How to darken an image - javascript

I want to darken an image, but it isn't fully black in the end, because I can see the image some extent. I want to use vanilla JS only (no jQuery).
var element = document.getElementById("img");
var colorArr = ["#fff","#ddd","#bbb","#999","#777","#555","#333","#000",];
var counter = 0;
var j=0;
var i = setInterval(function(){
if(j < colorArr.length){
element.style.backgroundColor = colorArr[j];
j++;
}
counter++;
if(counter === 8) {
clearInterval(i);
}
}, 250);
div.darken img {
background-color: white;
}
<html>
 <body>
 
<div class="darken">
<img id="img"
src="http://davidrhysthomas.co.uk/linked/astrid_avatar2.png" />
</div>
</body>
</html>

Try adding a second element above your <img> tag position it absolutely with a width and height that is the same as the image, and target that in your element variable in your code.
var element = document.getElementById("overlay");
var colorArr = ["#fff","#ddd","#bbb","#999","#777","#555","#333","#000",];
var counter = 0;
var j=0;
var i = setInterval(function(){
if(j < colorArr.length){
element.style.backgroundColor = colorArr[j];
j++;
}
counter++;
if(counter === 8) {
clearInterval(i);
}
}, 250);
#overlay {
position: absolute;
width: 400px;
height: 400px;
}
<div id="overlay"></div>
<img id="img" src="http://davidrhysthomas.co.uk/linked/astrid_avatar2.png" />

Draw another rect with high transparency to cover image and slowly increase its opacity

Despite you asked 4 years ago but after testing your sample code, and I couldn't see the image in the end, here is a small fix to your original code that guarantees the image cannot be seen when the loop ends:
function darkenImage() {
var element = document.getElementById("img");
if (element.stop) return;
var colorArr = ["#eee","#ccc","#aaa","#888","#666","#444","#222"];
element.counter=0;
var i = setInterval(function() {
if (element.counter<colorArr.length) {
element.style.backgroundColor = colorArr[element.counter];
element.counter++;
} else {
clearInterval(i);
element.width=element.offsetWidth;
element.height=element.offsetHeight;
element.src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAAAAAA6fptVAAAACklEQVQI12NgAAAAAgAB4iG8MwAAAABJRU5ErkJggg==";
element.stop=true;
}
}, 250);
}
div.darken img {
background-color: white;
}
<div class="darken">
<img id="img" src="http://davidrhysthomas.co.uk/linked/astrid_avatar2.png" onload="darkenImage();"/>
</div>
I changed the color array so it doesn't feel at the end that the bgcolor jump is too big. Also I removed the initial value #fff and the last value #000 because they are not needed. Another change was that there were unnecesary variables and I put the counter as a property of the image element.
Finally instead of setting the background color to #000 I replaced the image with a single black dot base64 image.
If you can see your image in the end, I can only assume it is something in your screen or in your eyes that keeps cache/memory of the original image, because it was replaced completely.
Some final observations:
The css with white background and the div around the image are unnecesary in the example but I kept them because you might have another use for it.
For this to work properly the image must have only two colors, black for viewable pixels and transparent color for background. Additional changes must be done for an opaque image using opacity.

