tvOS: Video Player not Pushing to Top of Navigation Stack - javascript

I have a video streaming app I'm working on that lets me select a year of videos from a listTemplate, where each year is then a catalogTemplate with links to video resources. Navigation between the listTemplate and catalogTemplate works fine, but when I select a video from one of the catalogTemplates, the video plays behind the template, rather than going to the foreground. How can I fix what I presume is a navigation stack error like this? Below is the code I use to actually present stuff, taken partly from Apple's documentation.
load: function(event) {
console.log(event);
var self = this,
ele = event.target,
templateURL = ele.getAttribute("template"),
presentation = ele.getAttribute("presentation"),
videoURL = ele.getAttribute("videoURL");
if(videoURL) {
//2
var player = new Player();
var playlist = new Playlist();
var mediaItem = new MediaItem("video", videoURL);
player.playlist = playlist;
player.playlist.push(mediaItem);
player.present();
};
/*
Check if the selected element has a 'template' attribute. If it does then we begin
the process to present the template to the user.
*/
if (templateURL) {
/*
Whenever a user action is taken you need to visually indicate to the user that
you are processing their action. When a users action indicates that a new document
should be presented you should first present a loadingIndicator. This will provide
the user feedback if the app is taking a long time loading the data or the next
document.
*/
self.showLoadingIndicator(presentation);
/*
Here we are retrieving the template listed in the templateURL property.
*/
resourceLoader.loadResource(templateURL,
function(resource) {
if (resource) {
/*
The XML template must be turned into a DOMDocument in order to be
presented to the user. See the implementation of makeDocument below.
*/
var doc = self.makeDocument(resource);
/*
Event listeners are used to handle and process user actions or events. Listeners
can be added to the document or to each element. Events are bubbled up through the
DOM heirarchy and can be handled or cancelled at at any point.
Listeners can be added before or after the document has been presented.
For a complete list of available events, see the TVMLKit DOM Documentation.
*/
doc.addEventListener("select", self.load.bind(self));
// doc.addEventListener("highlight", self.load.bind(self));
/*
This is a convenience implementation for choosing the appropriate method to
present the document.
*/
if (self[presentation] instanceof Function) {
self[presentation].call(self, doc, ele);
} else {
self.defaultPresenter.call(self, doc);
}
}
}
);
}
},

One idea: templateURL is still pointing to a valid address, thus the lower portion of your shown function will directly add an overlay to your video?
Verify (or make sure) to have only one of the two options (videoURL, templateURL) set. Or only run the loadResource() part if no videoURL was seen before. Like...
if(videoURL) {
...
} else if (templateURL) {
...
}

Related

How to only click a page element once in a for-loop that checks for a new HTML event?

