hiding overlay after some time just like standard video player - javascript

i am making a custom video player in which there is an overlay containing the controls of the video player
my player starts to work in full length and height.
now i want to hide the overlay after 5 seconds i stop the mouse over.
now the problem is that when the below function mouse over in .ts file is called the synchronization of the timer is harmed.
so if i move my mouse continuously the overlay starts to flicker.
please provide me the solution to the problem.
following is my html code
<div class="video-container" #videoFullscreen>
<div class="video-wrapper" mouse-move>
<video class="video video-js" data-dashjs-player id="myVideo" autoplay #videoPlayer>
<source src="{{ videoSource }}" type="video/mp4" />
</video>
<!-- overlay -->
<div class="overlay" [class.hideOverlay]="hideTop">
<!-- top controls -->
.
.
<!-- lower controls -->
</div>
</div>
this is my type script code
#HostListener('document:mousemove', [ '$event' ]) //fuction to display and hide element sue to mouseover
onMouseMove($event) {
this.hideTop = false;
setTimeout(() => {
this.hideTop = true;
}, 5000);
}
this is my css code :
.overlay {
display: flex;
}
.hideOverlay {
display:none;
}
please help me to solve this problem.

Store the lastHover time and compare against it.
private lastHover = 0;
#HostListener(...)
onMouseMove($event) {
this.lastHover = new Date().getTime()
This.hideTop = true;
setTimeout( () => {
...
if(lastHover + 5000 < new Date().getTime()) {
This.hideTop = true;
}
}, 5000)
}

A neat solution would be to use rxjs to solve this like shown below:
ngOnInit(): void {
fromEvent<MouseEvent>(document, 'mousemove').pipe(tap(() => {
console.log("show it!");
this.hideTop = false
}), switchMap((event) =>
timer(5000).pipe(tap(() => {
console.log("hideit");
this.hideTop = true;
}))
)).subscribe();
}
Don't forget to unsubscribe if your component gets destroyed to prevent memory leaks!
First we make an Observable from the documents mousemove event.
Now if the event triggers we set hideTop to true.
And here comes the interesting part: we use switchMap with a timer Observable. switchMap automatically unsubscribes from the inner Observable if the outer one emits a new value. Therefore the inner Observable only emits after the user actually stopped moving the mouse for 5 seconds.

Apologies that my answer is in jQuery, but the concept is fairly basic
What we need to do is check if the timeout event has already been fired, and reset it on a mousemove event during that time. This is done by checking if the class for hiding the element is applied or not
//Timer variable
var timer;
//Detect mousemove event on parent element
$("html").on("mousemove", "#outer", function() {
//Is the element already hidden?
if ($("#inner").hasClass("hide")) {
//Show the element
$("#inner").removeClass("hide")
} else {
//Reset the timer to 5 seconds
clearTimeout(timer);
timer = setTimeout(hideBox, 5000);
}
})
function hideBox() {
$("#inner").addClass("hide")
}
https://jsfiddle.net/xcL52zf3/1/
You'll need to swap out the jQuery event handlers and element targetting with the equivalent for you TypeScript library

Related

Advice on scaling this code from querySelector to querySelectorAll

I have a custom video player with JS, html and css. Crux of my issue here is I didn't anticipate scaling this from one video, to two videos and I'm looking to refactor this so I can play multiple videos on one page. I've tried rewriting everything into a forEach and haven't been able to crack it. Really just need someone to nudge me in the right direction here:
Fiddle
My thinking was to simply change const player = document.querySelector('.custom-video-player'); to const players = document.querySelectorAll('.custom-video-player'); and then scope something like:
players.forEach((player) => {
// declare all the consts here... and event listeners
})
However, this approach isn't really working. Ideally I wanted to be lazy and not rewrite each instance of player. At this point I'm pretty stuck...
HTML
<div class="cs__video">
<div class="custom-video-player">
<video class="player__video viewer" src="http://techslides.com/demos/sample-videos/small.mp4"></video>
</div>
<div class="custom-video-player">
<video class="player__video viewer" src="http://techslides.com/demos/sample-videos/small.mp4"></video>
</div>
</div>
JS
/* custom video player javascripts */
// declaring elements
const player = document.querySelector('.custom-video-player');
const video = player.querySelector('.viewer');
/* Build out functions */
function togglePlay() {
console.log('playing');
const method = video.paused ? 'play' : 'pause';
video[method]();
}
/* event listeners */
video.addEventListener('click', togglePlay);
video.addEventListener('play', updateButton);
video.addEventListener('pause', updateButton);
toggle.addEventListener('click', togglePlay);
You may find it easier to manage the multiple players if you create each one from a class that includes all the relevant setup and methods.
Once you create the class for all players it's easy to create as many as you like.
Here's an example that creates an array of two players from an array of video sources (also available as a fiddle).
class Player {
// We call `new Player()` with two arguments, the id
// and the video source
constructor(id, src) {
// We assign both id and src to the class
this.id = id;
this.src = src;
// Then we call two functions, one to generate the
// video HTML, and one to add it to the page
const html = this.generateHTML(id);
this.addHTMLToDOM(html);
}
// We use a template literal to build our HTML
// using the id and src we passed into the class earlier
generateHTML() {
return (
`<div data-player=${this.id}>Player ${this.id}</div>
<video controls width="250">
<source src="${this.src}" type="video/mp4" />
Sorry, your browser doesn't support embedded videos.
</video>`
);
}
// This method simply adds the player HTML
// to the document body
addHTMLToDOM(html) {
document.body.insertAdjacentHTML('beforeend', html);
}
// play and pause are a couple of example methods for
// player control. `return this` allows for the methods
// to be chained (see below)
play() {
console.log(`Playing video ${this.id}`);
return this;
}
pause() {
console.log(`Pausing video ${this.id}`);
return this;
}
}
// An array of video sources
const srcs = [
'http://techslides.com/demos/sample-videos/small.mp4',
'http://techslides.com/demos/sample-videos/small.mp4'
]
// `map` over the srcs array to create an array of new players
const players = srcs.map((src, i) => new Player(++i, src));
// An example to show how we can call the player instance methods
players[0].play().pause();
players[1].play().pause();