Related

How to create automatic image gallery slideshow by using HTML,CSS and JavaScript

This isn't working, can anyone help?
I am trying to build a website where the images slide to the right. I have tried the solution from a previous post but that still didnt work.
(function () {
var imgLen = document.getElementById('imgGallary');
var images = imgLen.getElementsByTagName('img');
var counter = 1;
if (counter <= images.length) {
setInterval(function () {
images[0].src = images[counter].src;
console.log(images[counter].src);
counter++;
if (counter === images.length) {
counter = 1;
}
}, 4000);
}
})();
.container{
position:relative;
width:600px;
height:330px;
border-radius:5px;
border:4px solid black;
overflow:hidden;
margin-left:320px;
}
#imgGallary > img
{
width:700px;
height:330px;
}
<div id="imgGallary" class="container">
<img src="image/lake-louise-51543_960_720.jpg" />
<img src="image/snow-in-pine-tree-1265118__340.jpg" />
<img src="image/winter-385640_960_720.jpg"/>
</div>
This should fix the issue you're having with the first image not coming in correctly. Keep the HTML and CSS the same. Change the JavaScript. Here I use window.onload, but I think your self invoking method would work, too. As for sliding it to the right, the way you have things set up is very prohibitive. I tried creating a clone and sliding the clone, but there are conflicts that make it not worth while.
If you want to slide the image, I would actually go a different route. Rather than changing the src attribute, why don't you just stack the images on top of each other using absolute positioning and z-indexes? Then you can get rid of that overflow property and just apply the border to the image, or better yet set those images as div background images (ie. background: url('lake.jpg') center center no-repeat), that way you don't even have to worry about sizing them, and they won't get distorted. In CSS, give each div a transition of "transform 0.25s" (or something to that effect). Then you can just apply a transform to them in javascript to slide them to the right. To bring them back, simply get rid of the transition value and assign a transform value of 0 to the image, but make sure the z-index is lower than the currently displayed image. If you do go the transform route, remember to add your -ms- and -webkit- prefixes to be accessible to older browsers: http://caniuse.com/#search=transform
Anyway, that's just one thought. Here's the code to fix your issue with loading the wrong image. By the way, I would consider using jQuery next time for complicated css rulings (if you decide to go my route). Good luck!
JS
window.onload = function () {
var imgLen = document.getElementById('imgGallary');
var images = imgLen.getElementsByTagName('img');
var counter = 1;
//Store the src attributes in an array
var src = [];
for (var i = 0; i < images.length; i++) {
src[i] = images[i].src;
}
console.log(src);
setInterval(function () {
if (counter < images.length) {
images[0].src = src[counter];
console.log(src[counter]);
counter++;
}
// Here we're saying if the counter is equal to the length of images, go back to the first images
// and reset the counter.
else {
images[0].src = src[0];
console.log(src[0]);
counter = 1;
}
}, 4000);
}
Once you assign a new src value to the first image tag, you can't get back the original src value of that tag.
You need to make an empty img tag withour src attribute, so that you can assign the src value to that tag.
(function () {
var imgLen = document.getElementById('imgGallary');
var images = imgLen.getElementsByTagName('img');
var counter = 1;
if (counter <= images.length) {
setInterval(function () {
images[0].src = images[counter].src;
console.log(images[counter].src);
counter++;
if (counter === images.length) {
counter = 1;
}
}, 1000);
}
})();
.container{
position:relative;
width:600px;
height:330px;
border-radius:5px;
border:4px solid black;
overflow:hidden;
margin-left:320px;
}
#imgGallary > img
{
width:700px;
height:330px;
}
<div id="imgGallary" class="container">
<img />
<img src="http://placehold.it/350?text=img1" />
<img src="http://placehold.it/350?text=img2" />
<img src="http://placehold.it/350?text=img3"/>
</div>

Delay Gif until in viewport [duplicate]

