Vimeo froogaloop api not working when another iframe on page - vimeo

very strange. the events don't fire when there is another simple iframe. I removed the iframe - and it worked.
the html with the extra iframe:
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1255">
<title>Insert title here</title>
</head>
<body>
<iframe id="player_2" src="http://player.vimeo.com/video/XXXXXXX?title=0&byline=0&portrait=0&api=1&player_id=player_2&autoplay=1" width="782" height="413" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>
<iframe src="/homestuff/googleads/index.html" width="1" height="1" style="border:0;" ></iframe>
<script src="/homestuff/froogaloop.min.js"></script>
<script src="/homestuff/vimeoapi-0905.js"></script>
</body>
</html>
vimeo-0905.js is simple event catcher I copied from playground. works perfectly without iframe:
(function(){
// Listen for the ready event for any vimeo video players on the page
var vimeoPlayers = document.querySelectorAll('iframe'),
player;
for (var i = 0, length = vimeoPlayers.length; i < length; i++) {
player = vimeoPlayers[i];
$f(player).addEvent('ready', ready);
}
/**
* Utility function for adding an event. Handles the inconsistencies
* between the W3C method for adding events (addEventListener) and
* IE's (attachEvent).
*/
function addEvent(element, eventName, callback) {
if (element.addEventListener) {
element.addEventListener(eventName, callback, false);
}
else {
element.attachEvent(eventName, callback, false);
}
}
/**
* Called once a vimeo player is loaded and ready to receive
* commands. You can add events and make api calls only after this
* function has been called.
*/
function ready(player_id) {
console.debug('dsadsads');
// Keep a reference to Froogaloop for this player
var container = document.getElementById(player_id).parentNode.parentNode,
froogaloop = $f(player_id);
//apiConsole = container.querySelector('.console .output');
/**
* Sets up the actions for the buttons that will perform simple
* api calls to Froogaloop (play, pause, etc.). These api methods
* are actions performed on the player that take no parameters and
* return no values.
*/
function setupSimpleButtons() {
var buttons = container.querySelector('div .simple'),
playBtn = buttons.querySelector('.play'),
pauseBtn = buttons.querySelector('.pause'),
unloadBtn = buttons.querySelector('.unload');
// Call play when play button clicked
// addEvent(playBtn, 'click', function() {
// froogaloop.api('play');
// }, false);
// Call pause when pause button clicked
addEvent(pauseBtn, 'click', function() {
froogaloop.api('pause');
}, false);
// Call unload when unload button clicked
// addEvent(unloadBtn, 'click', function() {
// froogaloop.api('unload');
// }, false);
}
/**
* Adds listeners for the events that are checked. Adding an event
* through Froogaloop requires the event name and the callback method
* that is called once the event fires.
*/
function setupEventListeners() {
function onPause() {
froogaloop.addEvent('pause', function(data) {
// if (data === 'player_2') $.fancybox.close();
// alert(data);
});
}
function onFinish() {
if (1) {
froogaloop.addEvent('finish', function(data) {
// if (data === 'player_2') $.fancybox.close();
// console.debug('finished');
});
}
else {
froogaloop.removeEvent('finish');
}
}
function onPlayProgress() {
if (1) {
froogaloop.addEvent('playProgress', function(data) {
console.debug(data);
});
}
else {
froogaloop.removeEvent('playProgress');
}
}
window.lastEventHouse = 0.10;
window.lastEventII = 0.1;
// Calls the change event if the option is checked
// (this makes sure the checked events get attached on page load as well as on changed)
onPause();
onFinish();
onPlayProgress();
}
/**
* Sets up actions for adding a new clip window to the page.
