I have a slider which includes 4 youtube videos that are embedded via the iframe embed code
http://www.youtube.com/embed/'.$i.'?enablejsapi=1
I'm trying to make the onStateChange
event of any of the four videos call a function I have called stopCycle()
which will stop the slider when the video begins to play. The iframes do not have an id. I'm not sure about how to capture this event properly and could use any advice as to what i'm doing wrong.
<script charset="utf-8" type="text/javascript" src="http://www.youtube.com/player_api"></script> var playerObj = document.getElementById("tab2"); // the container for 1 of the 4 iframes playerObj.addEventListener("onStateChange", "stopCycle"); function stopCycle(event) { alert('Stopped!'); }
The YouTube Frame API does support existing frames. To improve the usage, I have created some helper functions. Have a look at the code + comments below and the demo: http://jsfiddle.net/YzvXa/197
To bind functions to existent frames, you have to pass an ID reference to the frame. In your case, the frame is contained within a container with id="tab2"
. I have defined a custom function for an easier implementation:
function getFrameID(id){ var elem = document.getElementById(id); if (elem) { if(/^iframe$/i.test(elem.tagName)) return id; //Frame, OK // else: Look for frame var elems = elem.getElementsByTagName("iframe"); if (!elems.length) return null; //No iframe found, FAILURE for (var i=0; i<elems.length; i++) { if (/^https?:\/\/(?:www\.)?youtube(?:-nocookie)?\.com(\/|$)/i.test(elems[i].src)) break; } elem = elems[i]; //The only, or the best iFrame if (elem.id) return elem.id; //Existing ID, return it // else: Create a new ID do { //Keep postfixing `-frame` until the ID is unique id += "-frame"; } while (document.getElementById(id)); elem.id = id; return id; } // If no element, return null. return null; } // Define YT_ready function. var YT_ready = (function() { var onReady_funcs = [], api_isReady = false; /* @param func function Function to execute on ready * @param func Boolean If true, all qeued functions are executed * @param b_before Boolean If true, the func will added to the first position in the queue*/ return function(func, b_before) { if (func === true) { api_isReady = true; while (onReady_funcs.length) { // Removes the first func from the array, and execute func onReady_funcs.shift()(); } } else if (typeof func == "function") { if (api_isReady) func(); else onReady_funcs[b_before?"unshift":"push"](func); } } })(); // This function will be called when the API is fully loaded function onYouTubePlayerAPIReady() {YT_ready(true)} // Load YouTube Frame API (function() { // Closure, to not leak to the scope var s = document.createElement("script"); s.src = (location.protocol == 'https:' ? 'https' : 'http') + "://www.youtube.com/player_api"; var before = document.getElementsByTagName("script")[0]; before.parentNode.insertBefore(s, before); })();
//
Previously, core functions were defined. Look ahead for the implementation:
var player; //Define a player object, to enable later function calls, without // having to create a new class instance again. // Add function to execute when the API is ready YT_ready(function(){ var frameID = getFrameID("tabs2"); if (frameID) { //If the frame exists player = new YT.Player(frameID, { events: { "onStateChange": stopCycle } }); } }); // Example: function stopCycle, bound to onStateChange function stopCycle(event) { alert("onStateChange has fired!\nNew state:" + event.data); }
If you want to invoke additional functions at a later point, e.g. mute a video, use:
player.mute();
callPlayer
as defined at this answer.getFrameID
and YT_ready
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