/** * @license * Video.js 7.2.4 <http://videojs.com/> * Copyright Brightcove, Inc. <https://www.brightcove.com/> * Available under Apache License Version 2.0 * <https://github.com/videojs/video.js/blob/master/LICENSE> * * Includes vtt.js <https://github.com/mozilla/vtt.js> * Available under Apache License Version 2.0 * <https://github.com/mozilla/vtt.js/blob/master/LICENSE> */ (function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() : typeof define === 'function' && define.amd ? define(factory) : (global.videojs = factory()); }(this, (function () { var version = "7.2.4"; var commonjsGlobal = typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; function createCommonjsModule(fn, module) { return module = { exports: {} }, fn(module, module.exports), module.exports; } var win; if (typeof window !== "undefined") { win = window; } else if (typeof commonjsGlobal !== "undefined") { win = commonjsGlobal; } else if (typeof self !== "undefined") { win = self; } else { win = {}; } var window_1 = win; var empty = {}; var empty$1 = /*#__PURE__*/Object.freeze({ default: empty }); var minDoc = ( empty$1 && empty ) || empty$1; var topLevel = typeof commonjsGlobal !== 'undefined' ? commonjsGlobal : typeof window !== 'undefined' ? window : {}; var doccy; if (typeof document !== 'undefined') { doccy = document; } else { doccy = topLevel['__GLOBAL_DOCUMENT_CACHE@4']; if (!doccy) { doccy = topLevel['__GLOBAL_DOCUMENT_CACHE@4'] = minDoc; } } var document_1 = doccy; /** * @file log.js * @module log */ var log = void 0; // This is the private tracking variable for logging level. var level = 'info'; // This is the private tracking variable for the logging history. var history = []; /** * Log messages to the console and history based on the type of message * * @private * @param {string} type * The name of the console method to use. * * @param {Array} args * The arguments to be passed to the matching console method. */ var logByType = function logByType(type, args) { var lvl = log.levels[level]; var lvlRegExp = new RegExp('^(' + lvl + ')$'); if (type !== 'log') { // Add the type to the front of the message when it's not "log". args.unshift(type.toUpperCase() + ':'); } // Add a clone of the args at this point to history. if (history) { history.push([].concat(args)); } // Add console prefix after adding to history. args.unshift('VIDEOJS:'); // If there's no console then don't try to output messages, but they will // still be stored in history. if (!window_1.console) { return; } // Was setting these once outside of this function, but containing them // in the function makes it easier to test cases where console doesn't exist // when the module is executed. var fn = window_1.console[type]; if (!fn && type === 'debug') { // Certain browsers don't have support for console.debug. For those, we // should default to the closest comparable log. fn = window_1.console.info || window_1.console.log; } // Bail out if there's no console or if this type is not allowed by the // current logging level. if (!fn || !lvl || !lvlRegExp.test(type)) { return; } fn[Array.isArray(args) ? 'apply' : 'call'](window_1.console, args); }; /** * Logs plain debug messages. Similar to `console.log`. * * @class * @param {Mixed[]} args * One or more messages or objects that should be logged. */ log = function log() { for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } logByType('log', args); }; /** * Enumeration of available logging levels, where the keys are the level names * and the values are `|`-separated strings containing logging methods allowed * in that logging level. These strings are used to create a regular expression * matching the function name being called. * * Levels provided by video.js are: * * - `off`: Matches no calls. Any value that can be cast to `false` will have * this effect. The most restrictive. * - `all`: Matches only Video.js-provided functions (`debug`, `log`, * `log.warn`, and `log.error`). * - `debug`: Matches `log.debug`, `log`, `log.warn`, and `log.error` calls. * - `info` (default): Matches `log`, `log.warn`, and `log.error` calls. * - `warn`: Matches `log.warn` and `log.error` calls. * - `error`: Matches only `log.error` calls. * * @type {Object} */ log.levels = { all: 'debug|log|warn|error', off: '', debug: 'debug|log|warn|error', info: 'log|warn|error', warn: 'warn|error', error: 'error', DEFAULT: level }; /** * Get or set the current logging level. If a string matching a key from * {@link log.levels} is provided, acts as a setter. Regardless of argument, * returns the current logging level. * * @param {string} [lvl] * Pass to set a new logging level. * * @return {string} * The current logging level. */ log.level = function (lvl) { if (typeof lvl === 'string') { if (!log.levels.hasOwnProperty(lvl)) { throw new Error('"' + lvl + '" in not a valid log level'); } level = lvl; } return level; }; /** * Returns an array containing everything that has been logged to the history. * * This array is a shallow clone of the internal history record. However, its * contents are _not_ cloned; so, mutating objects inside this array will * mutate them in history. * * @return {Array} */ log.history = function () { return history ? [].concat(history) : []; }; /** * Clears the internal history tracking, but does not prevent further history * tracking. */ log.history.clear = function () { if (history) { history.length = 0; } }; /** * Disable history tracking if it is currently enabled. */ log.history.disable = function () { if (history !== null) { history.length = 0; history = null; } }; /** * Enable history tracking if it is currently disabled. */ log.history.enable = function () { if (history === null) { history = []; } }; /** * Logs error messages. Similar to `console.error`. * * @param {Mixed[]} args * One or more messages or objects that should be logged as an error */ log.error = function () { for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) { args[_key2] = arguments[_key2]; } return logByType('error', args); }; /** * Logs warning messages. Similar to `console.warn`. * * @param {Mixed[]} args * One or more messages or objects that should be logged as a warning. */ log.warn = function () { for (var _len3 = arguments.length, args = Array(_len3), _key3 = 0; _key3 < _len3; _key3++) { args[_key3] = arguments[_key3]; } return logByType('warn', args); }; /** * Logs debug messages. Similar to `console.debug`, but may also act as a comparable * log if `console.debug` is not available * * @param {Mixed[]} args * One or more messages or objects that should be logged as debug. */ log.debug = function () { for (var _len4 = arguments.length, args = Array(_len4), _key4 = 0; _key4 < _len4; _key4++) { args[_key4] = arguments[_key4]; } return logByType('debug', args); }; var log$1 = log; function clean(s) { return s.replace(/\n\r?\s*/g, ''); } var tsml = function tsml(sa) { var s = '', i = 0; for (; i < arguments.length; i++) { s += clean(sa[i]) + (arguments[i + 1] || ''); }return s; }; var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; var classCallCheck = function (instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }; var inherits = function (subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }; var possibleConstructorReturn = function (self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }; var taggedTemplateLiteralLoose = function (strings, raw) { strings.raw = raw; return strings; }; /** * @file obj.js * @module obj */ /** * @callback obj:EachCallback * * @param {Mixed} value * The current key for the object that is being iterated over. * * @param {string} key * The current key-value for object that is being iterated over */ /** * @callback obj:ReduceCallback * * @param {Mixed} accum * The value that is accumulating over the reduce loop. * * @param {Mixed} value * The current key for the object that is being iterated over. * * @param {string} key * The current key-value for object that is being iterated over * * @return {Mixed} * The new accumulated value. */ var toString = Object.prototype.toString; /** * Get the keys of an Object * * @param {Object} * The Object to get the keys from * * @return {string[]} * An array of the keys from the object. Returns an empty array if the * object passed in was invalid or had no keys. * * @private */ var keys = function keys(object) { return isObject(object) ? Object.keys(object) : []; }; /** * Array-like iteration for objects. * * @param {Object} object * The object to iterate over * * @param {obj:EachCallback} fn * The callback function which is called for each key in the object. */ function each(object, fn) { keys(object).forEach(function (key) { return fn(object[key], key); }); } /** * Array-like reduce for objects. * * @param {Object} object * The Object that you want to reduce. * * @param {Function} fn * A callback function which is called for each key in the object. It * receives the accumulated value and the per-iteration value and key * as arguments. * * @param {Mixed} [initial = 0] * Starting value * * @return {Mixed} * The final accumulated value. */ function reduce(object, fn) { var initial = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; return keys(object).reduce(function (accum, key) { return fn(accum, object[key], key); }, initial); } /** * Object.assign-style object shallow merge/extend. * * @param {Object} target * @param {Object} ...sources * @return {Object} */ function assign(target) { for (var _len = arguments.length, sources = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) { sources[_key - 1] = arguments[_key]; } if (Object.assign) { return Object.assign.apply(Object, [target].concat(sources)); } sources.forEach(function (source) { if (!source) { return; } each(source, function (value, key) { target[key] = value; }); }); return target; } /** * Returns whether a value is an object of any kind - including DOM nodes, * arrays, regular expressions, etc. Not functions, though. * * This avoids the gotcha where using `typeof` on a `null` value * results in `'object'`. * * @param {Object} value * @return {Boolean} */ function isObject(value) { return !!value && (typeof value === 'undefined' ? 'undefined' : _typeof(value)) === 'object'; } /** * Returns whether an object appears to be a "plain" object - that is, a * direct instance of `Object`. * * @param {Object} value * @return {Boolean} */ function isPlain(value) { return isObject(value) && toString.call(value) === '[object Object]' && value.constructor === Object; } /** * @file computed-style.js * @module computed-style */ /** * A safe getComputedStyle. * * This is needed because in Firefox, if the player is loaded in an iframe with * `display:none`, then `getComputedStyle` returns `null`, so, we do a null-check to * make sure that the player doesn't break in these cases. * * @param {Element} el * The element you want the computed style of * * @param {string} prop * The property name you want * * @see https://bugzilla.mozilla.org/show_bug.cgi?id=548397 * * @static * @const */ function computedStyle(el, prop) { if (!el || !prop) { return ''; } if (typeof window_1.getComputedStyle === 'function') { var cs = window_1.getComputedStyle(el); return cs ? cs[prop] : ''; } return ''; } var _templateObject = taggedTemplateLiteralLoose(['Setting attributes in the second argument of createEl()\n has been deprecated. Use the third argument instead.\n createEl(type, properties, attributes). Attempting to set ', ' to ', '.'], ['Setting attributes in the second argument of createEl()\n has been deprecated. Use the third argument instead.\n createEl(type, properties, attributes). Attempting to set ', ' to ', '.']); /** * Detect if a value is a string with any non-whitespace characters. * * @param {string} str * The string to check * * @return {boolean} * - True if the string is non-blank * - False otherwise * */ function isNonBlankString(str) { return typeof str === 'string' && /\S/.test(str); } /** * Throws an error if the passed string has whitespace. This is used by * class methods to be relatively consistent with the classList API. * * @param {string} str * The string to check for whitespace. * * @throws {Error} * Throws an error if there is whitespace in the string. * */ function throwIfWhitespace(str) { if (/\s/.test(str)) { throw new Error('class has illegal whitespace characters'); } } /** * Produce a regular expression for matching a className within an elements className. * * @param {string} className * The className to generate the RegExp for. * * @return {RegExp} * The RegExp that will check for a specific `className` in an elements * className. */ function classRegExp(className) { return new RegExp('(^|\\s)' + className + '($|\\s)'); } /** * Whether the current DOM interface appears to be real. * * @return {Boolean} */ function isReal() { // Both document and window will never be undefined thanks to `global`. return document_1 === window_1.document; } /** * Determines, via duck typing, whether or not a value is a DOM element. * * @param {Mixed} value * The thing to check * * @return {boolean} * - True if it is a DOM element * - False otherwise */ function isEl(value) { return isObject(value) && value.nodeType === 1; } /** * Determines if the current DOM is embedded in an iframe. * * @return {boolean} * */ function isInFrame() { // We need a try/catch here because Safari will throw errors when attempting // to get either `parent` or `self` try { return window_1.parent !