TLDR
I want to increase the time available to manipulate the DOM before the print version is generated.
Use case
In a website I work on, we have embedded charts from a 3rd party provider (Qlik).
We now want to be able to print the page with the charts using the browser's native print functionality.
The charts need to be redrawn in a different size before printing, otherwise they will look cut off.
The scripts from the 3rd party do subscribe to a resize event, which I can trigger using e.g. window.dispatchEvent(new Event('resize'));. Or alternatively I can directly call qlik.resize();.
Problem
On print, if I attempt to trigger a redraw on 'beforeprint', I see the redrawn charts only in the actual webpage, whereas the print preview still shows the old version of the charts before the redraw, or a broken half-redrawn version.
Observations
It seems that starting with the 'beforeprint' event, I still have ~210 milliseconds to alter the DOM, after that further changes have no effect on the printed output.
I get to the 210ms with the following experiment:
// (This sample uses jQuery, adjust as you see fit)
const $display = $('h2#chart-section');
window.addEventListener('beforeprint', function () {
console.log('beforeprint', window.matchMedia('print').matches);
$display.append(' beforeprint');
for (let dt = 0; dt < 1000; dt += 10) {
window.setTimeout(function () {
console.log('beforeprint t0', window.matchMedia('print').matches);
$display.append(' t' + dt);
}, dt);
}
});
The h2 in the printed version will be like '...t210', whereas in the screen version it goes up to '...t990', even while the print preview is open.
Also interestingly the window.matchMedia('print').matches always gives false.
Question
How can I force more time to pass before the print version is "frozen"?
Related
We have a problem that is only evident on iOS browsers (iOS 12.0) with our SPA application that uses HTML object tags to load widgets (HTML/CSS/JS files) through JavaScript onto the page.
The issue is an intermittent one when the page is loaded some of the widgets don't display/render on the screen, yet are loaded into the DOM and can be viewed/highlighted with full element properties in the Safari Web Inspector. but are “invisible” to their user. The problem will occur about 50% of the time if there are 4 widgets to load on a page, 2 typically won't display and it will be different widgets not displaying each time, with no detectable pattern.
The widget javascript load events run properly and there are no errors in the console. In the Safari Web Inspector, we can see some of the HTML elements from the non-rendering object are loaded at position 0,0 but their style is correct in the DOM (left and top set correctly, display: inline, etc.).
Here is the code that loads the widgets (the fragment is added to the DOM after all widgets are setup):
function loadWidget(myFrag, widgetName) {
var widgetObj = document.createElement("object");
widgetObj.data = "widgets/" + widgets[widgetName].type + ".html"; // location of widget
widgetObj.className = "widget unselectable";
widgetObj.id = widgetName;
widgetObj.name = widgetName;
myFrag.appendChild(widgetObj); // build widgets onto fragment
widgetObj.addEventListener("load", widgetLoaded, false); // Run rest of widget initialisation after widget is in DOM
widgetObj.addEventListener("error", badLoad, true);
}
Here is the code in the load event that configures the widget once loaded (we work around a Chrome bug that also affects Safari where the load event is fired twice for every object loaded):
function widgetLoaded(e) {
var loadObj = e.target;
if (loadObj === null) {
// CHROME BUG: Events fire multiple times and error out early if widget file is missing so not loaded (but this still fires), force timeout
return;
}
var widgetName = loadObj.id;
// CHROME BUG: Workaround here is to just set the style to absolute so that the event will fire a second time and exit, then second time around run the entire widgetLoaded
if ((parent.g.isChrome || parent.g.isSafari) && !widgets[widgetName].loaded) {
widgets[widgetName].loaded = true; // CHROME: WidgetLoaded will get run twice due to bug, exit early first time.
loadObj.setAttribute("style", "position:absolute"); // Force a fake style to get it to fire again (without loading all the other stuff) and run through second time around
return;
}
var defView = loadObj.contentDocument.defaultView; // Pointer to functions/objects inside widget DOM
loadObj.setAttribute("style", "position:absolute;overflow:scroll;left:" + myWidget.locX + "px;top:" + myWidget.locY + "px;z-index:" + zIndex);
loadObj.width = myWidget.scaleX * defView.options.settings.iniWidth; // Set the width and height of the widget <object> in dashboard DOM
loadObj.height = myWidget.scaleY * defView.options.settings.iniHeight;
}
The code performs correctly in Chrome (Mac/Windows), IE and Safari (Mac), however, presents the random invisible loading issue in iOS Safari and also in iOS Chrome.
