HTML5 Video Dimensions - javascript

I'm trying to get the dimensions of a video of which I'm overlaying onto a page with JavaScript, however it is returning the dimensions of the poster image instead of the actual video as it seems it's being calculated before the video is loaded.

It should be noted that the currently accepted solution above by Sime Vidas doesn't actually work in modern browsers since the videoWidth and videoHeight properties aren't set until after the "loadedmetadata" event has fired.
If you happen to query for those properties far enough after the VIDEO element is rendered it may sometimes work, but in most cases this will return values of 0 for both properties.
To guarantee that you're getting the correct property values you need to do something along the lines of:
var v = document.getElementById("myVideo");
v.addEventListener( "loadedmetadata", function (e) {
var width = this.videoWidth,
height = this.videoHeight;
}, false );
NOTE: I didn't bother accounting for pre-9 versions of Internet Explorer which use attachEvent instead of addEventListener since pre-9 versions of that browser don't support HTML5 video, anyway.

<video id="foo" src="foo.mp4"></video>
var vid = document.getElementById("foo");
vid.videoHeight; // returns the intrinsic height of the video
vid.videoWidth; // returns the intrinsic width of the video
Spec: https://html.spec.whatwg.org/multipage/embedded-content.html#the-video-element

Ready-to-use function
Here's a ready to use function which returns the dimensions of a video asynchrously, without changing anything in the document.
// ---- Definitions ----- //
/**
Returns the dimensions of a video asynchrounsly.
#param {String} url Url of the video to get dimensions from.
#return {Promise<{width: number, height: number}>} Promise which returns the dimensions of the video in 'width' and 'height' properties.
*/
function getVideoDimensionsOf(url){
return new Promise(resolve => {
// create the video element
const video = document.createElement('video');
// place a listener on it
video.addEventListener( "loadedmetadata", function () {
// retrieve dimensions
const height = this.videoHeight;
const width = this.videoWidth;
// send back result
resolve({height, width});
}, false);
// start download meta-datas
video.src = url;
});
}
// ---- Use ---- //
getVideoDimensionsOf("https://www.w3schools.com/html/mov_bbb.mp4")
.then(console.log);
Here's the video used for the snippet if you wish to see it : Big Buck Bunny

Listen for the loadedmetadata event which is dispatched when the user agent has just determined the duration and dimensions of the media resource
Section 4.7.10.16 Event summary
https://www.w3.org/TR/html5/semantics-embedded-content.html#eventdef-media-loadedmetadata
videoTagRef.addEventListener('loadedmetadata', function(e){
console.log(videoTagRef.videoWidth, videoTagRef.videoHeight);
});

This is how it can be done in Vue:
<template>
<div>
<video src="video.mp4" #loadedmetadata="getVideoDimensions"></video>
</div>
</template>
<script>
export default {
methods: {
getVideoDimensions (e) {
console.log(e.target.videoHeight)
console.log(e.target.videoWidth)
}
}
}
</script>

This should also be noted that in some cases such as HLS streams
the "onmetadataloaded" does not work either. in those cases, this solution works perfect.
var video = document.getElementById("video")
video.onplaying = function () {
var width = video.videoWidth
var height = video.videoHeight
console.log("video dimens loaded w="+width+" h="+height)
}

In Vuejs I use following code in mounted tag.
var app = new Vue({
el: '#id_homepage',
mounted: function () {
var v = document.getElementById("id_video");
var width = v.offsetWidth;
v.height = Math.floor(width*(9/16)); // dynamically setting video height to maintain aspect ratio
},
});

Related

Force constant dimensions of a HTML video element regardless of dimensions and ratio of source

