Scale an SVG (in Dart) using viewBox doesn't work - svg

I recently started working with Google Dart (www.dartlang.org) and playing with SVG.
I am trying to scale a generated SVG to fit into a <div> using a viewBox.
People on StackOverflow already gave me a lot of help.
I am now able to scale paths like this: Dart create and transform an SVG path
But is seems that viewBox is made for scale-to-fit and using it would save me from scaling all paths in the svg separately. That is why I want to use a viewBox.
I tried the following:
// get bounding box of the created svg
Rect bb = path.getBBox();
// create a viewBox for the svg to fit in the div
var viewBox = svg.viewBox.baseVal
..x = bb.x
..y = bb.y
..width = bb.width
..height = bb.height;
// center the image inside the div
svg.preserveAspectRatio.baseVal
..meetOrSlice = PreserveAspectRatio.SVG_MEETORSLICE_MEET
..align = PreserveAspectRatio.SVG_PRESERVEASPECTRATIO_XMIDYMID;
But no scaling happens.
How would I solve this?

While writing this question and retrying to make sure I tried anything before asking here, I found the following solution.
It seems like Dartium (Chrome with a native Dart VM) has a bug (issue 12224) where changes to the viewBox are not reflected directly.
Adding the following code after changes to the viewBox forces Dartium to somehow resize to the requested size:
// add an empty ```<g>``` element to force svg resize
SvgElement g = new SvgElement.tag('g');
svg.append(g);

Related

SVGPanZoom discards original viewBox

I am using SVGPanZoom to manage the zooming of an SVG image in my hybrid Android (for all intents and purposes the same behavior as in Chrome) app. While zooming works well I have found a strange issue. My original inline SVG element goes like this
<svg id='puzzle' viewBox='0 0 1600 770' preserveAspectRatio='none'
width='100vw' height='85.5vh' fill-rule='evenodd' clip-rule='evenodd'
stroke-linejoin='round' stroke-miterlimit='1.414'
xmlns='http://www.w3.org/2000/svg' xmlns:xlink='http://
www.w3.org/1999/xlink'>
Initially this SVG element is empty and gets populated programmatically from JavaScript at run time after which I initiate SVGPanZoom as follows
var panZoom = svgPanZoom('#puzzle',
{panEnabled:false,controlIconsEnabled:false,
zoomEnabled:true,dblClickZoomEnabled:true,onZoom:postZoom});
panZoom.refreshRate = 10;
panZoom.zoomScaleSensitivity = 0.02;
The problem I have run into is this - I want my SVG image to fill the available area, 100vw x 85.5vhcompletely to do which I instruct it via the preserveAspectRatio="none"attribute above along with the viewBox="0 0 1600 770" attribute. I have found that this works - so long as I don't use SVGPanZoom. As soon as I initiate panZoom thezoomBox`attribute gets stripped out and I end up with an image that does not quite behave in terms of its default stretching/filling behavior.
SVGPanZoom is widely used so I assume that this behavior is down to me not quite setting it up properly. Dipping into the code I have found SVGPanZoom creates a cacheViewBoxand then proceeds to remove the original zoomBox attribute.
Which is fine if after that zooming works and the original behavior of the application does not change which is not what I find. What am I doing wrong here?
I've also run into this issue recently. From my research, this is just how the library works. I chose to live with this limitation for now but I found a couple other libraries that may work the way you intend (I haven't tried them yet):
jquery.panzoom is a jquery library that provides this functionality and also has some nice features. I know many people try to avoid jquery but it's pretty small and may do what you want. It handles SVG but I don't know what it does with the viewBox attribute.
react-svg-pan-zoom is a react component which may be useful if you are working in react.
I've also tried the PanZoom library but this also suffers the same viewBox limitation.
A note for anyone running into this thread. In the end I abandoned SVGPanZoom and decided to eschew the route of using any pan/zoom library at all. At the same time I decided to completely stop using the SVG viewBox and handle all zooming/panning entirely on my own through SVG transforms. The core steps involved
Wrap the entire SVG contents in a group to make it easier to manage the transform. I use the id attribute gOuter for this group
Set an initial scale for the SVG to occupy the desired client rectangle. In my case I had an original viewBox of 0 0 1600 770 intended to occupy 100% of screen width and 85% of screen height. So my scaling was scaleX = 1600/window.innerWidth and scaleY = 770/)0.85*window.innerHeight).
Apply this initial transform to the wrapping outer group, gOuter.setAttribute('transform','0 0 scaleX,scaleY)
Now in order to zoom to a an object whose virtual top left hand coordinates in the original viewBox were Ox,Oy you would use the transform
gOuter.setAttribute('transform',
scale(scaleX,scaleY) translate(-Ox,-Oy) scale(2*scaleX,2*scaleY) translate(Ox,Oy))
to zoom in by a factor of x 2. The important things to understand here
In SVG transformations are applied right to left.
Here we are translating the zoom point to the top l.h.s. scaling and then translating it back to its original location.
The problem is that we also need to allow for the original level of zoom through the initial scaling so we tag that on as one last transform
This leaves you in complete control of the zooming process and as a fringe benefit the operation becomes considerably more smooth than when using a pan/zoom library.

