Click event not triggering over youtube iframe in mobile safari - javascript

I’d like to place interaction controls above a youtube iframe video, and I got it working quite OK by just adding wmode=opaque as arguments and then position the elements absolute above the iframe.
My problem is that on mobile safari - the controls work fine first, but when I return from the fullscreen video, they are all disabled. It works fine on desktop though.
The HTML is basically:
<iframe src="http://www.youtube.com/embed/[ID]?wmode=opaque"></iframe>
<button id="btn">Click me</button>
And then the button is positioned absolute above the iframe.
For a demo, please visit this fiddle using your mobile safari: http://jsfiddle.net/SwGH5/embedded/result/
You’ll see that the button yields an alert when clicked. Now, play the video and click "done". Then try to click the button again...
If the movie was embedded using the <video> tag I could listen for a fullscreen-end event and do something, but now I’m stuck...
Here’s the fiddle: http://jsfiddle.net/SwGH5

So I played around with the iframe API a bit and found a solution. It's kind of hacky... but not really. When a user clicks on the video to play it, the document.activeElement becomes the iframe. When the user clicks the "done" button, the document.activeElement === document.body. So when the video starts playing, we periodically check to see if the active element returns to the body. At that point, the only solution I found was to redraw the iframe. In the example, I destroy() the video and recreate it using the iframe API. I also tried cloning the iframe and replacing it with success (I left that code there so you could see it):
http://jsfiddle.net/ryanwheale/SwGH5/105/
It's not the best solution, but it works. Also, to give an explanation of what [I think] is happening - iOS hijacks any video content (Safari or Chrome) and plays it using the native video player. Any type of OS functionality like this takes place "over" the browser if you will - higher than any z-index... completely outside the browser. When the user clicks "done" the native player kind of zooms out as if it is re-implanting itself on the page. My best guess is that the native player is still hanging out "over" the browser... thus making anything underneath it inaccessible. The fact that the button appears to be on top is just an anomaly... for lack of better description.

EDIT: Ryan Wheale's solution is a better workaround to this problem and will work in most cases.
From Apple’s documentation:
On iOS-based devices with small screens—such as iPhone and iPod touch—video always plays in fullscreen mode, so the canvas cannot be superimposed on playing video. On iOS-based devices with larger screens, such as iPad, you can superimpose canvas graphics on playing video, just as you can on the desktop.
Same goes for a "played video" either. This article clearly states it's not possible.
Workaround:
You could detach and re-attach the iframe element on webkitfullscreenchange. But it won't work for a foreign iframe. Browser will not allow you to manipulate iframe DOM bec. of the cross-domain policy. And even if it did, you could only hide the video overlay to reach your button anyway.
So, the only solution is watching for YT.PlayerState.ENDED state via YouTube iFrame API and then destroying and re-creating the player. But don't worry it plays smooth.
window.onYouTubeIframeAPIReady = function () {
var video = {
player: null,
create: function () {
// first destroy if we already have the player
if (video.player) { video.player.destroy(); }
// create the player
video.player = new YT.Player('ytp', {
videoId: '9u_hp7zPir0',
width: '620',
height: '290',
events: {
'onStateChange': video.onStateChange
}
});
},
onStateChange: function (event) {
// YT.PlayerState.ENDED » exiting full screen
if (event.data === 0) { video.create(); }
}
};
video.create();
};
Here is the working fiddle.

If you can't get it to work with the regular iframe, you might want to consider using mediaelement.js - which can wrap the Youtube API in a HTML5 Media API wrapper. That works fine on safari on ios - try the Youtube example at mediaelementjs.com.
All you need to do is to add the mejs js/css and put your youtube video as source in your video tag, here is some example markup taken from mediaelementjs.com:
<script src="jquery.js"></script>
<script src="mediaelement-and-player.min.js"></script>
<link rel="stylesheet" href="mediaelementplayer.css" />
<video width="640" height="360" id="player1" preload="none">
<source type="video/youtube" src="http://www.youtube.com/watch?v=nOEw9iiopwI" />
</video>
Then start the player like so:
jQuery(document).ready(function($) {
$('#player1').mediaelementplayer();
});
If you want to add your button ontop of the mejs player it will work fine, just set the z-index high enough. If you want a regular play button you could also consider styling the existing one that comes with mejs.

