Canvas implementation on different images - javascript

i'm using next sample in my code: http://jsfiddle.net/8wegxnz3/
var lasticon;
$(function () {
$('.icon').click(function () {
if (lasticon != this.id) {
$('#' + lasticon + 'L').toggle();
lasticon = this.id;
} else {
lasticon = null;
}
$('#' + this.id + 'L').toggle();
});
});
.iconL {
display: none;
margin-top: 70px;
margin-left: 100px;
height: 100px;
width: 100px;
position: absolute;
}
var lasticon;
$(function () {
$('.icon').click(function () {
if (lasticon != this.id) {
$('#' + lasticon + 'L').toggle();
lasticon = this.id;
} else {
lasticon = null;
}
$('#' + this.id + 'L').toggle();
});
});
What I want is to implement the next solution to my first code I found in the next jfiddle: http://jsfiddle.net/m1erickson/LAS8L/
I have make some test and tried to implement it to my code, but nothing happens.
I would like to be able to resize and move the second image that appear when clicking the first image. So you could for example click the "e-mail icon" and then resize the second icon that appears.

This is not really easy. But here are some starting points:
read this tutorial about image cropping and resizing with canvas
see my jsBIN as an example implementation. You can copy the code, add an image to the <img class="resize-image" src="img/YOURIMAGE.jpg" alt="image for resizing"> tag and you can resize and crop it
alternative you can use this jquery plugin
Basically you doing the following:
load the original image into the DOM
Resize and crop your image with Javascript to display the cropping result to your user.
load the original image into a canvas
crop & resize the image in the canvas with the data returned by the user (Step 2)
extract the image with the toDataURL function from the canvas
Send the DataURL to a web service that saves this information to your webs erver hard disk.

Related

Use jQuery zoom on background image

I'd like to use the jQuery zoom on background images. The problem is, it works on images with img tags only. Is there any way to use it on background-images aswell?
I can't use img tag, because this value comes from javascript.
For example, I have this div:
<div class="main-image" style="background-image: url("image.jpg");"></div>
$(document).ready(function() {
$('.main-image').zoom();
});
(function() {
let gallerys = document.querySelectorAll('.gallery');
gallerys.forEach(gallery => {
updateGalleryPictures(gallery);
});
})();
function updateGalleryPictures(gallery) {
// Get gallery's thumbnail images
let thumbnails = gallery.querySelectorAll('.thumbnail');
// Change the background-image property on click
thumbnails.forEach(thumbnail => {
thumbnail.addEventListener('click', () => {
updateMainImage(gallery, thumbnail.src)
});
});
// Initialize background-image property using the 1st thumbnail image
let firstThumbnail = thumbnails[0];
if (firstThumbnail === null || firstThumbnail === undefined) return;
updateMainImage(gallery, firstThumbnail.src)
}
function updateMainImage(gallery, src) {
// Get main image and check if it exists
let mainImage = gallery.querySelector('.main-image');
if (mainImage === null) return;
mainImage.style.backgroundImage = 'url(' + src + ')';
}
The following is the source code of the plugin in question. https://github.com/jackmoore/zoom/blob/master/jquery.zoom.js - it is not designed to work on background images as you can see from lines https://github.com/jackmoore/zoom/blob/master/jquery.zoom.js#L117 and https://github.com/jackmoore/zoom/blob/master/jquery.zoom.js#L231 two properties which aren't available on divs.
You may get some mileage using pure CSS moving on mousemove something like:
$('.main-image').mousemove(function(e){
var amountMovedX = (e.pageX * -1 / 2);
var amountMovedY = (e.pageY * -1 / 2);
$(this).css({
'background-size': '200%',
'background-position': amountMovedX + 'px ' + amountMovedY + 'px'}
);
});
.main-image {
background-image:url('https://www.travelandleisure.com/sites/default/files/styles/tnl_redesign_article_landing_page/public/1453920892/DUBAI-554088081-ABOVE0116.jpg?itok=dcoZnCrc');
background-size: 100%;
display:block;
height:200px;
width:200px;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="main-image">
</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 :)