Weird SVG distortion with TornadoFX

Having a strange issue while using SVGs in TornadoFX. I have a few SVGs strings stored in an enum I'm using as background images in my program. When I view the exact same SVG path in an online viewer, there is no distortion and it appears correctly:
but when I use the same path in TornadoFX as a svgpath node content, it appears like so:
Note the strange thinning of the lines in the top and bottom middle sections.
It's easier to see with the second svg:
Online viewer:
TornadoFX program:
I'm not quite sure what could be causing this. In everything else I view the SVGs in (web, illustrator) they appear fine, but as soon as I load them as a string in a svgpath node, they appear distorted.
I'm initializing them like this:
class mView : View() {
override val root = stackpane {
svgpath("M910.7,329.8a446.43,446.43,0,1,0,35,173.23A443.52,443.52.. etc") {
addClass(SvgStyle)
}
//..
}
Any ideas what would be causing this strange distortion? I'm pullin my hair out here.
edit: a fiddle of the curvy SVGs
TornadoFX doesn't affect the SVG rendering in any way, so I can't see any other explanation that this being a bug in the SVG rendering capabilities of JavaFX. Perhaps you're using a path expression not supported by JavaFX?
For the sphere, can you try setting the stroke on the SVGPath object as in the following example?
stackpane {
svgpath("M107 380c40,-101 80,-102 120,-1m-1 -4c39,101 79,102 120,1m-1 4c39,-101 79,-101 120,-1m-1 -2c39,100 79,101 120,1", FillRule.EVEN_ODD) {
fill = Color.WHITE
stroke = Color.BLACK
strokeWidth = 16.0;
}
}
In the curves part of the question, can you post the full SVG path? I suspect there's something in the path source telling JavaFX to render the thinner segments.

In D3.js How to draw a map with full screen width?

I created a geo map(world map).I try to stretch my map based on screen width.svg don't support width:100% so that i created a parent div width:100% for svg.
Sample Code
<div id="world-placeholder" style="width:100%;height:100%;">
// svg part goes here
</div>
Also, I tried svg attribute like viewBox and preserveAspectRatio.But Still i can't able to create.
I added my fiddle link below so kindly take a look and help me.
Fiddle Link - http://jsfiddle.net/acvefmhz/1/
Map is working fine.But i need show my map as a full screen(Need to stretch full window)
var width = window.innerWidth,
height = window.innerHeight;
http://jsfiddle.net/acvefmhz/4/

Creating an SVG Document in SVG.js issue?

I am new to SVG.js and javascript in general, and I was going over the documentation here http://documentup.com/wout/svg.js#usage/svg-document and was having some issues.
Usage
Create a SVG document
Use the SVG() function to create a SVG document within a given html element:
var draw = SVG('drawing').size(300, 300)
var rect = draw.rect(100, 100).attr({ fill: '#f06' })
so I was assuming from this they want us to call a function so what I've gathered from messing around a little in Three.js is that I need to do
<script>
function SVG()
{
//Use the SVG() function to create a SVG document within a given html
var draw = SVG('drawing').size(300, 300)
var rect = draw.rect(100, 100).attr({ fill: '#f06' })
}
</script>
within the body tag. This doesn't work however. When calling SVG(); I get an error
Uncaught RangeError: Maximum call stack size exceeded (15:22:47:898 | error, javascript)
at SVG (:18:13)
at SVG (:20:12)
at SVG (:20:12)
at SVG (:20:12)
at SVG (:20:12)
at SVG (:20:12)
There are other ways I can do it as mentioned, but it seems that the easiest method would be to call a function, but again I'm not sure if I'm doing this correctly.
I have a background in Java, just getting off of a project with JMonkeyEngine, so I'm not new to programming, but confused with what exactly I need to do with this, since the documentation is extremely vague and seems to suggest that you need to understand their terminology as to where to put the code.
I have also found a few other librarieslike snap.svg, d3, and raphael
http://d3js.org/
raphaeljs.com/
snapsvg.io/
I'm really just trying to create a bunch of pictures/colored boxes (interchangable so essentially a box with an image that can then be turned off and be displayed as a color) with borders, that can respond to mouse even of clicking and dragging around on desktop and mobile browsers. Essentially not much, but it seems like these all have similar features just a different coding feel.
Any advice?
Thank you everyone!
As said by Nils, there is a Hello World example here: https://stackoverflow.com/tags/svg.js/info
You also find plenty of documentation and examples to see what you have to do.
//Use the SVG() function to create a SVG document within a given html
var canvas = SVG(idOfElement)
// now an svg was created in the element with the id
// draw a rectangle
canvas.rect(100,100)

wkhtmltopdf failure when embed an SVG

Has anyone in this vast space has ever had the luck to successfully create a PDF with an embedded SVG on an HTML? I've been receiving segmentation fault all the time.
Or perhaps is there any other way to embed an SVG into an HTML file and then export it to PDF instead of wkhtmltopdf?
I had similar problem. Seems like javascript embedded in SVG image can cause segmentation fault.
I was generating SVG graphs using pygal Python module. To successfully generate PDF from HTML with SVG graphs I had to do several things:
Remove reference to javascript. (In case of pygal add js=() key to a graph constructor).
Specify image size in svg tag, like
<svg ... width="300" height="200">
(In case of pygal use explicit_size keywoard)
Embed SVG image into img tag in base64 encoded form, like
<img src="data:image/svg+xml;base64,PHN2ZyB3aWR0aD0...">
I was using 11th version of wkhtmltopdf.
If this fix doesn't work for others, here's what worked for me with chartist.js, and wkhtmltopdf 0.12.2.1 under Ubuntu 64. (Credit to Panokev)
Add this to your javascript before all other JS.
{
Function.prototype.bind = Function.prototype.bind || function (thisp) {
var fn = this;
return function () {
return fn.apply(thisp, arguments);
};
};
Definitively set width style for chart div, for example - style="width:950px;"
Right .. I managed to pull it off finally ... all needed was a bit of treatment on the original eps file. I opened the file with illustrator and chose to "flatten transparency" .. maybe what it does was to flatten the many layers of the file or something .. then save as svg .. and it rendered nicely in the PDF ..
Hopefully this helps if anyone out there would have the same issue as I did. Thank you! :D
We fixed this problem by adding a width and height attribute to the svg besides the viewbox attribute.

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