*/
function setupAddClip() {
var button = container.querySelector('.addClip'),
newContainer;
addEvent(button, 'click', function(e) {
// Don't do anything if clicking on anything but the button (such as the input field)
if (e.target != this) {
return false;
}
// Gets the index of the current player by simply grabbing the number after the underscore
var currentIndex = parseInt(player_id.split('_')[1]),
clipId = button.querySelector('input').value;
newContainer = resetContainer(container.cloneNode(true), currentIndex+1, clipId);
container.parentNode.appendChild(newContainer);
$f(newContainer.querySelector('iframe')).addEvent('ready', ready);
});
/**
* Resets the duplicate container's information, clearing out anything
* that doesn't pertain to the new clip. It also sets the iframe to
* use the new clip's id as its url.
*/
function resetContainer(element, index, clipId) {
var newHeading = element.querySelector('h2'),
newIframe = element.querySelector('iframe'),
newCheckBoxes = element.querySelectorAll('.listeners input[type="checkbox"]'),
newApiConsole = element.querySelector('.console .output'),
newAddBtn = element.querySelector('.addClip');
// Set the heading text
newHeading.innerText = 'Vimeo Player ' + index;
// Set the correct source of the new clip id
newIframe.src = 'http://player.vimeo.com/video/' + clipId + '?api=1&player_id=player_' + index;
newIframe.id = 'player_' + index;
// Reset all the checkboxes for listeners to be checked on
for (var i = 0, length = newCheckBoxes.length, checkbox; i < length; i++) {
checkbox = newCheckBoxes[i];
checkbox.setAttribute('checked', 'checked');
}
// Clear out the API console
newApiConsole.innerHTML = '';
// Update the clip ID of the add clip button
newAddBtn.querySelector('input').setAttribute('value', clipId);
return element;
}
}
setupEventListeners();
}
})();

I think that the part document.querySelectorAll('iframe') is your problem - you are pretending to the api that all iframes are vimeo. Try picking the player_2 and it should be fine.

Related

Ng-Show is not working properly

$scope.stay = function() {
alert("Inside Keep me In")
$scope.timed = false;
$scope.isLogStatus = true;
}
$scope.displayAlert = function() {
$scope.timed = true;
alert("inside display")
}
function idleTimer() {
var t;
$window.onmousemove = resetTimer; // catches mouse movements
$window.onmousedown = resetTimer; // catches mouse movements
$window.onclick = resetTimer; // catches mouse clicks
$window.onscroll = resetTimer;
//window.reload=$scope.stay(); // catches scrolling
// window.onkeypress = resetTimer; //catches keyboard actions
function logout() {
//Adapt to actual logout script
$scope.displayAlert();
alert('insinde logout');
// delete $window.localStorage.user;
// location.href="/";
}
function reload() {
$window.location = self.location.href; //Reloads the current page
}
function resetTimer() {
alert("timer reset")
clearTimeout(t);
// t = setTimeout(logout, 600000); // time is in milliseconds (1000 is 1 second)
$timeout(function() {
alert("timout triggered");
$scope.displayAlert();
}, 9000); // time is in milliseconds (1000 is 1 second)
}
}
idleTimer();
I am using above html and in default if I keep
$scope.timed=true;
it's working
and when I click logged in I am doing
$scope.timed=false;
and again if time is more than 10 minutes I am doing
$scope.timed=true;
(which is not triggering ng-show)
then show is not working
this is controller what is happening
$scope.stay = function() {
alert("Inside Keep me In")
$scope.timed = false;
$scope.isLogStatus = true;
}
$scope.displayAlert = function() {
$scope.timed = true;
alert("inside display")
}
function idleTimer() {
var t;
window.onmousemove = resetTimer; // catches mouse movements
window.onmousedown = resetTimer; // catches mouse movements
window.onclick = resetTimer; // catches mouse clicks
window.onscroll = resetTimer;
//window.reload=$scope.stay(); // catches scrolling
// window.onkeypress = resetTimer; //catches keyboard actions
function logout() {
//Adapt to actual logout script
$scope.displayAlert();
alert('insinde logout');
// delete $window.localStorage.user;
// location.href="/";
}
function reload() {
window.location = self.location.href; //Reloads the current page
}
function resetTimer() {
// alert("timer reset")
clearTimeout(t);
// t = setTimeout(logout, 600000); // time is in milliseconds (1000 is 1 second)
t = setTimeout(logout, 9000); // time is in milliseconds (1000 is 1 second)
}
}
idleTimer();
// Get the topbar menu
$scope.menu = Menus.getMenu('topbar');
The problem is with the way you are calling logout function. You are calling it via outside the angular framework which means that angular will not run the digest cycle and hence any change in scope will not be reflected to the view.