== window_1.self; } catch (x) { return true; } } /** * Creates functions to query the DOM using a given method. * * @param {string} method * The method to create the query with. * * @return {Function} * The query method */ function createQuerier(method) { return function (selector, context) { if (!isNonBlankString(selector)) { return document_1[method](null); } if (isNonBlankString(context)) { context = document_1.querySelector(context); } var ctx = isEl(context) ? context : document_1; return ctx[method] && ctx[method](selector); }; } /** * Creates an element and applies properties. * * @param {string} [tagName='div'] * Name of tag to be created. * * @param {Object} [properties={}] * Element properties to be applied. * * @param {Object} [attributes={}] * Element attributes to be applied. * * @param {String|Element|TextNode|Array|Function} [content] * Contents for the element (see: {@link dom:normalizeContent}) * * @return {Element} * The element that was created. */ function createEl() { var tagName = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'div'; var properties = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; var attributes = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {}; var content = arguments[3]; var el = document_1.createElement(tagName); Object.getOwnPropertyNames(properties).forEach(function (propName) { var val = properties[propName]; // See #2176 // We originally were accepting both properties and attributes in the // same object, but that doesn't work so well. if (propName.indexOf('aria-') !== -1 || propName === 'role' || propName === 'type') { log$1.warn(tsml(_templateObject, propName, val)); el.setAttribute(propName, val); // Handle textContent since it's not supported everywhere and we have a // method for it. } else if (propName === 'textContent') { textContent(el, val); } else { el[propName] = val; } }); Object.getOwnPropertyNames(attributes).forEach(function (attrName) { el.setAttribute(attrName, attributes[attrName]); }); if (content) { appendContent(el, content); } return el; } /** * Injects text into an element, replacing any existing contents entirely. * * @param {Element} el * The element to add text content into * * @param {string} text * The text content to add. * * @return {Element} * The element with added text content. */ function textContent(el, text) { if (typeof el.textContent === 'undefined') { el.innerText = text; } else { el.textContent = text; } return el; } /** * Insert an element as the first child node of another * * @param {Element} child * Element to insert * * @param {Element} parent * Element to insert child into */ function prependTo(child, parent) { if (parent.firstChild) { parent.insertBefore(child, parent.firstChild); } else { parent.appendChild(child); } } /** * Check if an element has a CSS class * * @param {Element} element * Element to check * * @param {string} classToCheck * Class name to check for * * @return {boolean} * - True if the element had the class * - False otherwise. * * @throws {Error} * Throws an error if `classToCheck` has white space. */ function hasClass(element, classToCheck) { throwIfWhitespace(classToCheck); if (element.classList) { return element.classList.contains(classToCheck); } return classRegExp(classToCheck).test(element.className); } /** * Add a CSS class name to an element * * @param {Element} element * Element to add class name to. * * @param {string} classToAdd * Class name to add. * * @return {Element} * The dom element with the added class name. */ function addClass(element, classToAdd) { if (element.classList) { element.classList.add(classToAdd); // Don't need to `throwIfWhitespace` here because `hasElClass` will do it // in the case of classList not being supported. } else if (!hasClass(element, classToAdd)) { element.className = (element.className + ' ' + classToAdd).trim(); } return element; } /** * Remove a CSS class name from an element * * @param {Element} element * Element to remove a class name from. * * @param {string} classToRemove * Class name to remove * * @return {Element} * The dom element with class name removed. */ function removeClass(element, classToRemove) { if (element.classList) { element.classList.remove(classToRemove); } else { throwIfWhitespace(classToRemove); element.className = element.className.split(/\s+/).filter(function (c) { return c !== classToRemove; }).join(' '); } return element; } /** * The callback definition for toggleElClass. * * @callback Dom~PredicateCallback * @param {Element} element * The DOM element of the Component. * * @param {string} classToToggle * The `className` that wants to be toggled * * @return {boolean|undefined} * - If true the `classToToggle` will get added to `element`. * - If false the `classToToggle` will get removed from `element`. * - If undefined this callback will be ignored */ /** * Adds or removes a CSS class name on an element depending on an optional * condition or the presence/absence of the class name. * * @param {Element} element * The element to toggle a class name on. * * @param {string} classToToggle * The class that should be toggled * * @param {boolean|PredicateCallback} [predicate] * See the return value for {@link Dom~PredicateCallback} * * @return {Element} * The element with a class that has been toggled. */ function toggleClass(element, classToToggle, predicate) { // This CANNOT use `classList` internally because IE11 does not support the // second parameter to the `classList.toggle()` method! Which is fine because // `classList` will be used by the add/remove functions. var has = hasClass(element, classToToggle); if (typeof predicate === 'function') { predicate = predicate(element, classToToggle); } if (typeof predicate !== 'boolean') { predicate = !has; } // If the necessary class operation matches the current state of the // element, no action is required. if (predicate === has) { return; } if (predicate) { addClass(element, classToToggle); } else { removeClass(element, classToToggle); } return element; } /** * Apply attributes to an HTML element. * * @param {Element} el * Element to add attributes to. * * @param {Object} [attributes] * Attributes to be applied. */ function setAttributes(el, attributes) { Object.getOwnPropertyNames(attributes).forEach(function (attrName) { var attrValue = attributes[attrName]; if (attrValue === null || typeof attrValue === 'undefined' || attrValue === false) { el.removeAttribute(attrName); } else { el.setAttribute(attrName, attrValue === true ? '' : attrValue); } }); } /** * Get an element's attribute values, as defined on the HTML tag * Attributes are not the same as properties. They're defined on the tag * or with setAttribute (which shouldn't be used with HTML) * This will return true or false for boolean attributes. * * @param {Element} tag * Element from which to get tag attributes. * * @return {Object} * All attributes of the element. */ function getAttributes(tag) { var obj = {}; // known boolean attributes // we can check for matching boolean properties, but not all browsers // and not all tags know about these attributes, so, we still want to check them manually var knownBooleans = ',' + 'autoplay,controls,playsinline,loop,muted,default,defaultMuted' + ','; if (tag && tag.attributes && tag.attributes.length > 0) { var attrs = tag.attributes; for (var i = attrs.length - 1; i >= 0; i--) { var attrName = attrs[i].name; var attrVal = attrs[i].value; // check for known booleans // the matching element property will return a value for typeof if (typeof tag[attrName] === 'boolean' || knownBooleans.indexOf(',' + attrName + ',') !== -1) { // the value of an included boolean attribute is typically an empty // string ('') which would equal false if we just check for a false value. // we also don't want support bad code like autoplay='false' attrVal = attrVal !== null ? true : false; } obj[attrName] = attrVal; } } return obj; } /** * Get the value of an element's attribute * * @param {Element} el * A DOM element * * @param {string} attribute * Attribute to get the value of * * @return {string} * value of the attribute */ function getAttribute(el, attribute) { return el.getAttribute(attribute); } /** * Set the value of an element's attribute * * @param {Element} el * A DOM element * * @param {string} attribute * Attribute to set * * @param {string} value * Value to set the attribute to */ function setAttribute(el, attribute, value) { el.setAttribute(attribute, value); } /** * Remove an element's attribute * * @param {Element} el * A DOM element * * @param {string} attribute * Attribute to remove */ function removeAttribute(el, attribute) { el.removeAttribute(attribute); } /** * Attempt to block the ability to select text while dragging controls */ function blockTextSelection() { document_1.body.focus(); document_1.onselectstart = function () { return false; }; } /** * Turn off text selection blocking */ function unblockTextSelection() { document_1.onselectstart = function () { return true; }; } /** * Identical to the native `getBoundingClientRect` function, but ensures that * the method is supported at all (it is in all browsers we claim to support) * and that the element is in the DOM before continuing. * * This wrapper function also shims properties which are not provided by some * older browsers (namely, IE8). * * Additionally, some browsers do not support adding properties to a * `ClientRect`/`DOMRect` object; so, we shallow-copy it with the standard * properties (except `x` and `y` which are not widely supported). This helps * avoid implementations where keys are non-enumerable. * * @param {Element} el * Element whose `ClientRect` we want to calculate. * * @return {Object|undefined} * Always returns a plain */ function getBoundingClientRect(el) { if (el && el.getBoundingClientRect && el.parentNode) { var rect = el.getBoundingClientRect(); var result = {}; ['bottom', 'height', 'left', 'right', 'top', 'width'].forEach(function (k) { if (rect[k] !