Listening for Youtube Event in JavaScript or jQuery
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();
- If you only have to call simple single-direction functions, it's not necessary to use this code. Instead, use the function
callPlayer
as defined at this answer. - If you want to implement this feature for multiple frames, simultaneously, have a look at this answer. Also includes a detailed explanation of
getFrameID
andYT_ready
.
You can use the tubeplayer plugin, it comes with lots of events to listen for.
Since yesterday this isn't working any more. The onStateChange isn't fired. Jeffrey posted an quick fix but I am not able to update the above answer
More info about this issue https://code.google.com/p/gdata-issues/issues/detail?id=4706
Got it working :-) with the fix
Add the following function
function onReady() {
player.addEventListener('onStateChange', function(e) {
console.log('State is:', e.data);
});
}
and before "onStateChange": stopCycle add "onReady": onReady,