To verify, you can wrap the code in logout function with $timeout. Please do not forget to add it in the dependencies.
$timeout(function(){
$scope.displayAlert();
});
Ideally, you should use angular wrappers e.g. $window for window and $timeout for setTimeout. By doing so angular, automatically, watches for the change and run digest cycle accordingly.

prototype - Trigger event when an element is removed from the DOM

I'm trying to figure out how to execute some js code when an element is removed from the page:
Something in prototype like:
$('custom-div').observe('remove', function(event) {
// Handle the event
});
Does anything like this exist?
In modern browsers, you can use a MutationObserver. Here's code that will call a callback when a DOM element is removed from it's current location:
function watchRemove(el, fn) {
var observer = new MutationObserver(function(mutations) {
mutations.forEach(function(mutation) {
var item;
if (mutation.type === "childList" && mutation.removedNodes) {
for (var i = 0; i < mutation.removedNodes.length; i++) {
item = mutation.removedNodes[i];
if (item === el) {
// clear the observer
observer.disconnect();
fn.call(item, item);
break;
}
}
}
});
});
observer.observe(el.parentNode, {childList: true});
return observer;
}
And, a working demo: http://jsfiddle.net/jfriend00/naft3qeb/
This watches the parent for changes to its direct children and calls the callback if the specific DOM element passed in is removed.
The observer will remove itself when the DOM element is removed or watchRemove() returns the observer instance which you can call .disconnect() on at any time to stop the watching.
Here's a jQuery plug-in that uses this functionality:
jQuery.fn.watchRemove = function(fn, observers) {
return this.each(function() {
var o = watchRemove(this, fn);
if (observers) {
observers.push(o);
}
});
}
In this case, it accepts an optional array object as an argument that will be filled with all the observer objects (only necessary to pass this if you want to be able to stop the watching yourself on any given item).

How resize div on mobile (click in the corner)?

I need a div you can click in the corner and resize on android and iphone
thanks for your help
Here is my solution. This code works with Firefox, Chrome, IPad and Android. Just click on the corner.
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>resizable demo</title>
<link rel="stylesheet"
href="http://code.jquery.com/ui/1.10.3/themes/smoothness/jquery-ui.css">
<style>
#resizable {
width: 100px;
height: 100px;
background: #ccc;
}
</style>
<script src="http://code.jquery.com/jquery-1.9.1.js"></script>
<script src="http://code.jquery.com/ui/1.10.3/jquery-ui.js"></script>
</head>
<body>
<script type="text/javascript">
(function ($) {
// Detect touch support
$.support.touch = 'ontouchend' in document;
// Ignore browsers without touch support
if (!$.support.touch) {
return;
}
var mouseProto = $.ui.mouse.prototype,
_mouseInit = mouseProto._mouseInit,
touchHandled;
function simulateMouseEvent (event, simulatedType) { //use this function to simulate mouse event
// Ignore multi-touch events
if (event.originalEvent.touches.length > 1) {
return;
}
event.preventDefault(); //use this to prevent scrolling during ui use
var touch = event.originalEvent.changedTouches[0],
simulatedEvent = document.createEvent('MouseEvents');
// Initialize the simulated mouse event using the touch event's coordinates
simulatedEvent.initMouseEvent(
simulatedType, // type
true, // bubbles
true, // cancelable
window, // view
1, // detail
touch.screenX, // screenX
touch.screenY, // screenY
touch.clientX, // clientX
touch.clientY, // clientY
false, // ctrlKey
false, // altKey
false, // shiftKey
false, // metaKey
0, // button
null // relatedTarget
);
// Dispatch the simulated event to the target element
event.target.dispatchEvent(simulatedEvent);
}