Any ideas what causes this and what the workaround could be?
We couldn't find the exact source of this issue after a lot of investigation and are fairly sure this is a webkit bug. However there is an acceptable workaround, which is to replace the object tag with an iframe tag, and it looks to be working exactly the same way (replace .data with .src) with a bonus it doesn't exhibit the chrome bug where onload events are fired twice, so Chrome runs our app faster now.
Some websites have lots of images, so lazyloading seems appropiate to reduce load times and data consumption. But what if you also need to support printing for that website?
I mean, you can try to detect the print event and then load the images, with something like this:
HTML
<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7">
Note: this is a one by one pixels gif dummy image.
JavaScript
window.addEventListener('DOMContentLoaded', () => {
img = document.querySelector('img');
var isPrinting = window.matchMedia('print');
isPrinting.addListener((media) => {
if (media.matches) {
img.src = 'http://unsplash.it/500/300/?image=705';
}
})
});
Note: if you try this in a code playground, remove the DOMContentLoaded event (or simply fork these: JSFiddle | Codepen).
Note: I didn't event bother with the onbeforeprint and onafterprint for obvious reasons.
This will work fine if the image is cached, but then again that's precisely not the point. The image/s should all load and then appear in the printing screen.
Do you have any ideas? Has anyone successfully implemented a print-ready lazyloading plugin?
Update
I've tried redirecting the user after the print dialog is detected, to a flagged version of the website a.k.a website.com?print=true where lazyloading is deactivated and all images load normally.
This method is improved by applying the window.print() method in this flagged print-ready version of the page, opening a new print dialog once all images are finished loading, and showing a "wait for it" message in the meantime at the top of the page.
Important note: this method was tested in Chrome, it does not work in Firefox nor Edge (hence why this is not an answer, but a testimony).
It works in Chrome beacuse the print dialog closes when you redirect to another website (in this case same url but flagged). In Edge and Firefox the print dialog is an actual window and it does not close it, making it pretty unusable.
Based on your desired functionality, I'm not quite sure what you want to do is feasible. As a developer we don't really have control over a users browser. Here are my thoughts as to why this isn't fully possible.
Hooking the event to go and load your missing images won't let you guarantee images will make it from the server into your page. More specifically, the PDF generated for your print preview is going to get generated before your image(s) is done loading, the img.src = "..." is asynchronous. You'd run into similar issues with onbeforeprint as well, unfortunately. Sometimes it works, sometimes it does not (example, your fiddle worked when testing in safari, but did not in Chrome)
You cannot stall or stop the print call -- you can't force the browser to wait for your image to finish loading in the lazy loading context. (I read something about using alerts to achieve this once, but it seemed really hacky to me, was more of a deterrent to printing than stalling)
You cannot force img.src to get that data synchronously in a lazy-load context. There are some methods of doing this, but they are clever hacks -- referenced as pure evil and may not work in always. I found another link with a similar approach
So we have a problem, if the images are not loaded by the time print event is fired, we cannot force the browser to wait until they are done. Sure, we can hook and go get those images on print, but as above points out, we cannot wait for those resources to load before the print preview pops up.
