jQuery changing the size of Video players - javascript

James here. I'm working on a project (actually two projects that both require the same code) that deals with posts, except the content is always 100% of the users screen, and uses jquery to divide the width to make the same amount of columns no matter what screen resolution. I'm having a trouble with video posts however. If anyone could help me write (or write, that'd be way more helpful) a script that forces a default 500px video to the width of the posts? The script that I'm using to divide posts is as follows. Any answers at ALL would be helpful. Oh and I'm bumping this because it's almost a week old, and I have still not received a working script.
var container = function(){
var posts = $(document).width() - 40;
var entry = (posts - 200) / 5;
$("#posts").css("width", posts);
$(".entry").css("width", entry);
$("img.photo").css("width", entry - 22);
}
container();
The site I'm doing this on is http://jamestestblog5.tumblr.com
Thank you to anyone who can help with this, it's REALLY bothering me!

Hiya please see demo here : http://jsfiddle.net/ytcAk/
you can read the logic when you click grow button.
fork from old solution. :) (please let me know if this is what you are looking for if not I will remove this post)
Jquery code
function increaseVideoSize() {
var columnWidth = 450; // width of your content column - any
var defaultVideoWidth = 400; // theme tag width - 400,500
var increaseRatio = columnWidth/defaultVideoWidth;
$(".video-post").each(function() {
var iframe = $("iframe", this);
if(iframe.length>0) {
var currHeight = iframe.height();
var newHeight = currHeight * increaseRatio;
iframe.height(newHeight).width(columnWidth);
} else {
var object = $("object", this);
var embed = $("embed", object);
var currHeight = object.attr('height');
var newHeight = currHeight * increaseRatio;
object.width(columnWidth).attr('height', newHeight);
embed.width(columnWidth).attr('height', newHeight);
};
});
};​

Related

Can I "freeze" fixed elements to take a screenshot with getDisplayMedia?

I'm implementing a chrome extension with javascript to take a screenshot of a full page, so far I've managed to take the screenshot and make it into a canvas in a new tab, it shows the content of a tweet perfectly, but as you can see, the sidebars repeat all the time (Ignore the red button, that's part of my extension and I know how to delete it from the screenshots) screenshot of a tweet
This is the code I'm using to take the screenshot:
async function capture(){
navigator.mediaDevices.getDisplayMedia({preferCurrentTab:true}).then(mediaStream=>{
scrollTo(0,0);
var defaultOverflow = document.body.style.overflow;
//document.body.style.overflow = 'hidden';
var totalHeight = document.body.scrollHeight;
var actualHeight = document.documentElement.clientHeight;
var leftHeight = totalHeight-actualHeight;
var scroll = 200;
var blob = new Blob([document.documentElement.innerHTML],{ type: "text/plain;charset=utf-8" });
console.log('total Height:'+totalHeight+'client height:'+actualHeight+'Left Height:'+leftHeight);
var numScreenshots = Math.ceil(leftHeight/scroll);
var arrayImg = new Array();
var i = 0;
function myLoop() {
setTimeout(function() {
var track = mediaStream.getVideoTracks()[0];
let imgCapture = new ImageCapture(track);
imgCapture.grabFrame().then(bitmap=>{
arrayImg[i] = bitmap;
window.scrollBy(0,scroll);
console.log(i);
i++;
});
if (i <= numScreenshots) {
myLoop();
}else{
document.body.style.overflow = defaultOverflow;
saveAs(blob, "static.txt");
printBitMaps(arrayImg, numScreenshots, totalHeight);
}
}, 250)
}
myLoop();
})
}
async function printBitMaps(arrayImg, numScreenshots, totalHeight){
var win = window.open('about:blank', '_blank');
win.document.write('<canvas id="myCanvas" width="'+arrayImg[0].width+'px" height="'+totalHeight+'px" style="border:5px solid #000000;"></canvas>');
var e = numScreenshots+1;
function printToCanvas(){
setTimeout(function(){
var canvas = win.document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.drawImage(arrayImg[e], 0, 200*e);
e--;
if(e>=0){
printToCanvas();
}
},10);
}
printToCanvas();
}
Do you know any way by CSS or javascript that I can use to make the sidebars stay at the top of the page so they don't keep coming down with the scroll?
It's not really a case of "the sidebars ... coming down with the scroll" - the code you're using is taking a first screenshot, scrolling the page, taking another screenshot and then stitching it onto the last one and iterating to the bottom of the page. Thus it's inevitable you're seeing what you see on the screen at the point you take the subsequent screenshots.
To resolve your issue, after your first screenshot you would need to set the div element for the side bar to be display=None by use of CSS. You can find details of the side bar by using the browser Dev Tools, right clicking an using "Inspect" in Chrome.
From what I can see, Twitter seems to use fairly cryptic class names, so it might be easiest and more robust to identify the div for the side bar with some other attribute. It appears they set data-testid="sidebarColumn" on it so give using that a go (but YMMV).