mouseProto._touchStart = function (event) {
var self = this;
// Ignore the event if another widget is already being handled
if (touchHandled || !self._mouseCapture(event.originalEvent.changedTouches[0])) {
return;
}
// Set the flag to prevent other widgets from inheriting the touch event
touchHandled = true;
// Track movement to determine if interaction was a click
self._touchMoved = false;
// Simulate the mouseover event
simulateMouseEvent(event, 'mouseover');
// Simulate the mousemove event
simulateMouseEvent(event, 'mousemove');
// Simulate the mousedown event
simulateMouseEvent(event, 'mousedown');
};
mouseProto._touchMove = function (event) {
// Ignore event if not handled
if (!touchHandled) {
return;
}
// Interaction was not a click
this._touchMoved = true;
// Simulate the mousemove event
simulateMouseEvent(event, 'mousemove');
};
mouseProto._touchEnd = function (event) {
// Ignore event if not handled
if (!touchHandled) {
return;
}
// Simulate the mouseup event
simulateMouseEvent(event, 'mouseup');
// Simulate the mouseout event
simulateMouseEvent(event, 'mouseout');
// If the touch interaction did not move, it should trigger a click
if (!this._touchMoved) {
// Simulate the click event
simulateMouseEvent(event, 'click');
}
// Unset the flag to allow other widgets to inherit the touch event
touchHandled = false;
};
mouseProto._mouseInit = function () {
var self = this;
// Delegate the touch handlers to the widget's element
self.element
.on('touchstart', $.proxy(self, '_touchStart'))
.on('touchmove', $.proxy(self, '_touchMove'))
.on('touchend', $.proxy(self, '_touchEnd'));
// Call the original $.ui.mouse init method
_mouseInit.call(self);
};
})(jQuery);
</script>
<div id="resizable"></div>
<script>
$( "#resizable" ).resizable();
</script>
</body>
</html>

How to put loading in mootools?

now i want create slideshow banner with mootools and i want to put loading image, mean after all images is loaded then start show all images (with slideshow).
My question is how to put LOADING ?
here my code :
<script type="text/javascript" src="js/mootools-1.2.4.js"></script>
<script type="text/javascript">
window.addEvent('domready',function() {
/* settings */
var $xxa = jQuery.noConflict();
var showDuration = 3000;
var container = $('slideshow-container');
var images = container.getElements('img');
var currentIndex = 0;
var interval;
/* opacity and fade */
images.each(function(img,i){
if(i > 0) {
img.set('opacity',0);
}
});
/* worker */
var show = function() {
images[currentIndex].fade('out');
images[currentIndex = currentIndex < images.length - 1 ? currentIndex+1 : 0].fade('in');
};
/* start once the page is finished loading */
window.addEvent('load',function(){
interval = show.periodical(showDuration);
});
});
</script>
have a look at the mootools-more Asset.images from Asset.js
it can load multiple images and it fires onprogress / oncomplete events for the lot. http://mootools.net/docs/more/Utilities/Assets#Asset:Asset-images
what you do implies the images have loaded already - the load will trigger after all is done if they are in the dom - but it will wait for other elements as well as your images of interest, so that's a little wasteful
you can still create a new Element on domready saying 'loading' and destroy it onload, keep your code as is.
eg.
var loader = new Element("div", {
html: "loading..."
tween: {
onComplete: function() {
this.element.destroy();
}
}
}).inject(document.id("sometarget"));
...
window.addEvent('load', function(){
loader.fade('out'); // will fade and destroy it.
interval = ...
});

How do I detect a HTML5 drag event entering and leaving the window, like Gmail does?

I'd like to be able to highlight the drop area as soon as the cursor carrying a file enters the browser window, exactly the way Gmail does it. But I can't make it work, and I feel like I'm just missing something really obvious.
