YouTube iFrame API 'onStateChange' not firing in Firefox - firefox

As of today, I'm having some difficulty getting the YouTube iFrame API onStateChange to fire in Firefox.
This appears to be a new problem - projects using the same code with the same API that were working fully last week are now not firing their onStateChange events. This issue only seems to affect Firefox - Chrome and Internet Explorer are working fully.
Is this a known bug, and is there a workaround available if it is?
(There's a similar question here, but it appears to be for a temporary bug on YouTube's side that has now been fixed. The solution posted there also doesn't seem to fix this issue.)
As an example, here's a fiddle using the basic example from Google. The player should stop after six seconds, but doesn't:
http://jsfiddle.net/wf4NW/
<!-- 1. The <iframe> (and video player) will replace this <div> tag. -->
<div id="player"></div>
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'M7lc1UVf-VE',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
</script>

This appears to be an issue with the YouTube flash player. When flash is used (which seems to be the default) the API does not work.
However, when HTML5 mode is requested, the stateChange event does fire.
<!-- 1. The <iframe> (and video player) will replace this <div> tag. -->
<div id="player"></div>
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'M7lc1UVf-VE',
playerVars: {
html5: 1
},
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
</script>
Here is the OP's jsfiddle, but modified to use the HTML5 player. With the HTML5 player, the video does pause after 6 seconds like it should.