== undefined) { result[k] = rect[k]; } }); if (!result.height) { result.height = parseFloat(computedStyle(el, 'height')); } if (!result.width) { result.width = parseFloat(computedStyle(el, 'width')); } return result; } } /** * The postion of a DOM element on the page. * * @typedef {Object} module:dom~Position * * @property {number} left * Pixels to the left * * @property {number} top * Pixels on top */ /** * Offset Left. * getBoundingClientRect technique from * John Resig * * @see http://ejohn.org/blog/getboundingclientrect-is-awesome/ * * @param {Element} el * Element from which to get offset * * @return {module:dom~Position} * The position of the element that was passed in. */ function findPosition(el) { var box = void 0; if (el.getBoundingClientRect && el.parentNode) { box = el.getBoundingClientRect(); } if (!box) { return { left: 0, top: 0 }; } var docEl = document_1.documentElement; var body = document_1.body; var clientLeft = docEl.clientLeft || body.clientLeft || 0; var scrollLeft = window_1.pageXOffset || body.scrollLeft; var left = box.left + scrollLeft - clientLeft; var clientTop = docEl.clientTop || body.clientTop || 0; var scrollTop = window_1.pageYOffset || body.scrollTop; var top = box.top + scrollTop - clientTop; // Android sometimes returns slightly off decimal values, so need to round return { left: Math.round(left), top: Math.round(top) }; } /** * x and y coordinates for a dom element or mouse pointer * * @typedef {Object} Dom~Coordinates * * @property {number} x * x coordinate in pixels * * @property {number} y * y coordinate in pixels */ /** * Get pointer position in element * Returns an object with x and y coordinates. * The base on the coordinates are the bottom left of the element. * * @param {Element} el * Element on which to get the pointer position on * * @param {EventTarget~Event} event * Event object * * @return {Dom~Coordinates} * A Coordinates object corresponding to the mouse position. * */ function getPointerPosition(el, event) { var position = {}; var box = findPosition(el); var boxW = el.offsetWidth; var boxH = el.offsetHeight; var boxY = box.top; var boxX = box.left; var pageY = event.pageY; var pageX = event.pageX; if (event.changedTouches) { pageX = event.changedTouches[0].pageX; pageY = event.changedTouches[0].pageY; } position.y = Math.max(0, Math.min(1, (boxY - pageY + boxH) / boxH)); position.x = Math.max(0, Math.min(1, (pageX - boxX) / boxW)); return position; } /** * Determines, via duck typing, whether or not a value is a text node. * * @param {Mixed} value * Check if this value is a text node. * * @return {boolean} * - True if it is a text node * - False otherwise */ function isTextNode(value) { return isObject(value) && value.nodeType === 3; } /** * Empties the contents of an element. * * @param {Element} el * The element to empty children from * * @return {Element} * The element with no children */ function emptyEl(el) { while (el.firstChild) { el.removeChild(el.firstChild); } return el; } /** * Normalizes content for eventual insertion into the DOM. * * This allows a wide range of content definition methods, but protects * from falling into the trap of simply writing to `innerHTML`, which is * an XSS concern. * * The content for an element can be passed in multiple types and * combinations, whose behavior is as follows: * * @param {String|Element|TextNode|Array|Function} content * - String: Normalized into a text node. * - Element/TextNode: Passed through. * - Array: A one-dimensional array of strings, elements, nodes, or functions * (which return single strings, elements, or nodes). * - Function: If the sole argument, is expected to produce a string, element, * node, or array as defined above. * * @return {Array} * All of the content that was passed in normalized. */ function normalizeContent(content) { // First, invoke content if it is a function. If it produces an array, // that needs to happen before normalization. if (typeof content === 'function') { content = content(); } // Next up, normalize to an array, so one or many items can be normalized, // filtered, and returned. return (Array.isArray(content) ? content : [content]).map(function (value) { // First, invoke value if it is a function to produce a new value, // which will be subsequently normalized to a Node of some kind. if (typeof value === 'function') { value = value(); } if (isEl(value) || isTextNode(value)) { return value; } if (typeof value === 'string' && /\S/.test(value)) { return document_1.createTextNode(value); } }).filter(function (value) { return value; }); } /** * Normalizes and appends content to an element. * * @param {Element} el * Element to append normalized content to. * * * @param {String|Element|TextNode|Array|Function} content * See the `content` argument of {@link dom:normalizeContent} * * @return {Element} * The element with appended normalized content. */ function appendContent(el, content) { normalizeContent(content).forEach(function (node) { return el.appendChild(node); }); return el; } /** * Normalizes and inserts content into an element; this is identical to * `appendContent()`, except it empties the element first. * * @param {Element} el * Element to insert normalized content into. * * @param {String|Element|TextNode|Array|Function} content * See the `content` argument of {@link dom:normalizeContent} * * @return {Element} * The element with inserted normalized content. * */ function insertContent(el, content) { return appendContent(emptyEl(el), content); } /** * Check if event was a single left click * * @param {EventTarget~Event} event * Event object * * @return {boolean} * - True if a left click * - False if not a left click */ function isSingleLeftClick(event) { // Note: if you create something draggable, be sure to // call it on both `mousedown` and `mousemove` event, // otherwise `mousedown` should be enough for a button if (event.button === undefined && event.buttons === undefined) { // Why do we need `buttons` ? // Because, middle mouse sometimes have this: // e.button === 0 and e.buttons === 4 // Furthermore, we want to prevent combination click, something like // HOLD middlemouse then left click, that would be // e.button === 0, e.buttons === 5 // just `button` is not gonna work // Alright, then what this block does ? // this is for chrome `simulate mobile devices` // I want to support this as well return true; } if (event.button === 0 && event.buttons === undefined) { // Touch screen, sometimes on some specific device, `buttons` // doesn't have anything (safari on ios, blackberry...) return true; } if (event.button !== 0 || event.buttons !== 1) { // This is the reason we have those if else block above // if any special case we can catch and let it slide // we do it above, when get to here, this definitely // is-not-left-click return false; } return true; } /** * Finds a single DOM element matching `selector` within the optional * `context` of another DOM element (defaulting to `document`). * * @param {string} selector * A valid CSS selector, which will be passed to `querySelector`. * * @param {Element|String} [context=document] * A DOM element within which to query. Can also be a selector * string in which case the first matching element will be used * as context. If missing (or no element matches selector), falls * back to `document`. * * @return {Element|null} * The element that was found or null. */ var $ = createQuerier('querySelector'); /** * Finds a all DOM elements matching `selector` within the optional * `context` of another DOM element (defaulting to `document`). * * @param {string} selector * A valid CSS selector, which will be passed to `querySelectorAll`. * * @param {Element|String} [context=document] * A DOM element within which to query. Can also be a selector * string in which case the first matching element will be used * as context. If missing (or no element matches selector), falls * back to `document`. * * @return {NodeList} * A element list of elements that were found. Will be empty if none were found. * */ var $$ = createQuerier('querySelectorAll'); var Dom = /*#__PURE__*/Object.freeze({ isReal: isReal, isEl: isEl, isInFrame: isInFrame, createEl: createEl, textContent: textContent, prependTo: prependTo, hasClass: hasClass, addClass: addClass, removeClass: removeClass, toggleClass: toggleClass, setAttributes: setAttributes, getAttributes: getAttributes, getAttribute: getAttribute, setAttribute: setAttribute, removeAttribute: removeAttribute, blockTextSelection: blockTextSelection, unblockTextSelection: unblockTextSelection, getBoundingClientRect: getBoundingClientRect, findPosition: findPosition, getPointerPosition: getPointerPosition, isTextNode: isTextNode, emptyEl: emptyEl, normalizeContent: normalizeContent, appendContent: appendContent, insertContent: insertContent, isSingleLeftClick: isSingleLeftClick, $: $, $$: $$ }); /** * @file guid.js * @module guid */ /** * Unique ID for an element or function * @type {Number} */ var _guid = 1; /** * Get a unique auto-incrementing ID by number that has not been returned before. * * @return {number} * A new unique ID. */ function newGUID() { return _guid++; } /** * @file dom-data.js * @module dom-data */ /** * Element Data Store. * * Allows for binding data to an element without putting it directly on the * element. Ex. Event listeners are stored here. * (also from jsninja.com, slightly modified and updated for closure compiler) * * @type {Object} * @private */ var elData = {}; /* * Unique attribute name to store an element's guid in * * @type {String} * @constant * @private */ var elIdAttr = 'vdata' + new Date().getTime(); /** * Returns the cache object where data for an element is stored * * @param {Element} el * Element to store data for. * * @return {Object} * The cache object for that el that was passed in. */ function getData(el) { var id = el[elIdAttr]; if (!id) { id = el[elIdAttr] = newGUID(); } if (!elData[id]) { elData[id] = {}; } return elData[id]; } /** * Returns whether or not an element has cached data * * @param {Element} el * Check if this element has cached data. * * @return {boolean} * - True if the DOM element has cached data. * - False otherwise. */ function hasData(el) { var id = el[elIdAttr]; if (!id) { return false; } return !!Object.getOwnPropertyNames(elData[id]).length; } /** * Delete data for the element from the cache and the guid attr from getElementById * * @param {Element} el * Remove cached data for this element. */ function removeData(el) { var id = el[elIdAttr]; if (!id) { return; } // Remove all stored data delete elData[id]; // Remove the elIdAttr property from the DOM node try { delete el[elIdAttr]; } catch (e) { if (el.removeAttribute) { el.removeAttribute(elIdAttr); } else { // IE doesn't appear to support removeAttribute on the document element el[elIdAttr] = null; } } } /** * @file events.js. An Event System (John Resig - Secrets of a JS Ninja http://jsninja.com/) * (Original book version wasn't completely usable, so fixed some things and made Closure Compiler compatible) * This should work very similarly to jQuery's events, however it's based off the book version which isn't as * robust as jquery's, so there's probably some differences. * * @module events */ /** * Clean up the listener cache and dispatchers * * @param {Element|Object} elem * Element to clean up * * @param {string} type * Type of event to clean up */ function _cleanUpEvents(elem, type) { var data = getData(elem); // Remove the events of a particular type if there are none left if (data.handlers[type].length === 0) { delete data.handlers[type]; // data.handlers[type] = null; // Setting to null was causing an error with data.handlers // Remove the meta-handler from the element if (elem.removeEventListener) { elem.removeEventListener(type, data.dispatcher, false); } else if (elem.detachEvent) { elem.detachEvent('on' + type, data.dispatcher); } } // Remove the events object if there are no types left if (Object.getOwnPropertyNames(data.handlers).length <= 0) { delete data.handlers; delete data.dispatcher; delete data.disabled; } // Finally remove the element data if there is no data left if (Object.getOwnPropertyNames(data).length === 0) { removeData(elem); } } /** * Loops through an array of event types and calls the requested method for each type. * * @param {Function} fn * The event method we want to use. * * @param {Element|Object} elem * Element or object to bind listeners to * * @param {string} type * Type of event to bind to. * * @param {EventTarget~EventListener} callback * Event listener. */ function _handleMultipleEvents(fn, elem, types, callback) { types.forEach(function (type) { // Call the event method for each one of the types fn(elem, type, callback); }); } /** * Fix a native event to have standard property values * * @param {Object} event * Event object to fix. * * @return {Object} * Fixed event object. */ function fixEvent(event) { function returnTrue() { return true; } function returnFalse() { return false; } // Test if fixing up is needed // Used to check if !event.stopPropagation instead of isPropagationStopped // But native events return true for stopPropagation, but don't have // other expected methods like isPropagationStopped. Seems to be a problem // with the Javascript Ninja code. So we're just overriding all events now. if (!event || !event.isPropagationStopped) { var old = event || window_1.event; event = {}; // Clone the old object so that we can modify the values event = {}; // IE8 Doesn't like when you mess with native event properties // Firefox returns false for event.hasOwnProperty('type') and other props // which makes copying more difficult. // TODO: Probably best to create a whitelist of event props for (var key in old) { // Safari 6.0.3 warns you if you try to copy deprecated layerX/Y // Chrome warns you if you try to copy deprecated keyboardEvent.keyLocation // and webkitMovementX/Y if (key !== 'layerX' && key !== 'layerY' && key !== 'keyLocation' && key !== 'webkitMovementX' && key !== 'webkitMovementY') { // Chrome 32+ warns if you try to copy deprecated returnValue, but // we still want to if preventDefault isn't supported (IE8). if (!