I keep trying to do something like this:
this.body = $('body').get(0)
this.body.addEventListener("dragenter", this.dragenter, true)
this.body.addEventListener("dragleave", this.dragleave, true)`
But that fires the events whenever the cursor moves over and out of elements other than BODY, which makes sense, but absolutely doesn't work. I could place an element on top of everything, covering the entire window and detect on that, but that'd be a horrible way to go about it.
What am I missing?
I solved it with a timeout (not squeaky-clean, but works):
var dropTarget = $('.dropTarget'),
html = $('html'),
showDrag = false,
timeout = -1;
html.bind('dragenter', function () {
dropTarget.addClass('dragging');
showDrag = true;
});
html.bind('dragover', function(){
showDrag = true;
});
html.bind('dragleave', function (e) {
showDrag = false;
clearTimeout( timeout );
timeout = setTimeout( function(){
if( !showDrag ){ dropTarget.removeClass('dragging'); }
}, 200 );
});
My example uses jQuery, but it's not necessary. Here's a summary of what's going on:
Set a flag (showDrag) to true on dragenter and dragover of the html (or body) element.
On dragleave set the flag to false. Then set a brief timeout to check if the flag is still false.
Ideally, keep track of the timeout and clear it before setting the next one.
This way, each dragleave event gives the DOM enough time for a new dragover event to reset the flag. The real, final dragleave that we care about will see that the flag is still false.
Modified version from Rehmat (thx)
I liked this idea and instead of writing a new answer, I am updating it here itself. It can be made more precise by checking window dimensions.
var body = document.querySelector("body");
body.ondragleave = (e) => {
if (
e.clientX >= 0 && e.clientX <= body.clientWidth
&& e.clientY >= 0 && e.clientY <= body.clientHeight
) {} else {
// do something here
}
}
Old Version
Don't know it this works for all cases but in my case it worked very well
$('body').bind("dragleave", function(e) {
if (!e.originalEvent.clientX && !e.originalEvent.clientY) {
//outside body / window
}
});
Adding the events to document seemed to work? Tested with Chrome, Firefox, IE 10.
The first element that gets the event is <html>, which should be ok I think.
var dragCount = 0,
dropzone = document.getElementById('dropzone');
function dragenterDragleave(e) {
e.preventDefault();
dragCount += (e.type === "dragenter" ? 1 : -1);
if (dragCount === 1) {
dropzone.classList.add('drag-highlight');
} else if (dragCount === 0) {
dropzone.classList.remove('drag-highlight');
}
};
document.addEventListener("dragenter", dragenterDragleave);
document.addEventListener("dragleave", dragenterDragleave);
Here's another solution. I wrote it in React, but I'll explain it at the end if you want to rebuild it in plain JS. It's similar to other answers here, but perhaps slightly more refined.
import React from 'react';
import styled from '#emotion/styled';
import BodyEnd from "./BodyEnd";
const DropTarget = styled.div`
position: fixed;
top: 0;
right: 0;
bottom: 0;
left: 0;
pointer-events: none;
background-color:rgba(0,0,0,.5);
`;
function addEventListener<K extends keyof DocumentEventMap>(type: K, listener: (this: Document, ev: DocumentEventMap[K]) => any, options?: boolean | AddEventListenerOptions) {
document.addEventListener(type, listener, options);
return () => document.removeEventListener(type, listener, options);
}
function setImmediate(callback: (...args: any[]) => void, ...args: any[]) {
let cancelled = false;
Promise.resolve().then(() => cancelled || callback(...args));
return () => {
cancelled = true;
};
}
function noop(){}
function handleDragOver(ev: DragEvent) {
ev.preventDefault();
ev.dataTransfer!.dropEffect = 'copy';
}
export default class FileDrop extends React.Component {
private listeners: Array<() => void> = [];
state = {
dragging: false,
}
componentDidMount(): void {
let count = 0;
let cancelImmediate = noop;
this.listeners = [
addEventListener('dragover',handleDragOver),
addEventListener('dragenter',ev => {
ev.preventDefault();
if(count === 0) {
this.setState({dragging: true})
}
++count;
}),
addEventListener('dragleave',ev => {
ev.preventDefault();
cancelImmediate = setImmediate(() => {
--count;
if(count === 0) {
this.setState({dragging: false})
}
})
}),
addEventListener('drop',ev => {
ev.preventDefault();
cancelImmediate();
if(count > 0) {
count = 0;
this.setState({dragging: false})
}
}),
]
}
componentWillUnmount(): void {
this.listeners.forEach(f => f());
}
render() {
return this.state.dragging ? <BodyEnd><DropTarget/></BodyEnd> : null;
}
}
So, as others have observed, the dragleave event fires before the next dragenter fires, which means our counter will momentarily hit 0 as we drag files (or whatever) around the page. To prevent that, I've used setImmediate to push the event to the bottom of JavaScript's event queue.
