I'm developing an app, using Ionic 3, thats reproduce a youtube video. As I want an embedded video I use an iframe where the src is the video's url.
When I test on an Android device, i get this before the video starts playing.
Is there a way to avoid that background? or make it personalized?
Testing it using "ionic serve" makes the background completely black, so it only happens running on an android device.
Why not use a temporary <img>, as soon as the user clicks on the img, the <iframe> tag is toggled on, with Autoplay = true.
I recommend using angular youtube-player. You can detect when the video is ready to play. If the video is not ready yet, just display an image or a spinner.
Here is an example:
HTML:
<img class="video-loading-cover" src="assets/images/home/ytcover.png" height="550" width="1400" [hidden]="isVideoLoaded" alt="">
<youtube-player #youTubePlayer (ready)="playVideo($event)" (stateChange)="onPlayerStateChange($event)" (error)="hideVideo()"
width="100%" height="540px" [playerVars]="playerVars" [videoId]="videoId"></youtube-player>
TS:
#ViewChild('youTubePlayer') youTubePlayer: YT.Player;
isVideoLoaded: boolean;
videoId = 'your video id';
// optional
playerVars: YT.PlayerVars = {
autoplay: AutoPlay.AutoPlay,
loop: Loop.Loop,
playlist: 'yourPlaylist',
controls: Controls.Hide,
enablejsapi: JsApi.Enable,
origin: window.location.origin,
rel: RelatedVideos.Hide,
iv_load_policy: IvLoadPolicy.Hide,
autohide: AutoHide.HideAllControls,
showinfo: ShowInfo.Hide
};
ngOnInit() {
const tag = document.createElement('script');
tag.src = 'https://www.youtube.com/iframe_api';
document.body.appendChild(tag);
}
onPlayerStateChange(el) {
this.youTubePlayer.mute();
switch (el.data) {
case -1:
case 2:
this.youTubePlayer.playVideo();
break;
case 1:
this.isVideoLoaded = true;
break;
}
}
hideVideo(): void {
this.isVideoLoaded = false;
}
playVideo(event): void {
this.youTubePlayer.mute();
setTimeout(() => {
this.youTubePlayer.playVideo();
}, 10);
}
Note that in my example when the youtube video is loading it will call the (error)="hideVideo()" function and an image will be displayed. When it is available it will automatically hide the image and play the video.
Related
In short, I have embedded a youtube video in my app using iframe and set it to auto play when the player’s ready after a user has entered that specific page.
-Problem I’m facing: the video player behaves as I expected on Android devices. The user enters the page, the video is played automatically without pressing the ‘play’ button, when he/she wants to go fullscreen, just hit ‘fullscreen’. Sames go for when that user wants to pause the video.
However, on iOS: the user enters the page --> the video plays automatically in full screen mode which definitely not what I want --> the video is paused when the user exits full screen and if he/she hits ‘play’, it goes fullscreen again. Basically, it’s only playable in full screen.
-The question is: is there any way I can achieve the same behaviors of the video player as on Android for iOS? Thank you so much, any help would be really appreciated.
-This is the html:
<iframe id="iframeTube" width="100%" height="250" src="https://www.youtube.com/embed/b5cv7ihxBeY?enablejsapi=1&fs=1" frameborder="0"
style="border: solid 4px #37474F" allowfullscreen></iframe>
-this is the video being processed in .ts file:
ionViewWillEnter() {
this.onYouTubeIframeAPIReady();
}
ionViewDidEnter() {
this.fullscreenProcess(this);
}
onYouTubeIframeAPIReady() {
this.player = new YT.Player('iframeTube', {
events: {
'onReady': this.onPlayerReady,
'onStateChange': this.onPlayerStateChange
}
});
}
onPlayerReady(event) {
console.log('ready')
var embedCode = event.target.getVideoEmbedCode();
event.target.playVideo();
var self = this;
}
fullscreenProcess(self)
{
document.addEventListener("webkitfullscreenchange", function (event) {
if (document.webkitIsFullScreen) {
console.log("full")
self.screenOrientation.lock(self.screenOrientation.ORIENTATIONS.LANDSCAPE);
}
else {
self.screenOrientation.unlock();
console.log("not full")
}
});
}
My requirement is to access the mobile camera in iOS and android using the mobile browser.