(key === 'returnValue' && old.preventDefault)) { event[key] = old[key]; } } } // The event occurred on this element if (!event.target) { event.target = event.srcElement || document_1; } // Handle which other element the event is related to if (!event.relatedTarget) { event.relatedTarget = event.fromElement === event.target ? event.toElement : event.fromElement; } // Stop the default browser action event.preventDefault = function () { if (old.preventDefault) { old.preventDefault(); } event.returnValue = false; old.returnValue = false; event.defaultPrevented = true; }; event.defaultPrevented = false; // Stop the event from bubbling event.stopPropagation = function () { if (old.stopPropagation) { old.stopPropagation(); } event.cancelBubble = true; old.cancelBubble = true; event.isPropagationStopped = returnTrue; }; event.isPropagationStopped = returnFalse; // Stop the event from bubbling and executing other handlers event.stopImmediatePropagation = function () { if (old.stopImmediatePropagation) { old.stopImmediatePropagation(); } event.isImmediatePropagationStopped = returnTrue; event.stopPropagation(); }; event.isImmediatePropagationStopped = returnFalse; // Handle mouse position if (event.clientX !== null && event.clientX !== undefined) { var doc = document_1.documentElement; var body = document_1.body; event.pageX = event.clientX + (doc && doc.scrollLeft || body && body.scrollLeft || 0) - (doc && doc.clientLeft || body && body.clientLeft || 0); event.pageY = event.clientY + (doc && doc.scrollTop || body && body.scrollTop || 0) - (doc && doc.clientTop || body && body.clientTop || 0); } // Handle key presses event.which = event.charCode || event.keyCode; // Fix button for mouse clicks: // 0 == left; 1 == middle; 2 == right if (event.button !== null && event.button !== undefined) { // The following is disabled because it does not pass videojs-standard // and... yikes. /* eslint-disable */ event.button = event.button & 1 ? 0 : event.button & 4 ? 1 : event.button & 2 ? 2 : 0; /* eslint-enable */ } } // Returns fixed-up instance return event; } /** * Whether passive event listeners are supported */ var _supportsPassive = false; (function () { try { var opts = Object.defineProperty({}, 'passive', { get: function get() { _supportsPassive = true; } }); window_1.addEventListener('test', null, opts); window_1.removeEventListener('test', null, opts); } catch (e) { // disregard } })(); /** * Touch events Chrome expects to be passive */ var passiveEvents = ['touchstart', 'touchmove']; /** * Add an event listener to element * It stores the handler function in a separate cache object * and adds a generic handler to the element's event, * along with a unique id (guid) to the element. * * @param {Element|Object} elem * Element or object to bind listeners to * * @param {string|string[]} type * Type of event to bind to. * * @param {EventTarget~EventListener} fn * Event listener. */ function on(elem, type, fn) { if (Array.isArray(type)) { return _handleMultipleEvents(on, elem, type, fn); } var data = getData(elem); // We need a place to store all our handler data if (!data.handlers) { data.handlers = {}; } if (!data.handlers[type]) { data.handlers[type] = []; } if (!fn.guid) { fn.guid = newGUID(); } data.handlers[type].push(fn); if (!data.dispatcher) { data.disabled = false; data.dispatcher = function (event, hash) { if (data.disabled) { return; } event = fixEvent(event); var handlers = data.handlers[event.type]; if (handlers) { // Copy handlers so if handlers are added/removed during the process it doesn't throw everything off. var handlersCopy = handlers.slice(0); for (var m = 0, n = handlersCopy.length; m < n; m++) { if (event.isImmediatePropagationStopped()) { break; } else { try { handlersCopy[m].call(elem, event, hash); } catch (e) { log$1.error(e); } } } } }; } if (data.handlers[type].length === 1) { if (elem.addEventListener) { var options = false; if (_supportsPassive && passiveEvents.indexOf(type) > -1) { options = { passive: true }; } elem.addEventListener(type, data.dispatcher, options); } else if (elem.attachEvent) { elem.attachEvent('on' + type, data.dispatcher); } } } /** * Removes event listeners from an element * * @param {Element|Object} elem * Object to remove listeners from. * * @param {string|string[]} [type] * Type of listener to remove. Don't include to remove all events from element. * * @param {EventTarget~EventListener} [fn] * Specific listener to remove. Don't include to remove listeners for an event * type. */ function off(elem, type, fn) { // Don't want to add a cache object through getElData if not needed if (!hasData(elem)) { return; } var data = getData(elem); // If no events exist, nothing to unbind if (!data.handlers) { return; } if (Array.isArray(type)) { return _handleMultipleEvents(off, elem, type, fn); } // Utility function var removeType = function removeType(el, t) { data.handlers[t] = []; _cleanUpEvents(el, t); }; // Are we removing all bound events? if (type === undefined) { for (var t in data.handlers) { if (Object.prototype.hasOwnProperty.call(data.handlers || {}, t)) { removeType(elem, t); } } return; } var handlers = data.handlers[type]; // If no handlers exist, nothing to unbind if (!handlers) { return; } // If no listener was provided, remove all listeners for type if (!fn) { removeType(elem, type); return; } // We're only removing a single handler if (fn.guid) { for (var n = 0; n < handlers.length; n++) { if (handlers[n].guid === fn.guid) { handlers.splice(n--, 1); } } } _cleanUpEvents(elem, type); } /** * Trigger an event for an element * * @param {Element|Object} elem * Element to trigger an event on * * @param {EventTarget~Event|string} event * A string (the type) or an event object with a type attribute * * @param {Object} [hash] * data hash to pass along with the event * * @return {boolean|undefined} * - Returns the opposite of `defaultPrevented` if default was prevented * - Otherwise returns undefined */ function trigger(elem, event, hash) { // Fetches element data and a reference to the parent (for bubbling). // Don't want to add a data object to cache for every parent, // so checking hasElData first. var elemData = hasData(elem) ? getData(elem) : {}; var parent = elem.parentNode || elem.ownerDocument; // type = event.type || event, // handler; // If an event name was passed as a string, creates an event out of it if (typeof event === 'string') { event = { type: event, target: elem }; } else if (!event.target) { event.target = elem; } // Normalizes the event properties. event = fixEvent(event); // If the passed element has a dispatcher, executes the established handlers. if (elemData.dispatcher) { elemData.dispatcher.call(elem, event, hash); } // Unless explicitly stopped or the event does not bubble (e.g. media events) // recursively calls this function to bubble the event up the DOM. if (parent && !event.isPropagationStopped() && event.bubbles === true) { trigger.call(null, parent, event, hash); // If at the top of the DOM, triggers the default action unless disabled. } else if (!parent && !event.defaultPrevented) { var targetData = getData(event.target); // Checks if the target has a default action for this event. if (event.target[event.type]) { // Temporarily disables event dispatching on the target as we have already executed the handler. targetData.disabled = true; // Executes the default action. if (typeof event.target[event.type] === 'function') { event.target[event.type](); } // Re-enables event dispatching. targetData.disabled = false; } } // Inform the triggerer if the default was prevented by returning false return !event.defaultPrevented; } /** * Trigger a listener only once for an event * * @param {Element|Object} elem * Element or object to bind to. * * @param {string|string[]} type * Name/type of event * * @param {Event~EventListener} fn * Event Listener function */ function one(elem, type, fn) { if (Array.isArray(type)) { return _handleMultipleEvents(one, elem, type, fn); } var func = function func() { off(elem, type, func); fn.apply(this, arguments); }; // copy the guid to the new function so it can removed using the original function's ID func.guid = fn.guid = fn.guid || newGUID(); on(elem, type, func); } var Events = /*#__PURE__*/Object.freeze({ fixEvent: fixEvent, on: on, off: off, trigger: trigger, one: one }); /** * @file setup.js - Functions for setting up a player without * user interaction based on the data-setup `attribute` of the video tag. * * @module setup */ var _windowLoaded = false; var videojs = void 0; /** * Set up any tags that have a data-setup `attribute` when the player is started. */ var autoSetup = function autoSetup() { // Protect against breakage in non-browser environments and check global autoSetup option. if (!isReal() || videojs.options.autoSetup === false) { return; } var vids = Array.prototype.slice.call(document_1.getElementsByTagName('video')); var audios = Array.prototype.slice.call(document_1.getElementsByTagName('audio')); var divs = Array.prototype.slice.call(document_1.getElementsByTagName('video-js')); var mediaEls = vids.concat(audios, divs); // Check if any media elements exist if (mediaEls && mediaEls.length > 0) { for (var i = 0, e = mediaEls.length; i < e; i++) { var mediaEl = mediaEls[i]; // Check if element exists, has getAttribute func. if (mediaEl && mediaEl.getAttribute) { // Make sure this player hasn't already been set up. if (mediaEl.player === undefined) { var options = mediaEl.getAttribute('data-setup'); // Check if data-setup attr exists. // We only auto-setup if they've added the data-setup attr. if (options !== null) { // Create new video.js instance. videojs(mediaEl); } } // If getAttribute isn't defined, we need to wait for the DOM. } else { autoSetupTimeout(1); break; } } // No videos were found, so keep looping unless page is finished loading. } else if (!_windowLoaded) { autoSetupTimeout(1); } }; /** * Wait until the page is loaded before running autoSetup. This will be called in * autoSetup if `hasLoaded` returns false. * * @param {number} wait * How long to wait in ms * * @param {module:videojs} [vjs] * The videojs library function */ function autoSetupTimeout(wait, vjs) { if (vjs) { videojs = vjs; } window_1.setTimeout(autoSetup, wait); } if (isReal() && document_1.readyState === 'complete') { _windowLoaded = true; } else { /** * Listen for the load event on window, and set _windowLoaded to true. * * @listens load */ one(window_1, 'load', function () { _windowLoaded = true; }); } /** * @file stylesheet.js * @module stylesheet */ /** * Create a DOM syle element given a className for it. * * @param {string} className * The className to add to the created style element. * * @return {Element} * The element that was created. */ var createStyleElement = function createStyleElement(className) { var style = document_1.createElement('style'); style.className = className; return style; }; /** * Add text to a DOM element. * * @param {Element} el * The Element to add text content to. * * @param {string} content * The text to add to the element. */ var setTextContent = function setTextContent(el, content) { if (el.styleSheet) { el.styleSheet.cssText = content; } else { el.textContent = content; } }; /** * @file fn.js * @module fn */ /** * Bind (a.k.a proxy or Context). A simple method for changing the context of a function * It also stores a unique id on the function so it can be easily removed from events. * * @param {Mixed} context * The object to bind as scope. * * @param {Function} fn * The function to be bound to a scope. * * @param {number} [uid] * An optional unique ID for the function to be set * * @return {Function} * The new function that will be bound into the context given */ var bind = function bind(context, fn, uid) { // Make sure the function has a unique ID if (!fn.guid) { fn.guid = newGUID(); } // Create the new function that changes the context var bound = function bound() { return fn.apply(context, arguments); }; // Allow for the ability to individualize this function // Needed in the case where multiple objects might share the same prototype // IF both items add an event listener with the same function, then you try to remove just one // it will remove both because they both have the same guid. // when using this, you need to use the bind method when you remove the listener as well. // currently used in text tracks bound.guid = uid ? uid + '_' + fn.guid : fn.guid; return bound; }; /** * Wraps the given function, `fn`, with a new function that only invokes `fn` * at most once per every `wait` milliseconds. * * @param {Function} fn * The function to be throttled. * * @param {Number} wait * The number of milliseconds by which to throttle. * * @return {Function} */ var throttle = function throttle(fn, wait) { var last = Date.now(); var throttled = function throttled() { var now = Date.now(); if (now - last >= wait) { fn.apply(undefined, arguments); last = now; } }; return throttled; }; /** * Creates a debounced function that delays invoking `func` until after `wait` * milliseconds have elapsed since the last time the debounced function was * invoked. * * Inspired by lodash and underscore implementations. * * @param {Function} func * The function to wrap with debounce behavior. * * @param {number} wait * The number of milliseconds to wait after the last invocation. * * @param {boolean} [immediate] * Whether or not to invoke the function immediately upon creation. * * @param {Object} [context=window] * The "context" in which the debounced function should debounce. For * example, if this function should be tied to a Video.js player, * the player can be passed here. Alternatively, defaults to the * global `window` object. * * @return {Function} * A debounced function. */ var debounce = function debounce(func, wait, immediate) { var context = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : window_1; var timeout = void 0; var cancel = function cancel() { context.clearTimeout(timeout); timeout = null; }; /* eslint-disable consistent-this */ var debounced = function debounced() { var self = this; var args = arguments; var _later = function later() { timeout = null; _later = null; if (!immediate) { func.apply(self, args); } }; if (!timeout && immediate) { func.apply(self, args); } context.clearTimeout(timeout); timeout = context.setTimeout(_later, wait); }; /* eslint-enable consistent-this */ debounced.cancel = cancel; return debounced; }; /** * @file src/js/event-target.js */ /** * `EventTarget` is a class that can have the same API as the DOM `EventTarget`. It * adds shorthand functions that wrap around lengthy functions. For example: * the `on` function is a wrapper around `addEventListener`. * * @see [EventTarget Spec]{@link https://www.w3.org/TR/DOM-Level-2-Events/events.html#Events-EventTarget} * @class EventTarget */ var EventTarget = function EventTarget() {}; /** * A Custom DOM event. * * @typedef {Object} EventTarget~Event * @see [Properties]{@link https://developer.mozilla.org/en-US/docs/Web/API/CustomEvent} */ /** * All event listeners should follow the following format. * * @callback EventTarget~EventListener * @this {EventTarget} * * @param {EventTarget~Event} event * the event that triggered this function * * @param {Object} [hash] * hash of data sent during the event */ /** * An object containing event names as keys and booleans as values. * * > NOTE: If an event name is set to a true value here {@link EventTarget#trigger} * will have extra functionality. See that function for more information. * * @property EventTarget.prototype.allowedEvents_ * @private */ EventTarget.prototype.allowedEvents_ = {}; /** * Adds an `event listener` to an instance of an `EventTarget`. An `event listener` is a * function that will get called when an event with a certain name gets triggered. * * @param {string|string[]} type * An event name or an array of event names. * * @param {EventTarget~EventListener} fn * The function to call with `EventTarget`s */ EventTarget.prototype.on = function (type, fn) { // Remove the addEventListener alias before calling Events.on // so we don't get into an infinite type loop var ael = this.addEventListener; this.addEventListener = function () {}; on(this, type, fn); this.addEventListener = ael; }; /** * An alias of {@link EventTarget#on}. Allows `EventTarget` to mimic * the standard DOM API. * * @function * @see {@link EventTarget#on} */ EventTarget.prototype.addEventListener = EventTarget.prototype.on; /** * Removes an `event listener` for a specific event from an instance of `EventTarget`. * This makes it so that the `event listener` will no longer get called when the * named event happens. * * @param {string|string[]} type * An event name or an array of event names. * * @param {EventTarget~EventListener} fn * The function to remove. */ EventTarget.prototype.off = function (type, fn) { off(this, type, fn); }; /** * An alias of {@link EventTarget#off}. Allows `EventTarget` to mimic * the standard DOM API. * * @function * @see {@link EventTarget#off} */ EventTarget.prototype.removeEventListener = EventTarget.prototype.off; /** * This function will add an `event listener` that gets triggered only once. After the * first trigger it will get removed. This is like adding an `event listener` * with {@link EventTarget#on} that calls {@link EventTarget#off} on itself. * * @param {string|string[]} type * An event name or an array of event names. * * @param {EventTarget~EventListener} fn * The function to be called once for each event name. */ EventTarget.prototype.one = function (type, fn) { // Remove the addEventListener alialing Events.on // so we don't get into an infinite type loop var ael = this.addEventListener; this.addEventListener = function () {}; one(this, type, fn); this.addEventListener = ael; }; /** * This function causes an event to happen. This will then cause any `event listeners` * that are waiting for that event, to get called. If there are no `event listeners` * for an event then nothing will happen. * * If the name of the `Event` that is being triggered is in `EventTarget.allowedEvents_`. * Trigger will also call the `on` + `uppercaseEventName` function. * * Example: * 'click' is in `EventTarget.allowedEvents_`, so, trigger will attempt to call * `onClick` if it exists. * * @param {string|EventTarget~Event|Object} event * The name of the event, an `Event`, or an object with a key of type set to * an event name. */ EventTarget.prototype.trigger = function (event) { var type = event.type || event; if (typeof event === 'string') { event = { type: type }; } event = fixEvent(event); if (this.allowedEvents_[type] && this['on' + type]) { this['on' + type](event); } trigger(this, event); }; /** * An alias of {@link EventTarget#trigger}. Allows `EventTarget` to mimic * the standard DOM API. * * @function * @see {@link EventTarget#trigger} */ EventTarget.prototype.dispatchEvent = EventTarget.prototype.trigger; var EVENT_MAP = void 0; EventTarget.prototype.queueTrigger = function (event) { var _this = this; // only set up EVENT_MAP if it'll be used if (!EVENT_MAP) { EVENT_MAP = new Map(); } var type = event.type || event; var map = EVENT_MAP.get(this); if (!map) { map = new Map(); EVENT_MAP.set(this, map); } var oldTimeout = map.get(type); map.delete(type); window_1.clearTimeout(oldTimeout); var timeout = window_1.setTimeout(function () { // if we cleared out all timeouts for the current target, delete its map if (map.size === 0) { map = null; EVENT_MAP.delete(_this); } _this.trigger(event); }, 0); map.set(type, timeout); }; /** * @file mixins/evented.js * @module evented */ /** * Returns whether or not an object has had the evented mixin applied. * * @param {Object} object * An object to test. * * @return {boolean} * Whether or not the object appears to be evented. */ var isEvented = function isEvented(object) { return object instanceof EventTarget || !!object.eventBusEl_ && ['on', 'one', 'off', 'trigger'].every(function (k) { return typeof object[k] === 'function'; }); }; /** * Whether a value is a valid event type - non-empty string or array. * * @private * @param {string|Array} type * The type value to test. * * @return {boolean} * Whether or not the type is a valid event type. */ var isValidEventType = function isValidEventType(type) { return ( // The regex here verifies that the `type` contains at least one non- // whitespace character. typeof type === 'string' && /\S/.test(type) || Array.isArray(type) && !!type.length ); }; /** * Validates a value to determine if it is a valid event target. Throws if not. * * @private * @throws {Error} * If the target does not appear to be a valid event target. * * @param {Object} target * The object to test. */ var validateTarget = function validateTarget(target) { if (!target.nodeName && !isEvented(target)) { throw new Error('Invalid target; must be a DOM node or evented object.'); } }; /** * Validates a value to determine if it is a valid event target. Throws if not. * * @private * @throws {Error} * If the type does not appear to be a valid event type. * * @param {string|Array} type * The type to test. */ var validateEventType = function validateEventType(type) { if (!isValidEventType(type)) { throw new Error('Invalid event type; must be a non-empty string or array.'); } }; /** * Validates a value to determine if it is a valid listener. Throws if not. * * @private * @throws {Error} * If the listener is not a function. * * @param {Function} listener * The listener to test. */ var validateListener = function validateListener(listener) { if (typeof listener !== 'function') { throw new Error('Invalid listener; must be a function.'); } }; /** * Takes an array of arguments given to `on()` or `one()`, validates them, and * normalizes them into an object. * * @private * @param {Object} self * The evented object on which `on()` or `one()` was called. This * object will be bound as the `this` value for the listener. * * @param {Array} args * An array of arguments passed to `on()` or `one()`. * * @return {Object} * An object containing useful values for `on()` or `one()` calls. */ var normalizeListenArgs = function normalizeListenArgs(self, args) { // If the number of arguments is less than 3, the target is always the // evented object itself. var isTargetingSelf = args.length < 3 || args[0] === self || args[0] === self.eventBusEl_; var target = void 0; var type = void 0; var listener = void 0; if (isTargetingSelf) { target = self.eventBusEl_; // Deal with cases where we got 3 arguments, but we are still listening to // the evented object itself. if (args.length >= 3) { args.shift(); } type = args[0]; listener = args[1]; } else { target = args[0]; type = args[1]; listener = args[2]; } validateTarget(target); validateEventType(type); validateListener(listener); listener = bind(self, listener); return { isTargetingSelf: isTargetingSelf, target: target, type: type, listener: listener }; }; /** * Adds the listener to the event type(s) on the target, normalizing for * the type of target. * * @private * @param {Element|Object} target * A DOM node or evented object. * * @param {string} method * The event binding method to use ("on" or "one"). * * @param {string|Array} type * One or more event type(s). * * @param {Function} listener * A listener function. */ var listen = function listen(target, method, type, listener) { validateTarget(target); if (target.nodeName) { Events[method](target, type, listener); } else { target[method](type, listener); } }; /** * Contains methods that provide event capabilities to an object which is passed * to {@link module:evented|evented}. * * @mixin EventedMixin */ var EventedMixin = { /** * Add a listener to an event (or events) on this object or another evented * object. * * @param {string|Array|Element|Object} targetOrType * If this is a string or array, it represents the event type(s) * that will trigger the listener. * * Another evented object can be passed here instead, which will * cause the listener to listen for events on _that_ object. * * In either case, the listener's `this` value will be bound to * this object. * * @param {string|Array|Function} typeOrListener * If the first argument was a string or array, this should be the * listener function. Otherwise, this is a string or array of event * type(s). * * @param {Function} [listener] * If the first argument was another evented object, this will be * the listener function. */ on: function on$$1() { var _this = this; for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } var _normalizeListenArgs = normalizeListenArgs(this, args), isTargetingSelf = _normalizeListenArgs.isTargetingSelf, target = _normalizeListenArgs.target, type = _normalizeListenArgs.type, listener = _normalizeListenArgs.listener; listen(target, 'on', type, listener); // If this object is listening to another evented object. if (!isTargetingSelf) { // If this object is disposed, remove the listener. var