By the comments from #CullenJ's answer, possibly it might be due to some problem in iOS device browsers not triggering the click event on iframe elements. In that case, you would have to change from:
document.getElementById('btn').onclick = function() {
alert('clicked');
}
To something like this (as answered by #smnh):
$('#btn').on('click tap touchstart', function() {
alert('clicked');
});

Related

Audio file won't play when hovering over image - until a click event takes place on page [duplicate]

I'm trying to get a small sound file to play automatically using an tag and javascript to initiate it.
<audio id="denied" preload="auto" controls="false">
<source src="sound/denied.wav" />
</audio>
And then through javascript, at the appropriate time:
$('#denied')[0].play()
Works fine on Chrome on my desktop. In Android 4.1.1, the sound will not play, unless I hit "play" on the HTML5 audio controls before javascript attempts to play it.
So basically the Android browser (stock or Dolphin) will not play the audio unless the user initiates it at some point before the javascript. Is this intended? Is there any way around this?
Well, for my purposes, here's what I did:
Luckily, before the user can trigger the behavior to start audio, they have to click a button. I set the volume of the element to 0.0, and have it "play" when they click this button.
After the sound is played silently, I simply set the volume property back to 1.0, and it plays without user intervention just fine.
In my case this was an easy solution:
https://stackoverflow.com/a/28011906/4622767
Copy & paste this in your chrome:
chrome://flags/#autoplay-policy
My web app has many page reload so I can't force the user to press a button every time; but it is for internal usage, so I can force the users to use chrome and configure that option.
I know that in mobile safari any javascript call to play() must be in the same call stack as a user initialted click event. Spoofing the the click with a javascript trigger won't work either.
On my nexus 7 I can confirm that unless the javascript was triggered by a user click, it does not play.
The main issue is that sound (on iOS and Android) must be triggered by a user click. My workaround was very simple. Tie the audio.play() to a click event listener and then immediately pause it. From that point and on the sound works perfect.
var myAudio = new Audio('assets/myAudio.mp3');
...
button.addEventListener("click", function() {
myAudio.play();
myAudio.pause();
...
});
Here is a blog-post on the reason and how to overcome it by loading all the audio files on first user interaction and play them later in programmed manner: https://blog.foolip.org/2014/02/10/media-playback-restrictions-in-blink/ Adopting this approach a small javascript module is available on GitHub https://github.com/MauriceButler/simple-audio
I tried this simple approach on my own - worked seamlessly & great!
Luckily for me the html5 app I'm working on only needs to work in Android 4.1, but if you're trying to make something cross-platform you'll need to adapt this slightly. Neither setting volume to 0.0 then back or autoplay on the control worked for me. I also tried muted and that didn't work either. Then I thought, what if I set the duration and only play a miniscule amount of the file? Here's yet another hacked-together script that actually did work:
function myAjaxFunction() {
clearTimeout(rstTimer); //timer that resets the page to defaults
var snd=document.getElementById('snd');
snd.currentTime=snd.duration-.01; //set seek position of audio near end
snd.play(); //play the last bit of the audio file
snd.load(); //reload file
document.getElementById('myDisplay').innerHTML=defaultDisplay;
var AJAX=new XMLHttpRequest(); //won't work in old versions of IE
sendValue=document.getElementById('myInput').value;
AJAX.open('GET', encodeURI('action.php?val='+sendValue+'&fn=find'), true);
AJAX.send();
AJAX.onreadystatechange=function() {
if (AJAX.readyState==4 && AJAX.status==200) {
document.getElementById('myDisplay').innerHTML=AJAX.responseText;
if (document.getElementById('err')) { //php returns <div id="err"> if fail
rstTimer = setTimeout('reset()', 5000); //due to error reset page in 5 seconds
snd.play(); //play error sound
document.getElementById('myInput').value=''; //clear the input
}
}
}
}
You don't need JavaScript for autoplay, and I see several issues in your code:
<audio id="denied" preload="auto" controls="false">
<source src="sound/denied.wav" />
</audio>
I'd change it to (in HTML5 you don't need attribute="value" syntax in some cases, that's for XHTML):
<audio id="denied" autobuffer controls autoplay>
<source src="sound/denied.wav" />
</audio>
play!
In iOS autoplay is disabled, you need to click play button or put a user click event on custom controls like this with JavaScript:
var audio = document.getElementById('denied');
var button = document.getElementById('play-button');
button.addEventListener('click',function(){
audio.play();
});
or with jQuery:
$('#play-button').click(function(){ audio.play(); });}
Edit
Keep in mind that HTML5 is pretty recent technology (at least some functionalities), so browser compatibility and functionality changes every once in a while.
I encourage everybody to keep informed about the current status, as sometimes things start to be less hack-dependant, or the other way around.
A good starting point: http://caniuse.com/#feat=audio (check the tabs at the bottom).
Also for a global audio solution I recommend using SoundManager2 JS library
I met the same problem in my app. My application usage scenario was like this:
click the button to show a table with information (user action)
show the table and refresh data in it by AJAX
play sound when data has been changed
Fortunately I had the user action (step 1) so I was able to "initiate" the sound by it and then play it by javascript without the user action needed. See the code.
HTML
<audio id="kohoutAudio">
<source src="views/images/kohout.mp3">
</audio>
<button id="btnShow">Show table</button>
Javascript
$("#btnShow").click(function () {
//some code to show the table
//initialize the sound
document.getElementById('kohoutAudio').play();
document.getElementById('kohoutAudio').pause();
});
function announceChange(){
document.getElementById('kohoutAudio').play();
};
It happened to me too. Here's how I hacked this:
I set the audio to autoplay and set the vol to 0.
When I need it to play, I use the load() method and it will autoplay.
It's a light mp3 file and it plays every one hour/two hour, so this works fine for me.

