is it possible to add annotation in my video using Video.js?
Below is my work out
<link href="http://vjs.zencdn.net/4.4/video-js.css" rel="stylesheet">
<script src="http://vjs.zencdn.net/4.4/video.js"></script>
<video id="my_video_1" class="video-js vjs-default-skin" controls
preload="auto" width="640" height="264" poster="my_video_poster.png"
data-setup="{}">
<source src="my_video.mp4" type='video/mp4'>
<source src="my_video.webm" type='video/webm'>
</video>
<script>
var Plugin = videojs.getPlugin('plugin');
var ExamplePlugin = videojs.extend(Plugin, {
constructor: function(player, options) {
Plugin.call(this, player, options);
player.on('timeupdate', function(){
var Component = videojs.getComponent('Component');
var TitleBar = videojs.extend(Component, {
constructor: function(player, options) {
Component.apply(this, arguments);
if (options.text)
{
this.updateTextContent(options.text);
}
},
createEl: function() {
return videojs.createEl('div', {
className: 'vjs-title-bar'
});
},
updateTextContent: function(text) {
if (typeof text !== 'string') {
text = 'hello world';
}
videojs.emptyEl(this.el());
videojs.appendContent(this.el(), text);
}
});
videojs.registerComponent('TitleBar', TitleBar);
var player = videojs('my-video');
player.addChild('TitleBar', {text: 'hellow people!'});
});
}
});
videojs.registerPlugin('examplePlugin', ExamplePlugin);
videojs('#my-video', {}, function(){
this.examplePlugin();
});
</script
</html>
//copy and paste this code it will surely work.
Related
I am developping a game for Facebook instant games with Phaser 2 CE, and i don't like the loading progress shown at the starting point, how can i get rid of it ?
I am using the default example given in the Quick Start page
FBInstant.initializeAsync()
.then(function() {
var images = ['phaser2'];
for (var i=0; i < images.length; i++) {
var assetName = images[i];
var progress = ((i+1)/images.length) * 100;
game.load.image('./assets/' + assetName + '.png');
// Informs the SDK of loading progress
FBInstant.setLoadingProgress(progress);
}
});
You can try something like given in this example like the code bellow then create your game, i know it's not clean but it works
FBInstant.initializeAsync()
.then(function() {
FBInstant.setLoadingProgress(50);
FBInstant.setLoadingProgress(100);
});
I have tryed something interesting but it doesn't answers the question according to this example
var sprite;
var PixelW = window.innerWidth;
var PixelH = window.innerHeight;
var game = new Phaser.Game(PixelW, PixelH, Phaser.AUTO, 'game', { preload: preload, create: create, update: update });
function preload() {
game.load.onLoadStart.add(loadStart, this);
game.load.onFileComplete.add(fileComplete, this);
startLoading();
}
function startLoading () {
game.load.image('logo1', 'assets/sprites/phaser1.png');
game.load.image('logo2', 'assets/sprites/phaser2.png');
game.load.image('dude', 'assets/sprites/phaser-dude.png');
game.load.image('ship', 'assets/sprites/phaser-ship.png');
game.load.image('mushroom', 'assets/sprites/mushroom.png');
game.load.image('mushroom2', 'assets/sprites/mushroom2.png');
game.load.image('diamond', 'assets/sprites/diamond.png');
game.load.image('bunny', 'assets/sprites/bunny.png');
game.load.start();
}
function create() {
game.stage.backgroundColor = 0x3b5998;
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'dude');
sprite.inputEnabled = true;
sprite.events.onInputDown.add(myHandler, this);
var text = game.add.text(10, 10, PixelW + " " + " " + PixelH, { font: "65px Arial", fill: "#ffff00", align: "center" });
}
function loadStart() {
}
// This callback is sent the following parameters:
function fileComplete(progress, cacheKey, success, totalLoaded, totalFiles) {
FBInstant.setLoadingProgress(progress);
//console.log(cacheKey + " " + progress);
}
function myHandler() {
sprite.anchor.setTo(0.5, 0.5);
sprite.x = Math.floor(Math.random() * PixelW);
sprite.y = Math.floor(Math.random() * PixelH);
}
function update() {
}
<!DOCTYPE html>
<html lang="en" dir="ltr">
<head>
<meta charset="utf-8">
<script src="https://connect.facebook.net/en_US/fbinstant.6.0.js"></script>
<script src="phaser.min.js" type="text/javascript"></script>
<title></title>
</head>
<body>
<script type="text/javascript">
var p = 0;
FBInstant.initializeAsync()
.then(function() {
//FBInstant.setLoadingProgress(50);
//FBInstant.setLoadingProgress(100);
});
// Once all assets are loaded, tells the SDK
// to end loading view and start the game
FBInstant.startGameAsync()
.then(function() {
// Retrieving context and player information can only be done
// once startGameAsync() resolves
var contextId = FBInstant.context.getID();
var contextType = FBInstant.context.getType();
var playerName = FBInstant.player.getName();
var playerPic = FBInstant.player.getPhoto();
var playerId = FBInstant.player.getID();
// Once startGameAsync() resolves it also means the loading view has
// been removed and the user can see the game viewport
// game.start();
});
</script>
<div id="game"></div>
<script src="game.js" type="text/javascript"></script>
</body>
</html>
I use the methods below, I increase the loading percent after each file is loaded with Phaser. Also I include a try catch so that when testing local game play the game does not crash.
