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media.js
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/**
* @fileoverview Media Technology Controller - Base class for media playback
* technology controllers like Flash and HTML5
*/
/**
* Base class for media (HTML5 Video, Flash) controllers
* @param {vjs.Player|Object} player Central player instance
* @param {Object=} options Options object
* @constructor
*/
vjs.MediaTechController = vjs.Component.extend({
/** @constructor */
init: function(player, options, ready){
options = options || {};
// we don't want the tech to report user activity automatically.
// This is done manually in addControlsListeners
options.reportTouchActivity = false;
vjs.Component.call(this, player, options, ready);
// Manually track progress in cases where the browser/flash player doesn't report it.
if (!this['featuresProgressEvents']) {
this.manualProgressOn();
}
// Manually track timeupdates in cases where the browser/flash player doesn't report it.
if (!this['featuresTimeupdateEvents']) {
this.manualTimeUpdatesOn();
}
this.initControlsListeners();
}
});
/**
* Set up click and touch listeners for the playback element
* On desktops, a click on the video itself will toggle playback,
* on a mobile device a click on the video toggles controls.
* (toggling controls is done by toggling the user state between active and
* inactive)
*
* A tap can signal that a user has become active, or has become inactive
* e.g. a quick tap on an iPhone movie should reveal the controls. Another
* quick tap should hide them again (signaling the user is in an inactive
* viewing state)
*
* In addition to this, we still want the user to be considered inactive after
* a few seconds of inactivity.
*
* Note: the only part of iOS interaction we can't mimic with this setup
* is a touch and hold on the video element counting as activity in order to
* keep the controls showing, but that shouldn't be an issue. A touch and hold on
* any controls will still keep the user active
*/
vjs.MediaTechController.prototype.initControlsListeners = function(){
var player;
player = this.player();
// Set up event listeners once the tech is ready and has an element to apply
// listeners to
this.ready(this.activateControls);
this.on(player, 'controlsenabled', this.activateControls);
this.on(player, 'controlsdisabled', this.removeControlsListeners);
// if we're loading the playback object after it has started loading or playing the
// video (often with autoplay on) then the loadstart event has already fired and we
// need to fire it manually because many things rely on it.
// Long term we might consider how we would do this for other events like 'canplay'
// that may also have fired.
this.ready(function(){
if (this.networkState && this.networkState() > 0) {
this.player().trigger('loadstart');
}
});
};
vjs.MediaTechController.prototype.desactivateControls = function () {
var player;
player = this.player();
this.off(player, 'controlsenabled', this.activateControls);
this.off(player, 'controlsdisabled', this.removeControlsListeners);
};
vjs.MediaTechController.prototype.addControlsListeners = function(){
var userWasActive;
// Some browsers (Chrome & IE) don't trigger a click on a flash swf, but do
// trigger mousedown/up.
// http://stackoverflow.com/questions/1444562/javascript-onclick-event-over-flash-object
// Any touch events are set to block the mousedown event from happening
this.on('mousedown', this.onClick);
// If the controls were hidden we don't want that to change without a tap event
// so we'll check if the controls were already showing before reporting user
// activity
this.on('touchstart', function(event) {
userWasActive = this.player_.userActive();
});
this.on('touchmove', function(event) {
if (userWasActive){
this.player().reportUserActivity();
}
});
this.on('touchend', function(event) {
// Stop the mouse events from also happening
event.preventDefault();
});
// Turn on component tap events
this.emitTapEvents();
// The tap listener needs to come after the touchend listener because the tap
// listener cancels out any reportedUserActivity when setting userActive(false)
this.on('tap', this.onTap);
};
/**
* Remove the listeners used for click and tap controls. This is needed for
* toggling to controls disabled, where a tap/touch should do nothing.
*/
vjs.MediaTechController.prototype.removeControlsListeners = function(){
// We don't want to just use `this.off()` because there might be other needed
// listeners added by techs that extend this.
this.off('tap');
this.off('touchstart');
this.off('touchmove');
this.off('touchleave');
this.off('touchcancel');
this.off('touchend');
this.off('click');
this.off('mousedown');
};
/**
* Activate contols listeners handler
*/
vjs.MediaTechController.prototype.activateControls = function () {
var player;
player = this.player();
if (player.controls() && !player.usingNativeControls()) {
this.addControlsListeners();
}
};
/**
* Handle a click on the media element. By default will play/pause the media.
*/
vjs.MediaTechController.prototype.onClick = function(event){
// We're using mousedown to detect clicks thanks to Flash, but mousedown
// will also be triggered with right-clicks, so we need to prevent that
if (event.button !== 0) return;
// When controls are disabled a click should not toggle playback because
// the click is considered a control
if (this.player().controls()) {
if (this.player().paused()) {
this.player().play();
} else {
this.player().pause();
}
}
};
/**
* Handle a tap on the media element. By default it will toggle the user
* activity state, which hides and shows the controls.