I am trying to do a not so simple task. I would like to have in a HTML5 page a video element with constant width and height (those of the window), that can manages the dimensions and aspect ratio of the source video to display at best that is to say with the window fully covered with the video and with no scroll bars.
I wrote this javascript code:
$("video").bind("loadedmetadata", function () {
var screenSize = {}, videoSize = {};
videoSize["width"] = this.videoWidth;
videoSize["height"] = this.videoHeight;
screenSize["height"] = $( window ).height();
screenSize["width"] = $( window ).width();
var ratio_screen = screenSize["width"]/screenSize["height"];
var ratio_video = videoSize["width"]/videoSize["height"];
if (ratio_video > ratio_screen) {
$("video").height(screenSize["height"]);
$("video").width(screenSize["height"]*ratio_screen);
}
else
{
$("video").width(screenSize["width"]);
$("video").height(screenSize["width"]/ratio_screen);
}
});
At the moment, I have a video element, almost fitting the window (I still have a border or margin that inspector says to be part of html element). But the source video is fitting inside the video element! As an example for my test video which is wider than the screen, I have a black strip over and under the video.
How can I manage this to "zoom" the video. Do I have to apply a scaling factor to the video element or somenthing can be done at source video level.
Thanks
Finally this piece of code worked:
$("video").on('canplay',function() {
$("video").bind("loadedmetadata", function () {
var screenSize = {}, videoSize = {};
videoSize["width"] = this.videoWidth;
videoSize["height"] = this.videoHeight;
screenSize["height"] = $( window ).height();
screenSize["width"] = $( window ).width();
var ratio_screen = screenSize["width"]/screenSize["height"];
var ratio_video = videoSize["width"]/videoSize["height"];
if (ratio_video > ratio_screen) {
$("video").css("-webkit-transform", "scale("+ratio_video/ratio_screen+")");
$("video").height(screenSize["height"]);
$("video").width(screenSize["height"]*ratio_screen);
} else {
$("video").css("-webkit-transform", "scale("+ratio_video/ratio_screen+")");
$("video").width(screenSize["width"]);
$("video").height(screenSize["width"]/ratio_screen);
}
});
});
This results in displaying a video, filling the whole screen, without stretching the video if the aspect ratio is not fitting the one of the screen.
Note that my video element plays several sources in a loop. The first video played does not apply this resizing function (I have to work on that to ensure the at start up this works).

How to display video tag in a canvas element [duplicate]