preload: function () {
try{
FBInstant.initializeAsync()
.then(function() {
});
}
catch(err) {
console.log('FB Instant Games Error: No Internet Connected');
}
this.load.image('gameItem1', 'assets/sprite/game_item1.png');
this.load.image('gameItem2', 'assets/sprite/game_item2.png');
}
And then...
startFacebookGame: function(){
try{
FBInstant.startGameAsync()
.then(function() {
// Retrieving context and player information can only be done
// once startGameAsync() resolves
var contextId = FBInstant.context.getID();
var contextType = FBInstant.context.getType();
var playerName = FBInstant.player.getName();
var playerPic = FBInstant.player.getPhoto();
var playerId = FBInstant.player.getID();
// Once startGameAsync() resolves it also means the loading view has
// been removed and the user can see the game viewport
});
}
catch(err) {
console.log('Analytics Connection Error');
}
},
fileComplete: function(progress, cacheKey, success, totalLoaded, totalFiles) {
try{
FBInstant.setLoadingProgress(progress);
}
catch(err) {
console.log('FB Instant Games progress Failed: No Internet Connected.');
}
//console.log("Progress: " + progress);
},
Here's how I do it. You can build out from there.
function preload() {
// Load some assets
FBInstant.setLoadingProgress(100)
}
function create() {
FBInstant
.startGameAsync()
.then(() => {
// Here you can now get users name etc.
console.log(this)
})
}
FBInstant.initializeAsync()
.then(() => {
new Phaser.Game({
type: Phaser.AUTO,
width: window.innerWidth,
height: window.innerHeight,
scene: {
preload,
create
}
})
})
I'm implementing google map into my ionic app, and I have a script in my index.html, which, will only allow the map works in the index.html.
But I need my map in my templates file route.html instead, so I believe I should move the script in the index.html to the specific controller.js file, but things here are written in $scope style, can anyone tell me how could I wrote the style into $scope style?
And why actually things won't works in the route.html as the same code is used?
<div id="map"></div>
Here's my script in my index.html:
<script>
function initMap() {
var uluru = {lat: -25.363, lng: 131.044};
var map = new google.maps.Map(document.getElementById('map'), {
zoom: 4,
center: uluru
});
var marker = new google.maps.Marker({
position: uluru,
map: map
});
}
</script>
<script async defer
src="https://maps.googleapis.com/maps/api/js?key=APIKEY&callback=initMap">
</script>
And my controller in the controller.js
.controller('RouteCtrl', function($scope, $ionicLoading) {
$scope.mapCreated = function(map) {
$scope.map = map;
};
$scope.centerOnMe = function () {
console.log("Centering");
if (!$scope.map) {
return;
}
$scope.loading = $ionicLoading.show({
content: 'Getting current location...',
showBackdrop: false
});
navigator.geolocation.getCurrentPosition(function (pos) {
console.log('Got pos', pos);
$scope.map.setCenter(new google.maps.LatLng(pos.coords.latitude, pos.coords.longitude));
$scope.loading.hide();
}, function (error) {
alert('Unable to get location: ' + error.message);
});
}
})
There 2 ways to solve your problem :
Change your script to angular method in controller or create a service , like:
var marker = new google.maps.Marker({
map: $scope.map,
animation: google.maps.Animation.DROP,
position: latLng
});
var infoWindow = new google.maps.InfoWindow({
content: "Here I am!"