Using Ionic PWA app can I access mobile camera in iOS and android device browsers? Looking for PWA solution using Cordova (not native solution).
While working on a PWA. I came across the need to access a mobile device's camera/images.(a native app was out of the question). After doing some research I came across this little nugget.
<input type="file" accept="image/*" capture="camera" />
By adding the accept and capture attributes I was able to access my phone's camera and images. I should also point out that you don't need to do anything special with your Server side (Node or PHP). It acts just like a standard file upload input in a browser.
You can open video devices in the web browser...
<video id="cameraPlayer"></video>
// find the video devices (font/back cameras etc)
navigator.mediaDevices.enumerateDevices().then(function (devices) {
// https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/enumerateDevices
devices.forEach(function (device) {
if (device.kind === 'videoinput') {
cameraDeviceIds.push(device.deviceId)
}
})
})
// attach camera output to video tag
navigator.mediaDevices.getUserMedia({
video: { deviceId: { exact: cameraDeviceIds[currentCameraIndex] } }
}).then(function (stream) {
document.getElementById("cameraPlayer").srcObject = stream
})
If you just want an image you can use an input
<input type="file" accept="image/*" id="inputPhoto" class="hidden" capture="environment" />
// trigger capture
document.getElementById('inputPhoto').click()
// event handler for change
function onInputPhotoChange() {
if (document.getElementById('inputPhoto').files.length === 0) {
return
}
var reader = new window.FileReader()
reader.onloadend = function (event) {
event.target.result
// image data
// note you may need to rotate using EXIF data on a canvas
}
// Read the file into memory as dataurl
var blob = document.getElementById('inputPhoto').files[0]
reader.readAsDataURL(blob)
}
If you want to use the camera in an Ionic PWA app, you can use Capacitor:
https://capacitor.ionicframework.com/docs/apis/camera
I implemented the camera feature and it works 100%:
In addition to the above answers, you will have to add this in your index.html file, for the camera to work on PWA
<script nomodule="" src="https://unpkg.com/#ionic/pwa-elements#1.3.0/dist/ionicpwaelements/ionicpwaelements.js"></script>
The solution given above only make selection of file resticted to i
mages category only. But we want to access camera or audio device here
of browser.
So, to rescue this challege here come api from browser("browsers are
powerfull now yeah").
getUserMedia(:true/false)
Here <media_type> is type of media you want to access like
audio,video
You can set it as {audio: true/false} and {video:true/false}.
But error "NotFoundError" will be returned if media not found.
Here is eg; :>
if('mediaDevices' in navigator && 'getUserMedia' in
navigator.mediaDevices){ const stream = await
navigator.mediaDevices.getUserMedia({video: true}) }
It will run on Android and Ios platform with PWA and on a browser
home.page.ts file
import { Component } from '#angular/core';
import { Plugins, CameraResultType, Capacitor, FilesystemDirectory,
CameraPhoto, CameraSource } from '#capacitor/core';
const { Camera, Filesystem, Storage } = Plugins;
#Component({
selector: 'app-home',
templateUrl: 'home.page.html',
styleUrls: ['home.page.scss'],
})
export class HomePage {
constructor() {}
async capturedImage(){
const image = await Camera.getPhoto({
resultType: CameraResultType.DataUrl,
source: CameraSource.Camera,
quality: 90
});
console.log('image',image)
}
}
home.page.html
<ion-button expand="full" (click)="capturedImage()"> Captured Image</ion-button>
Accessing the camera via Cordova (and more specifically ionic since you tagged the ionic-framework in your question) is a matter of installing the plugin, whether you're using ionic or not. There are several camera plugins but the one recommended by ionic can be found here:
https://github.com/apache/cordova-plugin-camera
For example to add the plugin to your ionic project, simply run:
ionic Cordova plugin add cordova-plugin-camera
You would use it like this in your component's .ts file (for example):
import { Camera, CameraOptions } from '#ionic-native/camera';
constructor(private camera: Camera) { }
...