Potential solution (inspired by links in point three as well as this link)
You could almost get away with doing a synchronous XMLHttpRequest. Syncrhonous XMLHTTPRequests will not let you change the responseType, they are always strings. However, you could convert the string value to an arrayBuffer encode it to a base-64 encoded string, and set the src to a dataURL (see the link that referenced clever hacks) -- however, when I tried this I got an error in the jsfiddle -- so it would be possible, if things were configured correctly, in theory. I'm hesitant to say yes you can, since I wasn't able to get the fiddle working with the following (but it's a route you could explore!).
var xhr = new XMLHttpRequest();
xhr.open("GET","http://unsplash.it/500/300/?image=705",false);
xhr.send(null);
if (request.status === 200) {
//we cannot change the resposne type in synchronous XMLHTTPRequests
//we can convert the string into a dataURL though
var arr = new Uint8Array(this.response);
// Convert the int array to a binary string
// We have to use apply() as we are converting an *array*
// and String.fromCharCode() takes one or more single values, not
// an array.
var raw = String.fromCharCode.apply(null,arr);
// This is supported in modern browsers
var b64=btoa(raw);
var dataURL="data:image/jpeg;base64,"+b64;
img.src = dataURL;
}
Work around to enhance the user experience
Something you could do is have some text that only displays in the print version of your page (via #print css media) that says "images are still loading, cancel your print request and try again" and when the images are finished loading, remove that "still waiting on resources try again message" from the DOM. Farther, you could wrap your main content inside an element that inverses the display to none when content is not loaded, so all you see is that message in the print preview dialog.
Going off of the code you posted this could look something like the following (see updated jsfiddle):
CSS
.printing-not-ready-message{
display:none;
}
#media print{
.printing-not-ready-message{
display:block;
}
.do-not-print-content{
display:none;
}
}
HTML
<div class="printing-not-ready-message">
Images are still loading please cancel your preview and try again shortly.
</div>
<div class="do-not-print-content">
<h1>Welcome to my Lazy Page</h1>
<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7">
<p>Insert some comment about picture</p>
</div>
JavaScript
window.addEventListener('DOMContentLoaded', () => {
img = document.querySelector('img');
var isPrinting = window.matchMedia('print');
isPrinting.addListener((media) => {
if (media.matches) {
img.src = 'http://unsplash.it/500/300/?image=705';
//depending on how the lazy loading is done, the following might
//exist in some other call, should happen after all images are loaded.
//There is only 1 image in this example so this code can be called here.
img.onload = ()=>{
document.querySelector(".printing-not-ready-message").remove();
document.querySelector(".do-not-print-content").className=""
}
}
})
});
I'm the author of the vanilla-lazyload script and I've recently developed a feature that makes print of all images possible!
Tested cross browser using this repo code which is live here.
Take a look and let me know what you think!
I'm open to pull requests on GitHub of course.
I wrote a lazy loading jquery plugin that supports showing images on print using the window.onbeforeprint events and mediaQueryListeners.
https://github.com/msigley/Unveil-EX/
//declare custom onbeforeprint method
const customOnBeforePrint = () => {
const smoothScroll = (h) => {
let i = h || 0;
if (i < 200) {
setTimeout(() => {
window.scrollTo(window.scrollY, window.scrollY + i);
smoothScroll(i + 10);
}, 10);
}
};
let height = document.body.scrollHeight;
let newHeight;
while (true) {
smoothScroll(100);
if (newHeight === height) break;
height = newHeight;
}
};
//override the onbeforeprint method
window.onbeforeprint = customOnBeforePrint;
Copy&Paste that block into devtool's console and then try to click print button. That workaround is working for me.
For whoever is in the same boat as I was: when using the browser native loading="lazy", you can simply remove that attribute when printing is going to happen. Below is my jQuery implementation.
window.onbeforeprint = function () {
$('img').each(function () {
$(this).removeAttr('loading')
});
}
Chrome will then just load all images and they will show up when printing.
I'm writing a website with a canvas in it. The website has a script that runs successfully on every refresh except for a line at the end. When the script ends with:
document.body.onresize = function() {viewport.resizeCanvas()}
"document.body.onresize" is unchanged. (I double-checked in Chrome's javascript console: Entering "document.body.onresize" returns "undefined".)