I'm writing a userscript for a website where occasionally a coin drop will appear on-screen and only a limited number of people on the site can claim it. My script detects when a new coin drop appears based on the length of the page element "coindrop-status", and when a new drop is detected it auto-clicks the prompt to open the initial drop splash screen, then auto-clicks the actual grab button within that splash screen.
The problem is that because the first auto-click is within a for-loop, it continuously spam-clicks to open the splash screen until the drop has been fully claimed and the loop breaks, preventing stage 2 of the auto-click function from clicking the actual button to grab the drop within the splash screen.
I've tried to solve this problem many times now but because coin drops are so infrequent, it's a massive pain to debug - how can I change my script so that when a drop is detected, the splash screen is only clicked once (so that it stays open) before clicking the grab button within it repeatedly?
var newDrop = false;
function dropCheck() {
clearInterval(scanFreq);
var coinLength = document.getElementsByClassName("coindrop-status").length - 1;
for(var i = coinLength; i >= 0; i--) {
if(document.getElementsByClassName("coindrop-status")[i].innerText == "Grab") {
newDrop = true;
document.getElementsByClassName("coindrop-status")[i].click();
setTimeout(function() {document.elementFromPoint(1250, 840).click()},1000);
setTimeout(function() {document.elementFromPoint(1250, 840).click()},1000);
}
}
if(newDrop) {
newDrop = false;
setTimeout(dropCheck,800);
} else {
setTimeout(dropCheck,100);
}
}
var scanFreq = setInterval(dropCheck,800);
Admittedly, clicking the grab button multiple times is probably overkill, but I figure at least it guarantees that the coin drop actually gets grabbed.
Forgive any bad coding practice I may have integrated into this script; I'm still learning to program. I'm sure there are much, much more elegant ways to accomplish the goal of this userscript, so if you have any other suggestions please feel free to give some constructive criticism as well.
First, you don't need to loop like this. Like at all. There is a class called MutationObserver which will call a callback only when elements in the DOM changed. My approach when waiting for a specific element to be added is basically this:
/**
* Waits for a node to start to appear in DOM. Requires a CSS query to fetch it.
* #param {string} query CSS query
* #returns {Promise<HTMLElement>}
*/
function awaitElement(query) {
return new Promise((resolve, reject)=>{
const targetNode = document.body;
const testNow = targetNode.querySelector(query);
if(testNow != null) {
resolve(testNow);
return;
}
const observer = new MutationObserver((mutationList, observer) => {
const result = targetNode.querySelector(query);
if(result != null) {
observer.disconnect();
resolve(result)
}
});
observer.observe(targetNode, { attributes: false, childList: true, subtree: true });
});
}
Used as:
(async () => {
while(true) {
let myElm = await awaitElement(".coindrop-status");
// handle the drop here. Note that you must remove the element somehow, otherwise you will get an endless loop
}
})();
You will probably need to adjust my function a little, so that you can make it ignore coin drops you already handled. One way to handle this without any modification is add a custom class name to the handled coin divs, and then use the not selector when searching for more.
I also do not think it's really wise to use element from point. Doesn't the popup for claiming the coin have some selector as well?

Using MessageChannel() bidirectionally for multiple messages between page and iframe

I'm using MessageChannel() to pass messages between a page and iframe. In my scenario, the iframe is the communications initiator and the page containing it receives, transforms and responds back to the iframe.
As I was implementing the system I at first took and saved a reference to the port passed to the iframe, cached it and continue to use it for each subsequent communication.
iframe:
window.onmessage = (e) => {
console.log("iframe port established");
//using this port for all following communications
parentPort = e.ports[0];
onmessage = establishedConnectionHandler;
}
I'm running all subsequent communications from the iframe to the parent through parentPort:
parentPort.postMessage({command, guid, message});
even though the docs state that the message channel is a one-shot communication this appears to work and makes initiating communications convenient.
My question - is this supported functionality or am I exploiting undefined behavior?
Here is the source.
Edit - I must have misunderstood the intent of the example MDN:
button.onclick = function(e) {
e.preventDefault();
var channel = new MessageChannel();
otherWindow.postMessage(textInput.value, '*', [channel.port2]);
channel.port1.onmessage = handleMessage;
function handleMessage(e) {
para.innerHTML = e.data;
textInput.value = '';
}
}
This is refactored in Kaiido's Plunker example.
That's not really clear what you are doing, even reading your code on github...
You seem to be confusing the WindowObject.postMessage method and the MessagePort's one. WindowObject's one should be used only once, at the negotiation part.
So let's take a step back to explain more basically how things should be understood:
You should think of message channels as a Yoghurt-pot Telephone® [pdf].
––––– –––––
po(r)t1 |~~~~~~~~~~~~~~~~~~~~~~~| po(r)t2
––––– –––––
One user has to create it.
Then he will give (transfer) one of the po(r)ts to the other user.
Once this is done, each user has only access to its own po(r)t.
So to be able to receive messages from the other user, they have to put their ear on their own po(r)t (attach an event handler).
And to send messages, they will say the message (postMessage) inside the only po(r)t they still have, the same they are listening to.
So to add some lines of code, what you should do is:
Generate The Yoghurt-pot telephone® a.k.a MessageChannel.
var yoghurt_phone = new MessageChannel();
Keep one of the po(r)t and give the other one to the other user (iframe). To do this, we use the WindowObject.postMessage method, which is not the same as the one we'll use to communicate through the MessagePorts.
mains_yoghurt_pot = yoghurt_phone.port1;
frame.contentWindow.postMessage( // this is like a physical meeting
'look I made a cool Yoghurt-phone', // some useless message
'*', // show your id?
[yoghurt_phone.port2] // TRANSFER the po(r)t
);
From the frame, receive the po(r)t and keep it tight.
window.onmessage = function physicalMeeting(evt) {
if(evt.ports && evt.ports.length) { // only if we have been given a po(r)t
frames_yoghurt_pot = evt.ports[0];
// ...
From now on, each user has its own po(r)t, and only a single po(r)t. So at both ends, you need to setup listeners on their own single po(r)t.
// from main doc
mains_yoghurt_pot.onmessage = frameTalksToMe;
// from iframe doc
frames_yoghurt_pot.onmessage = mainTalksToMe;
And then when one of the two users wants to tell something to the other one, they'll do from their own po(r)t.
// from main doc
mains_yoghurt_pot.postMessage('hello frame');
// or from iframe doc
frames_yoghurt_pot.postMessage('hello main');
Fixed OP's code as a plunker.