const options: CameraOptions = {
quality: 100,
destinationType: this.camera.DestinationType.DATA_URL,
encodingType: this.camera.EncodingType.JPEG,
mediaType: this.camera.MediaType.PICTURE
}
this.camera.getPicture(options).then((imageData) => {
// imageData is either a base64 encoded string or a file URI
// If it's base64:
let base64Image = 'data:image/jpeg;base64,' + imageData;
}, (err) => {
// Handle error
});
The above implementation was taken from here, where more details can also be found:
https://ionicframework.com/docs/native/camera/
I want to play an HTML5 video on the iPhone but whenever I try to, the iPhone automatically pops out in fullscreen when the video '.play()' is called. How do I play the video inline without the iPhone changing the UI of it like these:
http://www.easy-bits.com/iphone-inline-video-autostart
http://www.takeyourdose.com/en (When you click "Start the 360 experience")
Edit: Here's my code:
<!DOCTYPE html>
<html lang="en">
<head>
<title>iPhone Test</title>
<meta charset="utf-8">
</head>
<body>
<button onclick="document.getElementById('vid').play()">Start</button>
<video id="vid">
<source src="/videos/tutorial.mp4" type="video/mp4">
Your browser does not support the video tag.
</video>
</body>
</html>
I'm working on a solution to this until Apple allows the "webkit-playsinline" to actually play inline.
I started a library here: https://github.com/newshorts/InlineVideo
It's very rough, but the basic gist is that you "seek" through the video instead of playing it outright. So instead of calling:
video.play()
You instead set a loop using request animation frame or setInterval, then set the:
video.currentTime = __FRAME_RATE__
So the whole thing might look like in your html:
<video controls width="300">
<source src="http://www.w3schools.com/html/mov_bbb.mp4">
</video>
<canvas></canvas>
<button>Play</button>
and your js (make sure to include jquery)
var video = $('video')[0];
var canvas = $('canvas')[0];
var ctx = canvas.getContext('2d');
var lastTime = Date.now();
var animationFrame;
var framesPerSecond = 25;
function loop() {
var time = Date.now();
var elapsed = (time - lastTime) / 1000;
// render
if(elapsed >= ((1000/framesPerSecond)/1000)) {
video.currentTime = video.currentTime + elapsed;
$(canvas).width(video.videoWidth);
$(canvas).height(video.videoHeight);
ctx.drawImage(video, 0, 0, video.videoWidth, video.videoHeight);
lastTime = time;
}
// if we are at the end of the video stop
var currentTime = (Math.round(parseFloat(video.currentTime)*10000)/10000);
var duration = (Math.round(parseFloat(video.duration)*10000)/10000);
if(currentTime >= duration) {
console.log('currentTime: ' + currentTime + ' duration: ' + video.duration);
return;
}
animationFrame = requestAnimationFrame(loop);
}
$('button').on('click', function() {
video.load();
loop();
});
http://codepen.io/newshorts/pen/yNxNKR
The real driver for Apple changing this will be the recent release of webGL for ios devices enabled by default. Basically there are going to be a whole bunch of people looking to use video textures. technically right now, that can't be done.
On IOS10 / Safari 10 you can now add the playsinline property to the HTML5 Video element, and it will just play inline.