});
google.maps.event.addListener(marker, 'click', function () {
infoWindow.open($scope.map, marker);
});
Change it to jquery in controller, but it not recommend because it will break to purpose of angular usage in ionic:
var map = new google.maps.Map($("#map"), {
zoom: 4,
center: uluru
});
I'm trying to populate a select using React js, I'm using the example given on the react js docs(https://facebook.github.io/react/tips/initial-ajax.html) , which uses jquery to manage the ajax calling, I'm not able to make it work, so far i have this:
here the codepen : http://codepen.io/parlop/pen/jrXOWB
//json file called from source : [{"companycase_id":"CTSPROD","name":"CTS-Production"},{"companyc ase_id":"CTSTESTING","name":"CTS-Testing"}]
//using jquery to make a ajax call
var App = React.createClass({
getInitialState: function() {
return {
opts:[]
};
},
componentDidMount: function() {
var source="https://api.myjson.com/bins/3dbn8";
this.serverRequest = $.get(source, function (result) {
var arrTen = result[''];
for (var k = 0; k < ten.length; k++) {
arrTen.push(<option key={opts[k]} value={ten[k].companycase_id}> {ten[k].name} </option>);
}
}.bind(this));
},
componentWillUnmount: function() {
this.serverRequest.abort();
},
render: function() {
return (
<div>
<select id='select1'>
{this.state.opts}
</select>
</div>
);
}
});
ReactDOM.render(
<App />,
document.getElementById('root')
);
html
<div id="root"></div>
any idea how to make it works, thanks.
You need to call setState to actually update your view. Here's a workable version.
//json file called from source : [{"companycase_id":"CTSPROD","name":"CTS-Production"},{"companyc ase_id":"CTSTESTING","name":"CTS-Testing"}]
//using jquery to make a ajax call
var App = React.createClass({
getInitialState: function() {
return {
opts:[]
};
},
componentDidMount: function() {
var source="https://api.myjson.com/bins/3dbn8";
this.serverRequest = $.get(source, function (result) {
var arrTen = [];
for (var k = 0; k < result.length; k++) {
arrTen.push(<option key={result[k].companycase_id} value={result[k].companycase_id}> {result[k].name} </option>);
}
this.setState({
opts: arrTen
});
}.bind(this));
},
componentWillUnmount: function() {
this.serverRequest.abort();
},
render: function() {
return (
<div>
<select id='select1'>
{this.state.opts}
</select>
</div>
);
}
});
ReactDOM.render(
<App />,
document.getElementById('root')
);
I need to programmatically set the focus to an editor instance after initializing it.
The box gets focus and you can start typing but the external toolbar is not shown unless you click in the editor frame.
I tryed to change some css settings and the toolbar is shown but it disappear when clicking on editor frame.
var toolbar = $('#' + ed.id + '_external').hide().appendTo("#tiny_toolbar");
toolbar.show();
toolbar.css('top','50px');
toolbar.css('display','block');
$(".defaultSkin,.mceExternalToolbar").css("position","").css("z-index","1000");
Is there a way to simulate the editor click via js code so the toolbar would be displayed correctly?
Update:
No, I'm not wrong!
The tiny iframe appear on different top,left of my text container.
This code will explain better which is the problem.