JavaScript Events not adding to the DOM

As an exercise I have to do a little online bike reservation app. This app begins with a header which explains how to use the service. I wanted this tutorial be optional so I wrote a welcome message in HTML and if the user doesn't have a var in his cookies saying he doesn't want to see the tutorial again, the welcome message is replaced by a slider that displays the information.
To achieve that is fetch a JSON file with all the elements I need to build the slider (three divs : the left one with an arrow image inside, the central one where the explanations occur and the right one with another arrow). Furthermore I want to put "click" events on the arrows to display next or previous slide. However, when I do so, only the right arrow event works. I thought of a closure problem since it is the last element to be added to the DOM that keeps its event but tried many things without success. I also tried to add another event to the div that works ("keypress") but only the click seems to work. Can you look at my code give me an hint on what is going on?
Here is the init function of my controller:
init: function() {
var load = this.getCookie();
if(load[0] === ""){
viewHeader.clearCode();
var diapoData = ServiceModule.loadDiapoData("http://localhost/javascript-web-srv/data/diaporama.json");
diapoData.then(
(data) => {
// JSON conversion
modelDiapo.init(data);
// translation into html
controller.initElementHeader(modelDiapo.diapoElt[0]);
controller.hideTuto();
}, (error) => {
console.log('Promise rejected.');
console.log(error);
});
} else {
viewHeader.hideButton();
controller.relaunchTuto();
}
}
There is a closer look at my function translating the JSON elements into HTML and adding events if needed :
initElementHeader: function(data){
data.forEach(element => {
// Creation of the new html element
let newElement = new modelHeader(element);
// render the DOM
viewHeader.init(newElement);
});
}
NewElement is a class creating all I need to insert the HTML, viewHeader.init() updates the DOM with those elements and add events to them if needed.
init: function(objetElt){
// call the render
this.render(objetElt.parentElt, objetElt.element);
// add events
this.addEvent(objetElt);
},
Finally the addEvent function:
addEvent: function(objet){
if(objet.id === "image_fleche_gauche"){
let domEventElt = document.getElementById(objet.id);
domEventElt.addEventListener("click", function(){
// do things
});
}
else if(objet.id === "image_fleche_droite"){
let domEventElt = document.getElementById(objet.id);
domEventElt.addEventListener("click", function(){
// do stuff
});
};
},
I hope being clear enough about my problem. Thank You.
Ok, I found the problem, even if the element was actually created, it somehow stayed in the virtual DOM for some time, when the "getElementById" in "addEvent" was looking for it in the real DOM it didn't find the target and couldn't add the event. This problem didn't occur for the last element since there was nothing else buffering in the virtual DOM.
On conclusion I took out the function adding events out of the forEach loop and created another one after the DOM is updated to add my events.

How to listen volume changes of youtube iframe?