If you create an audio element and a video element, you can play the audio via user interaction and then seek the video, rendering it to a canvas. This is something quick that I came up with (tested on iPhone iOS 9)
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext('2d');
var audio = document.createElement('audio');
var video = document.createElement('video');
function onFrame(){
ctx.drawImage(video,0,0,426,240);
video.currentTime = audio.currentTime;
requestAnimationFrame(onFrame);
}
function playVideo(){
var i = 0;
function ready(){
i++;
if(i == 2){
audio.play();
onFrame();
}
}
video.addEventListener('canplaythrough',ready);
audio.addEventListener('canplaythrough',ready);
audio.src = video.src = "http://www.sample-videos.com/video/mp4/720/big_buck_bunny_720p_10mb.mp4";
audio.load();
video.load();
}
CodePen
Test Page
Apologies for writing this as an answer instead of a comment on the main thread, but I apparently do not have enough reputation points to comment!
Anyways, I am also looking to do exactly the same thing as the OP.
I noticed that there is a particular library, krpano, coupled with the krpano videoplayer plugin that allows for video to be played on iPhone INLINE! Some demos of this in action can be found here: http://krpano.com/video/
While I would prefer a simple 2D video example over these crazy panorama videos, this is the closest I have found while scouring the web. From what I can tell, they use a normal element not attached to the document:
var v = document.querySelector('video');
// remove from document
v.parentNode.removeChild(v);
// touch anywhere to play
document.ontouchstart = function () {
v.play();
}
Video element before it's removed:
<video playsinline webkit-playsinline preload="auto" crossorigin="anonymous" src="http://www.mediactiv.com/video/Milano.mp4" loop style="transform: translateZ(0px);"></video>
But that alone doesn't seem to be enough: when the video is played, it still goes fullscreen.
How do they manage to prevent the video from going fullscreen?
EDIT: After looking at both examples it looked like they both were leveraging the canvas element to render the video, so I went ahead and whipped up a demo showing off video rendering thru the canvas element. While the demo works great, it fails to deliver on iPhone (even tho the video element is completely removed from the DOM!) -- the video still jumps to full screen. I'm thinking the next step would be to apply these same principles to a WebGL canvas (that's what the krpano examples are doing), but in the meantime maybe this demo will spark some ideas in others...
http://jakesiemer.com/projects/video/index.htm
I'm trying to show a youtube video that is started using javascript. This is how the video-object is instatiated:
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '720',
width: '1280',
html5: 0,
videoId: 'i8IXMGHpGBk',
playerVars: {'modestbranding': 1, 'controls': 1,'showinfo': 0, 'rel': 0 },
events: {
'onStateChange': function(e) {
if (e.data === 0) {
$('html, body').animate({
scrollTop: $(".quizwrapper").offset().top
}, 1000);
document.getElementById('first').focus();
}
}
}
});
}
I'm later playing the video like this:
if(player){
player.playVideo();
console.log(player);
}
This works in all four mayor broswers and chrome for android. But in safari on iphone, it looks as though the video starts to load (the youtube spinning balls) and after that just a black rectangle.
I get no errors in inspector.
Taken from the YouTube iFrame API Reference which takes you to the Apple Safari HTML5 Audio and Video Guide:
Warning: To prevent unsolicited downloads over cellular networks at the user’s expense, embedded media cannot be played automatically
in Safari on iOS—the user always initiates playback. A controller is
automatically supplied on iPhone or iPod touch once playback is
initiated, but for iPad you must either set the controls attribute
or provide a controller using JavaScript.
I use the following HTML template with an to hand to a UIWebView. I understand that this is the supported way to play youtube videos.
