Wait for image full load on ajax action - javascript

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/

Related

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 :)

Fade In / Fade Out background images without white background

I want to create a website with background images that change over time with a fade in/fade out effect, but I don't want to use the existing jQuery fade in/fade out effect because with when one image faded out, a white background appeared before other image faded in. I found a plugin named Maximage that suits my request but it uses img tags while I want to work with background-image CSS (I have a good reason for doing this). Does anyone know how to do this?
Here's my HTML code:
<div id="wrapper">
//My contain here
</div>
Here's my JavaScript code so far:
//Auto change Background Image over time
$(window).load(function() {
var images = ['img/top/bg-1.jpg','img/top/bg-2.jpg','img/top/bg-3.jpg'];
var i = 0;
function changeBackground() {
$('#wrapper').fadeOut(500, function(){
$('#wrapper').css('background-image', function () {
if (i >= images.length) {
i = 0;
}
return 'url(' + images[i++] + ')';
});
$('#wrapper').fadeIn(500);
})
}
changeBackground();
setInterval(changeBackground, 3000);
});
Example: http://www.aaronvanderzwan.com/maximage/examples/basic.html
AHH ! Finally ! I found a nice technique ! I'm using a double wrapper.
The problem in your code is a bit logical. You can't fadeOut and fadeIn at the same time a single wrapper.
So the idea is to create two wrapper and to switch between them back and forth. We have one wrapper called: "wrapper_top" that encapsulate the second wrapper called: "wrapper_bottom". And the magic was to put beside the second wrapper: your content.
Thus having the structure ready which is the following:
<div id='wrapper_top'>
<div id='content'>YOUR CONTENT</div>
<div id='wrapper_bottom'></div>
</div>
Then a bit of JS+CSS and voilĂ  ! It will be dynamic with any amount of images !!!
Here is the implementation: http://jsbin.com/wisofeqetu/1/
<html>
<head>
<script src="http://code.jquery.com/jquery-1.10.2.min.js" type="text/javascript"></script>
<script type="text/javascript">
$(window).load(function() {
var i =0;
var images = ['image2.png','image3.png','image1.png'];
var image = $('#slideit');
//Initial Background image setup
image.css('background-image', 'url(image1.png)');
//Change image at regular intervals
setInterval(function(){
image.fadeOut(1000, function () {
image.css('background-image', 'url(' + images [i++] +')');
image.fadeIn(1000);
});
if(i == images.length)
i = 0;
}, 5000);
});
</script>
</head>
<body>
<div id="slideit" style="width:700px;height:391px;">
</div>
</body>
</html>
If it doesn't have to be background-image, you can place all the images in your #wrapper, in <img>, it will work like a charm:
<div id="wrapper">
<img src="firstImage" class="imageClass"></img>
<img src="secoundImage" class="imageClass"></img>
<img src="thirdImage" class="imageClass"></img>
</div>
then some style. Every image has to be in same spot, so add position relative to #wrapper, and position absolute to .imageClass:
#wrapper{
position: relative;
}
.imageClass{
position: absolute;
top: 0;
left: 0;
display: none;
}
display: none; will hide every image.
Now some JQuery. To appear first image when window load write this:
$(window).load(function() {
$('.imageClass').eq(0).show();
});
by the .eq() "command" you can specify which one element with class '.imageClass' you want to use exactly. Starts with 0. After that just do something like that:
function changeBackground() {
var current = 0;
//tells which image is currently shown
if(current<$('.imageClass').length){
//loop that will show first image again after it will show the last one
$('.imageClass').eq(current).fadeOut(500);
current++;
$('.imageClass').eq(current).fadeIn(500);
} else {
$('.imageClass').eq(current).fadeOut(500);
current=0;
$('.imageClass').eq(current).fadeIn(500);
}
}
changeBackground();
setInterval(changeBackground, 3000);
});
That should work, hope you will like it.
You may also use jQuery plugin backstretch.