removeListenerOnDispose = function removeListenerOnDispose() { return _this.off(target, type, listener); }; // Use the same function ID as the listener so we can remove it later it // using the ID of the original listener. removeListenerOnDispose.guid = listener.guid; // Add a listener to the target's dispose event as well. This ensures // that if the target is disposed BEFORE this object, we remove the // removal listener that was just added. Otherwise, we create a memory leak. var removeRemoverOnTargetDispose = function removeRemoverOnTargetDispose() { return _this.off('dispose', removeListenerOnDispose); }; // Use the same function ID as the listener so we can remove it later // it using the ID of the original listener. removeRemoverOnTargetDispose.guid = listener.guid; listen(this, 'on', 'dispose', removeListenerOnDispose); listen(target, 'on', 'dispose', removeRemoverOnTargetDispose); } }, /** * Add a listener to an event (or events) on this object or another evented * object. The listener will only be called once and then removed. * * @param {string|Array|Element|Object} targetOrType * If this is a string or array, it represents the event type(s) * that will trigger the listener. * * Another evented object can be passed here instead, which will * cause the listener to listen for events on _that_ object. * * In either case, the listener's `this` value will be bound to * this object. * * @param {string|Array|Function} typeOrListener * If the first argument was a string or array, this should be the * listener function. Otherwise, this is a string or array of event * type(s). * * @param {Function} [listener] * If the first argument was another evented object, this will be * the listener function. */ one: function one$$1() { var _this2 = this; for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) { args[_key2] = arguments[_key2]; } var _normalizeListenArgs2 = normalizeListenArgs(this, args), isTargetingSelf = _normalizeListenArgs2.isTargetingSelf, target = _normalizeListenArgs2.target, type = _normalizeListenArgs2.type, listener = _normalizeListenArgs2.listener; // Targeting this evented object. if (isTargetingSelf) { listen(target, 'one', type, listener); // Targeting another evented object. } else { var wrapper = function wrapper() { for (var _len3 = arguments.length, largs = Array(_len3), _key3 = 0; _key3 < _len3; _key3++) { largs[_key3] = arguments[_key3]; } _this2.off(target, type, wrapper); listener.apply(null, largs); }; // Use the same function ID as the listener so we can remove it later // it using the ID of the original listener. wrapper.guid = listener.guid; listen(target, 'one', type, wrapper); } }, /** * Removes listener(s) from event(s) on an evented object. * * @param {string|Array|Element|Object} [targetOrType] * If this is a string or array, it represents the event type(s). * * Another evented object can be passed here instead, in which case * ALL 3 arguments are _required_. * * @param {string|Array|Function} [typeOrListener] * If the first argument was a string or array, this may be the * listener function. Otherwise, this is a string or array of event * type(s). * * @param {Function} [listener] * If the first argument was another evented object, this will be * the listener function; otherwise, _all_ listeners bound to the * event type(s) will be removed. */ off: function off$$1(targetOrType, typeOrListener, listener) { // Targeting this evented object. if (!targetOrType || isValidEventType(targetOrType)) { off(this.eventBusEl_, targetOrType, typeOrListener); // Targeting another evented object. } else { var target = targetOrType; var type = typeOrListener; // Fail fast and in a meaningful way! validateTarget(target); validateEventType(type); validateListener(listener); // Ensure there's at least a guid, even if the function hasn't been used listener = bind(this, listener); // Remove the dispose listener on this evented object, which was given // the same guid as the event listener in on(). this.off('dispose', listener); if (target.nodeName) { off(target, type, listener); off(target, 'dispose', listener); } else if (isEvented(target)) { target.off(type, listener); target.off('dispose', listener); } } }, /** * Fire an event on this evented object, causing its listeners to be called. * * @param {string|Object} event * An event type or an object with a type property. * * @param {Object} [hash] * An additional object to pass along to listeners. * * @returns {boolean} * Whether or not the default behavior was prevented. */ trigger: function trigger$$1(event, hash) { return trigger(this.eventBusEl_, event, hash); } }; /** * Applies {@link module:evented~EventedMixin|EventedMixin} to a target object. * * @param {Object} target * The object to which to add event methods. * * @param {Object} [options={}] * Options for customizing the mixin behavior. * * @param {String} [options.eventBusKey] * By default, adds a `eventBusEl_` DOM element to the target object, * which is used as an event bus. If the target object already has a * DOM element that should be used, pass its key here. * * @return {Object} * The target object. */ function evented(target) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; var eventBusKey = options.eventBusKey; // Set or create the eventBusEl_. if (eventBusKey) { if (!target[eventBusKey].nodeName) { throw new Error('The eventBusKey "' + eventBusKey + '" does not refer to an element.'); } target.eventBusEl_ = target[eventBusKey]; } else { target.eventBusEl_ = createEl('span', { className: 'vjs-event-bus' }); } assign(target, EventedMixin); // When any evented object is disposed, it removes all its listeners. target.on('dispose', function () { target.off(); window_1.setTimeout(function () { target.eventBusEl_ = null; }, 0); }); return target; } /** * @file mixins/stateful.js * @module stateful */ /** * Contains methods that provide statefulness to an object which is passed * to {@link module:stateful}. * * @mixin StatefulMixin */ var StatefulMixin = { /** * A hash containing arbitrary keys and values representing the state of * the object. * * @type {Object} */ state: {}, /** * Set the state of an object by mutating its * {@link module:stateful~StatefulMixin.state|state} object in place. * * @fires module:stateful~StatefulMixin#statechanged * @param {Object|Function} stateUpdates * A new set of properties to shallow-merge into the plugin state. * Can be a plain object or a function returning a plain object. * * @returns {Object|undefined} * An object containing changes that occurred. If no changes * occurred, returns `undefined`. */ setState: function setState(stateUpdates) { var _this = this; // Support providing the `stateUpdates` state as a function. if (typeof stateUpdates === 'function') { stateUpdates = stateUpdates(); } var changes = void 0; each(stateUpdates, function (value, key) { // Record the change if the value is different from what's in the // current state. if (_this.state[key] !== value) { changes = changes || {}; changes[key] = { from: _this.state[key], to: value }; } _this.state[key] = value; }); // Only trigger "statechange" if there were changes AND we have a trigger // function. This allows us to not require that the target object be an // evented object. if (changes && isEvented(this)) { /** * An event triggered on an object that is both * {@link module:stateful|stateful} and {@link module:evented|evented} * indicating that its state has changed. * * @event module:stateful~StatefulMixin#statechanged * @type {Object} * @property {Object} changes * A hash containing the properties that were changed and * the values they were changed `from` and `to`. */ this.trigger({ changes: changes, type: 'statechanged' }); } return changes; } }; /** * Applies {@link module:stateful~StatefulMixin|StatefulMixin} to a target * object. * * If the target object is {@link module:evented|evented} and has a * `handleStateChanged` method, that method will be automatically bound to the * `statechanged` event on itself. * * @param {Object} target * The object to be made stateful. * * @param {Object} [defaultState] * A default set of properties to populate the newly-stateful object's * `state` property. * * @returns {Object} * Returns the `target`. */ function stateful(target, defaultState) { assign(target, StatefulMixin); // This happens after the mixing-in because we need to replace the `state` // added in that step. target.state = assign({}, target.state, defaultState); // Auto-bind the `handleStateChanged` method of the target object if it exists. if (typeof target.handleStateChanged === 'function' && isEvented(target)) { target.on('statechanged', target.handleStateChanged); } return target; } /** * @file to-title-case.js * @module to-title-case */ /** * Uppercase the first letter of a string. * * @param {string} string * String to be uppercased * * @return {string} * The string with an uppercased first letter */ function toTitleCase(string) { if (typeof string !== 'string') { return string; } return string.charAt(0).toUpperCase() + string.slice(1); } /** * Compares the TitleCase versions of the two strings for equality. * * @param {string} str1 * The first string to compare * * @param {string} str2 * The second string to compare * * @return {boolean} * Whether the TitleCase versions of the strings are equal */ function titleCaseEquals(str1, str2) { return toTitleCase(str1) === toTitleCase(str2); } /** * @file merge-options.js * @module merge-options */ /** * Deep-merge one or more options objects, recursively merging **only** plain * object properties. * * @param {Object[]} sources * One or more objects to merge into a new object. * * @returns {Object} * A new object that is the merged result of all sources. */ function mergeOptions() { var result = {}; for (var _len = arguments.length, sources = Array(_len), _key = 0; _key < _len; _key++) { sources[_key] = arguments[_key]; } sources.forEach(function (source) { if (!source) { return; } each(source, function (value, key) { if (!isPlain(value)) { result[key] = value; return; } if (!isPlain(result[key])) { result[key] = {}; } result[key] = mergeOptions(result[key], value); }); }); return result; } /** * Player Component - Base class for all UI objects * * @file component.js */ /** * Base class for all UI Components. * Components are UI objects which represent both a javascript object and an element * in the DOM. They can be children of other components, and can have * children themselves. * * Components can also use methods from {@link EventTarget} */ var Component = function () { /** * A callback that is called when a component is ready. Does not have any * paramters and any callback value will be ignored. * * @callback Component~ReadyCallback * @this Component */ /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. * * @param {Object[]} [options.children] * An array of children objects to intialize this component with. Children objects have * a name property that will be used if more than one component of the same type needs to be * added. * * @param {Component~ReadyCallback} [ready] * Function that gets called when the `Component` is ready. */ function Component(player, options, ready) { classCallCheck(this, Component); // The component might be the player itself and we can't pass `this` to super if (!player && this.play) { this.player_ = player = this; // eslint-disable-line } else { this.player_ = player; } // Make a copy of prototype.options_ to protect against overriding defaults this.options_ = mergeOptions({}, this.options_); // Updated options with supplied options options = this.options_ = mergeOptions(this.options_, options); // Get ID from options or options element if one is supplied this.id_ = options.id || options.el && options.el.id; // If there was no ID from the options, generate one if (!this.id_) { // Don't require the player ID function in the case of mock players var id = player && player.id && player.id() || 'no_player'; this.id_ = id + '_component_' + newGUID(); } this.name_ = options.name || null; // Create element if one wasn't provided in options if (options.el) { this.el_ = options.el; } else if (options.createEl !== false) { this.el_ = this.createEl(); } // if evented is anything except false, we want to mixin in evented if (options.evented !== false) { // Make this an evented object and use `el_`, if available, as its event bus evented(this, { eventBusKey: this.el_ ? 