I am using videojs to build a website to play videos and insert some images to the page at certain time point of the video being played. I used the code below to get the current time and insert an image in "imageContext" div.
<script type="text/javascript">
var myPlayer = document.getElementById("example_video_1");
var added = false;
var ShowAds=function(){
var time = myPlayer.currentTime;
var img = document.createElement('IMG');
div = document.getElementById("imageContext");
div.style.width = '100px';
div.style.height = '100px';
div.style.display = 'inline-block';
if(time > 30 && time <= 40 && !added){
//img.onload = function(){
div.appendChild(img);
added = true;
img.setAttribute("src",'/Applications/MAMP/htdocs/shqc.jpg');
img.style.width = '100%';
img.style.height = 'auto';
}else if(time > 70){
//change to another image in the same position
}
}
myPlayer.addEventListener('timeupdate',ShowAds,false);
</script>
What if I want to show another image on the page when the time changes to, say, the 90th second? Or is there any way to delete the image on the page using javascript? Thanks!
To be clear, I have tried to put
img.setAttribute("src",'/Applications/MAMP/htdocs/yy.jpeg');
under else, it doesn't work
You can set an id to the img element when you create it, (In case if you have multiple img tags inside the document)
img.setAttribute('id', 'myImg');
Then, check whether time equals 90 the same way you check whether it is between 30 and 40 and change the src of it like below.
if(time == 90 ){
document.getElementById("myImg").src="/Applications/MAMP/htdocs/your_image.jpg";
}
In case if you want to delete the img element, since it has a parent
(imageContext), you can do this,
var el = document.getElementById('myImg');
el.parentNode.removeChild(el);
You can use this code:
document.getElementById("image").src="/PATH/To/Image/file.jpg";
I think all you need is this:
document.getElementById("myImg").src = //whatever
You could try creating and array of images locations.
var imageArray = new Array();
imageArray[0]= {
image01: new Image(),
image01.src: "my-image-01.png",
imageCaption: "An image caption"
};
Then at the next interval just set the image attribute to the src of a picture in the array or just append the whole image.
if(time > 90 && time <= 100 && !added){
div.appendChild(img);
added = true;
img.setAttribute("src",imageArray[0].src);
img.style.width = '100%';
img.style.height = 'auto';
Hope that helps.
I used a little help from this other stack overflow question and answer:
Creating an array of image objects
Related
I'm creating a lazy load function and I want to append the image to the DOM after it has successfully loaded to create a smooth transition.
I have a function which loops through a list of elements with a specific class, which gradually gets smaller every time you scroll.
Once an image in that list is considered "visible" I add a class and it no longer get's evaluated by the function.
I get the SRC by a data attribute, and create a new Image();
I do some css prop manipulation and add the src after I add the onload function.
This works around 1/3 of the time, most images never fire the onload callback and aren't added to the DOM.
My script is as follows:
var lazyClass = 'js-lazyload';
function lazyLoader() {
//Sets an elements var that checks how many non-visible elements still exist
// This variable is reset every time lazyLoader() is called
var elements = document.querySelectorAll('.' + lazyClass + ':not(.js-lazyload--visible)');
//If there are no hidden elements left, end the function we don't need to proceed.
if (elements.length === 0) return;
//Loop through the elements array
//Only untoggled elements can be in this array because of the previous check
for(var i = elements.length; i--;) {
var lazyLoadElement = elements[i];
if (
lazyLoadElement.getBoundingClientRect().bottom <= window.innerHeight &&
lazyLoadElement.getBoundingClientRect().bottom > 0 ||
lazyLoadElement.getBoundingClientRect().top <= window.innerHeight &&
lazyLoadElement.getBoundingClientRect().top > 0)
{
//The element was considered visible, let's go!
lazyLoadElement.classList.add('js-lazyload--visible');
var imgData = lazyLoadElement.getAttribute('data-image'),
image = new Image(),
lazyStyle = window.getComputedStyle(lazyLoadElement);
if(lazyStyle.position !== 'relative'){
if(lazyStyle.position !== 'absolute'){
lazyLoadElement.style.position = 'relative';
}
}
image.onload = () => {
lazyLoadElement.classList.add('js-lazyload--loaded');
lazyLoadElement.insertBefore(image, lazyLoadElement.firstChild);
}
image.classList.add('js-lazyload__image')
image.style.position = 'absolute';
image.style.top = 0;
image.style.left = 0;
image.style.width = '100%';
image.style.height = '100%';
image.style.zIndex = '-1';
image.style.objectFit = 'cover';
image.src = imgData;
}
}
}
Here is a fiddle which shows the issue:
Elements red - not visible
Elements blue - visible, but no image
Elements green - visible with loaded image
https://jsfiddle.net/dalecarslaw/yumv6rft/
No jQuery Please.
The onload callback that you added is in fact getting fired properly.