Animation module stops working properly if animation class is not unique on the page

I've written a simple module to apply css classes from animate.css library.Classes are defined in html element data-attribute, but for some reason all animations work only if they are unique on the page, otherwise animation is implemented only to the last element with it's class.
Upd. Debugger in devtools shows that module iterates through each node, but still applies non-unique animations only to the last node.
Example:
<h2 id="1" class="module_animate-box" data-animate-trigger="scroll" data-animate-script='{"class":"zoomIn","position":"700"}'>Hello</h2>
<h2 id="2" class="module_animate-box" data-animate-trigger="scroll" data-animate-script='{"class":"zoomIn","position":"1000"}'>World</h2>
if you use class "zoomIn" twice on the page, only id="2" will work.
import "./animate.css";
//check full list of availiable classes here: https://github.com/daneden/animate.css/blob/master/README.md
export default class animationModule {
constructor({
selector
}) {
this.selector = selector;
this.nodes = Array.from(document.querySelectorAll(selector));
this.init();
}
getCoords(e) {//get coords of an element
let coords = e.getBoundingClientRect();
return coords;
}
getTriggerEvent(e){//get the appropriate function by it's trigger type
switch(e.dataset.animateTrigger){
case "scroll":
return this.onScroll
break;
case 'hover':
return this.onHover
break;
case 'moved':
return this.onMouseMove//sort of parallax
default:
return "loaded"
}
}
onScroll(e,repeats,animationTriggerYOffset,isOutOfViewport,animationType){//if trigger === scroll
e.style.animationIterationCount = repeats;//set iteration limits of animation
window.onscroll= function(){
(window.pageYOffset >= animationTriggerYOffset && !(window.pageYOffset > isOutOfViewport.bottom)) ?//check if target el is in the trigger position and not out of the viewport
e.classList.add('animated', 'infinite', animationType.class) ://toggles on classes if everything is ok
e.classList.remove('animated', 'infinite', animationType.class)// toggles off classes if lower the defined trigger position or out of viewport
repeats = e.dataset.animateRepeat;//reset iteration for animation
}
}
onHover(e, repeats, animationTriggerYOffset, isOutOfViewport, animationType){//if trigger === hover
e.style.animationIterationCount = repeats;//set iteration for animation
e.addEventListener('mousemove', ()=> {
e.classList.add('animated', 'infinite', animationType.class);
})
e.addEventListener('animationend', function () {//resets animation iteration
e.classList.remove('animated', 'infinite', animationType.class)
})
}
onMouseMove(e, repeats, animationTriggerYOffset, isOutOfViewport, animationType){
//in data-animate-script set values{"pageX":"#","pageY": "#"} the less the number the bigger the amplitude. negative numbers reverse the movement
window.addEventListener('mousemove',(m) => {
e.style.transform = `translate(${m.pageX * -1 / animationType.pageX}px, ${m.pageY * -1 / animationType.pageY}px)`
})
}
init() {
this.nodes.forEach(e => {
console.log(e.dataset)
let animationType = JSON.parse(e.dataset.animateScript);//define class name of animation needed to apply
let repeats = e.dataset.animateRepeat || 'infinite';//define number of iterations for animation (INFINITE by default)
let animationTriggerYOffset = animationType.position || 0;//defines YOffset to trigger animation(0 by default)
let isOutOfViewport = this.getCoords(e);//sets coords of an element from getCoords function
let action = this.getTriggerEvent(e);//get appropriate function depending on data-animate-trigger value
action(e, repeats, animationTriggerYOffset, isOutOfViewport, animationType);//call appropriate function per each node
})
}
}
// Module data and attributes
// .module_animate-box - class that defines animation target
// data-animate-trigger - animation trigger(possible values: "scroll", "hover", "moved"(watches mouse movement))
// data-animate-repeat - number of repetitions (infinite by default)
// data-animate-script - JSON description of animation. example: '{"class":"wobble","position":"300"}' - will add class wobble when pageYoffset===300
I'm having a little bit of trouble following, but I'd bet it's something object specific being written in window.onscroll
Good luck!