'el_' : null }); } stateful(this, this.constructor.defaultState); this.children_ = []; this.childIndex_ = {}; this.childNameIndex_ = {}; // Add any child components in options if (options.initChildren !== false) { this.initChildren(); } this.ready(ready); // Don't want to trigger ready here or it will before init is actually // finished for all children that run this constructor if (options.reportTouchActivity !== false) { this.enableTouchActivity(); } } /** * Dispose of the `Component` and all child components. * * @fires Component#dispose */ Component.prototype.dispose = function dispose() { /** * Triggered when a `Component` is disposed. * * @event Component#dispose * @type {EventTarget~Event} * * @property {boolean} [bubbles=false] * set to false so that the close event does not * bubble up */ this.trigger({ type: 'dispose', bubbles: false }); // Dispose all children. if (this.children_) { for (var i = this.children_.length - 1; i >= 0; i--) { if (this.children_[i].dispose) { this.children_[i].dispose(); } } } // Delete child references this.children_ = null; this.childIndex_ = null; this.childNameIndex_ = null; if (this.el_) { // Remove element from DOM if (this.el_.parentNode) { this.el_.parentNode.removeChild(this.el_); } removeData(this.el_); this.el_ = null; } // remove reference to the player after disposing of the element this.player_ = null; }; /** * Return the {@link Player} that the `Component` has attached to. * * @return {Player} * The player that this `Component` has attached to. */ Component.prototype.player = function player() { return this.player_; }; /** * Deep merge of options objects with new options. * > Note: When both `obj` and `options` contain properties whose values are objects. * The two properties get merged using {@link module:mergeOptions} * * @param {Object} obj * The object that contains new options. * * @return {Object} * A new object of `this.options_` and `obj` merged together. * * @deprecated since version 5 */ Component.prototype.options = function options(obj) { log$1.warn('this.options() has been deprecated and will be moved to the constructor in 6.0'); if (!obj) { return this.options_; } this.options_ = mergeOptions(this.options_, obj); return this.options_; }; /** * Get the `Component`s DOM element * * @return {Element} * The DOM element for this `Component`. */ Component.prototype.el = function el() { return this.el_; }; /** * Create the `Component`s DOM element. * * @param {string} [tagName] * Element's DOM node type. e.g. 'div' * * @param {Object} [properties] * An object of properties that should be set. * * @param {Object} [attributes] * An object of attributes that should be set. * * @return {Element} * The element that gets created. */ Component.prototype.createEl = function createEl$$1(tagName, properties, attributes) { return createEl(tagName, properties, attributes); }; /** * Localize a string given the string in english. * * If tokens are provided, it'll try and run a simple token replacement on the provided string. * The tokens it looks for look like `{1}` with the index being 1-indexed into the tokens array. * * If a `defaultValue` is provided, it'll use that over `string`, * if a value isn't found in provided language files. * This is useful if you want to have a descriptive key for token replacement * but have a succinct localized string and not require `en.json` to be included. * * Currently, it is used for the progress bar timing. * ```js * { * "progress bar timing: currentTime={1} duration={2}": "{1} of {2}" * } * ``` * It is then used like so: * ```js * this.localize('progress bar timing: currentTime={1} duration{2}', * [this.player_.currentTime(), this.player_.duration()], * '{1} of {2}'); * ``` * * Which outputs something like: `01:23 of 24:56`. * * * @param {string} string * The string to localize and the key to lookup in the language files. * @param {string[]} [tokens] * If the current item has token replacements, provide the tokens here. * @param {string} [defaultValue] * Defaults to `string`. Can be a default value to use for token replacement * if the lookup key is needed to be separate. * * @return {string} * The localized string or if no localization exists the english string. */ Component.prototype.localize = function localize(string, tokens) { var defaultValue = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : string; var code = this.player_.language && this.player_.language(); var languages = this.player_.languages && this.player_.languages(); var language = languages && languages[code]; var primaryCode = code && code.split('-')[0]; var primaryLang = languages && languages[primaryCode]; var localizedString = defaultValue; if (language && language[string]) { localizedString = language[string]; } else if (primaryLang && primaryLang[string]) { localizedString = primaryLang[string]; } if (tokens) { localizedString = localizedString.replace(/\{(\d+)\}/g, function (match, index) { var value = tokens[index - 1]; var ret = value; if (typeof value === 'undefined') { ret = match; } return ret; }); } return localizedString; }; /** * Return the `Component`s DOM element. This is where children get inserted. * This will usually be the the same as the element returned in {@link Component#el}. * * @return {Element} * The content element for this `Component`. */ Component.prototype.contentEl = function contentEl() { return this.contentEl_ || this.el_; }; /** * Get this `Component`s ID * * @return {string} * The id of this `Component` */ Component.prototype.id = function id() { return this.id_; }; /** * Get the `Component`s name. The name gets used to reference the `Component` * and is set during registration. * * @return {string} * The name of this `Component`. */ Component.prototype.name = function name() { return this.name_; }; /** * Get an array of all child components * * @return {Array} * The children */ Component.prototype.children = function children() { return this.children_; }; /** * Returns the child `Component` with the given `id`. * * @param {string} id * The id of the child `Component` to get. * * @return {Component|undefined} * The child `Component` with the given `id` or undefined. */ Component.prototype.getChildById = function getChildById(id) { return this.childIndex_[id]; }; /** * Returns the child `Component` with the given `name`. * * @param {string} name * The name of the child `Component` to get. * * @return {Component|undefined} * The child `Component` with the given `name` or undefined. */ Component.prototype.getChild = function getChild(name) { if (!name) { return; } name = toTitleCase(name); return this.childNameIndex_[name]; }; /** * Add a child `Component` inside the current `Component`. * * * @param {string|Component} child * The name or instance of a child to add. * * @param {Object} [options={}] * The key/value store of options that will get passed to children of * the child. * * @param {number} [index=this.children_.length] * The index to attempt to add a child into. * * @return {Component} * The `Component` that gets added as a child. When using a string the * `Component` will get created by this process. */ Component.prototype.addChild = function addChild(child) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; var index = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : this.children_.length; var component = void 0; var componentName = void 0; // If child is a string, create component with options if (typeof child === 'string') { componentName = toTitleCase(child); var componentClassName = options.componentClass || componentName; // Set name through options options.name = componentName; // Create a new object & element for this controls set // If there's no .player_, this is a player var ComponentClass = Component.getComponent(componentClassName); if (!ComponentClass) { throw new Error('Component ' + componentClassName + ' does not exist'); } // data stored directly on the videojs object may be // misidentified as a component to retain // backwards-compatibility with 4.x. check to make sure the // component class can be instantiated. if (typeof ComponentClass !== 'function') { return null; } component = new ComponentClass(this.player_ || this, options); // child is a component instance } else { component = child; } this.children_.splice(index, 0, component); if (typeof component.id === 'function') { this.childIndex_[component.id()] = component; } // If a name wasn't used to create the component, check if we can use the // name function of the component componentName = componentName || component.name && toTitleCase(component.name()); if (componentName) { this.childNameIndex_[componentName] = component; } // Add the UI object's element to the container div (box) // Having an element is not required if (typeof component.el === 'function' && component.el()) { var childNodes = this.contentEl().children; var refNode = childNodes[index] || null; this.contentEl().insertBefore(component.el(), refNode); } // Return so it can stored on parent object if desired. return component; }; /** * Remove a child `Component` from this `Component`s list of children. Also removes * the child `Component`s element from this `Component`s element. * * @param {Component} component * The child `Component` to remove. */ Component.prototype.removeChild = function removeChild(component) { if (typeof component === 'string') { component = this.getChild(component); } if (!component || !this.children_) { return; } var childFound = false; for (var i = this.children_.length - 1; i >= 0; i--) { if (this.children_[i] === component) { childFound = true; this.children_.splice(i, 1); break; } } if (!childFound) { return; } this.childIndex_[component.id()] = null; this.childNameIndex_[component.name()] = null; var compEl = component.el(); if (compEl && compEl.parentNode === this.contentEl()) { this.contentEl().removeChild(component.el()); } }; /** * Add and initialize default child `Component`s based upon options. */ Component.prototype.initChildren = function initChildren() { var _this = this; var children = this.options_.children; if (children) { // `this` is `parent` var parentOptions = this.options_; var handleAdd = function handleAdd(child) { var name = child.name; var opts = child.opts; // Allow options for children to be set at the parent options // e.g. videojs(id, { controlBar: false }); // instead of videojs(id, { children: { controlBar: false }); if (parentOptions[name] !== undefined) { opts = parentOptions[name]; } // Allow for disabling default components // e.g. options['children']['posterImage'] = false if (opts === false) { return; } // Allow options to be passed as a simple boolean if no configuration // is necessary. if (opts === true) { opts = {}; } // We also want to pass the original player options // to each component as well so they don't need to // reach back into the player for options later. opts.playerOptions = _this.options_.playerOptions; // Create and add the child component. // Add a direct reference to the child by name on the parent instance. // If two of the same component are used, different names should be supplied // for each var newChild = _this.addChild(name, opts); if (newChild) { _this[name] = newChild; } }; // Allow for an array of children details to passed in the options var workingChildren = void 0; var Tech = Component.getComponent('Tech'); if (Array.isArray(children)) { workingChildren = children; } else { workingChildren = Object.keys(children); } workingChildren // children that are in this.options_ but also in workingChildren would // give us extra children we do not want. So, we want to filter them out. .concat(Object.keys(this.options_).filter(function (child) { return !workingChildren.some(function (wchild) { if (typeof wchild === 'string') { return child === wchild; } return child === wchild.name; }); })).map(function (child) { var name = void 0; var opts = void 0; if (typeof child === 'string') { name = child; opts = children[name] || _this.options_[name] || {}; } else { name = child.name; opts = child; } return { name: name, opts: opts }; }).filter(function (child) { // we have to make sure that child.name isn't in the techOrder since // techs are registerd as Components but can't aren't compatible // See https://github.com/videojs/video.js/issues/2772 var c = Component.getComponent(child.opts.componentClass || toTitleCase(child.name)); return c && !Tech.isTech(c); }).forEach(handleAdd); } }; /** * Builds the default DOM class name. Should be overriden by sub-components. * * @return {string} * The DOM class