History.JS pass var to above function - javascript

I want to pass the var loadurl to the function above. How can i achieve this? (the code below is my function and i want to pass the id to the above code. Any help is appreciated.
$(function() {
// Prepare
var History = window.History; // Note: We are using a capital H instead of a lower h
if ( !History.enabled ) {
// History.js is disabled for this browser.
// This is because we can optionally choose to support HTML4 browsers or not.
return false;
}
// Bind to StateChange Event
History.Adapter.bind(window,'statechange',function() { // Note: We are using statechange instead of popstate
var State = History.getState();
console.log(loadurl);
$('#test').load(loadurl);
/* Instead of the line above, you could run the code below if the url returns the whole page instead of just the content (assuming it has a `#content`):
$.get(State.url, function(response) {
$('#content').html($(response).find('#content').html()); });
*/
});
// Capture all the links to push their url to the history stack and trigger the StateChange Event
$('a').click(function(evt) {
evt.preventDefault();
var loadurl = $(this).attr('id');
History.pushState(loadurl, $(this).text(), $(this).attr('onclick'));
});
});

You can create a global variable at the top of the page, assign it a value within one of your functions, and then use it in another function.

Related

How to bind event listener if not previously set before with jQuery?

Somewhere in my code I execute this:
function hook(el) {
console.log("hooked")
}
$('a[href!="#"]').click(hook)
I would like to prevent accidentally to reset the hook because if I execute again:
$('a[href!="#"]').click(hook)
Whoops, I'll get twice hooked. Is there a way to look if hook was already associated with the onclick event?
The context behind this is the following:
function hook(e) {
let uri = e.currentTarget.pathname
e.preventDefault();
if (uri == window.location.pathname)
return;
$.get(uri, function (data) {
data = $(data)
let main = data.find('#main').html()
if (!main) {
window.location.href = uri
return
}
$('#main').html(main)
install() // Reinstall the hook for the new code
if (history.pushState) {
history.pushState({'main': main }, null, uri);
}
}).fail(function () {
window.location.href = uri
});
return false;
}
function install() {
$('a[href!="#"]').click(hook);
}
Of course in this context I would solve the issue by only reinstalling the hook for the new code like something like installOn($('#main'))
function hook(e) {
let uri = e.currentTarget.pathname
e.preventDefault();
if (uri == window.location.pathname)
return;
$.get(uri, function (data) {
data = $(data)
let main = data.find('#main').html()
if (!main) {
window.location.href = uri
return
}
$('#main').html(main)
// pass in the main context so it only binds on those
install('#main') // Reinstall the hook for the new code
if (history.pushState) {
history.pushState({'main': main }, null, uri);
}
}).fail(function () {
window.location.href = uri
});
return false;
}
function install(parentSelector) {
// find the elements in the context, or the document
$('a[href!="#"]', parentSelector || document).click(hook);
}
//this will bind on all the links that match any where in the document
install();
Duplicate bindings are avoided with this solution by searching the desired context.
install() will target all matching elements as no context is passed in, so the install method defaults to finding all elements in the document.
In the ajax, $('#main').html(main) replaces the contents of the main with new elements. Those elements are guarenteed to not have any bindings on them as main is a string, so the elements are created brand new.
Then, install('#main') only targets the elements inside the main, which are unbound, and puts the bindings on them.
So duplicate bindings are avoided.
jQuery allows the use of event namespaces.
$('a[href!="#"]').on("click.hook", hook)
And then when you want to recreate and add the event again simply do so manually:
$('a[href!="#"]').off("click.hook");
$('a[href!="#"]').on("click.hook", hook);

How do I remove YUI delegated events?