HTML5 video not starting on iOS9 (iPad)

First of all, I know about the fact that a video on a website, under iOS, will play only on user action (unless a click event is set).
I have a HTML5 video element:
<video muted="muted" loop id="js-b2b-video">
<source src="my_video.mp4" type="video/mp4">
</video>
Then, in JS, there's a piece of code listening to the scroll event of the window:
$(window).on('scroll', function() {
var $video = $('#js-b2b-video');
// Check if the video is in the viewport
// and if YES, play it:
$video.get(0).play();
});
The code above works on Windows and macOS - in Chrome, Edge, Firefox and Safari. However, on any browser running on iOS9 (e.g. on iPad 1) - nothing happens, the video does not start.
So, I tried to simulate a click:
// Listener
$('#js-b2b-video').on('click', function() {
$(this).get(0).play();
});
// Modified scroll listener
$(window).on('scroll', function() {
var $video = $('#js-b2b-video');
// Check if the video is in the viewport
// and if YES, play it:
$video.click();
});
And nothing. Hitting the wall.
I need to be able to start the video on iOS without the user interaction. What am I missing?
PS. Tapping (clicking) on the video doesn't start it either.
Just like #CBroe told you in his comment, read the link he put (motivation part):
A note about the user gesture requirement: when we say that an action must have happened “as a result of a user gesture”, we mean that the JavaScript which resulted in the call to video.play(), for example, must have directly resulted from a handler for a touchend, click, doubleclick, or keydown event. So, button.addEventListener('click', () => { video.play(); }) would satisfy the user gesture requirement. video.addEventListener('canplaythrough', () => { video.play(); }) would not.
So it basicaly says that you cannot use any event or action from the user to start playing the video.
Then your 'scroll' event cannot work ^^

Lightbox trigger event to click space or mouse left click

I have the follow script to load the lightbox,
$(document).ready(function(){
$('.TESTER123').nivoLightbox({
effect: 'fade',theme: 'default',
beforeShowLightbox: function(){
$('.TESTER123').hide()
},
afterHideLightbox: function(){
$('.TESTER123').show();
},
beforeHideLightbox: function(){
var e = jQuery.Event("keydown", { keyCode: 1 });
jQuery(".nivo-lightbox-content").trigger( e );
}
});
});
in the beforeHideLightbox function, I want to to generate a mouse left click event or space key press event so that when I close the lightbox window the video should pause playing, currently it keeps playing in the background. So I want to genenrate 1 of these two events inside the video frame that is the .nivo-lightbox-content or in center of the screen since the video will always be at the center.
Thanks in advance
I have faced this situation only on IE. on other browser it will automatically stop the video when lightbox closes or removed.
For IE, if it is a custom flash player you should create a function inside flash player to stop the video and trigger that function inside flash player using js.
If you are embedding youtube player, you cannot use direct embedding code. you should go for youtube api, so that you can control the player using js.
Problem is with the plugin nivo lightbox. When you click outside the video container is not removed from the page, instead it just fades out, so why the video is playing inside the faded out div.
Something wrong with plugin, since its compressed unable to show which line. Instead you can use plugin like this http://www.jacklmoore.com/colorbox/example1/