jQuery show div on hover with image map

I have an image map that I want to show a new div when I hove over the hotspots. It starts with a default listing of text but once I mouseover the hotspots, I want that to change out to the corresponding div's. I'm using the following code and am getting no joy:
$(".office-default").mouseover(function () {
var elementId = "#office-" + $(this).attr("id").split("-")[1];
$(elementId).removeClass("hidden");
});
$(".office-default").mouseout(function () {
var elementId = "#office-" + $(this).attr("id").split("-")[1];
$(elementId).addClass("hidden");
});
Here's the entire code:
http://jsfiddle.net/leadbellydesign/jR6pa/1/
I've done tons of searches and have come up with nothing helpful. I don't want to change images, I just want to show div's.
You still need to fix the space below the divs, but this should work
DEMO
$("area").hover(function () {
$office = $(this).attr("href");
$(".office-default > div").addClass("hidden");
$($office).removeClass("hidden");
}, function(){
$(".office-default > div").addClass("hidden");
$("#office-1").removeClass("hidden");
});
UPDATE
To fix the spacing issue, update your .office-default CSS:
DEMO
.office-default {
background:#444;
padding:5px 15px 0;
width: 80%;
height:150px;
}

Scroll event background change

I am trying to add a scroll event which will change the background of a div which also acts as the window background (it has 100% width and height). This is as far as I get. I am not so good at jquery. I have seen tutorials with click event listeners. but applying the same concept , like, returning scroll event as false, gets me nowhere. also I saw a tutorial on SO where the person suggest use of array. but I get pretty confused using arrays (mostly due to syntax).
I know about plugins like waypoints.js and skrollr.js which can be used but I need to change around 50-60 (for the illusion of a video being played when scrolled) ... but it wont be feasible.
here is the code im using:-
*
{
border: 2px solid black;
}
#frame
{
background: url('1.jpg') no-repeat;
height: 1000px;
width: 100%;
}
</style>
<script>
$(function(){
for ( i=0; i = $.scrolltop; i++)
{
$("#frame").attr('src', ''+i+'.jpg');
}
});
</script>
<body>
<div id="frame"></div>
</body>
Inside your for loop, you are setting the src attribute of #frame but it is a div not an img.
So, instead of this:
$("#frame").attr('src', ''+i+'.jpg');
Try this:
$("#frame").css('background-image', 'url(' + i + '.jpg)');
To bind a scroll event to a target element with jQuery:
$('#target').scroll(function() {
//do stuff here
});
To bind a scroll event to the window with jQuery:
$(window).scroll(function () {
//do stuff here
});
Here is the documentation for jQuery .scroll().
UPDATE:
If I understand right, here is a working demo on jsFiddle of what you want to achieve.
CSS:
html, body {
min-height: 1200px; /* for testing the scroll bar */
}
div#frame {
display: block;
position: fixed; /* Set this to fixed to lock that element on the position */
width: 300px;
height: 300px;
z-index: -1; /* Keep the bg frame at the bottom of other elements. */
}
Javascript:
$(document).ready(function() {
switchImage();
});
$(window).scroll(function () {
switchImage();
});
//using images from dummyimages.com for demonstration (300px by 300px)
var images = ["http://dummyimage.com/300x300/000000/fff",
"http://dummyimage.com/300x300/ffcc00/000",
"http://dummyimage.com/300x300/ff0000/000",
"http://dummyimage.com/300x300/ff00cc/000",
"http://dummyimage.com/300x300/ccff00/000"
];
//Gets a valid index from the image array using the scroll-y value as a factor.
function switchImage()
{
var sTop = $(window).scrollTop();
var index = sTop > 0 ? $(document).height() / sTop : 0;
index = Math.round(index) % images.length;
//console.log(index);
$("#frame").css('background-image', 'url(' + images[index] + ')');
}
HTML:
<div id="frame"></div>
Further Suggestions:
I suggest you change the background-image of the body, instead of the div. But, if you have to use a div for this; then you better add a resize event-istener to the window and set/update the height of that div with every resize. The reason is; height:100% does not work as expected in any browser.
I've done this before myself and if I were you I wouldn't use the image as a background, instead use a normal "img" tag prepend it to the top of your page use some css to ensure it stays in the back under all of the other elements. This way you could manipulate the size of the image to fit screen width better. I ran into a lot of issues trying to get the background to size correctly.
Html markup:
<body>
<img src="1.jpg" id="img" />
</body>
Script code:
$(function(){
var topPage = 0, count = 0;
$(window).scroll( function() {
topPage = $(document).scrollTop();
if(topPage > 200) {
// function goes here
$('img').attr('src', ++count +'.jpg');
}
});
});
I'm not totally sure if this is what you're trying to do but basically, when the window is scrolled, you assign the value of the distance to the top of the page, then you can run an if statement to see if you are a certain point. After that just simply change run the function you would like to run.
If you want to supply a range you want the image to change from do something like this, so what will happen is this will allow you to run a function only between the specificied range between 200 and 400 which is the distance from the top of the page.
$(function(){
var topPage = 0, count = 0;
$(window).scroll( function() {
topPage = $(document).scrollTop();
if(topPage > 200 && topPage < 400) {
// function goes here
$('#img').attr('src', ++count +'.jpg');
}
});
});