However, when the script ends with:
document.body.onresize = function() {viewport.resizeCanvas()}
console.log(document.body.onresize)
"document.body.onresize" does change. The function works exactly as it should.
I can't explain why these two functionally identical pieces of code have different results. Can anyone help?
Edit: As far as I can tell, "document.body" is referring to the correct "document.body". When I call console.log(document.body) just before I assign document.body.onresize, the correct HTML is printed.
Edit 2: A solution (sort of)
When I substituted "window" for "document" the viewport's "resizeCanvas" function was called without fail every time I resized the window.
Why does "window" work while "document" only works if you call "console.log" first? Not a clue.
Resize events: no go
Most browsers don't support resize events on anything other than the window object. According to this page, only Opera supported detecting resizing documents. You can use the test page to quickly test it in multiple browsers. Another source that mentions a resize event on the body element specifically also notes that it doesn't work. If we look at these bug reports for Internet Explorer, we find out that having a resize event fire on arbitrary elements was an Internet Explorer-only feature, since removed.
Object.observe: maybe in the future
A more general method of figuring out changes to properties has been proposed and will most likely be implemented cross-browser: Object.observe(). You can observe any property for changes and run a function when that happens. This way, you can observe the element and when any property changes, such as clientWidth or clientHeight, you will get notified. It currently works only in Chrome with the experimental Javascript flag turned on. Plus, it is buggy. I could only get Chrome to notify me about properties that were changed inside Javascript, not properties that were changed by the browser. Experimental stuff; may or may not work in the future.
Current solution
Currently, you will have to do dirty checking: assign the value of the property that you want to watch to a variable and then check whether it has changed every 100 ms. For example, if you have the following HTML on a page:
<span id="editableSpan" contentEditable>Change me!</span>
And this script:
window.onload = function() {
function watch(obj, prop, func) {
var oldVal = null;
setInterval(function() {
var newVal = obj[prop];
if(oldVal != newVal) {
var oldValArg = oldVal;
oldVal = newVal;
func(newVal, oldValArg);
}
}, 100);
}
var span = document.querySelector('#editableSpan');
// add a watch on the offsetWidth property of the span element
watch(span, "offsetWidth", function(newVal, oldVal) {
console.log("width changed", oldVal, newVal);
});
}
This works similarly to Object.observe and for example the watch function in the AngularJS framework. It's not perfect, because with many such checks you will have a lot of code running every 100 ms. Additionally any action will be delayed 100 ms. You could possibly improve on this by using requestAnimationFrame instead of setInterval. That way, an update will be noticed whenever the browser redraws your webpage.
What you can do is that if you know for certain what particular action triggers a resize on your element that doesn't resize the full window you can trigger a resize event so your browser recalculate all of the divs (if by the case the browser is not triggering the event correctly).
With Jquery:
$(window).trigger('resize');
In the other hand, if you have an action that resizes an element you can always hold from that action to handle other following logic.
<script>
function body_OnResize() {
alert('resize');
}
</script>
<body onresize="body_OnResize()"></body>
I have a web page that is injecting HTML delivered via AJAX. I don't know, a priori, the size of the content, but I need to position the content on the page based on its size. Here's a simple approach that doesn't work:
Set parent container's opacity to 0.
Insert the content into the DOM.
Measure the sizes, e.g. $el.outerWidth(true).
Position the content based on those sizes.
Set the parent container's opacity (back) to 1.0.
The problem with this approach is that the content is quite complex and includes images. When outerWidth() is called, the browser hasn't yet finished repainting the screen so that the sizes returned aren't accurate. (Interestingly, in my case the initial dimensions are always significantly larger than the ultimate values, not 0 as I might expect.)