<html>
<head>
<script type="text/javascript" src="js/lib/jquery.js"></script>
<script type="text/javascript" src="js/lib/jquery-ui.js"></script>
<script src="js/lib/tiny/tiny_mce.js"></script>
<script type="text/javascript">
function initTiny(){
tinyMCE.init({
language: false,
mode: "none",
theme: "advanced",
dialog_type: "modal",
theme_advanced_buttons1: ",bold,italic,underline,strikethrough,|,justifyleft,justifycenter,justifyright,justifyfull,|,styleselect,formatselect,fontselect,fontsizeselect",
theme_advanced_toolbar_align: "left",
theme_advanced_statusbar_location: "none",
theme_advanced_path: "none",
theme_advanced_toolbar_location: "external",
setup: function (ed) {
ed.onInit.add(function (ed) {
var visible = 1;
var tout = null;
var $toolbar = $('#' + ed.id + '_external');
$toolbar.css('top', '50px');
$toolbar.css('display', 'block');
$toolbar.hide();
$toolbar.show();
var show = function () {
tout && clearTimeout(tout);
tout = setTimeout(function () {
tout = null;
$toolbar.css({
top: "50px",
display: 'block'
});
visible = 1;
}, 250);
};
$(ed.getWin()).bind('click', function () {
if (ed.isHidden()) {
show();
}
});
})
}
});
}
$(document).ready(function(){
initTiny();
$('#content3').click(function(){
tinyMCE.execCommand("mceAddControl", false, 'content3');
});
$('html').click(function(){
tinyMCE.execCommand("mceRemoveControl", false, 'content3');
});
});
</script>
</head>
<body>
<div id="tiny_toolbar" class="defaultSkin" style="position:relative;"> toolbar </div>
<div id="content3" style="top:120px;left:180px;width:180px;height:200px;border:1px solid;position:absolute;">
<p>CONTENT 3!</p>
</div>
</body>
</html>
No, I'm not wrong!
The tiny iframe appear on different top,left of my text container.
This code will explain better which is the problem.
<html>
<head>
<script type="text/javascript" src="js/lib/jquery.js"></script>
<script type="text/javascript" src="js/lib/jquery-ui.js"></script>
<script src="js/lib/tiny/tiny_mce.js"></script>
<script type="text/javascript">
function initTiny(){
tinyMCE.init({
language: false,
mode: "none",
theme: "advanced",
dialog_type: "modal",
theme_advanced_buttons1: ",bold,italic,underline,strikethrough,|,justifyleft,justifycenter,justifyright,justifyfull,|,styleselect,formatselect,fontselect,fontsizeselect",
theme_advanced_toolbar_align: "left",
theme_advanced_statusbar_location: "none",
theme_advanced_path: "none",
theme_advanced_toolbar_location: "external",
setup: function (ed) {
ed.onInit.add(function (ed) {
var visible = 1;
var tout = null;
var $toolbar = $('#' + ed.id + '_external');
$toolbar.css('top', '50px');
$toolbar.css('display', 'block');
$toolbar.hide();
$toolbar.show();
var show = function () {
tout && clearTimeout(tout);
tout = setTimeout(function () {
tout = null;
$toolbar.css({
top: "50px",
display: 'block'
});
visible = 1;
}, 250);
};
$(ed.getWin()).bind('click', function () {
if (ed.isHidden()) {
show();
}
});
})
}
});
}
$(document).ready(function(){
initTiny();
$('#content3').click(function(){
tinyMCE.execCommand("mceAddControl", false, 'content3');
});
$('html').click(function(){
tinyMCE.execCommand("mceRemoveControl", false, 'content3');
});
});
</script>
</head>
<body>
<div id="tiny_toolbar" class="defaultSkin" style="position:relative;"> toolbar </div>
<div id="content3" style="top:120px;left:180px;width:180px;height:200px;border:1px solid;position:absolute;">
<p>CONTENT 3!</p>
</div>
</body>
</html>
I'm using TinyMCE 4 and I needed an external Toolbar with my app.
I initially only set the "fixed_toolbar_container" and the "inline" properties but my toolbar kept on disappearing when my editor text area was not in focus.
So, in the INIT I changed the following:
In the "INIT" I set "inline" to "true" and "fixed_toolbar_container" to the selector for my external toolbar div.
In the "SETUP" function I prevented the propagation of the "blur" event.
This seemed to work for me but I'm not entirely sure if preventing the default behavior on blur will have any adverse consequences. I'll update this post if I find something.
Hope this helps. :)
tinyMCE.init({
...
inline: true,
fixed_toolbar_container: "div#ToolBar",
// Set the mode & plugins
nowrap: false,
statusbar: true,
browser_spellcheck: true,
resize: true,
...
setup: function (editor) {
// Custom Blur Event to stop hiding the toolbar
editor.on('blur', function (e) {
e.stopImmediatePropagation();
e.preventDefault();
});
}
})
In your tinymce init use
...
theme_advanced_toolbar_location: "external",
setup : function(ed) {
ed.onInit.add(function(ed, evt) {
var $toolbar = $('#'+ed.id + '_external');
$toolbar.css('top','50px');
$toolbar.css('display','block');
$toolbar.hide();
$toolbar.show();
});
});
You should also use a timeout to call the following functions (i.e. show() onclick)
var visible = 1;
var tout = null;
var show = function() {
tout && clearTimeout(tout);
tout = setTimeout(function() {
tout = null;
$toolbar.css({ top : $window.scrollTop(), display : 'block' });
visible = 1;
}, 250);
};
var hide = function() {
if (!visible) { return; }
visible = 0;
$toolbar.hide();
};
$(ed.getWin()).bind('click', function() {
show();
});
I'm trying to work with files on IOS, using Phonegap[cordova 1.7.0].