Related

Youtube API v3 - Select menu to access public channel video data without Oauth

I want to access and view public Youtube videos (simple read only) from any Youtube channel without resorting to Oauth, just with plain API key. I haven't found a decent layman example on how to go about with API v3 ;-(
I have this to juggle with which I cannot get to work. Basically, a Select menu contains options whose values are existing channel IDs. When an option containing a channel ID is selected, it should trigger requestUserUploadsPlaylistId(). Then, when NEXTbutton or PREVIOUSbutton are activated, function requestVideoPlaylist() would kick in. Is there a better way to do this? I get the following error messages in Firebug:
TypeError: response.result is undefined (When I choose an option from SELECTmenu).
TypeError: response.result is undefined (After I click on buttons).
Here is what I am struggling with (am new to API v3 and kinda used to API v2 (sigh)):
<HTML is here>
script>
$('#NEXTbutton').prop('disabled', true).addClass('disabled');
</script>
<script type="text/javascript" src="https://apis.google.com
/js/client.js?onload=onJSClientLoad"></script>
<script>
var dd, playlistId, nextPageToken, prevPageToken;
function onJSClientLoad() {
gapi.client.setApiKey('YOUR-API-KEY');
gapi.client.load('youtube', 'v3', function(){
$('#NEXTbutton').prop('disabled', false).removeClass('disabled');
});
}
// Calling the following function via selected option value of select menu
// I am using "mine: false," since it's an unauthenticated request ??
function requestUserUploadsPlaylistId() {
var dd = $("#SELECTmenu option:selected").val();
var request = gapi.client.youtube.channels.list({
mine: false, // is this legit?
channelId: dd, // Variable is preset chosen value of SELECTmenu options
part: 'contentDetails,id'
});
request.execute(function(response) {
playlistId = response.result.items[0].contentDetails.relatedPlaylists.uploads;
channelId = response.result.items[0].id;
});
}
function requestVideoPlaylist(playlistId, pageToken) {
var requestOptions = {
playlistId: playlistId,
part: 'snippet,id',
maxResults: 5
};
if (pageToken) {
requestOptions.pageToken = pageToken;
}
var request = gapi.client.youtube.playlistItems.list(requestOptions);
request.execute(function(response) {
// Only show the page buttons if there's a next or previous page.
nextPageToken = response.result.nextPageToken;
var nextVis = nextPageToken ? 'visible' : 'hidden';
$('#NEXTbutton').css('visibility', nextVis);
prevPageToken = response.result.prevPageToken
var prevVis = prevPageToken ? 'visible' : 'hidden';
$('#PREVIOUSbutton').css('visibility', prevVis);
var playlistItems = response.result.items;
if (playlistItems) {
$.each(playlistItems, function(index, item) {
displayResult(item.snippet);
});
} else {
$('#CONTAINER').html('Sorry, no uploaded videos available');
}
});
}
function displayResult(videoSnippet) {
for(var i=0;i<response.items.length;i++) {
var channelTitle = response.items[i].snippet.channelTitle
var videoTitle = response.items[i].snippet.title;
var Thumbnail = response.items[i].snippet.thumbnails.medium.url;
var results = '<li><div class="video-result"><img src="'+Thumbnail+'" /></div>
<div class="chantitle">'+channelTitle+'</div>
<div class="vidtitle">'+videoTitle+'</div></li>';
$('#CONTAINER').append(results);
}
}
function nextPage() {
requestVideoPlaylist(playlistId, nextPageToken);
}
function previousPage() {
requestVideoPlaylist(playlistId, prevPageToken);
}
$('#NEXTbutton').on('click', function() { // Display next 5 results
nextPage();
});
$('#PREVIOUSbutton').on('click', function() { // Display previous 5 results
previousPage();
});
$("#SELECTmenu").on("change", function() {
$('#CONTAINER').empty();
if ($("#SELECTmenu option:selected").val().length === 24) { //Channel ID length
requestUserUploadsPlaylistId();
} else {
return false;
}
});
I'm surely missing something here, any pointers will be greatly appreciated.
FINAL UPDATE
A few updates later and I've finally answered my question after playing with the awesome Google APIs Explorer tool. Here is a sample working code allowing access to Youtube channel video-related data from a Select menu for read-only without using OAUTH, just an API key. The Select menu, based on a selected option's value (which contains a channel id), posts a video thumbnail, the thumbnail's channel origin; and the video's title. Should be easy to make the thumbnail clickable so as to load video in iframe embed or redirect to Youtube page. Enjoy!
// Change values and titles accordingly
<select id="SELECTmenu">
<option value="selchan">Select channel ...</option>
<option value="-YOUR-24digit-ChannelID-">Put-channel-title-here</option>
<option value="-YOUR-24digit-ChannelID-">Put-channel-title-here</option>
</select>
<button id="NEXTbutton">NEXT</button>
<button id="PREVIOUSbutton">PREV</button>
<ol id="CONTAINER"></ol> // Loads video data response
<script type="text/javascript"
src="https://apis.google.com/js/client.js?onload=onJSClientLoad">
</script>
var playlistId, nextPageToken, prevPageToken;
function onJSClientLoad() {
gapi.client.setApiKey('INSERT-YOUR-API-KEY'); // Insert your API key
gapi.client.load('youtube', 'v3', function(){
//Add function here if some action required immediately after the API loads
});
}
function requestUserUploadsPlaylistId(pageToken) {
// https://developers.google.com/youtube/v3/docs/channels/list
var selchan = $("#SELECTmenu option:selected").val();
var request = gapi.client.youtube.channels.list({
id: selchan,
part: 'snippet,contentDetails',
filter: 'uploads'
});
request.execute(function(response) {
playlistId = response.result.items[0].contentDetails.relatedPlaylists.uploads;
channelId = response.result.items[0].id;
requestVideoPlaylist(playlistId, pageToken);
});
}
function requestVideoPlaylist(playlistId, pageToken) {
$('#CONTAINER').empty();
var requestOptions = {
playlistId: playlistId,
part: 'snippet,id',
maxResults: 5 // can be changed
};
if (pageToken) {
requestOptions.pageToken = pageToken;
}
var request = gapi.client.youtube.playlistItems.list(requestOptions);
request.execute(function(response) {
// Only show the page buttons if there's a next or previous page.
nextPageToken = response.result.nextPageToken;
var nextVis = nextPageToken ? 'visible' : 'hidden';
$('#NEXTbutton').css('visibility', nextVis);
prevPageToken = response.result.prevPageToken
var prevVis = prevPageToken ? 'visible' : 'hidden';
$('#PREVIOUSbutton').css('visibility', prevVis);
var playlistItems = response.result.items;
if (playlistItems) {
displayResult(playlistItems);
} else {
$('#CONTAINER').html('Sorry, no uploaded videos.');
}
});
}
function displayResult(playlistItems) {
for(var i=0;i<playlistItems.length;i++) {
var channelTitle = playlistItems[i].snippet.channelTitle
var videoTitle = playlistItems[i].snippet.title;
var videoThumbnail = playlistItems[i].snippet.thumbnails.medium.url;
var results = '<li>
<div>'+channelTitle+'</div>
<div><img src="'+videoThumbnail+'" /></div>
<div>'+videoTitle+'</div>
</li>';
$('#CONTAINER').append(results);
}
}
function nextPage() {
$('#CONTAINER').empty(); // This needed here
requestVideoPlaylist(playlistId, nextPageToken);
}
function previousPage() {
$('#CONTAINER').empty(); // This needed here
requestVideoPlaylist(playlistId, prevPageToken);
}
$('#NEXTbutton').on('click', function() { // Display next maxResults
nextPage();
});
$('#PREVIOUSbutton').on('click', function() { // Display previous maxResults
previousPage();
});
// Using as filtering example Select option values which contain channel
// ID length of 24 alphanumerics/symbols to trigger functions just in case
// there are other option values in the menu that do not refer to channel IDs.
$("#SELECTmenu").on("change", function() {
$('#CONTAINER').empty();
if ($("#SELECTmenu option:selected").val().length === 24) {
requestUserUploadsPlaylistId();
return false;
} else {
return false;
}
});
NOTE:
Remember, code sample above is built based on what API v3 provided at the time of this posting.
TIP: It's better to make sure that the buttons be disabled during API call and re-enabled after API has posted the expected results. If you press those buttons while processing, you may get compounded and/or unexpected results. ~ Koolness