Scroll event not working in framework7 - Vue

Am currently using framework7 and I have this problem wherein I need to get a button floating once the user pass scrolling a specific element.
But for some reason am not able to make the scroll event work. Even used a native event listener but still no luck.
Here is my code. In my component:
export default {
methods: {
handleScroll(event) {
alert('should work')
}
},
created() {
window.addEventListener('scroll', this.handleScroll);
},
destroyed() {
window.removeEventListener('scroll', this.handleScroll);
},
mounted() {
window.addEventListener('scroll', this.handleScroll)
this.handleScroll;
var element = document.querySelector(".similar-adventures");
var top = element.offsetTop;
window.scrollTo(0, top);
}
}
And here is my native event listener code:
window.addEventListener(‘scroll’, function(e){
// Get the new Value
newValue = window.pageYOffset;
//Subtract the two and conclude
if(oldValue - newValue < 0){
console.log(“Up”);
} else if(oldValue - newValue > 0){
console.log(“Down”);
}
// Update the old value
oldValue = newValue;
});
I know this is old now but i will answer for future reference, so i think the problem here is that the window is not actually scrolling as framework7 uses pages/views.
In vue the renders to 2 divs like so..
<f7-page>
<div slot="fixed">Fixed element</div>
<p>Page content goes here</p>
</f7-page>
<!-- Renders to: -->
<div class="page">
<div>Fixed element</div>
<div class="page-content">
<p>Page content goes here</p>
</div>
</div>
i found that its the page-content class that you want to put the eventListenter on best way to do this is Dom7 like so...
let page = $$('.page-content')
page.on('scroll', () => {
console.log(page.scrollTop()) // will show page top position
page.scrollTop(0) // will scroll to top
})
//if you have multiple pages
let page = $$('.page-content')
let home = $$(page[0])
let about = $$(page[1])
page.on('scroll', () => {
console.log(home.scrollTop()) //home page top position
console.log(about.scrollTop()) //about page top position
})
//more options
page.scrollTop(position, duration, callback)
page.scrollTo(left, top, duration, callback)
just remember to import $$ from 'Dom7'
This code retrieves all the pages from the f7 component in an array
let pages = document.querySelectorAll('.page-content');
Then to make a page scrollable, select the respective index and do:
pages[0].addEventListener('scroll', function () { console.log('is scrolling...') } );
For the same code but in a more beautiful way as we don't want to specify the page by index:
add an id to your f7-page tag
<f7-page name="whatever" id='myPage'>
then do this code for example in mounted:
let f7page = document.getElementById('myPage');
let scrollableDiv = f7page.querySelector('.page-content');
scrollableDiv.addEventListener('scroll', function () { console.log('is scrolling...') } );
special thanks to BiscuitmanZ's comment for finding the underlying issue