I have a page with a lot of GIFs.
<img src="gif/1303552574110.1.gif" alt="" >
<img src="gif/1302919192204.gif" alt="" >
<img src="gif/1303642234740.gif" alt="" >
<img src="gif/1303822879528.gif" alt="" >
<img src="gif/1303825584512.gif" alt="" >
What I'm looking for
1 On page load => Animations for all gifs are stopped
2 On mouseover => Animations starts for that one gif
3 On mouseout => Animation stops again for that gif
I suppose this can be done in Jquery but I don't know how.
No, you can't control the animation of the images.
You would need two versions of each image, one that is animated, and one that's not. On hover you can easily change from one image to another.
Example:
$(function(){
$('img').each(function(e){
var src = $(e).attr('src');
$(e).hover(function(){
$(this).attr('src', src.replace('.gif', '_anim.gif'));
}, function(){
$(this).attr('src', src);
});
});
});
Update:
Time goes by, and possibilities change. As kritzikatzi pointed out, having two versions of the image is not the only option, you can apparently use a canvas element to create a copy of the first frame of the animation. Note that this doesn't work in all browsers, IE 8 for example doesn't support the canvas element.
I realise this answer is late, but I found a rather simple, elegant, and effective solution to this problem and felt it necessary to post it here.
However one thing I feel I need to make clear is that this doesn't start gif animation on mouseover, pause it on mouseout, and continue it when you mouseover it again. That, unfortunately, is impossible to do with gifs. (It is possible to do with a string of images displayed one after another to look like a gif, but taking apart every frame of your gifs and copying all those urls into a script would be time consuming)
What my solution does is make an image looks like it starts moving on mouseover. You make the first frame of your gif an image and put that image on the webpage then replace the image with the gif on mouseover and it looks like it starts moving. It resets on mouseout.
Just insert this script in the head section of your HTML:
$(document).ready(function()
{
$("#imgAnimate").hover(
function()
{
$(this).attr("src", "GIF URL HERE");
},
function()
{
$(this).attr("src", "STATIC IMAGE URL HERE");
});
});
And put this code in the img tag of the image you want to animate.
id="imgAnimate"
This will load the gif on mouseover, so it will seem like your image starts moving. (This is better than loading the gif onload because then the transition from static image to gif is choppy because the gif will start on a random frame)
for more than one image just recreate the script create a function:
<script type="text/javascript">
var staticGifSuffix = "-static.gif";
var gifSuffix = ".gif";
$(document).ready(function() {
$(".img-animate").each(function () {
$(this).hover(
function()
{
var originalSrc = $(this).attr("src");
$(this).attr("src", originalSrc.replace(staticGifSuffix, gifSuffix));
},
function()
{
var originalSrc = $(this).attr("src");
$(this).attr("src", originalSrc.replace(gifSuffix, staticGifSuffix));
}
);
});
});
</script>
</head>
<body>
<img class="img-animate" src="example-static.gif" >
<img class="img-animate" src="example-static.gif" >
<img class="img-animate" src="example-static.gif" >
<img class="img-animate" src="example-static.gif" >
<img class="img-animate" src="example-static.gif" >
</body>
That code block is a functioning web page (based on the information you have given me) that will display the static images and on hover, load and display the gif's. All you have to do is insert the url's for the static images.
I think the jQuery plugin freezeframe.js might come in handy for you. freezeframe.js is a jQuery Plugin To Automatically Pause GIFs And Restart Animating On Mouse Hover.
I guess you can easily adapt it to make it work on page load instead.
The best option is probably to have a still image which you replace the gif with when you want to stop it.
<img src="gif/1303552574110.1.gif" alt="" class="anim" >
<img src="gif/1302919192204.gif" alt="" class="anim" >
<img src="gif/1303642234740.gif" alt="" class="anim" >
<img src="gif/1303822879528.gif" alt="" class="anim" >
<img src="gif/1303825584512.gif" alt="" class="anim" >
$(window).load(function() {
$(".anim").src("stillimage.gif");
});
$(".anim").mouseover(function {
$(this).src("animatedimage.gif");
});
$(".anim").mouseout(function {
$(this).src("stillimage.gif");
});
You probably want to have two arrays containing paths to the still and animated gifs which you can assign to each image.
found a working solution here:
https://codepen.io/hoanghals/pen/dZrWLZ
JS here:
var gifElements = document.querySelectorAll('img.gif');
for(var e in gifElements) {
var element = gifElements[e];
if(element.nodeName == 'IMG') {
var supergif = new SuperGif({
gif: element,
progressbar_height: 0,
auto_play: false,
});
var controlElement = document.createElement("div");
controlElement.className = "gifcontrol loading g"+e;
supergif.load((function(controlElement) {
controlElement.className = "gifcontrol paused";
var playing = false;
controlElement.addEventListener("click", function(){
if(playing) {
this.pause();
playing = false;
controlElement.className = "gifcontrol paused";
} else {
this.play();
playing = true;
controlElement.className = "gifcontrol playing";
}
}.bind(this, controlElement));
}.bind(supergif))(controlElement));
var canvas = supergif.get_canvas();
controlElement.style.width = canvas.width+"px";
controlElement.style.height = canvas.height+"px";
controlElement.style.left = canvas.offsetLeft+"px";