is it possible to display a html5-video as part of the canvas?
basically the same way as you draw an Image in the canvas.
context.drawVideo(vid, 0, 0);
thanks!
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
video.addEventListener('play', function () {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
I guess the above code is self Explanatory, If not drop a comment below, I will try to explain the above few lines of code
Edit :
here's an online example, just for you :)
Demo
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
// set canvas size = video size when known
video.addEventListener('loadedmetadata', function() {
canvas.width = video.videoWidth;
canvas.height = video.videoHeight;
});
video.addEventListener('play', function() {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
<div id="theater">
<video id="video" src="http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv" controls></video>
<canvas id="canvas"></canvas>
<label>
<br />Try to play me :)</label>
<br />
</div>
Here's a solution that uses more modern syntax and is less verbose than the ones already provided:
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const video = document.querySelector("video");
video.addEventListener("play", () => {
function step() {
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
requestAnimationFrame(step);
}
requestAnimationFrame(step);
});
Some useful links:
MDN Documentation for window.requestAnimationFrame()
Can I use requestAnimationFrame?
Using canvas to display Videos
Displaying a video is much the same as displaying an image. The minor differences are to do with onload events and the fact that you need to render the video every frame or you will only see one frame not the animated frames.
The demo below has some minor differences to the example. A mute function (under the video click mute/sound on to toggle sound) and some error checking to catch IE9+ and Edge if they don't have the correct drivers.
Keeping answers current.
The previous answers by user372551 is out of date (December 2010) and has a flaw in the rendering technique used. It uses the setTimeout and a rate of 33.333..ms which setTimeout will round down to 33ms this will cause the frames to be dropped every two seconds and may drop many more if the video frame rate is any higher than 30. Using setTimeout will also introduce video shearing created because setTimeout can not be synced to the display hardware.
There is currently no reliable method that can determine a videos frame rate unless you know the video frame rate in advance you should display it at the maximum display refresh rate possible on browsers. 60fps
The given top answer was for the time (6 years ago) the best solution as requestAnimationFrame was not widely supported (if at all) but requestAnimationFrame is now standard across the Major browsers and should be used instead of setTimeout to reduce or remove dropped frames, and to prevent shearing.
The example demo.
Loads a video and set it to loop. The video will not play until the you click on it. Clicking again will pause. There is a mute/sound on button under the video. The video is muted by default.
Note users of IE9+ and Edge. You may not be able to play the video format WebM as it needs additional drivers to play the videos. They can be found at tools.google.com Download IE9+ WebM support
// This code is from the example document on stackoverflow documentation. See HTML for link to the example.
// This code is almost identical to the example. Mute has been added and a media source. Also added some error handling in case the media load fails and a link to fix IE9+ and Edge support.
// Code by Blindman67.
// Original source has returns 404
// var mediaSource = "http://video.webmfiles.org/big-buck-bunny_trailer.webm";
// New source from wiki commons. Attribution in the leading credits.
var mediaSource = "http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv"
var muted = true;
var canvas = document.getElementById("myCanvas"); // get the canvas from the page
var ctx = canvas.getContext("2d");
var videoContainer; // object to hold video and associated info
var video = document.createElement("video"); // create a video element
video.src = mediaSource;
// the video will now begin to load.
// As some additional info is needed we will place the video in a
// containing object for convenience
video.autoPlay = false; // ensure that the video does not auto play
video.loop = true; // set the video to loop.
video.muted = muted;
videoContainer = { // we will add properties as needed
video : video,
ready : false,
};
// To handle errors. This is not part of the example at the moment. Just fixing for Edge that did not like the ogv format video
video.onerror = function(e){
document.body.removeChild(canvas);
document.body.innerHTML += "<h2>There is a problem loading the video</h2><br>";
document.body.innerHTML += "Users of IE9+ , the browser does not support WebM videos used by this demo";
document.body.innerHTML += "<br><a href='https://tools.google.com/dlpage/webmmf/'> Download IE9+ WebM support</a> from tools.google.com<br> this includes Edge and Windows 10";
}
video.oncanplay = readyToPlayVideo; // set the event to the play function that
// can be found below
function readyToPlayVideo(event){ // this is a referance to the video
// the video may not match the canvas size so find a scale to fit
videoContainer.scale = Math.min(
canvas.width / this.videoWidth,
canvas.height / this.videoHeight);
videoContainer.ready = true;
// the video can be played so hand it off to the display function
requestAnimationFrame(updateCanvas);
// add instruction
document.getElementById("playPause").textContent = "Click video to play/pause.";