Set TimeOut to React Function

I have the following object list:
mediaList[
{id:1, url:"www.example.com/image1", adType:"image/jpeg"},
{id:2, url:"www.example.com/image2", adType:"image/jpg"},
{id:3, url:"www.example.com/video1", adType: "video/mp4"}
]
I need to create a slideshow that has a configurable duration (1s, 5, 10s).
So far I can generate a list of the media from the mediaList
renderSlideshow(ad){
let adType =ad.adType;
if(type.includes("image")){
return(
<div className="imagePreview">
<img src={ad.url} />
</div>
);
}else if (adType.includes("video")){
return(
<video className="videoPreview" controls>
<source src={ad.url} type={adType}/>
Your browser does not support the video tag.
</video>
)
}
}
render(){
return(
<div>
{this.props.mediaList.map(this.renderSlideshow.bind(this))}
</div>
)
}
What I want to do now is generate the media one at a time with configurable durations for autoplay.
I know I need to use some form of a setTimeout function like this example:
setTimeout(function(){
this.setState({submitted:false});
}.bind(this),5000); // wait 5 seconds, then reset to false
I'm just not sure how to implement it for this scenario. (I believe I'll need to use css for the fade transitions but I'm just stumped on how to create the transition in the first place)
If you want to change the media on every 5 seconds, you will have to update the state to re-render your components You can also use setInterval instead of setTimeout. setTimeout will be triggered only once, setInterval will be triggered every X milliseconds. Here what it may look like:
class MyComponent extends React.Component {
constructor(props) {
super(props);
this.state = { activeMediaIndex: 0 };
}
componentDidMount() {
setInterval(this.changeActiveMedia.bind(this), 5000);
}
changeActiveMedia() {
const mediaListLength = this.props.medias.length;
let nextMediaIndex = this.state.activeMediaIndex + 1;
if(nextMediaIndex >= mediaListLength) {
nextMediaIndex = 0;
}
this.setState({ activeMediaIndex:nextMediaIndex });
}
renderSlideshow(){
const ad = this.props.medias[this.state.activeMediaIndex];
let adType = ad.adType;
if(type.includes("image")){
return(
<div className="imagePreview">
<img src={ad.url} />
</div>
);
}else if (adType.includes("video")){
return(
<video className="videoPreview" controls>
<source src={ad.url} type={adType}/>
Your browser does not support the video tag.
</video>
)
}
}
render(){
return(
<div>
{this.renderSlideshow()}
</div>
)
}
}
Basically what the code is doing is that every 5 seconds, will change the activeMediaIndex to the next one. By updating the state, you will trigger a re-render. When rendering the media, just render one media (you can also render the previous one and the next one like a classic slideshow). Thus way, every 5 seconds, you will render a new media.
Don't forget to clear the timeout to prevent memory leaks:
componentDidMount() {
this.timeout = setTimeout(() => {
...
}, 300);
}
componentWillUnmount() {
clearTimeout(this.timeout);
}

ngAnimate parent vs child in AngularJS 1.2

In AngularJS 1.2, if I use a parent animation, the child animation doesn't work.
If I comment out app.animation('.parent', function () { .. }, then the child animation starts correctly.
How to get both parent and child animations working at the same time?
Plunker of my code
HTML:
<button ng-click="anim.toggleParent()">reveal parent</button>
<button ng-click="anim.toggleChild()">reveal child</button>
<div class="parent" ng-if="!anim.showParent">
<div class="child" ng-if="!anim.showChild">
</div>
</div>
JS:
app.animation('.parent', function () {
return {
// ...
};
});
// this doesn't work with parent animation =(
app.animation('.child', function () {
return {
// ...
};
});
Just insert ng-animate-children to the parent (Angular 1.2+).
<button ng-click="anim.toggleParent()">reveal parent</button>
<button ng-click="anim.toggleChild()">reveal child</button>
<div class="parent" ng-if="!anim.showParent" ng-animate-children>
<div class="child" ng-if="!anim.showChild">
</div>
</div>
Check the ngAnimate documentation:
Keep in mind that, by default, if an animation is running, any child elements cannot be animated until the parent element's animation has completed. This blocking feature can be overridden by placing the ng-animate-children attribute on a parent container tag.
<div class="slide-animation" ng-if="on" ng-animate-children>
<div class="fade-animation" ng-if="on">
<div class="explode-animation" ng-if="on">
...
</div>
</div>
</div>When the on expression value changes and an animation is triggered then each of the elements within will all animate without the block being applied to child elements.
Not sure whether this thread is closed. If so recommendation would be very helpful.
Facing the same issue here.
Angular animate has the below lines indicating that the child animations will not be triggered if parent has animation.
Not sure whether this is an issue or works as expected.
//skip the animation if animations are disabled, a parent is already being animated,
//the element is not currently attached to the document body or then completely close
//the animation if any matching animations are not found at all.
//NOTE: IE8 + IE9 should close properly (run closeAnimation()) in case a NO animation is not found.
if (animationsDisabled(element, parentElement) || matches.length === 0) {
domOperation();
closeAnimation();
return;
}
Have raised a thread in Angular google group referenced the issue back here.
Also not sure if this thread is closed, but you could always edit the angular-animate.js file. Function animationsDisabled is where angular looks for the parent element to see if it will allow the child to animate. At the top of this function I added a check to see if the parent element has a class of animation-override (can be whatever you define). This way you can override the default functionality when needed.
function animationsDisabled(element, parentElement) {
if (parentElement[0].classList.contains('animation-override')) return false;
if (rootAnimateState.disabled) return true;
if(isMatchingElement(element, $rootElement)) {
return rootAnimateState.disabled || rootAnimateState.running;
}
do {
//the element did not reach the root element which means that it
//is not apart of the DOM. Therefore there is no reason to do
//any animations on it
if(parentElement.length === 0) break;
var isRoot = isMatchingElement(parentElement, $rootElement);
var state = isRoot ? rootAnimateState : parentElement.data(NG_ANIMATE_STATE);
var result = state && (!!state.disabled || !!state.running);
if(isRoot || result) {
return result;
}
if(isRoot) return true;
}
while(parentElement = parentElement.parent());
return true;
}
}]);

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