I'm attempting to create a script for a platform that allows users to inject javascript. They are using YUI and specifically Y.one('body).delegate('click',...) to attach an event to a button. I would like to intercept this button but I cannot figure out how to stop, block, remove or otherwise prevent the event handler from firing.
Note: I don't have direct access to the handler returned by `Y.delegate()
So far I've tried
Y.detachAll('click');
Y.unsubscribeAll('click');
Y.one('body').detachAll('click');
Y.one('body').unsubscribeAll('click');
Y.one('.the-delegated-class').detachAll('click');
Y.one('.the-delegated-class').unsubscribeAll('click');
All to no avail. In fact the only success I've had is to completely remove and replace the body HTML which obviously takes all the event handlers with it as opposed to just the one I want to remove.
Any insights?
Turns out one of my attempts was the correct method but my usage was wrong. I was (unknowingly) attempting to detach the event prior to it being attached in the first place.
That said in the case of:
Y.one('body).delegate('click',...)
This works:
Y.one('body').detach('click')
Though ideally you'd call detach direct on the EventHandle returned by the delegate call.
The delegate Event method does not appear to store the handles anywhere, you could potentially create a patch replacement for Event.delegate that stores the handles against the delegate element. A basic example of patching YUI: https://gist.github.com/tivac/1424351
Untested code:
var config = {
groups : {
patches : {
base : "/js/patches/",
modules : {
"node-event-delegate-patches" : {
path : "node-event-delegate.js",
condition : {
name : "node-event-delegate-patches",
trigger : "node-event-delegate",
test : function() { return true; }
}
}
}
}
}
};
YUI.add("node-event-delegate-patches", function(Y) {
var L = Y.Lang;
Y.Node.prototype.delegate = function(type) {
var args = Y.Array(arguments, 0, true),
handle,
index = (L.isObject(type) && !L.isArray(type)) ? 1 : 2;
args.splice(index, 0, this._node);
if (!L.isArray(this._node._delegate_event_handles)){
this._node._delegate_event_handles = [];
}
handle = Y.delegate.apply(Y, args);
this._node._delegate_event_handles.push( handle );
return handle;
};
Y.Node.prototype.detachDelegates = function(){
Y.Array.each(this._node._delegate_event_handles, function(handle){
handle.detach();
});
}
});

Is there any way to track the creation of element with document.createElement()?

Is there any way to catch the document.createElement() event?
For example, somewhere, inside the <body> section I have
<script>
var div = document.createElement("div");
<script>
Is it possible to track that event from the <head> section (using some addEventListener, mutation observer, or any other way)?
Note: I need to track the creation of the element, not the insertion
Warning This code won't work in every browser. All bets are off when it comes to IE.
(function() {
// Step1: Save a reference to old createElement so we can call it later.
var oldCreate = document.createElement;
// Step 2: Create a new function that intercepts the createElement call
// and logs it. You can do whatever else you need to do.
var create = function(type) {
console.log("Creating: " + type);
return oldCreate.call(document, type);
}
// Step 3: Replace document.createElement with our custom call.
document.createElement = create;
}());
This is, similarly to other answers, an imperfect and incomplete solution (and is explicitly tested in only Chrome 34 on Windows 8.1):
// creating a function to act as a wrapper to document.createElement:
document.create = function(elType){
// creating the new element:
var elem = document.createElement(elType),
// creating a custom event (called 'elementCreated'):
evt = new CustomEvent('elementCreated', {
// details of the custom event:
'detail' : {
// what was created:
'elementType' : elem.tagName,
// a reference to the created node:
'elementNode' : elem
}
});
// dispatching the event:
this.dispatchEvent(evt);
// returning the created element:
return elem;
};
// assigning an event-handler to listen for the 'elementCreated' event:
document.addEventListener('elementCreated', function(e){
// react as you like to the creation of a new element (using 'document.create()'):
console.log(e);
});
// creating a new element using the above function:
var newDiv = document.create('div');
JS Fiddle demo.
References:
Creating and triggering events (MDN).
EventTarget.addEventListener().
EventTarget.dispatchEvent().
It's possible to create custom Events in javascript. And it's supported by all browsers too.
Check it out: http://jsfiddle.net/JZwB4/1/
document.createElement = (function(){
var orig = document.createElement;
var event = new CustomEvent("elemCreated");
return function() {
document.body.dispatchEvent(event);
orig.call(document,x);
};
})();
document.body.addEventListener('elemCreated', function(){
console.log('created');
},false);
var x= document.createElement('p'); //"created" in console