Apply Different Rules when clicking on Different Thumbnails (jquery)

I'm pretty much a newbie on the HTML/CSS realm and have been facing a jquery challenge ever since I started building my first website. I want to create an jquery-powered image gallery, using thumbnails. The tutorial I followed for that matter was Ivan Lazarevic's (http://workshop.rs/2010/07/create-image-gallery-in-4-lines-of-jquery/). I also made use of Stackoverflow's forum through this thread: http://goo.gl/ILzsx.
The code he provides replaces the large image on display with the larger version of the thumbnail that's been clicked. This seems to work pretty smoothly but just for pictures that have the same orientation. The following code appears on two different files, thus establishing a difference between the horizontal and vertical images:
<div id="mainImage">
<img id="largeImage" src="Images/Projects/UOW/UOWII_large.jpg"/>
</div>
AND:
<div id="mainImageVERTICAL">
<img id="largeImageVERTICAL" src="Images/Projects/UOW/UOWI_large.jpg" />
</div>
I have created different CSS rules for both the largeImage and largeImageVERTICAL parameters, depending on whether the image has a portrait or landscape orientation.
#largeImage {
position: fixed;
height: 83%;
width:auto;
top: 15%;
left: 5%;
}
AND:
#largeImageVERTICAL {
position: fixed;
height: 83%;
width:auto;
top: 15%;
left: 36.36%;
}
These two rules just place the images at different points of the screen. However, what I would like to know is how to modify my code so that I can create a page with both portrait and landscape-oriented images applying the CSS rule that belongs to each. Up to now, what I have is what I got from Lazarevic's approach, which is:
$('#thumbs img').click(function(){
$('#largeImage').attr('src',$(this).attr('src').replace('thumb','large'));
});
This code just replaces the thumbnails with the bigger pictures. As stated, I want to be able to apply the right rule to the right image and I'm assuming this has to be be made through some JS coding, which I know pretty much nothing about.
I would appreciate some help so that I can keep on with this project. Any ideas how to make this work? Maybe a JS function that tells the machine to use one or another CSS rule depending on which image is clicked upon? I'm really stuck here...
Thanks in advance!
There are a couple of ways you could do this.
Use a HTML5 data-* attribute to specify which of the <img> elements should be updated. So:
<div id="thumbs">
<img src="img.jpg" data-large="largeImage"/>
<img src="anotherimg.jpg" data-large="largeImageVERTICAL"/>
</div>
Then:
$('#thumbs img').click(function(e) {
var imageId = $(this).attr('data-large'),
newSrc = this.src.replace('thumb', 'large');
$('#' + imageId).attr('src', newSrc);
});
Or, use the dimensions of the thumbnail to determine whether it's portrait or landscape:
$('#thumbs img').click(function(e) {
var $this = $(this),
height = $this.height(),
width = $this.width(),
newSrc = this.src.replace('thumb', 'large');
var imageId = (height > width) ? 'largeImageVERTICAL' : 'largeImage';
$('#' + imageId).attr('src', newSrc);
});
In either case, you'll probably need to hide the other, unused <img> element so that you don't have the previously selected image for the other orientation displayed.
One way to achieve this would be:
var alternateImageId = (imageId === 'largeImage') ? 'largeImageVERTICAL' : 'largeImage';
$('#' + alternateImageId).hide();
Add the above two lines to the click event handler above, and call .show() after calling .attr('src', ...).
Use class not id.
#largeImage{
top: 15%;
width:auto;
height: 83%;
position: fixed;
}
.portrait{
left: 36.36%;
}
.landscape{
left: 5%;
}
js
$('#largeImage').on('load', function () {
var that = $(this);
if (that.width() < that.height()) {
that.addClass('portrait');
} else {
that.addClass('landscape');
}
});
$('#thumbs').on('click', 'img', function () {
$('#largeImage').attr('src',$(this).attr('src').replace('thumb','large'));
});

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');
}
});
});

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/

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