The issue in this particular case is the fact that the variables declared using var are function scoped. This means that as your for loop finishes it's iteration, the lazyLoadElement variable is pointing to the same element for all the handlers that get fired with an onload handler.
Changing the declarations for lazyloadElement, imgData, image and lazyStyle from var to let will make the code work as intended.
I have an image - image1.png. When I click a button the first time, I want it to change to image2.png. When I click the button for a second time, I want it to change to another image, image3.png.
So far I've got it to change to image2 perfectly, was easy enough. I'm just stuck finding a way to change it a second time.
HTML:
<img id="image" src="image1.png"/>
<button onclick=changeImage()>Click me!</button>
JavaScript:
function changeImage(){
document.getElementById("image").src="image2.png";
}
I'm aware I can change the image source with HTML within the button code, but I believe it'll be cleaner with a JS function. I'm open to all solutions though.
You'll need a counter to bump up the image number. Just set the maxCounter variable to the highest image number you plan to use.
Also, note that this code removes the inline HTML event handler, which is a very outdated way of hooking HTML up to JavaScript. It is not recommended because it actually creates a global wrapper function around your callback code and doesn't follow the W3C DOM Level 2 event handling standards. It also doesn't follow the "separation of concerns" methodology for web development. It's must better to use .addEventListener to hook up your DOM elements to events.
// Wait until the document is fully loaded...,
window.addEventListener("load", function(){
// Now, it's safe to scan the DOM for the elements needed
var b = document.getElementById("btnChange");
var i = document.getElementById("image");
var imgCounter = 2; // Initial value to start with
var maxCounter = 3; // Maximum value used
// Wire the button up to a click event handler:
b.addEventListener("click", function(){
// If we haven't reached the last image yet...
if(imgCounter <= maxCounter){
i.src = "image" + imgCounter + ".png";
console.log(i.src);
imgCounter++;
}
});
}); // End of window.addEventListener()
<img id="image" src="image1.png">
<button id="btnChange">Click me!</button>
For achieve your scenario we have to use of counter flag to assign a next image. so we can go throw it.
We can make it more simple
var cnt=1;
function changeImage(){
cnt++;
document.getElementById("image").src= = "image" + cnt + ".png";
}
try this
function changeImage(){
var img = document.getElementById("image");
img.src = img.src == 'image1.png' ? "image2.png" : "image3.png";
}
Just use an if statement to determine what the image's source currently is, like so:
function changeImage(){
var imageSource = document.getElementById("image").src;
if (imageSource == "image1.png"){
imageSource = "image2.png";
}
else if (imageSource == "image2.png"){
imageSource = "image3.png";
}
else {
imageSource = "image1.png";
}
}
This should make the image rotate between 3 different image files (image1.png, image2.png and image3.png). Bear in mind this will only work if you have a finite number of image files that you want to rotate through, otherwise you'd be better off using counters.
Hope this helps.
Check the below code if you make it as a cyclic:
JS
var imgArray = ["image1.png", "image2.png", "image3.png"];
function changeImage(){
var img = document.getElementById("image").src.split("/"),
src = img[img.length-1];
idx = imgArray.indexOf(src);
if(idx == imgArray.length - 1) {
idx = 0;
}
else{
idx++;
}
document.getElementById("image").src = imgArray[idx];
}
html
<button onclick=changeImage();>Click me!</button>
function changeImage(){
document.getElementById("image").attr("src","image2.png");
}
Trying to add a 'X' - close button for a google maps marker. The markers will show small on the map but will enlarge when clicked (same marker, just increasing the size). I can add a close button but cannot get it to work (reduce the size back to original). Solutions need to be dynamically added please.
Fiddle: https://jsfiddle.net/gost1zLd/
var div = document.createElement('div');
div.style.width = '100px';
div.style.height = '100px';
div.style.background = 'black';
var img = document.createElement('img');
img.style.width = '100%';
img.style.height = '100%';
img.src = '';
var exit = document.createElement('div');
function large()
{
div.classList.add("large");
if (div.className == "large")
{
div.style.width = '300px';
div.style.height = '300px';
exit.innerText = 'X';
exit.style.width = '20px';
exit.style.height = '20px';
exit.style.fontSize = 'xx-large';
exit.style.fontWeight = 'bold';
exit.style.color = 'white';
exit.style.position = 'absolute';
exit.style.top = '5px';
exit.style.left = '265px';
}
}
function close()
{
div.classList.remove("large");
}
document.body.appendChild(div);
div.appendChild(img);
div.appendChild(exit);
div.addEventListener('click', large, false);
exit.addEventListener('click', close, false);
}
The problem is that removing the class large is not enough to reset the <div> to its original state since class large in itself is meaningless because it has no CSS definition. My advice is to move the styling to CSS instead of JavaScript. See fiddle: https://jsfiddle.net/gost1zLd/1/.