Changing the state of a toggle in JavaScript/jQuery

Is it possible to change the state of a toggle function? Like:
myDiv.toggle ... function 1 , function 2
I click on the myDiv element, the function 1 executes
I click again, function 2
I click again, function 1
BUT
Change the state
function 1 again
etc.
But I need to be able to change the state from outside the toggle function.
Here is a javascript object that uses closure to track it's state and toggle:
var TOGGLER = function() {
var _state = true;
var _msg = "function1";
var function1 = function() {
_msg = "function1";
}
var function2 = function() {
_msg = "function2";
}
return {
toggle: (function () {
_state = !_state;
if (_state) {
function1();
} else {
function2();
}
return _msg;
})
}
}();
Here is a jsfiddle that shows how to use it to toggle based with the following jquery: http://jsfiddle.net/yjPKH/5/
$(document).ready(function() {
$("#search").click(function() {
var message = TOGGLER.toggle();
$("#state").text(message);
});
});
The toggle function is meant for simple use cases. Changing the state externally is not "simple" anymore.
You cannot easily/safely (it's internal so it may change during minor versions) access the state variable of the toggle function easily as it's stored in the internal dataset of the element.
If you really want to do it, you can try this code though:
$._data(ELEMENT, "lastToggle" + func.guid, 0);
func is the function you passed to .toggle(), so you need to save this function in a variable. Here's a minimal example: http://jsfiddle.net/xqgrP/
However, since inside the function there's a var guid = fn.guid || jQuery.guid++ statement, I somehow think that the devs actually meant to use guid instead of func.guid for the _data key - in that case a minor update is very likely to break things. And after the fix you'd have to iterate over the data set to retrieve the correct key as there is no way to access the guid from outside.