setImmediate isn't well supported, so I wrote my own version which I like better anyway. I haven't seen anyone else implement it quite like this. I use Promise.resolve().then to move the callback to the next tick. This is faster than setImmediate(..., 0) and simpler than many of the other hacks I've seen.
Then the other "trick" I do is to clear/cancel the leave event callback when you drop a file just in case we had a callback pending -- this will prevent the counter from going into the negatives and messing everything up.
That's it. Seems to work very well in my initial testing. No delays, no flashing of my drop target.
Can get the file count too with ev.dataTransfer.items.length
#tyler's answer is the best! I have upvoted it. After spending so many hours I got that suggestion working exactly as intended.
$(document).on('dragstart dragenter dragover', function(event) {
// Only file drag-n-drops allowed, http://jsfiddle.net/guYWx/16/
if ($.inArray('Files', event.originalEvent.dataTransfer.types) > -1) {
// Needed to allow effectAllowed, dropEffect to take effect
event.stopPropagation();
// Needed to allow effectAllowed, dropEffect to take effect
event.preventDefault();
$('.dropzone').addClass('dropzone-hilight').show(); // Hilight the drop zone
dropZoneVisible= true;
// http://www.html5rocks.com/en/tutorials/dnd/basics/
// http://api.jquery.com/category/events/event-object/
event.originalEvent.dataTransfer.effectAllowed= 'none';
event.originalEvent.dataTransfer.dropEffect= 'none';
// .dropzone .message
if($(event.target).hasClass('dropzone') || $(event.target).hasClass('message')) {
event.originalEvent.dataTransfer.effectAllowed= 'copyMove';
event.originalEvent.dataTransfer.dropEffect= 'move';
}
}
}).on('drop dragleave dragend', function (event) {
dropZoneVisible= false;
clearTimeout(dropZoneTimer);
dropZoneTimer= setTimeout( function(){
if( !dropZoneVisible ) {
$('.dropzone').hide().removeClass('dropzone-hilight');
}
}, dropZoneHideDelay); // dropZoneHideDelay= 70, but anything above 50 is better
});
Your third argument to addEventListener is true, which makes the listener run during capture phase (see http://www.w3.org/TR/DOM-Level-3-Events/#event-flow for a visualization). This means that it will capture the events intended for its descendants - and for the body that means all elements on the page. In your handlers, you'll have to check if the element they're triggered for is the body itself. I'll give you my very dirty way of doing it. If anyone knows a simpler way that actually compares elements, I'd love to see it.
this.dragenter = function() {
if ($('body').not(this).length != 0) return;
... functional code ...
}
This finds the body and removes this from the set of elements found. If the set isn't empty, this wasn't the body, so we don't like this and return. If this is body, the set will be empty and the code executes.
You can try with a simple if (this == $('body').get(0)), but that will probably fail miserably.
I was having trouble with this myself and came up with a usable solution, though I'm not crazy about having to use an overlay.