Capturing a screenshot using window.scroll with high DPI settings

I'm using CefSharp 55.0.0 WinForms.
In order to take screenshots in CefSharp, I scroll the webpage using window.scroll within JavaScript and take an image of the current viewport. Once that has completed, it is then stitched back together again. This works fine for monitors that have their DPI setting set to 100%. However, when the monitor has a DPI greater than 100% screenshots do not work as expected and miss content.
Image 1 - 100%
Image 2 - 150%
Compare Image 1 to Image 2. While they both (practically) have the same width and height, Image 2 is missing a large portion of the content, compared to a perfect Image 1.
When DPI settings are above 100%, how can I correctly scroll and capture a screenshot that ensures I obtain everything it would if settings were at 100%?
Other details
The application has the correct DPI aware settings in theapp.manifest file and Cef.EnableHighDPISupport(); has been called in the Main method within Program.cs.
Screenshot Code (abridged)
int scrollHeight = GetDocHeight(); //some javascript that calcs the height of the document
int viewportHeight = ClientRectangle.Size.Height;
int viewportWidth = ClientRectangle.Size.Width;
int count = 0;
int pageLeft = scrollHeight;
bool atBottom = false;
while (!atBottom)
{
if (pageLeft > viewportHeight)
{
await GetBrowser().MainFrame.EvaluateScriptAsync("(function() { window.scroll(0," + (count * viewportHeight) + "); })();"); //I think the issue lies here
count++;
await PutTaskDelay();
using (Bitmap image = GetCurrentViewScreenshot())
{
//just a class that saves the partial images to a disk cache
cache.AddImage(count, image);
}
}
else
{
await GetBrowser().MainFrame.EvaluateScriptAsync("(function() { window.scrollBy(0," + pageLeft + "); })();");
atBottom = true;
count++;
await PutTaskDelay();
Rectangle cropRect = new Rectangle(new Point(0, viewportHeight - pageLeft), new Size(viewportWidth, pageLeft));
using (Bitmap src = GetCurrentViewScreenshot())
using (Bitmap target = new Bitmap(cropRect.Width, cropRect.Height))
using (Graphics g = Graphics.FromImage(target))
{
g.DrawImage(src, new Rectangle(0, 0, target.Width, target.Height), cropRect, GraphicsUnit.Pixel);
cache.AddImage(count, target);
}
}
pageLeft = pageLeft - viewportHeight;
}
Current View Screenshot Method
private Bitmap GetCurrentViewScreenshot()
{
int width, height;
width = ClientRectangle.Width;
height = ClientRectangle.Height;
using (Bitmap image = new Bitmap(width, height))
{
using (Graphics graphics = Graphics.FromImage(image))
{
Point p, upperLeftDestination;
Point upperLeftSource = new Point(0, 0);
p = new Point(0, 0);
upperLeftSource = PointToScreen(p);
upperLeftDestination = new Point(0, 0);
Size blockRegionSize = ClientRectangle.Size;
graphics.CopyFromScreen(upperLeftSource, upperLeftDestination, blockRegionSize);
}
return new Bitmap(image);
}
}
While not a perfect solution, I found a workaround that involves setting the force-device-scale-factor flag to 1 in CefSettings. It's not perfect because the browser isn't scaled on high DPI displays, potentially making text hard to read for users. However, it does fix my more pressing issue of missing data in screenshots.
CefSettings settings = new CefSettings();
settings.CefCommandLineArgs.Add("force-device-scale-factor", "1");
Cef.Initialize(settings);
This question is still open for better suggestions, if there are any. :-)

Jquery height resize not working on mobile

I'm using jquery to resize an image on a mobile website: http://www.loiristorantino.com.br/mobile
On browser, if you resize your screen, it works fine but on mobile it's not working. Here's the code that I'm using:
var $inner = $('.inner');
var height = parseInt($inner.height()) + parseInt($inner.css('top'));
$('.tumb-img-border').css('height', height);
var doit;
function resizedw(){
var $inner = $('.inner');
var height = parseInt($inner.height()) + parseInt($inner.css('top'));
$('.tumb-img-border').css('height', height);
}
window.onresize = function() {
clearTimeout(doit);
doit = setTimeout(function() {
resizedw();
fontResuze();
}, 100);
};
I think it's something related with Jquery but I don't know how to change it to javascript.
Can you guys help me with this issue?
Ok, so I found the solution by myself. Since I got this resize function on google, this solution might help others. I just changed the following line and it worked:
//var height = parseInt($inner.clientHeight());// + parseInt($inner.css('top'));
var newheight = $('.inner').height();
$('.tumb-img-border').css('height', newheight);