fotorama slider: slier not working after updating the images via ajax

<script src="includes/fotorama.js"></script>
<div id="fotorama" class="fotorama">
<img src="images/6.jpg"/>
<img src="images/7.jpg"/>
<img src="images/8.jpg"/>
</div>
This works fine in the begining. Once i update the images via ajax call , Slider does not work.. Please help ..
This is a bad way to update the images in the fotorama. Still you can make it work by altering your onreadystatechange function:
function fun (str) {
var xmlhttp;
if (window.XMLHttpRequest) {
// code for IE7+, Firefox, Chrome, Opera, Safari
xmlhttp = new XMLHttpRequest();
} else {
// code for IE6, IE5
xmlhttp = new ActiveXObject('Microsoft.XMLHTTP');
}
xmlhttp.onreadystatechange = function() {
if (xmlhttp.readyState == 4 && xmlhttp.status == 200) {
var $fotorama = $('#fotorama'),
api = $fotorama.data('fotorama');
if ($fotorama[0] && api) {
api.destroy(); // destroy previous instance
$fotorama[0].innerHTML = xmlhttp.responseText;
$fotorama.fotorama(); // make new one
}
}
};
xmlhttp.open('GET', "<?php echo site_url();?>home/s?regid=" + str, true);
xmlhttp.send();
}
A “good” way is to use the methods of the Fotorama API, load and push for example:
// Get access to the API
var fotorama = $('#gallery-id').data('fotorama');
// Overwirte all the photos
fotorama.load([
{img: '1.jpg', thumb: '1-thumb.jpg'},
{img: '2.jpg', thumb: '2-thumb.jpg'},
{img: '3.jpg', thumb: '3-thumb.jpg'}
]);
// Or push one to the end
fotorama.push({img: '4.jpg', thumb: '4-thumb.jpg'});
The image object may look like so:
{
img: '1.jpg',
thumb: '1-thumb.jpg', // if you are using the `nav:'thumbs'` option
full: '1-full.jpg', // separate image for the fullscreen mode
id: 'one', // custom anchor, used with the `hash:true` option
fit: 'cover', // override the global fit option
caption: 'The first one'
}

How to upload canvas image in server?