How to change Fancybox preloader image?

I want replace default Fancybox1.3.4 image preloader (fancy_loading.png) with another preloader.
The Fancybox preloader coded not only in css, but also in javascript itself.
Seems, there are two places in javascript, at least:
_animate_loading = function() {
if (!loading.is(':visible')){
clearInterval(loadingTimer);
return;
}
$('div', loading).css('top', (loadingFrame * -40) + 'px');
loadingFrame = (loadingFrame + 1) % 12;
};
and
$.fancybox.showActivity = function() {
clearInterval(loadingTimer);
loading.show();
loadingTimer = setInterval(_animate_loading, 66);
};
$.fancybox.hideActivity = function() {
loading.hide();
};
So customizing the preloader will require modifying javascript too.
How can I change fancybox-1.3.4 javascript to set custom preloader image?
The CSS declaration is here:
#fancybox-loading div {
position: absolute;
top: 0;
left: 0;
width: 40px;
height: 480px;
background-image: url('fancybox.png');
}
They are using a sprite for the background image and changing the background-position to animate it. If you're going to use a loading.gif image, then you won't need to animate it.
You need to change the background-image path, height, and width to cater to your new image. You may want to comment out their JS code for the animation so that it doesn't conflict.
The loading div is being declared here:
$('body').append(
tmp = $('<div id="fancybox-tmp"></div>'),
loading = $('<div id="fancybox-loading"><div></div></div>'),
overlay = $('<div id="fancybox-overlay"></div>'),
wrap = $('<div id="fancybox-wrap"></div>')
);
You can either piggyback on the loading variable or simply change the styling on #fancybox-loading. You'll then need to remove any reference to loadingTimer and loadingFrame. Comment out this entire function:
/*_animate_loading = function() {
if (!loading.is(':visible')){
clearInterval(loadingTimer);
return;
}
$('div', loading).css('top', (loadingFrame * -40) + 'px');
loadingFrame = (loadingFrame + 1) % 12;
};*/
Modify the following function:
$.fancybox.showActivity = function() {
//clearInterval(loadingTimer);
loading.show();
//loadingTimer = setInterval(_animate_loading, 66);
};
That should do it. You don't want loading to have any setInterval on it since you won't be animating it, but you do want it to hide/show conditionally.
There are two options -
1) Upgrade to v2 as it is now using animated gif
2) Ĺ–eplace showActivity and hideActivity methods with yours, e.g., after including js file -
$.fancybox.showActivity = function() {
/* Add your animated gif to page ... */
}
You dont need to change so much just in js file comment some lines:
$.fancybox.showActivity = function() {
//clearInterval(loadingTimer);
loading.show();
//loadingTimer = setInterval(_animate_loading, 66);
};
Thats all and it will work, but remember change in correct file because where are jquery.fancybox-1.3.4.js and jquery.fancybox-1.3.4.pack.js

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