document.querySelector(".mute").textContent = "Mute";
}
function updateCanvas(){
ctx.clearRect(0,0,canvas.width,canvas.height);
// only draw if loaded and ready
if(videoContainer !== undefined && videoContainer.ready){
// find the top left of the video on the canvas
video.muted = muted;
var scale = videoContainer.scale;
var vidH = videoContainer.video.videoHeight;
var vidW = videoContainer.video.videoWidth;
var top = canvas.height / 2 - (vidH /2 ) * scale;
var left = canvas.width / 2 - (vidW /2 ) * scale;
// now just draw the video the correct size
ctx.drawImage(videoContainer.video, left, top, vidW * scale, vidH * scale);
if(videoContainer.video.paused){ // if not playing show the paused screen
drawPayIcon();
}
}
// all done for display
// request the next frame in 1/60th of a second
requestAnimationFrame(updateCanvas);
}
function drawPayIcon(){
ctx.fillStyle = "black"; // darken display
ctx.globalAlpha = 0.5;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#DDD"; // colour of play icon
ctx.globalAlpha = 0.75; // partly transparent
ctx.beginPath(); // create the path for the icon
var size = (canvas.height / 2) * 0.5; // the size of the icon
ctx.moveTo(canvas.width/2 + size/2, canvas.height / 2); // start at the pointy end
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 + size);
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 - size);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1; // restore alpha
}
function playPauseClick(){
if(videoContainer !== undefined && videoContainer.ready){
if(videoContainer.video.paused){
videoContainer.video.play();
}else{
videoContainer.video.pause();
}
}
}
function videoMute(){
muted = !muted;
if(muted){
document.querySelector(".mute").textContent = "Mute";
}else{
document.querySelector(".mute").textContent= "Sound on";
}
}
// register the event
canvas.addEventListener("click",playPauseClick);
document.querySelector(".mute").addEventListener("click",videoMute)
body {
font :14px arial;
text-align : center;
background : #36A;
}
h2 {
color : white;
}
canvas {
border : 10px white solid;
cursor : pointer;
}
a {
color : #F93;
}
.mute {
cursor : pointer;
display: initial;
}
<h2>Basic Video & canvas example</h2>
<p>Code example from Stackoverflow Documentation HTML5-Canvas<br>
Basic loading and playing a video on the canvas</p>
<canvas id="myCanvas" width = "532" height ="300" ></canvas><br>
<h3><div id = "playPause">Loading content.</div></h3>
<div class="mute"></div><br>
<div style="font-size:small">Attribution in the leading credits.</div><br>
Canvas extras
Using the canvas to render video gives you additional options in regard to displaying and mixing in fx. The following image shows some of the FX you can get using the canvas. Using the 2D API gives a huge range of creative possibilities.
Image relating to answer Fade canvas video from greyscale to color
See video title in above demo for attribution of content in above inmage.
You need to update currentTime video element and then draw the frame in canvas. Don't init play() event on the video.
You can also use for ex. this plugin https://github.com/tstabla/stVideo
I started with the answer from 2018 about requestAnimationFrame. However, it has three problems.
unnecessarily complex
there is a new way to handle this task (since about 2020)
attaching an event listener to the play event invites performance issues
First, the event listener can simply be connected to the function that does your desired processing and schedules the next call to itself. There's no need to wrap it in an anonymous function with another call to requestAnimationFrame.
Second, don't use requestAnimationFrame. That function schedules the next call to your callback as quickly as the browser can handle (generally 60Hz), which results in a significant processing workload. video.requestVideoFrameCallback only calls your callback when the video proceeds to its next frame. This reduces the workload when a video runs at less than 60 FPS and obviates the need for any processing at all while the video isn't playing, significantly improving performance.
Third, an event listener attached to the play event will fire whenever you tell the video to video.play(), which you'll do every time you load a new video into the video element and tell it to start playing, and also when you resume playback after using video.pause(). Thus, the video is drawn on the canvas (plus whatever other processing you're doing) once for each time the video has been told to play(), which quickly accumulates.
If you're sure you'll only be playing one video which you'd like to pause and resume, you can toggle play/pause by changing the playback rate, e.g. video.playbackRate = !video.playbackRate. If you'll be loading multiple videos into this element, it's better to forego the play event listener entirely and insert a manual call to step() when you load your first video to get that started. Note that this is active on the video element, not on specific loaded videos, so you'll need to either set and check a flag to ensure that you only call step() when loading the first video, or cancel any active video frame request before making a new one (shown below).
let animation_handle;
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const video = document.querySelector("video");
video.addEventListener('loadeddata', video_load_callback, false);
function video_load_callback() {
video.cancelVideoFrameCallback(animation_handle);
step()
}
function step() { // update the canvas when a video proceeds to next frame
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
animation_handle = video.requestVideoFrameCallback(step);
}