"this" doesn't work when binding functions to events inside a Javascript class

First off, I know I can copy "this" on instantiation, but that doesn't work here.
Basically I'm writing something to track people interacting with Youtube videos.
I got this working fine for one video at a time. But I want it to work on pages with multiple Youtube videos as well, so I converted the code to a class so I can create a new instance of it for each video on the page.
The problem is when trying to bind to the Youtube event listener for state changes. For "non-class" code, it looks like this:
var o = document.getElementById( id );
o.addEventListener("onStateChange", "onPlayerStateChange" );
(onPlayerStateChange being the function I wrote to track state changes in the video)
(I'm also aware that addEventListener won't work with MSIE but I'm not worrying about that yet)
But when I'm inside a class, I have to use "this" to refer to another function in that class. Here's what the code looks like:
this.o = document.getElementById( id );
this.o.addEventListener("onStateChange", "this.onPlayerStateChange" );
When it's written like this, this.onPlayerStateChange is never called. I've tried copying "this" into another variable, e.g. "me", but that doesn't work either. The onPlayerStateChange function is defined within the "this" scope before I do this:
var me = this;
this.o = document.getElementById( id );
this.o.addEventListener("onStateChange", "me.onPlayerStateChange" );
Any insights?
Looking through other similar questions here, all of them are using jQuery, and I think doing it that way might work if I did it that way. But I don't want to use jQuery, because this is going to be deployed on random third party sites. I love jQuery but I don't want it to be a requirement to use this.
You need a global way to access the onPlayerStateChange method of your object. When you assign me as var me = this;, the variable me is only valid inside the object method where it is created. However, the Youtube player API requires a function that is accessible globally, since the actual call is coming from Flash and it has no direct reference to your JavaScript function.
I found a very helpful blog post by James Coglan in which he discussed a nice way to communicate with the Youtube's JavaScript API and manage events for multiple videos.
I have released a JavaScript wrapper library using his ideas at http://github.com/AnuragMishra/YoutubePlayer. Feel free to checkout the code. The underlying idea is simple - store all instances of the player object on the constructor. For example:
function Player(id) {
// id of the placeholder div that gets replaced
// the <object> element in which the flash video resides will
// replace the placeholder div and take over its id
this.id = id;
Player.instances.push(this);
}
Player.instances = [];
When passing a string as a callback, use a string of the form:
"Player.dispatchEvent('playerId')"
When the flash player evals this string, it should return a function. That function is the callback that will ultimately receive the playback event id.
Player.dispatchEvent = function(id) {
var player = ..; // search player object using id in "instances"
return function(eventId) { // this is the callback that Flash talks to
player.notify(eventId);
};
};
When the flash player has loaded the video, the global onYoutubePlayerReady function is called. Inside that method, setup the event handlers for listening to playback events.
function onYouTubePlayerReady(id) {
var player = ..; // find player in "instances"
// replace <id> with player.id
var callback = "YoutubePlayer.dispatchEvent({id})";
callback = callback.replace("{id}", player.id);
player.addEventListener('onStateChange', callback);
}
See a working example here..
You can use a technique called currying to achieve this. For that you need a currying function. Here's one I wrote some time back
/**
* Changes the scope of function "fn" to the "scope" parameter specified or
* if not, defaults to window scope. The scope of the function determines what
* "this" inside "fn" evaluates to, inside the function "fn". Any additional arguments
* specified in this are passed to the underlying "curried" function. If the underlying
* function is already passed some arguments, the optional arguments are appended
* to the argument array of the underlying function. To explain this lets take
* the example below:
*
* You can pass any number of arguments that are passed to the underlying (curried)
* function
* #param {Function} fn The function to curry
* #param {Object} scope The scope to be set inside the curried function, if
* not specified, defaults to window
* #param arguments {...} Any other optional arguments ot be passed to the curried function
*
*/
var curry = function(fn, scope /*, arguments */) {
scope = scope || window;
var actualArgs = arguments;
return function() {
var args = [];
for(var j = 0; j < arguments.length; j++) {
args.push(arguments[j]);
}
for(var i = 2; i < actualArgs.length; i++) {
args.push(actualArgs[i]);
}
return fn.apply(scope, args);
};
};
You can use it to curry other functions and maintain the 'this' scope inside the functions.
Check out this article on currying
this.o.addEventListener("onStateChange", curry(onPlayerStateChange, this));
Edit:
var curriedFunc = curry(onPlayerStateChange, this);
this.o.addEventListener("onStateChange", "curriedFunc");
Edit:
Okay lets say this is your custom class you create:
function MyCustomClass() {
var privateVar = "x"; // some variables;
this.onPlayerStateChange = function() { //instance method on your custom class
// do something important
}
}
On a global level you create an instance of MyCustomClass
var myCustom = new MyCustomClass(); // create a new instance of your custom class
var curriedFunc = curry(myCustom.onplayerStageChange, myCustom); // curry its onplayerstateChange
// now add it to your event handler
o.addEventListener("onStateChange", "curriedFunc");
You should be using the following to attach an event:
this.o.addEventListener("statechange", this.onPlayerStateChange);
For addEventListener, you don't need to add the on prefix.
What I posted above is correct for standard javascript, but because this passes it to the YT flash object, it's expecting onStateChange which is correct.
HTH
EDIT: Try the method in this post to help.
TheCloudlessSky was partly right and Sean was partly right. You can continue to use "onStateChange" as the event name, but don't put this.onPlayerStateChange in quotations - doing so removes the special meaning of this and javascript will look for a function named "this.onPlayerStateChange" rather than looking for a function "onPlayerStateChange" within this object.
