set where the camera can scroll to
// I use the 'main' camera here fro simplicity, use whichever camera you use
this.cameras.main.setBounds(0, 0, width, height);
and that's how you can set the world boundary dynamically.
window.addEventListener('resize', () => {
game.resize(window.innerWidth, window.innerHeight);
});
There is some builtin support for resizing that can be configured in the Game Config. Check out the ScaleManager options. You have a number of options you can specify in the scale property, based on your needs.
I ended up using the following:
var config = {
type: Phaser.AUTO,
parent: 'game',
width: 1280, // initial width that determines the scaled size
height: 690,
scale: {
mode: Phaser.Scale.WIDTH_CONTROLS_HEIGHT ,
autoCenter: Phaser.Scale.CENTER_BOTH
},
physics: {
default: 'arcade',
arcade: {
gravity: {y: 0, x: 0},
debug: true
}
},
scene: {
key: 'main',
preload: preload,
create: this.create,
update: this.update
},
banner: false,
};
Just in case anybody else still has this problem, I found that just resizing the game didn't work for me and physics didn't do anything in my case.
To get it to work I needed to resize the game and also the scene's viewport (you can get the scene via the scenemanager which is a property of the game):
game.resize(width,height)
scene.cameras.main.setViewport(0,0,width,height)
For Phaser 3 the resize of the game now live inside the scale like this:
window.addEventListener('resize', () => {
game.scale.resize(window.innerWidth, window.innerHeight);
});
But if you need the entire game scale up and down only need this config:
const gameConfig: Phaser.Types.Core.GameConfig = {
...
scale: {
mode: Phaser.Scale.WIDTH_CONTROLS_HEIGHT,
},
...
};
export const game = new Phaser.Game(gameConfig);
Take a look at this article.
It explains how to dynamically resize the canvas while maintaining game ratio.
Note: All the code below is from the link above. I did not right any of this, it is sourced from the article linked above, but I am posting it here in case the link breaks in the future.
It uses CSS to center the canvas:
canvas{
display:block;
margin: 0;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
It listens to the window 'resize' event and calls a function to resize the game.
Listening to the event:
window.onload = function(){
var gameConfig = {
//config here
};
var game = new Phaser.Game(gameConfig);
resize();
window.addEventListener("resize", resize, false);
}
Resizing the game:
function resize() {
var canvas = document.querySelector("canvas");
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var windowRatio = windowWidth / windowHeight;
var gameRatio = game.config.width / game.config.height;
if(windowRatio < gameRatio){
canvas.style.width = windowWidth + "px";
canvas.style.height = (windowWidth / gameRatio) + "px";
}
else{
canvas.style.width = (windowHeight * gameRatio) + "px";
canvas.style.height = windowHeight + "px";
}
}
I have used and modified this code in my phaser 3 project and it works great.
If you want to see other ways to resize dynamically check here
Put this in your create function:
const resize = ()=>{
game.scale.resize(window.innerWidth, window.innerHeight)
}
window.addEventListener("resize", resize, false);
Important! Make sure you have phaser 3.16+
Or else this won't work!!!
Use the game.resize function:
// when the page is loaded, create our game instance
window.onload = () => {
var game = new Game(config);
game.resize(400,700);
};
Note this only changes the canvas size, nothing else.