*/
vjs.MediaTechController.prototype.onTap = function(){
this.player().userActive(!this.player().userActive());
};
/* Fallbacks for unsupported event types
================================================================================ */
// Manually trigger progress events based on changes to the buffered amount
// Many flash players and older HTML5 browsers don't send progress or progress-like events
vjs.MediaTechController.prototype.manualProgressOn = function(){
this.manualProgress = true;
// Trigger progress watching when a source begins loading
this.trackProgress();
};
vjs.MediaTechController.prototype.manualProgressOff = function(){
this.manualProgress = false;
this.stopTrackingProgress();
};
vjs.MediaTechController.prototype.trackProgress = function(){
this.progressInterval = this.setInterval(function(){
// Don't trigger unless buffered amount is greater than last time
var bufferedPercent = this.player().bufferedPercent();
if (this.bufferedPercent_ != bufferedPercent) {
this.player().trigger('progress');
}
this.bufferedPercent_ = bufferedPercent;
if (bufferedPercent === 1) {
this.stopTrackingProgress();
}
}, 500);
};
vjs.MediaTechController.prototype.stopTrackingProgress = function(){ this.clearInterval(this.progressInterval); };
/*! Time Tracking -------------------------------------------------------------- */
vjs.MediaTechController.prototype.manualTimeUpdatesOn = function(){
var player = this.player_;
this.manualTimeUpdates = true;
this.on(player, 'play', this.trackCurrentTime);
this.on(player, 'pause', this.stopTrackingCurrentTime);
// timeupdate is also called by .currentTime whenever current time is set
// Watch for native timeupdate event
this.one('timeupdate', function(){
// Update known progress support for this playback technology
this['featuresTimeupdateEvents'] = true;
// Turn off manual progress tracking
this.manualTimeUpdatesOff();
});
};
vjs.MediaTechController.prototype.manualTimeUpdatesOff = function(){
var player = this.player_;
this.manualTimeUpdates = false;
this.stopTrackingCurrentTime();
this.off(player, 'play', this.trackCurrentTime);
this.off(player, 'pause', this.stopTrackingCurrentTime);
};
vjs.MediaTechController.prototype.trackCurrentTime = function(){
if (this.currentTimeInterval) { this.stopTrackingCurrentTime(); }
this.currentTimeInterval = this.setInterval(function(){
this.player().trigger('timeupdate');
}, 250); // 42 = 24 fps // 250 is what Webkit uses // FF uses 15
};
// Turn off play progress tracking (when paused or dragging)
vjs.MediaTechController.prototype.stopTrackingCurrentTime = function(){
this.clearInterval(this.currentTimeInterval);
// #1002 - if the video ends right before the next timeupdate would happen,
// the progress bar won't make it all the way to the end
this.player().trigger('timeupdate');
};
vjs.MediaTechController.prototype.dispose = function(){
this.desactivateControls();
// Turn off any manual progress or timeupdate tracking
if (this.manualProgress) { this.manualProgressOff(); }
if (this.manualTimeUpdates) { this.manualTimeUpdatesOff(); }
vjs.Component.prototype.dispose.call(this);
};
vjs.MediaTechController.prototype.setCurrentTime = function(){
// improve the accuracy of manual timeupdates
if (this.manualTimeUpdates) { this.player().trigger('timeupdate'); }
};
/**
* Provide a default setPoster method for techs
*
* Poster support for techs should be optional, so we don't want techs to
* break if they don't have a way to set a poster.
*/
vjs.MediaTechController.prototype.setPoster = function(){};
vjs.MediaTechController.prototype['featuresVolumeControl'] = true;
// Resizing plugins using request fullscreen reloads the plugin
vjs.MediaTechController.prototype['featuresFullscreenResize'] = false;
vjs.MediaTechController.prototype['featuresPlaybackRate'] = false;
// Optional events that we can manually mimic with timers
// currently not triggered by video-js-swf
vjs.MediaTechController.prototype['featuresProgressEvents'] = false;
vjs.MediaTechController.prototype['featuresTimeupdateEvents'] = false;
/**
* A functional mixin for techs that want to use the Source Handler pattern.
*
* ##### EXAMPLE:
*
* videojs.MediaTechController.withSourceHandlers.call(MyTech);
*
*/
vjs.MediaTechController.withSourceHandlers = function(Tech){
/**
* Register a source handler
* Source handlers are scripts for handling specific formats.
* The source handler pattern is used for adaptive formats (HLS, DASH) that
* manually load video data and feed it into a Source Buffer (Media Source Extensions)
* @param {Function} handler The source handler
* @param {Boolean} first Register it before any existing handlers
*/
Tech.registerSourceHandler = function(handler, index){
var handlers = Tech.sourceHandlers;
if (!handlers) {
handlers = Tech.sourceHandlers = [];
}
if (index === undefined) {
// add to the end of the list
index = handlers.length;
}
handlers.splice(index, 0, handler);
};
/**
* Return the first source handler that supports the source
* TODO: Answer question: should 'probably' be prioritized over 'maybe'
* @param {Object} source The source object
* @returns {Object} The first source handler that supports the source
* @returns {null} Null if no source handler is found
*/
Tech.selectSourceHandler = function(source){
var handlers = Tech.sourceHandlers || [],
can;
for (var i = 0; i < handlers.length; i++) {
can = handlers[i].canHandleSource(source);
if (can) {
return handlers[i];
}
}
return null;
};
/**
* Check if the tech can support the given source
* @param {Object} srcObj The source object
* @return {String} 'probably', 'maybe', or '' (empty string)
*/
Tech.canPlaySource = function(srcObj){
var sh = Tech.selectSourceHandler(srcObj);
if (sh) {
return sh.canHandleSource(srcObj);
}
return '';
};
/**
* Create a function for setting the source using a source object
* and source handlers.
* Should never be called unless a source handler was found.
* @param {Object} source A source object with src and type keys
* @return {vjs.MediaTechController} self
*/
Tech.prototype.setSource = function(source){
var sh = Tech.selectSourceHandler(source);
// Dispose any existing source handler
this.disposeSourceHandler();
this.off('dispose', this.disposeSourceHandler);
this.currentSource_ = source;
this.sourceHandler_ = sh.handleSource(source, this);
this.on('dispose', this.disposeSourceHandler);
return this;
};
/**
* Clean up any existing source handler
*/
Tech.prototype.disposeSourceHandler = function(){
if (this.sourceHandler_ && this.sourceHandler_.dispose) {
this.sourceHandler_.dispose();
}
};
};