var containerElement = canvas.parentNode;
containerElement.appendChild(controlElement);
}
}
Pure JS implementation https://jsfiddle.net/clayrabbit/k2ow48cy/
(based on canvas solution from https://codepen.io/hoanghals/pen/dZrWLZ)
[].forEach.call(document.querySelectorAll('.myimg'), function(elem) {
var img = new Image();
img.onload = function(event) {
elem.previousElementSibling.getContext('2d').drawImage(img, 0, 0);
};
img.src = elem.getAttribute('data-src');
elem.onmouseover = function(event) {
event.target.src = event.target.getAttribute('data-src');
};
elem.onmouseout = function(event) {
event.target.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAQAAAC1HAwCAAAAC0lEQVR42mNkYAAAAAYAAjCB0C8AAAAASUVORK5CYII=";
};
});
.mydiv{
width: 320px;
height: 240px;
position: relative;
}
.mycanvas, .myimg {
width: 100%;
height: 100%;
position: absolute;
}
<div class="mydiv">
<canvas class="mycanvas" width=320 height=240></canvas>
<img class="myimg" data-src="https://media.giphy.com/media/Byana3FscAMGQ/giphy.gif">
</div>
You can solve this by having a long stripe that you show in steps, like a filmstrip. Then you can stop the film on any frame.
Example below (fiddle available at http://jsfiddle.net/HPXq4/9/):
the markup:
<div class="thumbnail-wrapper">
<img src="blah.jpg">
</div>
the css:
.thumbnail-wrapper{
width:190px;
height:100px;
overflow:hidden;
position:absolute;
}
.thumbnail-wrapper img{
position:relative;
top:0;
}
the js:
var gifTimer;
var currentGifId=null;
var step = 100; //height of a thumbnail
$('.thumbnail-wrapper img').hover(
function(){
currentGifId = $(this)
gifTimer = setInterval(playGif,500);
},
function(){
clearInterval(gifTimer);
currentGifId=null;
}
);
var playGif = function(){
var top = parseInt(currentGifId.css('top'))-step;
var max = currentGifId.height();
console.log(top,max)
if(max+top<=0){
console.log('reset')
top=0;
}
currentGifId.css('top',top);
}
obviously, this can be optimized much further, but I simplified this example for readability
A more elegant version of Mark Kramer's would be to do the following:
function animateImg(id, gifSrc){
var $el = $(id),
staticSrc = $el.attr('src');
$el.hover(
function(){
$(this).attr("src", gifSrc);
},
function(){
$(this).attr("src", staticSrc);
});
}
$(document).ready(function(){
animateImg('#id1', 'gif/gif1.gif');
animateImg('#id2', 'gif/gif2.gif');
});
Or even better would be to use data attributes:
$(document).ready(function(){
$('.animated-img').each(function(){
var $el = $(this),
staticSrc = $el.attr('src'),
gifSrc = $el.data('gifSrc');
$el.hover(
function(){
$(this).attr("src", gifSrc);
},
function(){
$(this).attr("src", staticSrc);
});
});
});
And the img el would look something like:
<img class="animated-img" src=".../img.jpg" data-gif-src=".../gif.gif" />
Note: This code is untested but should work fine.
For restarting the animation of a gif image, you can use the code:
$('#img_gif').attr('src','file.gif?' + Math.random());
Related answer, you can specify the number of playbacks on a gif. The below gif has 3 playbacks associated with it (10 second timer, 30 second playback total). After 30 seconds have passed since page load, it stops at "0:01".
Refresh the page to restart all 3 playbacks
You have to modify the gif itself. An easy tool is found here for modifying GIF playbacks https://ezgif.com/loop-count.
To see an example of a single-loop playback gif in action on a landing page, checkout this site using a single playback gif https://git-lfs.github.com/
This answer builds on that of Sourabh, who pointed out an HTML/CSS/JavaScript combo at https://codepen.io/hoanghals/pen/dZrWLZ that did the job. I tried this, and made a complete web page including the CSS and JavaScript, which I tried on my site. As CodePens have a habit of disappearing, I decided to show it here. I'm also showing a simplified stripped-to-essentials version, to demonstrate the minimum that one needs to do.
I must also note one thing. The code at the above link, whose JavaScript Sourabh copies, refers to a JavaScript constructor SuperGif() . I don't think Sourabh explained that, and neither does the CodePen. An easy search showed that it's defined in buzzfeed /
libgif-js , which can be downloaded from https://github.com/buzzfeed/libgif-js#readme . Look for the control that the red arrow below is pointing at, then click on the green "Code" button. (N.B. You won't see the red arrow: that's me showing you where to look.)
A menu will pop up offering various options including to download a zip file. Download it, and extract it into your HTML directory or a subdirectory thereof.
Next, I'm going to show the two pages that I made. The first is derived from the CodePen. The second is stripped to its essentials, and shows the minimum you need in order to use SuperGif.
So here's the complete HTML, CSS, and JavaScript for the first page. In the head of the HTML is a link to libgif.js , which is the file you need from the zip file. Then, the body of the HTML starts with some text about cat pictures, and follows it with a link to an animated cat GIF at https://media.giphy.com/media/Byana3FscAMGQ/giphy.gif .
It then continues with some CSS. The CodePen uses SCSS, which for anyone who doesn't know, has to be preprocessed into CSS. I've done that, so what's in the code below is genuine CSS.
Finally, there's the JavaScript.
<html>
<head>
<script src="libgif-js-master/libgif.js"></script>
</head>
<body>
<div style="width: 600px; margin: auto; text-align: center; font-family: arial">
<p>
And so, the unwritten law of the internet, that any
experiment involving video/images must involve cats in
