Reputation: 1067
I've added a progress bar in my javascript code, to show the progress of a music track.
audioElement.addEventListener("timeupdate", function(){
var progress = document.getElementById("progress");
var value = 0;
if (audioElement.currentTime > 0) {
value = Math.floor((100 / audioElement.duration) * audioElement.currentTime);
}
progress.style.width = value + "%";}, false);
The code works fine, and I can see that my bar progresses as the music progresses as well.
Now I would like to be able to click anywhere on the progressbar, and be able to forward the music accordingly. In other words, I would like to be able to control the rewind/forward the track by clicking on the progress bar itself. Could someone help me, and gave me some idea how to do this. I am not an expert with HTML and JavaScripting, so I would appreciate some help.
Thanks, --Rudy
Upvotes: 2
Views: 7121
Reputation: 1659
I came across this question today while creating a custom HTML5 video player. Just in regards to video instead of audio. The process should work the same though for your audio needs.
I found this article and was able to incorporate the progress bar part of it into my player. https://msdn.microsoft.com/en-us/library/ie/gg589528%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
Instead of using a progressbar
element, like I was doing, the method I used here is to use a canvas element instead.
<canvas id='progress-bar' width="200" height="20" style="border:1px solid green;">canvas not supported</canvas>
Then in your JavaScript, create a handle to reference it by
var mediaPlayer;
var progressBar;
var canvas;
When the document loads, initialize everything including the progress bar items
mediaPlayer = document.getElementById('media-video');
progressBar = document.getElementById('progress-bar');
canvas = document.getElementById('progress-bar');
canvas.addEventListener("click", function(e) {
var canvas = document.getElementById('progress-bar');
if (!e) {
e = window.event;
} //get the latest windows event if it isn't set
try {
//calculate the current time based on position of mouse cursor in canvas box
mediaPlayer.currentTime = mediaPlayer.duration * (e.offsetX / canvas.clientWidth);
}
catch (err) {
// Fail silently but show in F12 developer tools console
if (window.console && console.error("Error:" + err));
}
}, true);
mediaPlayer.addEventListener('timeupdate', updateProgressBar, false);
Then create a function outside of your initialization function for the timeupdate
listener to call and automatically update the progress bar for you
function updateProgressBar() {
mediaPlayer = document.getElementById('media-video');
//get current time in seconds
var elapsedTime = Math.round(mediaPlayer.currentTime);
//update the progress bar
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
//clear canvas before painting
ctx.clearRect(0, 0, canvas.clientWidth, canvas.clientHeight);
ctx.fillStyle = "rgb(255,0,0)";
var fWidth = (elapsedTime / mediaPlayer.duration) * (canvas.clientWidth);
if (fWidth > 0) {
ctx.fillRect(0, 0, fWidth, canvas.clientHeight);
}
}
}
I haven't completely cleaned it up yet. Hence the redundant handles to the same id. But I'm sure you get the picture.
Upvotes: 2
Reputation:
I would do it like this, using jQuery to make things slightly easier:
$('.clickable').bind('click', function (ev) {
var $div = $(ev.target);
var $display = $div.find('.display');
var offset = $div.offset();
var x = ev.clientX - offset.left;
$('.progress').width(x);
});
<div class='clickable'>
<div class='display'>
<div class="progress"></div>
</div>
</div>
You can then use that x coordinate to manipulate your music player as a percentage of the div width.
Upvotes: 4