Auto-Full Screen for a Youtube embed

I have a Youtube video embeded on a webpage.
Is it possible to have the video go full screen when the user presses play, using the HTML5 iframe with Youtube's API?
Using the Chromeless player is not an option as the website is intended for iPads.
Update November 2013: this is possible - real fullscreen, not full window, with the following technique. As #chrisg says, the YouTube JS API does not have a 'fullscreen by default' option.
Create a custom play button
Use YouTube JS API to play video
Use HTML5 fullscreen API to make element fullscreen
Here's the code.
var $ = document.querySelector.bind(document);
// Once the user clicks a custom fullscreen button
$(playButtonClass).addEventListener('click', function(){
// Play video and go fullscreen
player.playVideo();
var playerElement = $(playerWrapperClass);
var requestFullScreen = playerElement.requestFullScreen || playerElement.mozRequestFullScreen || playerElement.webkitRequestFullScreen;
if (requestFullScreen) {
requestFullScreen.bind(playerElement)();
}
})
This isn't possible with the youtube embed code or the youtube javascript API as far as I know. You would have to write your own player to have this functionality.
Doing some reading it looks like you can use the chromeless youtube player and it will resize itself to the width and height of its parent element.
That means that if you use the chromeless player you can resize the div with javascript with the play event is triggered.
No, this isn't possible, due to security concerns.
The end user has to do something to initiate fullscreen.
If you were to run an Adobe AIR application, you can automate the fullscreen activation w/o having end user do anything. But then it would be a desktop application, not a webpage.
I thought I would post an easier updated method to solving this one using html5.
.ytfullscreen is the name of the button or whatever you want clicked.
#yrc-player-frame-0 is going to be the name of your iframe.
jQuery(".ytfullscreen").click(function () {
var e = document.getElementById("yrc-player-frame-0");
if (e.requestFullscreen) {
e.requestFullscreen();
} else if (e.webkitRequestFullscreen) {
e.webkitRequestFullscreen();
} else if (e.mozRequestFullScreen) {
e.mozRequestFullScreen();
} else if (e.msRequestFullscreen) {
e.msRequestFullscreen();
}
});

Is there some possibility to force playing a video (e.g. Youtube) within an IFrame on mobile devices?

It has been discussed that autoplay is not working on mobile devices Apple as well as Android (Youtube autoplay not working on mobile devices with embedded HTML5 player).
However in order to not destroy my website performance I am only loading images and adding IFrames as soon as a user clicks as demonstrated by this tutorial (https://lean.codecomputerlove.com/make-your-own-lightweight-youtube-player/).
Essential idea is to add only HTML with the data attribute and image:
<div class="video__youtube" data-youtube>
<img src="https://i.ytimg.com/vi/VIDEO_ID/maxresdefault.jpg" class="video__placeholder" />
<button class="video__button" data-youtube-button="https://www.youtube.com/embed/VIDEO_ID"></button>
</div>
And later on add the IFrame via JavaScript as soon as the user clicks:
function createIframe(event) {
var url = event.target.dataset.youtubeButton;
var youtubePlaceholder = event.target.parentNode;
var htmlString = '<div class="video__youtube"> <iframe class="video__iframe" src="' + url + '?autoplay=1" frameborder="0" allowfullscreen></iframe></div>';
youtubePlaceholder.style.display = 'none';
youtubePlaceholder.insertAdjacentHTML('beforebegin', htmlString);
youtubePlaceholder.parentNode.removeChild(youtubePlaceholder);
}
However as Youtube autoplay does not work on mobile devices the user has to click two times for the same action which is inacceptable in terms of user experience. Therefore my idea is to trigger a click within the IFrame as soon as it is loaded (as the user already has clicked). Is there any possibility to achieve this?
I'm not sure if it works when the back element is an iframe, but you can try the css pointer-events: none property.
Put the image covering the iframe, the click should go through the image and fire right on the iframe, then you could listen to some youtube callback to remove the image.
So, the iframe will be there from the beginning but covered with the image instead of inserting it after the image is clicked.
https://css-tricks.com/almanac/properties/p/pointer-events/ check this example, you click through a div in front of another.

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