control-bar_progress-control_seek-bar.js
/**
* @file seek-bar.js
*/
import Slider from '../../slider/slider.js';
import Component from '../../component.js';
import {IS_IOS, IS_ANDROID} from '../../utils/browser.js';
import * as Dom from '../../utils/dom.js';
import * as Fn from '../../utils/fn.js';
import {formatTime} from '../../utils/time.js';
import {silencePromise} from '../../utils/promise';
import keycode from 'keycode';
import document from 'global/document';
import './load-progress-bar.js';
import './play-progress-bar.js';
import './mouse-time-display.js';
// The number of seconds the `step*` functions move the timeline.
const STEP_SECONDS = 5;
// The multiplier of STEP_SECONDS that PgUp/PgDown move the timeline.
const PAGE_KEY_MULTIPLIER = 12;
/**
* Seek bar and container for the progress bars. Uses {@link PlayProgressBar}
* as its `bar`.
*
* @extends Slider
*/
class SeekBar extends Slider {
/**
* Creates an instance of this class.
*
* @param { import('../../player').default } player
* The `Player` that this class should be attached to.
*
* @param {Object} [options]
* The key/value store of player options.
*/
constructor(player, options) {
super(player, options);
this.setEventHandlers_();
}
/**
* Sets the event handlers
*
* @private
*/
setEventHandlers_() {
this.update_ = Fn.bind_(this, this.update);
this.update = Fn.throttle(this.update_, Fn.UPDATE_REFRESH_INTERVAL);
this.on(this.player_, ['ended', 'durationchange', 'timeupdate'], this.update);
if (this.player_.liveTracker) {
this.on(this.player_.liveTracker, 'liveedgechange', this.update);
}
// when playing, let's ensure we smoothly update the play progress bar
// via an interval
this.updateInterval = null;
this.enableIntervalHandler_ = (e) => this.enableInterval_(e);
this.disableIntervalHandler_ = (e) => this.disableInterval_(e);
this.on(this.player_, ['playing'], this.enableIntervalHandler_);
this.on(this.player_, ['ended', 'pause', 'waiting'], this.disableIntervalHandler_);
// we don't need to update the play progress if the document is hidden,
// also, this causes the CPU to spike and eventually crash the page on IE11.
if ('hidden' in document && 'visibilityState' in document) {
this.on(document, 'visibilitychange', this.toggleVisibility_);
}
}
toggleVisibility_(e) {
if (document.visibilityState === 'hidden') {
this.cancelNamedAnimationFrame('SeekBar#update');
this.cancelNamedAnimationFrame('Slider#update');
this.disableInterval_(e);
} else {
if (!this.player_.ended() && !this.player_.paused()) {
this.enableInterval_();
}
// we just switched back to the page and someone may be looking, so, update ASAP
this.update();
}
}
enableInterval_() {
if (this.updateInterval) {
return;
}
this.updateInterval = this.setInterval(this.update, Fn.UPDATE_REFRESH_INTERVAL);
}
disableInterval_(e) {
if (this.player_.liveTracker && this.player_.liveTracker.isLive() && e && e.type !== 'ended') {
return;
}
if (!this.updateInterval) {
return;
}
this.clearInterval(this.updateInterval);
this.updateInterval = null;
}
/**
* Create the `Component`'s DOM element
*
* @return {Element}
* The element that was created.
*/
createEl() {
return super.createEl('div', {
className: 'vjs-progress-holder'
}, {
'aria-label': this.localize('Progress Bar')
});
}
/**
* This function updates the play progress bar and accessibility
* attributes to whatever is passed in.
*
* @param {Event} [event]
* The `timeupdate` or `ended` event that caused this to run.
*
* @listens Player#timeupdate
*
* @return {number}
* The current percent at a number from 0-1
*/
update(event) {
// ignore updates while the tab is hidden
if (document.visibilityState === 'hidden') {
return;
}
const percent = super.update();
this.requestNamedAnimationFrame('SeekBar#update', () => {
const currentTime = this.player_.ended() ?
this.player_.duration() : this.getCurrentTime_();
const liveTracker = this.player_.liveTracker;
let duration = this.player_.duration();
if (liveTracker && liveTracker.isLive()) {
duration = this.player_.liveTracker.liveCurrentTime();
}
if (this.percent_ !== percent) {
// machine readable value of progress bar (percentage complete)
this.el_.setAttribute('aria-valuenow', (percent * 100).toFixed(2));
this.percent_ = percent;
}
if (this.currentTime_ !== currentTime || this.duration_ !== duration) {
// human readable value of progress bar (time complete)
this.el_.setAttribute(
'aria-valuetext',
this.localize(
'progress bar timing: currentTime={1} duration={2}',
[formatTime(currentTime, duration),
formatTime(duration, duration)],
'{1} of {2}'
)
);
this.currentTime_ = currentTime;
this.duration_ = duration;
}
// update the progress bar time tooltip with the current time
if (this.bar) {
this.bar.update(Dom.getBoundingClientRect(this.el()), this.getProgress());
}
});
return percent;
}
/**
* Prevent liveThreshold from causing seeks to seem like they
* are not happening from a user perspective.