I can reduce the problem by setting a timer between steps 2 and 3, but no matter how long I make the timer, there will surely be some browser on some system that will exceed it. And if I make the timer long enough to cover most cases, that will penalize users with faster systems by introducing unnecessary delays. Although a few of the answers referenced below suggest a setTimeout(fn, 0) is sufficient, I've found that not to be be the case. I've measured paint times as high as 60 ms on a 2012 MacBook Air, and one answer below suggests 500 ms.
It looks like Mozilla at one time had an onPaint event that might have solved my problem … if it still existed and if other browsers had adopted it. (Neither of which is the case.) And Mutation Observers don't seem to account for paint time when reporting changes in elements.
Solutions or comments very much appreciated. As noted below, this has been asked before but most of the questions are at least a year old and I'm desperate enough to try again.
Related questions that don't, unfortunately, offer a workable answer
How to detect when an image has finished rendering in the browser (i.e. painted)?
jQuery - How to execute script as soon as we know true height (with images) of ajax-loaded element?
DIV width immediately after append is calculating wrong?
jQuery returns height of 0 for div element immediately after appending element
Javascript: unable to get height of newly created element
jQuery: Why does .width() sometimes return 0 after inserting elements with .html()?
Update: Well, it appears there simply isn't a general solution for this problem. In my specific case, I found a property that would reliably change once the content was loaded and layout was complete. The JavaScript polls for a change in this property. Not at all elegant, but it was the best option I could find.
I've started looking at the current situation of this and my solution would be this:
doSomeDomManipulation();
requestAnimationFrame(() => {
setTimeout(() => {
alert("finished painting");
}, 0);
});
Source for this approach:
This used to be inside a note on the old MDN page on the topic of MozAfterPaint:
"Web pages that want to take an action after a repaint of the page can use requestAnimationFrame with a callback that sets a timeout of zero to then call the code that takes the desired post-repaint action."
You could see if window load will do the trick. Im not sure if it fires more than once, when new content is loaded , or not.
but for images, you could use something like this.
//Call a function after matching images have finished loading
function imagesLoadedEvent(selector, callback) {
var This = this;
this.images = $(selector);
this.nrImagesToLoad = this.images.length;
this.nrImagesLoaded = 0;
//check if images have already been cached and loaded
$.each(this.images, function (key, img) {
if (img.complete) {
This.nrImagesLoaded++;
}
if (This.nrImagesToLoad == This.nrImagesLoaded) {
callback(This.images);
}
});
this.images.load(function (evt) {
This.nrImagesLoaded++;
if (This.nrImagesToLoad == This.nrImagesLoaded) {
callback(This.images);
}
});
}
$("#btn").click(function () {
var c = $("#container"), evt;
c.empty();
c.append("<img src='" + $("#img1").val() + "' width=94>");
c.append("<img src='" + $("#img2").val() + "' width=94>");
c.append("<img src='" + $("#img3").val() + "' width=94>");
evt = new imagesLoadedEvent("img", allImagesLoaded);
});
function allImagesLoaded(imgs) {
//this is called when all images are loaded
//console.log("all " + imgs.length + " images loaded");
}
js fiddle for images loaded
I'm currently working on a web application which has a page which displays a single chart (a .png image). On another part of this page there are a set of links which, when clicked, the entire page reloads and looks exactly the same as before except for the chart in the middle of the page.
What I want to do is when a link is clicked on a page just the chart on the page is changed. This will speed things up tremendously as the page is roughly 100kb large, and don't really want to reload the entire page just to display this.
I've been doing this via JavaScript, which works so far, using the following code
document.getElementById('chart').src = '/charts/10.png';
The problem is that when the user clicks on the link, it may take a couple of seconds before the chart changes. This makes the user think that their click hasn't done anything, or that the system is slow to respond.
What I want to happen is display a spinner / throbber / status indicator, in place of where the image is while it is loading, so when the user clicks the link they know at least the system has taken their input and is doing something about it.
I've tried a few suggestions, even using a psudo time out to show a spinner, and then flick back to the image.
A good suggestion I've had is to use the following
<img src="/charts/10.png" lowsrc="/spinner.gif"/>
Which would be ideal, except the spinner is significantly smaller than the chart which is being displayed.