I Take a snap by using HTML5 Now i want to upload that image into server(by using spring mvc+Ajax i want to upload that image in google app blob store) Any one Help me
here My Sample code
<video id="video" width="640" height="480" autoplay></video>
<button id="snap">Snap Photo</button>
<canvas id="canvas" width="640" height="480"></canvas>
<button id="getBase" onclick="getBase()">Get Base64</button>
<textarea id="textArea"></textarea>
<script>
// Put event listeners into place
window.addEventListener("DOMContentLoaded", function() {
// Grab elements, create settings, etc.
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
video = document.getElementById("video"),
videoObj = { "video": true },
errBack = function(error) {
console.log("Video capture error: ", error.code);
};
// Put video listeners into place
if(navigator.getUserMedia) { // Standard
navigator.getUserMedia(videoObj, function(stream) {
video.src = stream;
video.play();
}, errBack);
} else if(navigator.webkitGetUserMedia) { // WebKit-prefixed
navigator.webkitGetUserMedia(videoObj, function(stream){
video.src = window.webkitURL.createObjectURL(stream);
video.play();
}, errBack);
}
// Trigger photo take
document.getElementById("snap").addEventListener("click", function() {
context.drawImage(video, 0, 0, 640, 480);
});
document.getElementByID("getBase").addEventListener("click", getBase());
}, false);
function getBase(){
var imgBase = canvas.toDataURL("image/png");
alert(imgBase);
document.getElementByID("textArea").value=imgBase;
}
`
Any one help me How can i upload image on server by using ajax
You likely want to use a FormData object. Mozilla has a pretty good guide on how to do that. They even cover sending files specifically. In your case, I'd recommend storing the image data as a blob.

Youtube player not firing onReady and onStateChange event in IE 8 and IE 10

I've spent 3 solid days trying to resolve this issue. Very quickly, the Youtube player does not fire the onReady and onStateChange event in both IE8 and IE10. I tested it on Firefox and it works. Basically, I am developing a Windows 8 metro app that uses WebView to host the html, but it also doesnt work in WebView.
The video loads and the onYouTubeIframeAPIReady is called but that's about it. Below is the html code.
The alert message in onPlayerReady and onPlayerStateChange functions doesnt get displayed in IE8 and IE10 but is displayed in Firefox.
Please help.....
<!DOCTYPE html>
<html>
<body>
<div id="player"></div>
<script>
alert('LOADING');
alert(GetUserAgent());
var tag = document.createElement('script');
tag.src = "http://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
var player;
function onYouTubeIframeAPIReady()
{ player = new YT.Player('player', { height: '315', width: '560',
videoId: 'CreKbwMTZA8', playerVars: {'autoplay': 1},
events: { 'onReady': onPlayerReady, 'onStateChange': onPlayerStateChange } });
alert('onYouTubeIframeAPIReady');
}
function onPlayerReady(event)
{
event.target.playVideo();
alert('onPlayerReady');
}
function onPlayerStateChange(event)
{
alert('onPlayerStateChange');
if (event.data == YT.PlayerState.PLAYING) { window.external.notify('PLAYING');}
else if (event.data == YT.PlayerState.ENDED) {window.external.notify('ENDED');}
}
function setSize(width, height)
{ player.setSize(width, height);
}
function GetUserAgent()
{
return navigator.userAgent;
}
</script>
</body>
</html>