one way or another, reared its head again. When would
the internet's fascination with cats come to an end?
Never. The answer is "Never".
</p>
<img src='https://media.giphy.com/media/Byana3FscAMGQ/giphy.gif' class='gif' />
</div>
<style>
img.gif {
visibility: hidden;
}
.jsgif {
position: relative;
}
.gifcontrol {
position: absolute;
top: 0px;
left: 0px;
width: 100%;
height: 100%;
cursor: pointer;
transition: background 0.25s ease-in-out;
z-index: 100;
}
.gifcontrol:after {
transition: background 0.25s ease-in-out;
position: absolute;
content: "";
display: block;
left: calc(50% - 25px);
top: calc(50% - 25px);
}
.gifcontrol.loading {
background: rgba(255, 255, 255, 0.75);
}
.gifcontrol.loading:after {
background: #FF9900;
width: 50px;
height: 50px;
border-radius: 50px;
}
.gifcontrol.playing {
/* Only show the 'stop' button on hover */
}
.gifcontrol.playing:after {
opacity: 0;
transition: opacity 0.25s ease-in-out;
border-left: 20px solid #FF9900;
border-right: 20px solid #FF9900;
width: 50px;
height: 50px;
box-sizing: border-box;
}
.gifcontrol.playing:hover:after {
opacity: 1;
}
.gifcontrol.paused {
background: rgba(255, 255, 255, 0.5);
}
.gifcontrol.paused:after {
width: 0;
height: 0;
border-style: solid;
border-width: 25px 0 25px 50px;
border-color: transparent transparent transparent #ff9900;
}
</style>
<script>
var gifElements = document.querySelectorAll('img.gif');
for(var e in gifElements) {
var element = gifElements[e];
if(element.nodeName == 'IMG') {
var supergif = new SuperGif({
gif: element,
progressbar_height: 0,
auto_play: false,
});
var controlElement = document.createElement("div");
controlElement.className = "gifcontrol loading g"+e;
supergif.load((function(controlElement) {
controlElement.className = "gifcontrol paused";
var playing = false;
controlElement.addEventListener("click", function(){
if(playing) {
this.pause();
playing = false;
controlElement.className = "gifcontrol paused";
} else {
this.play();
playing = true;
controlElement.className = "gifcontrol playing";
}
}.bind(this, controlElement));
}.bind(supergif))(controlElement));
var canvas = supergif.get_canvas();
controlElement.style.width = canvas.width+"px";
controlElement.style.height = canvas.height+"px";
controlElement.style.left = canvas.offsetLeft+"px";
var containerElement = canvas.parentNode;
containerElement.appendChild(controlElement);
}
}
</script>
</body>
</html>
When I put the page on my website and displayed it, the top looked like this:
And when I pressed the pink button, the page changed to this, and the GIF started animating. (The cat laps water falling from a tap.)
To end, here's the second, simple, page. Unlike the first, this doesn't have a fancy Play/Pause control that changes shape: it just has two buttons. The only thing the code does that isn't essential is to disable whichever button is not relevant, and to insert some space between the buttons.
<html>
<head>
<script src="libgif-js-master/libgif.js"></script>
</head>
<body>
<button type="button" onclick="play()"
id="play_button"
style="margin-right:9px;"
>
Play
</button>
<button type="button" onclick="pause()"
id="pause_button"
>
Pause
</button>
<img src="https://media.giphy.com/media/Byana3FscAMGQ/giphy.gif"
id="gif"
/>
<script>
var gif_element = document.getElementById( "gif" );
var supergif = new SuperGif( {
gif: gif_element,
progressbar_height: 0,
auto_play: false
} );
supergif.load();
function play()
{
var play_button = document.getElementById( "play_button" );
play_button.disabled = true;
var pause_button = document.getElementById( "pause_button" );
pause_button.disabled = false;
supergif.play();
}
function pause()
{
var play_button = document.getElementById( "play_button" );
play_button.disabled = false;
var pause_button = document.getElementById( "pause_button" );
pause_button.disabled = true;
supergif.pause();
}
pause_button.disabled = true;
</script>
</body>
</html>
This, plus the example.html file in libgif-js, should be enough to get anyone started.
There is only one way from what I am aware.
Have 2 images, first a jpeg with first frame(or whatever you want) of the gif and the actual gif.
Load the page with the jpeg in place and on mouse over replace the jpeg with the gif. You can preload the gifs if you want or if they are of big size show a loading while the gif is loading and then replace the jpeg with it.
If you whant it to bi linear as in have the gif play on mouse over, stop it on mouse out and then resume play from the frame you stopped, then this cannot be done with javascript+gif combo.
Adding a suffix like this:
$('#img_gif').attr('src','file.gif?' + Math.random());
the browser is compelled to download a new image every time the user accesses the page. Moreover the client cache may be quickly filled.
Here follows the alternative solution I tested on Chrome 49 and Firefox 45.
In the css stylesheet set the display property as 'none', like this:
#img_gif{
display:'none';
}
Outside the '$(document).ready' statement insert:
$(window).load(function(){ $('#img_gif').show(); });
Every time the user accesses the page, the animation will be started after the complete load of all the elements. This is the only way I found to sincronize gif and html5 animations.
Please note that:
The gif animation will not restart after refreshing the page (like pressing "F5").
The "$(document).ready" statement doesn't produce the same effect of "$(window).load".
The property "visibility" doesn't produce the same effect of "display".
css filter can stop gif from playing in chrome
just add
filter: blur(0.001px);
to your img tag then gif freezed to load via chrome performance concern :)

