blob: d808bcf7789b09f16fc439598c1522736e05d21c [file] [log] [blame]
<html>
<head>
<style type="text/css">
body { background-color: black; }
a:hover { text-decoration: none; }
a:link { color: black; }
a:visited { color: black; }
#main {
position: absolute;
left: 0%;
top: 0%;
width: 100%;
height: 100%;
padding: 0%;
z-index: 10;
}
</style>
</head>
<body id="body">
<script type="text/javascript">
// Nominal original size. If the embed is smaller than this, the play and logo
// images get scaled appropriately. These are actually 3/4 of the sizes suggested
// by youtube, so the images don't get too tiny.
defHeight = 258;
defWidth = 318;
function setup() {
var width = document.body.clientWidth;
var height = document.body.clientHeight;
var canvas = document.getElementById("canvas");
// Resize the canvas to the right size
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext('2d');
var loadcount = 0;
function doload() {
if (++loadcount == 3) {
// All images are loaded, so display them.
// (Note that the images are loaded from javascript, so might load
// after document.onload fires)
playWidth = play.width;
playHeight = play.height;
logoWidth = logo.width;
logoHeight = logo.height;
var ratio = 1;
// If the page is smaller than it 'should' be in either dimension
// we scale the background, play button and logo according to the
// dimension that has been shrunk the most.
if (width / height > defWidth / defHeight && height < defHeight) {
ratio = height / defHeight;
// Stretch the background in this dimension only.
backgroundHeight = background.height / ratio;
ctx.drawImage(background, 0, 0, background.width, background.height,
0, (height - backgroundHeight) / 2, width, backgroundHeight);
} else if (width / height < defWidth / defHeight && width < defWidth) {
ratio = width / defWidth;
backgroundWidth = background.width / ratio;
ctx.drawImage(background, 0, 0, background.width, background.height,
(width - backgroundWidth) / 2, 0, backgroundWidth, height);
} else {
// In this case stretch the background in both dimensions to fill the space.
ctx.drawImage(background, 0, 0, width, height);
}
playWidth *= ratio;
playHeight *= ratio;
logoWidth *= ratio;
logoHeight *= ratio;
playLeft = (width - playWidth) / 2;
playTop = (height - playHeight) / 2;
ctx.drawImage(play, playLeft, playTop, playWidth, playHeight);
ctx.globalAlpha = 0.7
ctx.drawImage(logo, width - logoWidth, height - logoHeight, logoWidth, logoHeight);
// To make it slightly easier to hit, the click target is twice the width/height of the unscaled play button
targetLeft = width / 2 - play.width;
targetRight = width / 2 + play.width;
targetTop = height / 2 - play.height;
targetBottom = height / 2 + play.height;
canvas.addEventListener("click", function(e) {
var posx = e.clientX-canvas.offsetLeft;
var posy = e.clientY-canvas.offsetTop;
if (posx >= targetLeft && posx <= targetRight &&
posy >= targetTop && posy <= targetBottom) {
top.location.href = "vnd.youtube:VIDEO_ID";
}
}, false);
}
}
var background = new Image();
background.onload = doload;
background.src = "http://img.youtube.com/vi/VIDEO_ID/0.jpg";
play = new Image();
play.onload = doload;
play.src = "play.png";
logo = new Image();
logo.onload = doload;
logo.src = "youtube.png";
}
window.onload = setup;
</script>
<div id="main">
<canvas id="canvas"></canvas>
</div>
</body>
</html>