this.o.addEventListener("onStateChange", this.onPlayerStateChange);
After looking at the Youtube Api, it looks like the addEventListener only accepts a String for the event handler function. That means there's no clean way to register a unique event handler for each object.
An alternative is to register a global handler for all youtube state changes, and then let that handler pass the state change onto all your objects. Assuming you have an array of "tracker" objects:
function globalOnPlayerStateChange() {
for (tracker in myTrackerObjects) {
tracker.playerStateChange();
}
}
Each tracker object can then figure out by itself whether or not a state change actually occured (using the API's getPlayerState function):
function MyYoutubeTracker() {
this.currentState = ...
// Determine if state changed happened or not
this.playerStateChange = function() {
var newState = this.o.getPlayerState();
if (newState != this.currentState) {
// State has changed
this.currentState = newState;
}
}
// Register global event handler for this youtube object
this.o.addEventListener("onStateChange", "globalOnPlayerStateChange");
}
Ok, I got this all working. It's a bit of an ugly hack but it works. Basically I'm storing each new instance of the class in an array, and I'm passing the array key (1, 2, etc) into the class, so it can refer to itself externally as needed in a few key places.
The places I need the class to refer to itself externally are the string I pass to addEventListener, and within a few setTimeout functions, where "this" apparently loses its context (as far as I can tell anyways, because the only way I could them working was changing "this" to use external references instead.
Here's the full code.
On the page that has Youtube videos, they are injected using swfobject. The _ytmeta object stores the titles for each video. It's optional, but it's the only way to log the title of a video, because Youtube's API does not give it to you. This means you have to know the title up front, but the point is simply that if you want the title to show up in our reports, you have to create this object:
<div id='yt1'></div>
<script src='youtube.js'></script>
<script src='swfobject.js'></script>
<script>
var _ytmeta = {}
_ytmeta.yt1 = { 'title': 'Moonwalking in Walmart' };
var params = { allowScriptAccess: "always" };
swfobject.embedSWF("http://www.youtube.com/v/gE1ZvCnwkYk?enablejsapi=1&playerapiid=yt1", "yt1", "425", "356", "8", null, null, params );
</script>
So we're including the swfobject javascript code, as well as the youtube.js file, which will be hosted on our server and included on the pages you want to track videos.
Here are the contents of youtube.js:
// we're storing each youtube object (video) in an array, and passing the array key into the class, so the class instance can refer to itself externally
// this is necessary for two reasons
// first, the event listener function we pass to Youtube has to be globally accessible, so passing "this.blah" doesn't work
// it has to be passed as a string also, so putting "this" in quotes makes it lose its special meaning
// second, when we create timeout functions, the meaning of "this" inside that function loses its scope, so we have to refer to the class externally from there too.
// _yt is the global youtube array that stores each youtube object. yti is the array key, incremented automatically for each new object created
var _yt = [], _yti = 0;
// this is the function the youtube player calls once it's loaded.
// each time it's called, it creates a new object in the global array, and passes the array key into the class so the class can refer to itself externally
function onYouTubePlayerReady( id ) {
_yti++;
_yt[ _yti ] = new _yta( id, _yti );
}
function _yta( id, i ) {
if( !id || !i ) return;
this.id = id;
this.mytime;
this.scrubTimer;
this.startTimer;
this.last = 'none';
this.scrubbing = false;
this.o = document.getElementById( this.id );
this.o.addEventListener("onStateChange", "_yt["+i+"].onPlayerStateChange" );
this.onPlayerStateChange = function( newState ) {
// some events rely on a timer to determine what action was performed, we clear it on every state change.
if( this.myTime != undefined ) clearTimeout( this.myTime );
// pause - happens when clicking pause, or seeking
// that's why a timeout is used, so if we're seeking, once it starts playing again, we log it as a seek and kill the timer that would have logged the pause
// we're only giving it 2 seconds to start playing again though. that should be enough for most users.
// if we happen to log a pause during the seek - so be it.
if( newState == '2' ) {
this.myTime = setTimeout( function() {
_yt[i].videoLog('pause');
_yt[i].last = 'pause';
_yt[i].scrubbing = false;
}, 2000 );
if( this.scrubbing == false ){
this.last = 'pre-scrub';
this.scrubbing = true;
}
}
// play
else if( newState == '1' ) {
switch( this.last ) {
case 'none':
this.killTimers();
this.startTimer = setInterval( this.startRun, 200 );
break;
case 'pause':
this.myTime = setTimeout( function() {
_yt[i].videoLog('play');
_yt[i].last = 'play';
}, 2000 );
break;
case 'pre-scrub':
this.killTimers();
this.scrubTimer = setInterval( this.scrubRun, 200 );
break;
}
}
// end
else if( newState == '0' ) {
this.last = 'none';
this.videoLog('end');
}
}
// have to use external calls here because these are set as timeouts, which makes "this" change context (apparently)
this.scrubRun = function() {
_yt[i].videoLog('seek');
_yt[i].killTimers();
_yt[i].last = 'scrub';
_yt[i].scrubbing = false;
}
this.startRun = function() {
_yt[i].videoLog('play');
_yt[i].killTimers();
_yt[i].last = 'start';
}
this.killTimers = function() {
if( this.startTimer ) {
clearInterval( this.startTimer );
this.startTimer = null;
}
if( this.scrubTimer ){
clearInterval( this.scrubTimer );
this.scrubTimer = null;
}
}
this.videoLog = function( action ) {
clicky.video( action, this.videoTime(), this.videoURL(), this.videoTitle());
}
this.videoTime = function() {
return Math.round( this.o.getCurrentTime() );
}
this.videoURL = function() {
return this.o.getVideoUrl().split('&')[0]; // remove any extra parameters - we just want the first one, which is the video ID.
}
this.videoTitle = function() {
// titles have to be defined in an external object
if( window['_ytmeta'] ) return window['_ytmeta'][ this.id ].title || '';
}
}
Hopefully, someone in the future will find this helpful, because it was a serious pain in the ass to get it working!
Thank you everyone who posted their ideas here. :)

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