How to load an initial set of images, then animate between them randomly without jQuery

On my page I have a gallery (just a div) with several images on it. I want to show the first 9 images immediately, then load more images and use CSS transitions to animate between the existing images.
Loading the initial images is easy but I do not know the best way to load the next set of images and then start animating (using the CSS Transform property). So far this is what I have:
HTML (abbreviated):
<div id="mainContainer">
<div class="imageHolder"><img class="homeImages" src="test.png"></div>
<div class="imageHolder"><img class="homeImages" src="test1.png"></div>
<div class="imageHolder"><img class="homeImages" src="test3.png"></div>
</div>
CSS (abbreviated):
img {
display: inline;
position: relative;
margin: 0;
padding: 0;
width: 30%;
}
.changed.opaque {
opacity: 0;
border: 2px solid red;
}
I am looking to do a variety of effects, the most simple one would be to change the opacity and fade one image over the other. To load the next set of images I have this:
Javascript:
var imageArray = [
'test2.png',
'test3.png',
'test4.png',
'test5.png',
'test6.png',
];
var imageNodeArray = [];
for(var i = imageArray.length - 1; i >= 0; i -= 1) {
var img = new Image();
img.onload = function() {
imageNodeArray.push(this);
};
img.src = imageArray[i];
}
document.onclick = function() {
imageNodeArray[0].setAttribute('class', 'changed.opaque');
divs[0].appendChild(imageNodeArray[0])
}
This does add an image to my mainContainer however, even though I can tell from devTools that it has the changed.opaque class applied to it, no opacity is shown on the added image.
I am curious about this. I would also like to know the best way to "stack" images to have a bunch to animate through. I am not sure that appending child is right.... Thank you
function animate() {
var index = Math.floor((Math.random() * document.querySelectorAll('#mainContainer > .imageHolder').length + 1));
var current = document.querySelector('.top');
var next = document.querySelector('.imageHolder:nth-of-type(' + index + ')');
current.className = "imageHolder";
next.className += "top";
}
Should be able to handle and switch between any dynamically inserted images.
Currently using:
.imageHolder {
display: none;
}
.top {
display: inherit;
}
to switch the image is just a simple implementation.
Here's the working fiddle: http://jsfiddle.net/e9dxN/1/
Alternative implementation: http://jsfiddle.net/e9dxN/6/