*
* @param {number} ct
* current time to seek to
*/
userSeek_(ct) {
if (this.player_.liveTracker && this.player_.liveTracker.isLive()) {
this.player_.liveTracker.nextSeekedFromUser();
}
this.player_.currentTime(ct);
}
/**
* Get the value of current time but allows for smooth scrubbing,
* when player can't keep up.
*
* @return {number}
* The current time value to display
*
* @private
*/
getCurrentTime_() {
return (this.player_.scrubbing()) ?
this.player_.getCache().currentTime :
this.player_.currentTime();
}
/**
* Get the percentage of media played so far.
*
* @return {number}
* The percentage of media played so far (0 to 1).
*/
getPercent() {
const currentTime = this.getCurrentTime_();
let percent;
const liveTracker = this.player_.liveTracker;
if (liveTracker && liveTracker.isLive()) {
percent = (currentTime - liveTracker.seekableStart()) / liveTracker.liveWindow();
// prevent the percent from changing at the live edge
if (liveTracker.atLiveEdge()) {
percent = 1;
}
} else {
percent = currentTime / this.player_.duration();
}
return percent;
}
/**
* Handle mouse down on seek bar
*
* @param {MouseEvent} event
* The `mousedown` event that caused this to run.
*
* @listens mousedown
*/
handleMouseDown(event) {
if (!Dom.isSingleLeftClick(event)) {
return;
}
// Stop event propagation to prevent double fire in progress-control.js
event.stopPropagation();
this.videoWasPlaying = !this.player_.paused();
this.player_.pause();
super.handleMouseDown(event);
}
/**
* Handle mouse move on seek bar
*
* @param {MouseEvent} event
* The `mousemove` event that caused this to run.
* @param {boolean} mouseDown this is a flag that should be set to true if `handleMouseMove` is called directly. It allows us to skip things that should not happen if coming from mouse down but should happen on regular mouse move handler. Defaults to false
*
* @listens mousemove
*/
handleMouseMove(event, mouseDown = false) {
if (!Dom.isSingleLeftClick(event) || isNaN(this.player_.duration())) {
return;
}
if (!mouseDown && !this.player_.scrubbing()) {
this.player_.scrubbing(true);
}
let newTime;
const distance = this.calculateDistance(event);
const liveTracker = this.player_.liveTracker;
if (!liveTracker || !liveTracker.isLive()) {
newTime = distance * this.player_.duration();
// Don't let video end while scrubbing.
if (newTime === this.player_.duration()) {
newTime = newTime - 0.1;
}
} else {
if (distance >= 0.99) {
liveTracker.seekToLiveEdge();
return;
}
const seekableStart = liveTracker.seekableStart();
const seekableEnd = liveTracker.liveCurrentTime();
newTime = seekableStart + (distance * liveTracker.liveWindow());
// Don't let video end while scrubbing.
if (newTime >= seekableEnd) {
newTime = seekableEnd;
}
// Compensate for precision differences so that currentTime is not less
// than seekable start
if (newTime <= seekableStart) {
newTime = seekableStart + 0.1;
}
// On android seekableEnd can be Infinity sometimes,
// this will cause newTime to be Infinity, which is
// not a valid currentTime.
if (newTime === Infinity) {
return;
}
}
// Set new time (tell player to seek to new time)
this.userSeek_(newTime);
if (this.player_.options_.enableSmoothSeeking) {
this.update();
}
}
enable() {
super.enable();
const mouseTimeDisplay = this.getChild('mouseTimeDisplay');
if (!mouseTimeDisplay) {
return;
}
mouseTimeDisplay.show();
}
disable() {
super.disable();
const mouseTimeDisplay = this.getChild('mouseTimeDisplay');
if (!mouseTimeDisplay) {
return;
}
mouseTimeDisplay.hide();
}
/**
* Handle mouse up on seek bar
*
* @param {MouseEvent} event
* The `mouseup` event that caused this to run.
*
* @listens mouseup
*/
handleMouseUp(event) {
super.handleMouseUp(event);
// Stop event propagation to prevent double fire in progress-control.js
if (event) {
event.stopPropagation();
}
this.player_.scrubbing(false);
/**
* Trigger timeupdate because we're done seeking and the time has changed.