Google maps in firefox6 zooms znd scrolls page

I have problem with Firefox6 (don't know if it also concerns earlier versions).
I want to embed Google Map on page, and when page has scrollbars (is longer than viewport) mouse wheel not only zooms map but also scrolls page. I tried to catch mousewheel event and stop propagation but this event isn catchable when cursor os over map. When cursor is over map controls (zoom control, google logo, etc) i can catch event and stop propagation.
What is more strange it not happens always. Sometimes page srolls and after few scrolls it stops and mousewheel only zooms map (as expected). Sometimes page doesn't scroll and sometimes it scrolls with zoom all the time. Can't find pattern.
Source code is simple:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>test</title>
<script type="text/javascript" src="http://maps.googleapis.com/maps/api/js?sensor=false"></script>
<script type="text/javascript">
window.onload = function(){
var latlng = new google.maps.LatLng(52.25, 21.01);
mapOptions = {
zoom: 12,
center: latlng,
mapTypeId: google.maps.MapTypeId.ROADMAP,
streetViewControl: false,
zoomControl:true,
mapTypeControl:false
};
map = new google.maps.Map(document.getElementById("map_canvas"), mapOptions);
}
</script>
</head>
<body>
<p style="height:500px;">-lot of text-</p>
<div id="map_canvas" style="width:500px; height:500px;"></div>
<p style="height:500px;">-lot of text-</p>
</body>
</html>
Your problem is also described on code.google.com, this problem is only in Firefox, but it isn't a Firefox bug:
http://code.google.com/p/gmaps-api-issues/issues/detail?id=3652
http://code.google.com/p/gmaps-api-issues/issues/detail?id=1605
Have also found out a workaround, that is not re-scrolling or re-zooming and works fine:
A new ScrollInterceptOverlay derived from google.maps.OverlayView, prepending a div on MapPanes.overlayMouseTarget:
Version with jQuery
// Ensure to have google.maps loaded:
// var gmap = new google.maps.Map($googlemap[0], mapOptions);
// Define a ScrollInterceptOverlay function
var ScrollInterceptOverlay = function (gmap) {
if (!(this instanceof ScrollInterceptOverlay)) return;
var $div;
var $mapDiv;
var initialize = function () {
$div = $('<div />').css({
position: 'absolute', top: 0, left: 0,
display: 'inline-block'
});
var div = $div[0];
if (div && div.addEventListener) {
// Internet Explorer, Opera, Google Chrome and Safari
div.addEventListener("mousewheel", mouseScrollStop);
// Firefox
div.addEventListener("DOMMouseScroll", mouseScrollStop);
div.addEventListener("MozMousePixelScroll", mouseScrollStop);
}
else if (div && div.attachEvent) { // IE before version 9
div.attachEvent("onmousewheel", mouseScrollStop);
}
this.setMap(gmap);
};
var mouseScrollStop = function (e) {
if (e && e.preventDefault) e.preventDefault();
};
this.onAdd = function () {
$div.prependTo(this.getPanes().overlayMouseTarget);
};
this.onRemove = function () {
var div = $div[0];
if (div && div.addEventListener) {
// Internet Explorer, Opera, Google Chrome and Safari
div.addEventListener("mousewheel", mouseScrollStop);
// Firefox
div.addEventListener("DOMMouseScroll", mouseScrollStop);
div.addEventListener("MozMousePixelScroll", mouseScrollStop);
}
else if (div && div.attachEvent) { // IE before version 9
div.attachEvent("onmousewheel", mouseScrollStop);
}
$div.detach();
};
this.draw = function () {
if ($mapDiv && $mapDiv.length === 1) {
$div.css({
width: $mapDiv.outerWidth(),
height: $mapDiv.outerHeight()
});
}
};
var base_setMap = this.setMap;
this.setMap = function (map) {
$mapDiv = $(map.getDiv());
base_setMap.call(this, map);
};
initialize.call(this);
};
// Setup prototype as OverlayView object
ScrollInterceptOverlay.prototype = new google.maps.OverlayView();
// Now create a new ScrollInterceptOverlay OverlayView object:
var mapScrollInterceptor = new ScrollInterceptOverlay(gmap);
This workaround is using jQuery, required for calculating outerWidth and outerHeight, but also for better reading.
Version with pure javaScript
Tested live: http://fiddle.jshell.net/fhSMM/7/
// Ensure to have google.maps loaded:
// var gmap = new google.maps.Map(googlemap, mapOptions);
// Define a ScrollInterceptOverlay class function
var ScrollInterceptOverlay = function () {
if (!(this instanceof ScrollInterceptOverlay)) return;
var div;
// private instance function
var mouseScrollStop = function (e) {