Any other ideas?
I've used something like this to preload an image and then automatically call back to my javascript when the image is finished loading. You want to check complete before you setup the callback because the image may already be cached and it may not call your callback.
function PreloadImage(imgSrc, callback){
var objImagePreloader = new Image();
objImagePreloader.src = imgSrc;
if(objImagePreloader.complete){
callback();
objImagePreloader.onload=function(){};
}
else{
objImagePreloader.onload = function() {
callback();
// clear onLoad, IE behaves irratically with animated gifs otherwise
objImagePreloader.onload=function(){};
}
}
}
You could show a static image that gives the optical illusion of a spinny-wheel, like these.
Using the load() method of jQuery, it is easily possible to do something as soon as an image is loaded:
$('img.example').load(function() {
$('#spinner').fadeOut();
});
See: http://api.jquery.com/load-event/
Use the power of the setTimeout() function (More info) - this allows you set a timer to trigger a function call in the future, and calling it won't block execution of the current / other functions (async.).
Position a div containing the spinner above the chart image, with it's css display attribute set to none:
<div> <img src="spinner.gif" id="spinnerImg" style="display: none;" /></div>
The nbsp stop the div collapsing when the spinner is hidden. Without it, when you toggle display of the spinner, your layout will "twitch"
function chartOnClick() {
//How long to show the spinner for in ms (eg 3 seconds)
var spinnerShowTime = 3000
//Show the spinner
document.getElementById('spinnerImg').style.display = "";
//Change the chart src
document.getElementById('chart').src = '/charts/10.png';
//Set the timeout on the spinner
setTimeout("hideSpinner()", spinnerShowTime);
}
function hideSpinner() {
document.getElementById('spinnerImg').style.display = "none";
}
Use CSS to set the loading animation as a centered background-image for the image's container.
Then when loading the new large image, first set the src to a preloaded transparent 1 pixel gif.
e.g.
document.getElementById('mainimg').src = '/images/1pix.gif';
document.getElementById('mainimg').src = '/images/large_image.jpg';
While the large_image.jpg is loading, the background will show through the 1pix transparent gif.
Building on Ed's answer, I would prefer to see something like:
function PreLoadImage( srcURL, callback, errorCallback ) {
var thePic = new Image();
thePic.onload = function() {
callback();
thePic.onload = function(){};
}
thePic.onerror = function() {
errorCallback();
}
thePic.src = srcURL;
}
Your callback can display the image in its proper place and dispose/hide of a spinner, and the errorCallback prevents your page from "beachballing". All event driven, no timers or polling, plus you don't have to add the additional if statements to check if the image completed loading while you where setting up your events - since they're set up beforehand they'll trigger regardless of how quickly the images loads.
Some time ago I have written a jQuery plugin which handles displaying a spinner automatically http://denysonique.github.com/imgPreload/
Looking in to its source code should help you with detecting when to display the spinner and with displaying it in the centre of the loaded image.
I like #duddle's jquery method but find that load() isn't always called (such as when the image is retrieved from cache in IE). I use this version instead:
$('img.example').one('load', function() {
$('#spinner').remove();
}).each(function() {
if(this.complete) {
$(this).trigger('load');
}
});
This calls load at most one time and immediately if it's already completed loading.
put the spinner in a div the same size as the chart, you know the height and width so you can use relative positioning to center it correctly.
Aside from the lowsrc option, I've also used a background-image on the img's container.
Be aware that the callback function is also called if the image src doesn't exist (http 404 error). To avoid this you can check the width of the image, like:
if(this.width == 0) return false;
#iAn's solution looks good to me. The only thing I'd change is instead of using setTimeout, I'd try and hook into the images 'Load' event. This way, if the image takes longer than 3 seconds to download, you'll still get the spinner.
On the other hand, if it takes less time to download, you'll get the spinner for less than 3 seconds.
I would add some random digits to avoid the browser cache.