Scaling HTML5 Canvas Image

Building a web page on which I am trying to set an image as the background of the main canvas. The actual image is 1600x805 and I am trying to code the application so that it will scale the image either up or down, according to the dimensions of the user's screen. In Prime.js I have an object that sets the properties of the application's canvas element located in index.html. Here is the code for that object:
function Prime(w,h){
if(!(function(){
return Modernizr.canvas;
})){ alert('Error'); return false; };
this.context = null;
this.self = this;
this.globalCanvasMain.w = w;
this.globalCanvasMain.h = h;
this.globalCanvasMain.set(this.self);
this.background.setBg();
}
Prime.prototype = {
constructor: Prime,
self: this,
globalCanvasMain: {
x: 0,
y: 0,
set: function(ref){
ref.context = document.getElementById('mainCanvas').getContext('2d');
$("#mainCanvas").parent().css('position', 'relative');
$("#mainCanvas").css({left: this.x, top: this.y, position: 'absolute'});
$("#mainCanvas").width(this.w).height(this.h);
}
},
background: {
bg: null,
setBg: function(){
this.bg = new Image();
this.bg.src = 'res/background.jpg';
}
},
drawAll: function(){
this.context.drawImage(this.background.bg, 0,0, this.background.bg.width,this.background.bg.height,
this.globalCanvasMain.x,this.globalCanvasMain.y, this.globalCanvasMain.w,this.globalCanvasMain.h);
}
};
The primary interface through which external objects like this one will interact with the elements in index.html is home.js. Here's what happens there:
$(document).ready(function(){
var prime = new Prime(window.innerWidth,window.innerHeight);
setInterval(prime.drawAll(), 25);
});
For some reason, my call to the context's drawImage function clips only the top left corner from the image and scales it up to the size of the user's screen. Why can I not see the rest of the image?
The problem is that the image has probably not finished loading by the time you call setInterval. If the image is not properly loaded and decoded then drawImage will abort its operation:
If the image isn't yet fully decoded, then nothing is drawn
You need to make sure the image has loaded before attempting to draw it. Do this using the image's onload handler. This operation is asynchronous so it means you also need to deal with either a callback (or a promise):
In the background object you need to supply a callback for the image loading, for example:
...
background: {
bg: null,
setBg: function(callback) {
this.bg = new Image();
this.bg.onload = callback; // supply onload handler before src
this.bg.src = 'res/background.jpg';
}
},
...
Now when the background is set wait for the callback before continue to drawAll() (though, you never seem to set a background which means drawImage tries to draw null):
$(document).ready(function(){
var prime = new Prime(window.innerWidth, window.innerHeight);
// supply a callback function reference:
prime.background.setBg(callbackImageSet);
// image has loaded, now you can draw the background:
function callbackImageSet() {
setInterval(function() {
prime.drawAll();
}, 25);
};
If you want to draw the complete image scaled to fit the canvas you can simplify the call, just supply the new size (and this.globalCanvasMain.x/y doesn't seem to be defined? ):
drawAll: function(){
this.context.drawImage(this.background.bg, 0,0,
this.globalCanvasMain.w,
this.globalCanvasMain.h);
}
I would recommend you to use requestAnimationFrame to draw the image as this will sync with the monitor update.
Also remember to provide callbacks for onerror/onabort on the image object.
There is a problem with the setInterval function. You are not providing proper function reference. The code
setInterval(prime.drawAll(), 25);
execute prime.drawAll only once, and as the result only little part of the image which is being loaded at this moment, is rendered.
Correct code should be:
$(document).ready(function(){
var prime = new Prime(window.innerWidth, window.innerHeight);
setInterval(function() {
prime.drawAll();
}, 25);
});

How to do a process after completion of another one in JavaScript

I want to add an image by Javascript, then calculating the html element width as
window.onload=function(){
document.getElementById('x').addEventListener('click', function(e){
var el = document.getElementById('xx');
el.innerHTML = '<img src="img.jpg" />';
var width = el.offsetWidth;
.....
}, false);
}
but since JavaScript conduct all processes simultaneously, I will get the width of the element before loading the image. How can I make sure that the image has been loaded into the content; then calculating the element width?
UPDATE: Thanks for the answers, but I think there is a misunderstanding. img src="img.jpg" /> does not exist in the DOM document. It will be added later by Javascript. Then, when trying to catch the element by Id, it is not there probably.
You can give the img an ID and do the following :-
var heavyImage = document.getElementById("my-img");//assuming your img ID is my-img
heavyImage.onload = function(){
//your code after image is fully loaded
}
window.onload=function(){
document.getElementById('x').addEventListener('click', function(e){
var el = document.getElementById('xx');
var img = new Image();//dynamically create image
img.src = "img.jpg";//set the src
img.alt = "alt";
el.appendChild(img);//append the image to the el
img.onload = function(){
var width = el.offsetWidth;
}
}, false);
}
This is untested, but if you add the image to the DOM, set an onload/load event-handler and then assign the src of the image, the event-handling should fire (once it's loaded) and allow you to find the width.
This is imperfect, though, since if the image is loaded from the browser's cache the onload/load event may not fire at all (particularly in Chromium/Chrome, I believe, though this is from memory of a bug that may, or may not, have since been fixed).
For the chrome bug you can use the following:-
var BLANK = 'data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///ywAAAAAAQABAAACAUwAOw==';//create a blank source
var tImg = document.getElementById("my-img");//get the image
var origSrc = tImg.src;//get the original src
tImg.src = BLANK;//change the img src to blank.
tImg.src = origSrc;//Change it back to original src. This will lead the chrome to load the image again.
tImg.onload= function(){
//your code after the image load
}
You can use a library called PreloadJS or you can try something like this:
//Somewhere in your document loading:
loadImage(yourImage, callbackOnComplete);
function loadImage(image, callbackOnComplete){
var self = this;
if(!image.complete)
window.content.setTimeout(
function() { self.loadImage(image, callbackOnComplete)}
,1000);
else callbackOnComplete();
}
I did this when I worked with images base64 which delay on loading.