<html>
<body>
<!-- 1. The <iframe> (and video player) will replace this <div> tag. -->
<div id="player"></div>
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "http://www.youtube.com/player_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
playerVars: {'autoplay' : 1},
height: 'VIDEO_HEIGHT',
width: 'VIDEO_WIDTH',
videoId: 'VIDEO_ID',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
if (event.data == YT.PlayerState.ENDED) {
event.target.clearVideo();
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
</script>
</body>
</html>
Obviously, I substitute in the dynamic values for the HEIGHT, WIDTH and VIDEOID params. This has always worked fine under iOS 5 on iPhone and iPad. Now under iOS 6, when the user taps the triangle the video appears to download and try to start, then gives up. Here is what appears in the logfile:
> 2012-09-30 23:27:48.759 xxxxx[6219:c07] [MPAVController] Autoplay: Enabling autoplay
> 2012-09-30 23:27:48.759 xxxxx[6219:c07] [MPAVController] Autoplay: Skipping autoplay, disabled (for current item: 0, on player: 1)
> 2012-09-30 23:27:48.761 xxxxx[6219:c07] setting movie path: http://o-o---preferred---sn-ab5e6nll---v24---lscache1.c.youtube.com/videoplayback?upn=ag6FiVPe_XY&sparams=cp%2Cid%2Cip%2Cipbits%2Citag%2Cratebypass%2Csource%2Cupn%2Cexpire&fexp=907064%2C908457%2C908310%2C914072%2C922401%2C920704%2C912806%2C913419%2C913546%2C913556%2C919349%2C919351%2C925109%2C919003%2C912706&key=yt1&expire=1349086864&itag=18&ipbits=8&sver=3&ratebypass=yes&mt=1349062032&ip=96.232.106.90&mv=m&source=youtube&ms=au&cp=U0hTTlBTVF9LTkNOM19ITVhJOnRob1gwVHFmQWUw&id=04d71fcbfe79a176&signature=33A43FD457B9FC5DD70284826E7D9BF113F9C0BB.9BC87BDCF97DFCB64F967D2CAD1051D2FC80DAC0
Same results in Simulator (all supported models) and hardware device (iPhone 4s).
Oddly, it still works just fine on iPad 2 (simulator and hardware), here is the logging:
> 2012-09-30 23:32:01.586 xxxxx[6390:c07] [MPAVController] Autoplay: Enabling autoplay
> 2012-09-30 23:32:01.586 xxxxx[6390:c07] [MPAVController] Autoplay: Skipping autoplay, disabled (for current item: 0, on player: 1)
> 2012-09-30 23:32:01.588 xxxxx[6390:c07] setting movie path: http://o-o---preferred---sn-ab5e6nll---v24---lscache1.c.youtube.com/videoplayback?upn=x7-Ydawtba4&sparams=cp%2Cid%2Cip%2Cipbits%2Citag%2Cratebypass%2Csource%2Cupn%2Cexpire&fexp=920921%2C926600%2C915704%2C914071%2C922401%2C920704%2C912806%2C913419%2C913546%2C913556%2C919349%2C919351%2C925109%2C919003%2C912706&key=yt1&expire=1349086864&itag=18&ipbits=8&sver=3&ratebypass=yes&mt=1349062271&ip=96.232.106.90&mv=m&source=youtube&ms=au&cp=U0hTTlBTVF9LTkNOM19ITVhJOmVQbjRzVUhBbFpF&id=04d71fcbfe79a176&signature=CD05405B78D1CD7987FE5B9F41DD2C15943BBC2E.863966BDB04003866C6740046C0C2499A0CC4DDD
I've seen some similar questions here recently, but so far no one has suggested what might be be happening. Can anybody suggest what might be going on?
Regards,
-MpK-
Your html worked fine for me (with HEIGHT, WIDTH and VIDEOID substitutions) as-is, loaded in a UIWebView on iOS 6, in both Simulator and device (iPhone 5).
Could the problem have been an intermittent YouTube or network problem? Have you tried again since or tried a different video ID?
Cheers,
Chris
I got the same issue. For me that was happening because i loaded video in viewWillAppear. viewWillAppear is called again after the you-tube video loaded. I fixed it by changing my code (viewWillAppear is called only in ios 6 after video loading)