if (e && e.preventDefault) e.preventDefault();
};
// public instance function
this.onAdd = function () {
div = document.createElement('div');
div.style.display = 'inline-block';
div.style.position = 'absolute';
div.style.top = div.style.left = 0;
if (div.addEventListener) {
// Internet Explorer, Opera, Google Chrome and Safari
div.addEventListener("mousewheel", mouseScrollStop);
// Firefox
div.addEventListener("DOMMouseScroll", mouseScrollStop);
div.addEventListener("MozMousePixelScroll", mouseScrollStop);
}
else if (div.attachEvent) { // IE before version 9
div.attachEvent("onmousewheel", mouseScrollStop);
}
var pane = this.getPanes().overlayMouseTarget;
var firstChild = pane.firstChild;
if (!firstChild) {
pane.appendChild(div);
}
else {
pane.insertBefore(div, firstChild);
}
};
// public instance function
this.onRemove = function () {
if (div) {
if (div.removeEventListener) {
// Internet Explorer, Opera, Google Chrome and Safari
div.removeEventListener("mousewheel", mouseScrollStop);
// Firefox
div.removeEventListener("DOMMouseScroll", mouseScrollStop);
div.removeEventListener("MozMousePixelScroll", mouseScrollStop);
}
else if (div.detachEvent) { // IE before version 9
div.detachEvent("onmousewheel", mouseScrollStop);
}
var parent = div.parentNode;
parent.removeChild(div);
}
// do not delete div var'iable
div = undefined;
};
// public instance function
this.draw = function () {
var map = this.getMap();
if (map) {
var mapDiv = map.getDiv();
if (mapDiv) {
var rect = mapDiv.getBoundingClientRect();
div.style.width = rect.width + 'px';
div.style.height = rect.height + 'px';
}
}
};
};
// Setup prototype as OverlayView object
ScrollInterceptOverlay.prototype = new google.maps.OverlayView();
// Now create a new ScrollInterceptOverlay OverlayView object:
var mapScrollInterceptor = new ScrollInterceptOverlay();
mapScrollInterceptor.setMap(gmap);
Please visit also http://metadea.de/V/ about what (real) javaScript class functions are, and why I like jQuery :)
Works now for me.
Also in Firefox, the map is zooming on mousescroll, but no more scrolling the document.
Edit: Updated support for MozMousePixelScroll, refined jS
For now it looks like firefox bug. Will close question when bug will be fixed.
I had the same issue.
You could try to start Firefox with a brand new profile (e.g. by starting the Profile Manager - executing 'firefox -P' on windows systems - and choosing 'Create...') and see if the problem persists.
I had several old but seemingly empty user profiles lying around in the VMs I used to verify if this was a bug in FF 6 and obviously installing only the new binaries didn't help. On the other hand, creating a blank profile did, so I can only think of this being a migration glitch. If major versions of FF are going to be released on a bi-monthly basis, though, a lot of people are going to suffer from similar issues.
Why not take UI control of zooming? This works well for me.
<!DOCTYPE html>
<html>
<head>
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script>
<script type="text/javascript" src="http://maps.googleapis.com/maps/api/js?sensor=false"></script>
</head>
<body>
<div class="canvas" style="width:600px;height:400px;"></div>
<script>
// Load event
$(function() {
var myOptions = {
zoom: 8,
center: new google.maps.LatLng(-34.397, 150.644),
mapTypeId: google.maps.MapTypeId.ROADMAP
};
var map = new google.maps.Map($('.canvas')[0], myOptions);
var overlay = new google.maps.OverlayView();
overlay.draw = function() {};
overlay.setMap(map);
// Only a Mozilla bug
if($.browser.mozilla) {
// Wait for the map DOM to be ready
google.maps.event.addListenerOnce(map, 'idle', function() {
$('.canvas > div > div:first-child > div').bind('DOMMouseScroll', function(e) {
// setTimeout needed otherwise the return false has no effect
setTimeout(function() {
// Calculate new center
var offset = $('.canvas').offset();
var pos = overlay.getProjection().fromContainerPixelToLatLng(new google.maps.Point(e.pageX-offset.left, e.pageY-offset.top));
// Calculate new zoom level
var zoom = map.getZoom();
if(e.detail < 0) zoom++;
else if(e.detail > 0) zoom--;
map.setCenter(pos);
map.setZoom(zoom);
}, 1);
// Stop propagation (prevent default)
return false;
});
});
}
});
</script>
<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
</body>
</html>

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