Wait for image full load on ajax action

On my page there is ajax action, which loads div, that contain image on left and text on right.
The problem: first of all text loads, and on the left (it aligned left), then image loads, text shifts on right, and that looks really not smooth.
I tried something like :
$('div#to_load').ready(function() {
$('div#to_load').fadeIn();
});
but that doesn't help.
What can I do?
Update
I think you have to try this trick found here :
$("<img />", { src:"thelinkofyourimage"}).appendTo("div#to_load").fadeOut(0).fadeIn(1000);
Have a look to this fiddle : http://jsfiddle.net/qYHCn/.
You could track when all the images have loaded like so
var element = $('div#to_load');
var images = element.find('img');
var count = images.length;
for( var i = 0; i < count; i++) {
$(images[i]).load(function(){
count--;
if( count === 0 ){
element.fadeIn();
}
});
}
You could smoothly animate it in with jQuery (handy anyway when you are doing your ajax requests with jQuery):
jQuery
$("body").prepend('<img src="http://placehold.it/150x150" alt="img">');
$("img").animate({
opacity: 1,
left: 0
}, 700);
CSS
img {
float: left;
margin-right: 0.8em ;
left: -300px;
position: relative;
}
Fiddle.
Try to load image and text separately, not at once.
And for the shifting problem put image inside another div and define the size when it loads. Then text can't come to image space since we already giving space for image div.
sample code
$('#ImageID')
.load(
function(){
//Do stuff once the image specified above is loaded
$('#textId').html('your text');
}
);
If you don't want content to shift, you must declare the size the image will take up so that the required space is already accounted for when the browser does it's render.
Make sure you declare the size of the image, or the size of the container before you load
<div id="to_load">
<img src="...." height="400" width="400" />
</div>
or
<div id="to_load" style="height:400px;width:400px;overflow:hidden">
..dynamic content
</div>
Declaring image size either on the img element or in your stylesheet is a best practice recommendation anyways
Reflows & Repaint
Maybe you'd like something like this
#to_load {
width: 523px;
height: 192px;
}
#to_load img {
display: none;
}
setTimeout(function() {
$("<img />", { src:"http://ejohn.org/apps/workshop/adv-talk/jquery_logo.png"})
.on('load', function(){
$(this).appendTo("#to_load").fadeIn(500);
});
},1000);
http://jsfiddle.net/AWntU/

Javascript - Browser skips back to top of page on image change

I have some simple code to replace an image src. It is working correctly but everytime the image is updated, the browser skips right back to the top of the page.
I have several image tags in my page. All of which hidden, except for the first one. The script just iterates through them and uses the src attribute to update the first image.
Here is the code I am using:
var j = jQuery.noConflict();
var count = 1;
var img;
function update_main_image()
{
count++;
if (j('#main_image_picture_'+count).length > 0)
{
img = j('#main_image_picture_'+count).attr('src');
}
else
{
count = 1;
img = j('#main_image_picture_'+count).attr('src');
}
j(".main_image_picture_auto").fadeOut(1500, function() {
j(this).fadeIn();
j(this).attr("src", img);
});
}
j(document).ready(function()
{
setInterval(update_main_image, 6000);
});
Any ideas what might be causing it?
Any advice appreciated.
Thanks.
Try to add DIV around your IMG.main_image_picture_auto with width and height style properties setted to maximum posible image size, for example:
<div style='width:400px; height:400px; border: 0px; background: transparent; '>
<img class='main_image_picture_auto' src=''/>
</div>
<!-- Where width:400px and height:400px is maximum allowed image size -->
And I think, that is better to use setTimeout instead of setInterval
function update_main_image() {
// ....
setTimeout(update_main_image, 6000);
}
j(document).ready(function() {
setTimeout(update_main_image, 6000);
});
http://jsfiddle.net/UBEWS/

Categories

Resources