Multiple responsive video.js players

I'm using this solution, http://daverupert.com/2012/05/making-video-js-fluid-for-rwd/, to make the videojs player fluid. My problem is when I have multiple videos (each with a unique id), I'm not sure how to make this work.
Here is my dev site I have 3 videos on, http://tweedee.e-mediaresources.info/
Here is the code I have for the player (from Dave Rupert's solution above):
<script type="text/javascript">
// Once the video is ready
_V_('#my_video_1').ready(function(){
var myPlayer = this; // Store the video object
var aspectRatio = 9/16; // Make up an aspect ratio
function resizeVideoJS(){
// Get the parent element's actual width
var width = document.getElementById(myPlayer.id).parentElement.offsetWidth;
// Set width to fill parent element, Set height
myPlayer.width(width).height( width * aspectRatio );
}
resizeVideoJS(); // Initialize the function
window.onresize = resizeVideoJS; // Call the function on resize
});
</script>
This code works fine for one video, but how do I do multiple ids??? As you can see in my dev site, I just replicated the script above three times (each with a different id) and that only causes the last video to be fluid.
you overwrite window.onresize() each time, so only the last one is used.
replace
window.onresize = resizeVideoJS
with :
window.addEventListener("resize", resizeVideoJS, false); // all browsers except IE before version 9
The following works. It does involve a bit of repetition, which I think you might be able to avoid if you used something like jQuery's deferred object to wait until the ready event is fired for all of the video players, but it's a lot neater than duplicating the resize method as you're currently doing:
<script type="text/javascript">
var players = ['my_video_1', 'my_video_2', 'my_video_3'];
var aspectRatio = 9/16;
// Catch each of the player's ready events and resize them individually
// jQuery deferred might be a neater way to wait for ready on all components to load and avoid a bit of repetition
for (var i = 0; i < players.length; i ++) {
_V_('#' + players[i]).ready(function() {
resizeVideoJS(this);
});
}
// Loop through all the players and resize them
function resizeVideos() {
for (var i = 0; i < players.length; i ++) {
var player = _V_('#' + players[i]);
resizeVideoJS(player);
}
}
// Resize a single player
function resizeVideoJS(player){
// Get the parent element's actual width
var width = document.getElementById(player.id).parentElement.offsetWidth;
// Set width to fill parent element, Set height
player.width(width).height( width * aspectRatio );
}
window.onresize = resizeVideos;
</script>
// jQuery deferred might be a neater way to wait for ready
// on all components to load and avoid a bit of repetition
for (var i = 0; i < players.length; i ++) {
_V_('#' + players[i]).ready(function() {
resizeVideoJS(this);
});
}
// Loop through all the players and resize them
function resizeVideos() {
for (var i = 0; i < players.length; i ++) {
var player = _V_('#' + players[i]);
resizeVideoJS(player);
}
}
// Resize a single player
function resizeVideoJS(player){
// Get the parent element's actual width
var width = document.getElementById(player.id).parentElement.offsetWidth;
// Set width to fill parent element, Set height
player.width(width).height( width * aspectRatio );
}
window.onresize = resizeVideos;
I have slightly modified net.uk.sweet's very helpful answer above into a working script which deals with multiple video players using video js - which are also responsive. You can find my article (which also shows an example) here = http://www.andy-howard.com/videojsmultipleresponsivevideos/index.html
This also includes a provided callback function if you require it.
you can use css rather than javascript :
.wrapper {
width: 100%;
}
.video-js {
padding-top: 55.25%;
}
<div class="wrapper">
<video id="video-player" width="auto" height="auto" class="video-js vjs-default-skin vjs-big-play-centered" data-setup="{}">
</video>
</div>

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