I read how to access files and read them on the API Documentation of phone gap. But I don't know, when the file is read where will it be written ? & How can I output the text, image, or whatever the text is containing on the iPhone screen?
Here's the code I'm using:
function onDeviceReady() {
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, gotFS, fail);
}
function gotFS(fileSystem) {
fileSystem.root.getFile("readme.txt", null, gotFileEntry, fail);
}
function gotFileEntry(fileEntry) {
fileEntry.file(gotFile, fail);
}
function gotFile(file){
readDataUrl(file);
readAsText(file);
}
function readDataUrl(file) {
var reader = new FileReader();
reader.onloadend = function(evt) {
console.log("Read as data URL");
console.log(evt.target.result);
};
reader.readAsDataURL(file);
}
function readAsText(file) {
var reader = new FileReader();
reader.onloadend = function(evt) {
console.log("Read as text");
console.log(evt.target.result);
};
reader.readAsText(file);
}
function fail(evt) {
console.log(evt.target.error.code);
}
As of Cordova 3.5 (at least), FileReader objects only accept File objects, not FileEntry objects (I'm not sure about prior releases).
Here's an example that will output the contents a local file readme.txt to the console. The difference here from Sana's example is the call to FileEntry.file(...). This will provide the File object needed for the call to the FileReader.readAs functions.
function readFile() {
window.requestFileSystem(window.LocalFileSystem.PERSISTENT, 0, function(fileSystem) {
fileSystem.root.getFile('readme.txt',
{create: false, exclusive: false}, function(fileEntry) {
fileEntry.file(function(file) {
var reader = new window.FileReader();
reader.onloadend = function(evt) {console.log(evt.target.result);};
reader.onerror = function(evt) {console.log(evt.target.result);};
reader.readAsText(file);
}, function(e){console.log(e);});
}, function(e){console.log(e);});
}, function(e) {console.log(e);});
}
That's what worked for me in case anyone needs it:
function ReadFile() {
var onSuccess = function (fileEntry) {
var reader = new FileReader();
reader.onloadend = function (evt) {
console.log("read success");
console.log(evt.target.result);
document.getElementById('file_status').innerHTML = evt.target.result;
};
reader.onerror = function (evt) {
console.log("read error");
console.log(evt.target.result);
document.getElementById('file_status').innerHTML = "read error: " + evt.target.error;
};
reader.readAsText(fileEntry); // Use reader.readAsURL to read it as a link not text.
};
console.log("Start getting entry");
getEntry(true, onSuccess, { create: false });
};
If you are using phonegap(Cordova) 1.7.0, following page will work in iOS, replace following template in index.html
<!DOCTYPE html>
<html>
<head>
<title>FileWriter Example</title>
<script type="text/javascript" charset="utf-8" src="cordova-1.7.0.js"></script>
<script type="text/javascript" charset="utf-8">
// Wait for Cordova to load
//
document.addEventListener("deviceready", onDeviceReady, false);
// Cordova is ready
//
function onDeviceReady() {
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, gotFS, fail);
}
function gotFS(fileSystem) {
fileSystem.root.getFile("readme.txt", {create: true, exclusive: false}, gotFileEntry, fail);
}
function gotFileEntry(fileEntry) {
fileEntry.createWriter(gotFileWriter, fail);
}
function gotFileWriter(writer) {
writer.onwriteend = function(evt) {
console.log("contents of file now 'some sample text'");
writer.truncate(11);
writer.onwriteend = function(evt) {
console.log("contents of file now 'some sample'");
writer.seek(4);
writer.write(" different text");
writer.onwriteend = function(evt){
console.log("contents of file now 'some different text'");
}
};
};
writer.write("some sample text");
}
function fail(error) {
console.log(error.code);
}
</script>
</head>
<body>
<h1>Example</h1>
<p>Write File</p>
</body>
</html>