If you make separate functions, you can use start() again in your close() function to reset the original style. I've refactored your code a bit, hope it's self explanatory:
function close () {
div.classList.remove("large");
start();
}
Only problem with your setup is you will rebind everything when you would call start() on close(). Instead, try to separate functionality and the issue becomes clear.
DEMO
Additionally you can optimize the dynamic styling with some helper functions.
You need a function to convert a literal object to a css string.
You need a function to extend objects, similar to jQuery's $.extend() in order to set the style at once (doc) for both states (normal and large).
this.divStyle = convertLiteralToQs(cfg.div.style);
this.divLarge = convertLiteralToQs(extend(cfg.div.style, cfg.div.large));
this.div.style.cssText = this.divStyle; // normal style
this.div.style.cssText = this.divLarge; // large style
This will speed up the browser reflow for dynamic styling in JavaScript.
DEMO
Using this approach you can now more easily "style your logic" cross referencing the HTML DOM style object.
I've searched the forums already but I couldn't find anything like this specifically.
I have a page set up with a bunch of images (gallery type thing) and when they user clicks on an image it will change size from the 200x200 thumbnail to the full sized 600x600.
My issue is that one can continue to click these images and the previous one will remain the enlarged. I would like to limit the amount of expanded images to one.
This is the javascript:
function toggleSize(image) {
if (image.style.width != "600px") {
image.style.width = "600px";
image.style.height = "600px";
} else {
image.style.width = "200px";
image.style.height = "200px";
}
and the html for each image is as follows:
<img class="galleryImage" src="../m/54.jpg" onclick="toggleSize(this)" />
the galleryImage class looks like this:
.galleryImage {
margin: -2px -2px -3px -2px;
width: 200px;
height: 200px;
}
So essentially, in theory, I would want every element of the class galleryImage to reset to its original width and height of 200x200.
Any help would be greatly appreciated.
You can search all your images with a given class (and discard the current) using getElementsByClassName and by looping the result resume them to the starting state.
Returns an array of all child elements which have any of the given
class names. When called on the document object, the complete document
is searched, including the root node. You may also call
getElementsByClassName() on any element; it will return only elements
which are descendants of the specified root element with the given
class names.
After this, you can call your toggle function.
Code:
function resetImages(classToFind, image) {
var elems = document.getElementsByClassName(classToFind);
if (!elems) return;
for (var i = elems.length - 1; i >= 0; i--) {
var elem = elems[i];
if (elem === image) continue
elem.style.width = "200px";
elem.style.height = "200px";
}
}
function toggleSize(image) {
resetImages('galleryImage',image);
if (image.style.width != "600px") {
image.style.width = "600px";
image.style.height = "600px";
} else {
image.style.width = "200px";
image.style.height = "200px";
}
}
Demo: http://jsfiddle.net/IrvinDominin/DfSbT/
This is a jquery solution, code not tested. But image resize will work as you expected.
function toggleSize(image) {
// Get the current image size
var currentImageHeight = $(image).height();
// If it is 600, that means user clicked on a enlarged thumbnail
// Just resize it
if(currentImageHeight == 600){
$(image).width(200);
$(image).height(200);
}
// User clicked on other thumbnail. Resize previously enlarged thumbs
else{
$('.galleryImage').width(200);
$(image).width(600);
$(image).height(600);
}
}
At http://blajeny.com I have:
jQuery('body').click(function(event_object)
{
spark(event_object.pageX, event_object.pageY);
});
function spark(x, y)
{
console.log('Spark called.');
var image_object = new Image();
image_object.onLoad = function()
{
image_object.style.position = 'absolute';
image_object.style.zIndex = 1;
image_object.style.top = y;
image_object.style.left = x;
}
image_object.src = '/img/spark.png';
}
The intended effect, at this stage, is to load an image at the X and Y where the user clicked. (I want to do other things as well, like animate it, but right now I'm trying to get the image to show up where the user clicked.)
The javaScript console shows that the handler is being called, however I am not seeing what I expect, a hazy blue circle immediately below and to the right of the point where the mouse was clicked.
What can/should I do differently so it loads a fresh image below and to the right of the clicked coordinates?
Thanks,
As far as I know, the onLoad should be onload
var image_object = document.createElement('img');
image_object.onload = function() { // Note the small onload
// your code
}
// Also, append the image_object to DOM
document.body.appendChild(image_object);
I don't see you appending the image to DOM that's probably why you're not seeing it
$('body').append($(image_object));
I agree, first create an element with the "img" tag, assign the src value to it, and append it to the current div (in this case its the body), like so
var imgTag = document.createElement("img");
imgTag.src = '/img/spark.png';
document.body.appendChild(imgTag);
Hope this helps.
You never append the image to the DOM, that's why you can't see it.
You can do
document.body.appendChild(image_object);
You must also replace onLoad by onload and specify the top and left position with an unit :
image_object.onload = function() {
image_object.style.position = 'absolute';
image_object.style.zIndex = 1;
image_object.style.top = '100px';
image_object.style.left = '100px';
}
Demonstration