Hover Text effect next to mouse cursor

Dear community is there any way to do a text next to the cursor hover effect (in css?) like on this site here?
http://manuelraeder.co.uk/
I tried it with abbr and span style, but it doesn't seem to work. Text should be changeable with every picture.
Thanks in advance!
From the website you linked, they appear to be using Javascript. I don't think there is a way to do this purely with CSS.
When you hover your mouse over an image on the website, a new HTML tag is created at the end of the body:
<p class="tooltip" style="display: block; top: ...; left: ...;">TEXT</p>
Where top and left correspond to the pixel values that your cursor is at, and the text would be whatever text you want to float next to the cursor.
In the Javascript, you would create a hover observer for the associated images, and inside the trigger function create the new p tooltip element. You would set the text for your p element to be the respective image's alt title. Looking at the website's Javascript, this is what they did for their tooltip:
$(document).ready(function() {
// Tooltip only Text
$('.masterTooltip').hover(function(){
// Hover over code
var title = $(this).attr('title');
$(this).data('tipText', title).removeAttr('title');
$('<p class="tooltip"></p>')
.text(title)
.appendTo('body')
.fadeIn('fast');
}, function() {
// Hover out code
$(this).attr('title', $(this).data('tipText'));
$('.tooltip').remove();
}).mousemove(function(e) {
var mousex = e.pageX + 20; //Get X coordinates
var mousey = e.pageY + 10; //Get Y coordinates
$('.tooltip')
.css({ top: mousey, left: mousex })
});
});

Viewport meta tag for desktop browsers?

My client is asking me to reduce size of current website for desktop browsers by 30%.
is there a css or meta tag to do it like viewport meta tag on a mobile browser?
Hmmm... I know this is an old question, but there is a MUCH better way to go about this: use the CSS scale() transform function on the <html> tag to scale EVERYTHING inside. Check out this jsFiddle: http://jsfiddle.net/mike_marcacci/6fMnH/
The magic is all here:
html {
transform: scale(.5);
-webkit-transform: scale(.5);
-moz-transform: scale(.5);
-ms-transform: scale(.5);
-o-transform: scale(.5);
width: 200%;
height: 200%;
margin: -50% -50%;
}
You can look at the css screen media type.
It is:
Intended primarily for color computer screens.
You can use it this way:
#media screen {
body { font-size: 70% }
}
There is also a handheld media type, primarily:
Intended for handheld devices (typically small screen, limited bandwidth).
However, you will need to test the different devices and desktops your client is focusing on in order to determine how using these media types will effect the user experience.
Odes is right.
#media screen {
body { font-size: 70% }
}
But to make this really work well, you must use ems instead of px everywhere. That goes for margin and padding as well as width and height of all elements.
A good way to do this is to use SASS. Just create your own sass function to convert your px measurements into ems on the fly. Something like this will do:
#function em($px, $context: 16, $basesize: 16) {
#return (($px/$basesize)/($context/16))+em;
}
Which then gets used in your CSS like so:
div { font-size:em(12); width: em(200,12); }
So, if the body font size was set to 100%, then the font size would be equivalent to 12px and the width of the div would be 200px wide.
Here code for proportional scale and positioning, wnen using "transform: scale"
CSS
html,body
{
width: 100%;
height: 100%;
margin:0;
padding:0;
}
html
{
position:absolute;
}
JS
var scale = 1;
$('html').css('transform','scale('+scale+')');
var windowWidth = $(window).width();
$('body').append(windowWidth);
$('body').append(' ' + windowWidth*scale );
//$('html').width(windowWidth*scale);
var width = (100*(1/scale));
var left = -(width*(1-scale))/2;
var height = (100*(1/scale));
var top = -(height*(1-scale))/2;
$('html').css('top', top+'%');
$('html').css('left', left+'%');
$('html').width(width+'%');
$('html').height(height+'%');
You can enable the meta viewport tag on desktop with JS. First you should derive the setting (width) from the meta tag:
var viewportcontent = $( "#myviewport" ).attr('content');
var viewportcontents = viewportcontent.split(",");
//if it starts with 'width='
for (var i = 0; i < viewportcontents.length; i++) {
if(viewportcontents[i].lastIndexOf('width=', 0) === 0) {
var wspec = viewportcontents[i].substring(6);
}
}
Then you need a little JS and the solution of Mike to get this working solution: http://codepen.io/anon/pen/GqoeYJ. Note that this example forces the width to be 1200 pixels, but initial-scale: 0.7 could be implemented in the same way.

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