Add ondragover, ondragleave and ondrop to window
Add ondragenter, ondragleave and ondrop to an overlay and a target element
If drop occurs on the window or overlay, it is ignored, whereas the target handles the drop as desired. The reason we need an overlay is because ondragleave triggers every time an element is hovered, so the overlay prevents that from happening, while the drop zone is given a higher z-index so that the files can be dropped. I am using some code snippets found in other drag and drop related questions, so I cannot take full credit. Here's the full HTML:
<!DOCTYPE html>
<html>
<head>
<title>Drag and Drop Test</title>
<meta http-equiv="X-UA-Compatible" content="chrome=1" />
<style>
#overlay {
display: none;
left: 0;
position: absolute;
top: 0;
z-index: 100;
}
#drop-zone {
background-color: #e0e9f1;
display: none;
font-size: 2em;
padding: 10px 0;
position: relative;
text-align: center;
z-index: 150;
}
#drop-zone.hover {
background-color: #b1c9dd;
}
output {
bottom: 10px;
left: 10px;
position: absolute;
}
</style>
<script>
var windowInitialized = false;
var overlayInitialized = false;
var dropZoneInitialized = false;
function handleFileSelect(e) {
e.preventDefault();
var files = e.dataTransfer.files;
var output = [];
for (var i = 0; i < files.length; i++) {
output.push('<li>',
'<strong>', escape(files[i].name), '</strong> (', files[i].type || 'n/a', ') - ',
files[i].size, ' bytes, last modified: ',
files[i].lastModifiedDate ? files[i].lastModifiedDate.toLocaleDateString() : 'n/a',
'</li>');
}
document.getElementById('list').innerHTML = '<ul>' + output.join('') + '</ul>';
}
window.onload = function () {
var overlay = document.getElementById('overlay');
var dropZone = document.getElementById('drop-zone');
dropZone.ondragenter = function () {
dropZoneInitialized = true;
dropZone.className = 'hover';
};
dropZone.ondragleave = function () {
dropZoneInitialized = false;
dropZone.className = '';
};
dropZone.ondrop = function (e) {
handleFileSelect(e);
dropZoneInitialized = false;
dropZone.className = '';
};
overlay.style.width = (window.innerWidth || document.body.clientWidth) + 'px';
overlay.style.height = (window.innerHeight || document.body.clientHeight) + 'px';
overlay.ondragenter = function () {
if (overlayInitialized) {
return;
}
overlayInitialized = true;
};
overlay.ondragleave = function () {
if (!dropZoneInitialized) {
dropZone.style.display = 'none';
}
overlayInitialized = false;
};
overlay.ondrop = function (e) {
e.preventDefault();
dropZone.style.display = 'none';
};
window.ondragover = function (e) {
e.preventDefault();
if (windowInitialized) {
return;
}
windowInitialized = true;
overlay.style.display = 'block';
dropZone.style.display = 'block';
};
window.ondragleave = function () {
if (!overlayInitialized && !dropZoneInitialized) {
windowInitialized = false;
overlay.style.display = 'none';
dropZone.style.display = 'none';
}
};
window.ondrop = function (e) {
e.preventDefault();
windowInitialized = false;
overlayInitialized = false;
dropZoneInitialized = false;
overlay.style.display = 'none';
dropZone.style.display = 'none';
};
};
</script>
</head>
<body>
<div id="overlay"></div>
<div id="drop-zone">Drop files here</div>
<output id="list"><output>
</body>
</html>
I see a lot of overengineered solutions out there. You should be able to achieve this by simply listening to dragenter and dragleave as your gut seemingly told you.
The tricky part is that when dragleave fires, it seems to have its toElement and fromElement inverted from what makes sense in everyday life (which kind of makes sense in logical terms since it's the inverted action of dragenter).
Bottom-line when you move the cursor from the listening element to outside that element, toElement will have the listening element and fromElement will have the outer non-listening element. In our case, fromElement will be null when we drag outside the browser.