* This is particularly useful for if the player is paused to time the time displays.
*
* @event Tech#timeupdate
* @type {Event}
*/
this.player_.trigger({ type: 'timeupdate', target: this, manuallyTriggered: true });
if (this.videoWasPlaying) {
silencePromise(this.player_.play());
} else {
// We're done seeking and the time has changed.
// If the player is paused, make sure we display the correct time on the seek bar.
this.update_();
}
}
/**
* Move more quickly fast forward for keyboard-only users
*/
stepForward() {
this.userSeek_(this.player_.currentTime() + STEP_SECONDS);
}
/**
* Move more quickly rewind for keyboard-only users
*/
stepBack() {
this.userSeek_(this.player_.currentTime() - STEP_SECONDS);
}
/**
* Toggles the playback state of the player
* This gets called when enter or space is used on the seekbar
*
* @param {KeyboardEvent} event
* The `keydown` event that caused this function to be called
*
*/
handleAction(event) {
if (this.player_.paused()) {
this.player_.play();
} else {
this.player_.pause();
}
}
/**
* Called when this SeekBar has focus and a key gets pressed down.
* Supports the following keys:
*
* Space or Enter key fire a click event
* Home key moves to start of the timeline
* End key moves to end of the timeline
* Digit "0" through "9" keys move to 0%, 10% ... 80%, 90% of the timeline
* PageDown key moves back a larger step than ArrowDown
* PageUp key moves forward a large step
*
* @param {KeyboardEvent} event
* The `keydown` event that caused this function to be called.
*
* @listens keydown
*/
handleKeyDown(event) {
const liveTracker = this.player_.liveTracker;
if (keycode.isEventKey(event, 'Space') || keycode.isEventKey(event, 'Enter')) {
event.preventDefault();
event.stopPropagation();
this.handleAction(event);
} else if (keycode.isEventKey(event, 'Home')) {
event.preventDefault();
event.stopPropagation();
this.userSeek_(0);
} else if (keycode.isEventKey(event, 'End')) {
event.preventDefault();
event.stopPropagation();
if (liveTracker && liveTracker.isLive()) {
this.userSeek_(liveTracker.liveCurrentTime());
} else {
this.userSeek_(this.player_.duration());
}
} else if (/^[0-9]$/.test(keycode(event))) {
event.preventDefault();
event.stopPropagation();
const gotoFraction = (keycode.codes[keycode(event)] - keycode.codes['0']) * 10.0 / 100.0;
if (liveTracker && liveTracker.isLive()) {
this.userSeek_(liveTracker.seekableStart() + (liveTracker.liveWindow() * gotoFraction));
} else {
this.userSeek_(this.player_.duration() * gotoFraction);
}
} else if (keycode.isEventKey(event, 'PgDn')) {
event.preventDefault();
event.stopPropagation();
this.userSeek_(this.player_.currentTime() - (STEP_SECONDS * PAGE_KEY_MULTIPLIER));
} else if (keycode.isEventKey(event, 'PgUp')) {
event.preventDefault();
event.stopPropagation();
this.userSeek_(this.player_.currentTime() + (STEP_SECONDS * PAGE_KEY_MULTIPLIER));
} else {
// Pass keydown handling up for unsupported keys
super.handleKeyDown(event);
}
}
dispose() {
this.disableInterval_();
this.off(this.player_, ['ended', 'durationchange', 'timeupdate'], this.update);
if (this.player_.liveTracker) {
this.off(this.player_.liveTracker, 'liveedgechange', this.update);
}
this.off(this.player_, ['playing'], this.enableIntervalHandler_);
this.off(this.player_, ['ended', 'pause', 'waiting'], this.disableIntervalHandler_);
// we don't need to update the play progress if the document is hidden,
// also, this causes the CPU to spike and eventually crash the page on IE11.
if ('hidden' in document && 'visibilityState' in document) {
this.off(document, 'visibilitychange', this.toggleVisibility_);
}
super.dispose();
}
}
/**
* Default options for the `SeekBar`
*
* @type {Object}
* @private
*/
SeekBar.prototype.options_ = {
children: [
'loadProgressBar',
'playProgressBar'
],
barName: 'playProgressBar'
};
// MouseTimeDisplay tooltips should not be added to a player on mobile devices
if (!IS_IOS && !IS_ANDROID) {
SeekBar.prototype.options_.children.splice(1, 0, 'mouseTimeDisplay');
}
Component.registerComponent('SeekBar', SeekBar);
export default SeekBar;