jQuery not firing on load/ready when server responce is slow

I fire a function on jQuery(document).ready() and on jQuery(window).load(). Both the same function. It is supposed to fire an image resize script.
However, sometimes, when the server is slow to respond, the script doesn't fire at all when the page is done loading.
I've been having this problem for quite a while now, and, maybe it's overkill, but by now, I call the function as shown below, in both the document ready and the window load:
jQuery('img', '.background').each(function(){
jQuery(this).load(function(){
jQuery(this).resizeImage();
});
});
The function it calls is:
jQuery.fn.resizeImage = function() {
console.log('fired');
var bgImg = jQuery(this);
/* get img sizes */
var imgwidth = bgImg.width();
var imgheight = bgImg.height();
/* get window sizes */
var winwidth = jQuery(window).width();
var winheight = jQuery(window).height();
/* get the ratio, checks wether window is bigger or smaller than the image */
var widthratio = winwidth / imgwidth;
var heightratio = winheight / imgheight;
/* checks the difference */
var widthdiff = heightratio * imgwidth;
var heightdiff = widthratio * imgheight;
/* if you want the entire image to always fit the screen, change the > to < */
if(heightdiff>winheight) {
bgImg.css({
width: winwidth+'px',
height: heightdiff+'px',
marginLeft: '-'+winwidth/2+'px'
});
} else {
bgImg.css({
width: widthdiff+'px',
height: winheight+'px',
marginLeft: '-'+widthdiff/2+'px'
});
}
};
Using the console.log, I found that the function doesn't fire at all.
Can anyone point me in the right direction as to why this might not work?
Guess you're miss using the this
jQuery('img', '.background').each(function(){
var $self = $(this);
$self.load(function(){
$self.resizeImage();
});
});
Solved it myself.
The issue was in the following:
jQuery(window).load(function(){
jQuery('img', '.background').each(function(){
jQuery(this).load(function(){
jQuery(this).resizeImage();
});
});
});
Due to the double load (jQuery(window).load and jQuery(this).load) the code didn't execute at all. Since when the window is loaded, the images are already loaded as well.

How can I change an image with another keeping aspect ratio?

I have the following HTML code:
<img id="Card00" src="images/words/back.png" onclick="imageClicked(0,0);">
And the following Javascript code:
function ShowImage(id, row, column)
{
var imagePath = 'images/words/' + id + '.png';
var imgId = '#Card' + row + '' + column;
$(imgId).attr('src', imagePath);
var width = $(imgId).attr('width');
var height = $(imgId).attr('height');
if (width > height)
$(imgId).attr('width', 200);
else
$(imgId).attr('height', 200);
}
imageClicked only calls ShowImage.
Back.png is 200x200. I want to change back.png image with another one. That another one (id + .png), is bigger than 200x200, so I need to resize it on ShowImage function.
But I can't do that, because I can't get its new width and height in this piece of code:
var width = $(imgId).attr('width');
var height = $(imgId).attr('height');
My goal is to change back.png image with another one, keeping aspect radio.
And there is another problem: first I see the bigger image, and then, sometimes, it gets 200x200. I said sometimes because sometimes I get its width or its height.
Any advice?
The best thing to do is just load the image into memory first, then once it loads get its real height and width, use that info -- URL, height and width -- to determine the appropriate dimensions. Note that this isn't foolproof, though, as caching can mess it up.
Note that you can generalize the below to include maximum dimensions in the function itself, but I think it's pretty easily adaptable:
// Example: replaceImage($("img#someID"), "http://example.com/logo.png");
var MAX_HEIGHT = 80;
var MAX_WIDTH = 80;
function keepAspectRatio(temp, $target, url) {
// Get height and width once loaded
var realHeight = temp.height;
var realWidth = temp.width;
// Get how much to divide by (1 if image fits in dimensions)
// Get rid of ", 1" if you just want everything to be either
// MAX_HEIGHT tall or MAX_WIDTH wide
var factor = Math.max(realHeight/MAX_HEIGHT, realWidth/MAX_WIDTH, 1);
realHeight /= factor;
realWidth /= factor;
// Set the target image's source, height and width
$target.attr("src", url).css({height: realHeight, width: realWidth});
}
function replaceImage($target, url) {
$("<img>").load(function() {
keepAspectRatio(this, $target, url);
}).attr("src", url);
}
jsFiddle Example
EDIT
Swapped places of attr and load per the comment below. I'm not going to go too crazy with optimization beyond that, as what we'd really do if we wanted things perfect would be to preload everything, get its real dimensions, and use that information each time we change the original image.
Did you try:
var width = $(imgId).clientWidth;
var height = $(imgId).clientHeight;

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