Here I found an example how I can listen Play\Pause button of youtube iframe.
player.addEventListener('onStateChange', function(e) {
console.log('State is:', e.data);
});
Now I need to listen the volume changes.
In the youtube documentation and here I found a method player.getVolume(), but I have no idea how this method can be implemented if I want to be informed about volume changes from iframe side, instead of ask iframe from my side.
On YouTube Player Demo page such functionality exists (when I change the volume of a player, I see appropriate changes in the row Volume, (0-100) [current level: **]), but neither in the doc nor in internet I can not find how to implement it.
I also tried to use the above mentioned code with onApiChange event (it is not clear for me what this event actually does), like:
player.addEventListener('onApiChange', function(e) {
console.log('onApiChange is:', e.data);
});
but console shows nothing new.
player.getOptions(); shows Promise {<resolved>: Array(0)}.
Could anyone show an example?
See this question.
You can listen to postMessage events emitted by the IFrame and react only to the volume change ones:
// Instantiate the Player.
function onYouTubeIframeAPIReady() {
var player = new YT.Player("player", {
height: "390",
width: "640",
videoId: "dQw4w9WgXcQ"
});
// This is the source "window" that will emit the events.
var iframeWindow = player.getIframe().contentWindow;
// Listen to events triggered by postMessage.
window.addEventListener("message", function(event) {
// Check that the event was sent from the YouTube IFrame.
if (event.source === iframeWindow) {
var data = JSON.parse(event.data);
// The "infoDelivery" event is used by YT to transmit any
// kind of information change in the player,
// such as the current time or a volume change.
if (
data.event === "infoDelivery" &&
data.info &&
data.info.volume
) {
console.log(data.info.volume); // there's also data.info.muted (a boolean)
}
}
});
}
See it live.
Note that this relies on a private API that may change at anytime without previous notice.
I inspected the code of YouTube Player Demo page and found that the html line which shows the current YouTube volume (<span id="volume">**</span>) constantly blinking (~ 2 times per 1 sec), so I can assume this demo page uses something like this:
// YouTube returns Promise, but we need actual data
self = this
setInterval(function () { self.player.getVolume().then(data => { self.volumeLv = data }) }, 250)
Possibly not the best method, but it seems there is no other option (I also tried to listen changes in the appropriate style of the volume bar, but no luck due to the cross-origin problem).
So, this let us 'listen' volume changes of youtube.
Just in case, if someone wants to set youtube volume, you need to use [this.]player.setVolume(volume_from_0_to_100)

Sharepoint 2013 callout is not defined

i have been developing extension for sharepoint. I was trying to implement custom callout for document library (using fancytree for library content presentation).
For reference I have used https://dev.office.com/sharepoint/docs/sp-add-ins/highlight-content-and-enhance-the-functionality-of-sharepoint-hosted-sharepoint.
I have defined callout functionality in a separate function execCallout(data).
(for simplicity functionality with data is omitted).
I have two scenarious: execCallout is initiated/called by the user (no preloaded data) and execCallout is loaded with starting data. In both cases i use the same execCallout.
function execCallout (data) {
console.log("demo");
//get our launchpoint - where callout will appear
var targetElement = document.querySelectorAll(".fancytree-active.fancytree-focused .fancytree-title")[0];
//Configure new Callout
var calloutOptions = new CalloutOptions();
calloutOptions.ID = 'MyCustomCallOut';
calloutOptions.launchPoint = targetElement;
calloutOptions.beakOrientation = 'leftRight';
calloutOptions.content = ' My Content';
calloutOptions.title = 'My Title';
// check for current callout
var myCallOut = CalloutManager.createNewIfNecessary(calloutOptions);
//Create custom action for callout
var myAction = new CalloutActionOptions();
myAction.text = 'My Special Action';
myAction.onClickCallback = function(event, action)
{
alert("I can do whatever you want");
};
var newAction = new CalloutAction(myAction);
//Add the action to the callout
myCallOut.addAction(newAction);
myCallOut.set({ openOptions: { event: "hover" } }); //or click
myCallOut.open();
}
The first scenario works fine, i.e., on user click callout is initiated/execCallout is called.
However, when with preloaded data i get "Uncaught ReferenceError: myCallOut is not defined" (from debugger console i see that function was called, however calloutManager has no callout associated with my launchPoint). It looks as if the calloutManager was not initiated.
At any time initiated execCallout from debugger console fixes the problem.
Ideas what and where is missing are welcome.
My quess about the issue: the problem was caused by fancytree rendering. The callout was initiated while the "tree" was not fully rendered. By default during rendering values were "lost", therefore default tree rendering was causing problem.
Solution: manually initiated tree rendering prior to callout operations, so that no values/variables were gone.

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