Solution
window.addEventListener("dragleave", function(e){
if (!e.fromElement){
console.log("Dragging back to OS")
}
})
window.addEventListener("dragenter", function(e){
console.log("Dragging to browser")
})
The ondragenter is fired quite often. You can avoid using a helper variable like draggedFile. If you don't care how often your on ondragenter function is being called, you can remove that helper variable.
Solution:
let draggedFile = false;
window.ondragenter = (e) => {
if(!draggedFile) {
draggedFile = true;
console.log("dragenter");
}
}
window.ondragleave = (e) => {
if (!e.fromElement && draggedFile) {
draggedFile = false;
console.log("dragleave");
}
}
Have you noticed that there is a delay before the dropzone disappears in Gmail? My guess is that they have it disappear on a timer (~500ms) that gets reset by dragover or some such event.
The core of the problem you described is that dragleave is triggered even when you drag into a child element. I'm trying to find a way to detect this, but I don't have an elegantly clean solution yet.
really sorry to post something that is angular & underscore specific, however the way i solved the problem (HTML5 spec, works on chrome) should be easy to observe.
.directive('documentDragAndDropTrigger', function(){
return{
controller: function($scope, $document){
$scope.drag_and_drop = {};
function set_document_drag_state(state){
$scope.$apply(function(){
if(state){
$document.context.body.classList.add("drag-over");
$scope.drag_and_drop.external_dragging = true;
}
else{
$document.context.body.classList.remove("drag-over");
$scope.drag_and_drop.external_dragging = false;
}
});
}
var drag_enters = [];
function reset_drag(){
drag_enters = [];
set_document_drag_state(false);
}
function drag_enters_push(event){
var element = event.target;
drag_enters.push(element);
set_document_drag_state(true);
}
function drag_leaves_push(event){
var element = event.target;
var position_in_drag_enter = _.find(drag_enters, _.partial(_.isEqual, element));
if(!_.isUndefined(position_in_drag_enter)){
drag_enters.splice(position_in_drag_enter,1);
}
if(_.isEmpty(drag_enters)){
set_document_drag_state(false);
}
}
$document.bind("dragenter",function(event){
console.log("enter", "doc","drag", event);
drag_enters_push(event);
});
$document.bind("dragleave",function(event){
console.log("leave", "doc", "drag", event);
drag_leaves_push(event);
console.log(drag_enters.length);
});
$document.bind("drop",function(event){
reset_drag();
console.log("drop","doc", "drag",event);
});
}
};
})
I use a list to represent the elements that have triggered a drag enter event. when a drag leave event happens i find the element in the drag enter list that matches, remove it from the list, and if the resulting list is empty i know that i have dragged outside of the document/window.
I need to reset the list containing dragged over elements after a drop event occurs, or the next time I start dragging something the list will be populated with elements from the last drag and drop action.
I have only tested this on chrome so far. I made this because Firefox and chrome have different API implementations of HTML5 DND. (drag and drop).
really hope this helps some people.
When the file enters and leaves child elements it fires additional dragenter and dragleave so you need to count up and down.
var count = 0
document.addEventListener("dragenter", function() {
if (count === 0) {
setActive()
}
count++
})
document.addEventListener("dragleave", function() {
count--
if (count === 0) {
setInactive()
}
})
document.addEventListener("drop", function() {
if (count > 0) {
setInactive()
}
count = 0
})
I found out from looking at the spec that if the evt.dataTransfer.dropEffect on dragEnd match none then it's a cancelation.
I did already use that event to handle copying without affecting the clipboard. so this was good for me.
When I hit Esc then the drop effect was equal to none
window.ondragend = evt => {
if (evt.dataTransfer.dropEffect === 'none') abort
if (evt.dataTransfer.dropEffect === 'copy') copy // user holds alt on mac
if (evt.dataTransfer.dropEffect === 'move') move
}
on "dropend" event you can check the value of the document.focus() was the magic trick in my case.