name for this object. * * @abstract */ Component.prototype.buildCSSClass = function buildCSSClass() { // Child classes can include a function that does: // return 'CLASS NAME' + this._super(); return ''; }; /** * Bind a listener to the component's ready state. * Different from event listeners in that if the ready event has already happened * it will trigger the function immediately. * * @return {Component} * Returns itself; method can be chained. */ Component.prototype.ready = function ready(fn) { var sync = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false; if (!fn) { return; } if (!this.isReady_) { this.readyQueue_ = this.readyQueue_ || []; this.readyQueue_.push(fn); return; } if (sync) { fn.call(this); } else { // Call the function asynchronously by default for consistency this.setTimeout(fn, 1); } }; /** * Trigger all the ready listeners for this `Component`. * * @fires Component#ready */ Component.prototype.triggerReady = function triggerReady() { this.isReady_ = true; // Ensure ready is triggered asynchronously this.setTimeout(function () { var readyQueue = this.readyQueue_; // Reset Ready Queue this.readyQueue_ = []; if (readyQueue && readyQueue.length > 0) { readyQueue.forEach(function (fn) { fn.call(this); }, this); } // Allow for using event listeners also /** * Triggered when a `Component` is ready. * * @event Component#ready * @type {EventTarget~Event} */ this.trigger('ready'); }, 1); }; /** * Find a single DOM element matching a `selector`. This can be within the `Component`s * `contentEl()` or another custom context. * * @param {string} selector * A valid CSS selector, which will be passed to `querySelector`. * * @param {Element|string} [context=this.contentEl()] * A DOM element within which to query. Can also be a selector string in * which case the first matching element will get used as context. If * missing `this.contentEl()` gets used. If `this.contentEl()` returns * nothing it falls back to `document`. * * @return {Element|null} * the dom element that was found, or null * * @see [Information on CSS Selectors](https://developer.mozilla.org/en-US/docs/Web/Guide/CSS/Getting_Started/Selectors) */ Component.prototype.$ = function $$$1(selector, context) { return $(selector, context || this.contentEl()); }; /** * Finds all DOM element matching a `selector`. This can be within the `Component`s * `contentEl()` or another custom context. * * @param {string} selector * A valid CSS selector, which will be passed to `querySelectorAll`. * * @param {Element|string} [context=this.contentEl()] * A DOM element within which to query. Can also be a selector string in * which case the first matching element will get used as context. If * missing `this.contentEl()` gets used. If `this.contentEl()` returns * nothing it falls back to `document`. * * @return {NodeList} * a list of dom elements that were found * * @see [Information on CSS Selectors](https://developer.mozilla.org/en-US/docs/Web/Guide/CSS/Getting_Started/Selectors) */ Component.prototype.$$ = function $$$$1(selector, context) { return $$(selector, context || this.contentEl()); }; /** * Check if a component's element has a CSS class name. * * @param {string} classToCheck * CSS class name to check. * * @return {boolean} * - True if the `Component` has the class. * - False if the `Component` does not have the class` */ Component.prototype.hasClass = function hasClass$$1(classToCheck) { return hasClass(this.el_, classToCheck); }; /** * Add a CSS class name to the `Component`s element. * * @param {string} classToAdd * CSS class name to add */ Component.prototype.addClass = function addClass$$1(classToAdd) { addClass(this.el_, classToAdd); }; /** * Remove a CSS class name from the `Component`s element. * * @param {string} classToRemove * CSS class name to remove */ Component.prototype.removeClass = function removeClass$$1(classToRemove) { removeClass(this.el_, classToRemove); }; /** * Add or remove a CSS class name from the component's element. * - `classToToggle` gets added when {@link Component#hasClass} would return false. * - `classToToggle` gets removed when {@link Component#hasClass} would return true. * * @param {string} classToToggle * The class to add or remove based on (@link Component#hasClass} * * @param {boolean|Dom~predicate} [predicate] * An {@link Dom~predicate} function or a boolean */ Component.prototype.toggleClass = function toggleClass$$1(classToToggle, predicate) { toggleClass(this.el_, classToToggle, predicate); }; /** * Show the `Component`s element if it is hidden by removing the * 'vjs-hidden' class name from it. */ Component.prototype.show = function show() { this.removeClass('vjs-hidden'); }; /** * Hide the `Component`s element if it is currently showing by adding the * 'vjs-hidden` class name to it. */ Component.prototype.hide = function hide() { this.addClass('vjs-hidden'); }; /** * Lock a `Component`s element in its visible state by adding the 'vjs-lock-showing' * class name to it. Used during fadeIn/fadeOut. * * @private */ Component.prototype.lockShowing = function lockShowing() { this.addClass('vjs-lock-showing'); }; /** * Unlock a `Component`s element from its visible state by removing the 'vjs-lock-showing' * class name from it. Used during fadeIn/fadeOut. * * @private */ Component.prototype.unlockShowing = function unlockShowing() { this.removeClass('vjs-lock-showing'); }; /** * Get the value of an attribute on the `Component`s element. * * @param {string} attribute * Name of the attribute to get the value from. * * @return {string|null} * - The value of the attribute that was asked for. * - Can be an empty string on some browsers if the attribute does not exist * or has no value * - Most browsers will return null if the attibute does not exist or has * no value. * * @see [DOM API]{@link https://developer.mozilla.org/en-US/docs/Web/API/Element/getAttribute} */ Component.prototype.getAttribute = function getAttribute$$1(attribute) { return getAttribute(this.el_, attribute); }; /** * Set the value of an attribute on the `Component`'s element * * @param {string} attribute * Name of the attribute to set. * * @param {string} value * Value to set the attribute to. * * @see [DOM API]{@link https://developer.mozilla.org/en-US/docs/Web/API/Element/setAttribute} */ Component.prototype.setAttribute = function setAttribute$$1(attribute, value) { setAttribute(this.el_, attribute, value); }; /** * Remove an attribute from the `Component`s element. * * @param {string} attribute * Name of the attribute to remove. * * @see [DOM API]{@link https://developer.mozilla.org/en-US/docs/Web/API/Element/removeAttribute} */ Component.prototype.removeAttribute = function removeAttribute$$1(attribute) { removeAttribute(this.el_, attribute); }; /** * Get or set the width of the component based upon the CSS styles. * See {@link Component#dimension} for more detailed information. * * @param {number|string} [num] * The width that you want to set postfixed with '%', 'px' or nothing. * * @param {boolean} [skipListeners] * Skip the componentresize event trigger * * @return {number|string} * The width when getting, zero if there is no width. Can be a string * postpixed with '%' or 'px'. */ Component.prototype.width = function width(num, skipListeners) { return this.dimension('width', num, skipListeners); }; /** * Get or set the height of the component based upon the CSS styles. * See {@link Component#dimension} for more detailed information. * * @param {number|string} [num] * The height that you want to set postfixed with '%', 'px' or nothing. * * @param {boolean} [skipListeners] * Skip the componentresize event trigger * * @return {number|string} * The width when getting, zero if there is no width. Can be a string * postpixed with '%' or 'px'. */ Component.prototype.height = function height(num, skipListeners) { return this.dimension('height', num, skipListeners); }; /** * Set both the width and height of the `Component` element at the same time. * * @param {number|string} width * Width to set the `Component`s element to. * * @param {number|string} height * Height to set the `Component`s element to. */ Component.prototype.dimensions = function dimensions(width, height) { // Skip componentresize listeners on width for optimization this.width(width, true); this.height(height); }; /** * Get or set width or height of the `Component` element. This is the shared code * for the {@link Component#width} and {@link Component#height}. * * Things to know: * - If the width or height in an number this will return the number postfixed with 'px'. * - If the width/height is a percent this will return the percent postfixed with '%' * - Hidden elements have a width of 0 with `window.getComputedStyle`. This function * defaults to the `Component`s `style.width` and falls back to `window.getComputedStyle`. * See [this]{@link http://www.foliotek.com/devblog/getting-the-width-of-a-hidden-element-with-jquery-using-width/} * for more information * - If you want the computed style of the component, use {@link Component#currentWidth} * and {@link {Component#currentHeight} * * @fires Component#componentresize * * @param {string} widthOrHeight 8 'width' or 'height' * * @param {number|string} [num] 8 New dimension * * @param {boolean} [skipListeners] * Skip componentresize event trigger * * @return {number} * The dimension when getting or 0 if unset */ Component.prototype.dimension = function dimension(widthOrHeight, num, skipListeners) { if (num !== undefined) { // Set to zero if null or literally NaN (NaN !== NaN) if (num === null || num !== num) { num = 0; } // Check if using css width/height (% or px) and adjust if (('' + num).indexOf('%') !== -1 || ('' + num).indexOf('px') !== -1) { this.el_.style[widthOrHeight] = num; } else if (num === 'auto') { this.el_.style[widthOrHeight] = ''; } else { this.el_.style[widthOrHeight] = num + 'px'; } // skipListeners allows us to avoid triggering the resize event when setting both width and height if (!skipListeners) { /** * Triggered when a component is resized. * * @event Component#componentresize * @type {EventTarget~Event} */ this.trigger('componentresize'); } return; } // Not setting a value, so getting it // Make sure element exists if (!this.el_) { return 0; } // Get dimension value from style var val = this.el_.style[widthOrHeight]; var pxIndex = val.indexOf('px'); if (pxIndex !== -1) { // Return the pixel value with no 'px' return parseInt(val.slice(0, pxIndex), 10); } // No px so using % or no style was set, so falling back to offsetWidth/height // If component has display:none, offset will return 0 // TODO: handle display:none and no dimension style using px return parseInt(this.el_['offset' + toTitleCase(widthOrHeight)], 10); }; /** * Get the width or the height of the `Component` elements computed style. Uses * `window.getComputedStyle`. * * @param {string} widthOrHeight * A string containing 'width' or 'height'. Whichever one you want to get. * * @return {number} * The dimension that gets asked for or 0 if nothing was set * for that dimension. */ Component.prototype.currentDimension = function currentDimension(widthOrHeight) { var computedWidthOrHeight = 0; if (widthOrHeight !== 'width' && widthOrHeight !== 'height') { throw new Error('currentDimension only accepts width or height value'); } if (typeof window_1.getComputedStyle === 'function') { var computedStyle = window_1.getComputedStyle(this.el_); computedWidthOrHeight = computedStyle.getPropertyValue(widthOrHeight) || computedStyle[widthOrHeight]; } // remove 'px' from variable and parse as integer computedWidthOrHeight = parseFloat(computedWidthOrHeight); // if the computed value is still 0, it's possible that the browser is lying // and we want to check the offset values. // This code also runs wherever getComputedStyle doesn't exist. if (computedWidthOrHeight === 0) { var rule = 'offset' + toTitleCase(widthOrHeight); computedWidthOrHeight = this.el_[rule]; } return computedWidthOrHeight; }; /** * An object that contains width and height values of the `Component`s * computed style. Uses `window.getComputedStyle`. * * @typedef {Object} Component~DimensionObject * * @property {number} width * The width of the `Component`s computed style. * * @property {number} height * The height of the `Component`s computed style. */ /** * Get an object that contains width and height values of the `Component`s * computed style. * * @return {Component~DimensionObject} * The dimensions of the components element */ Component.prototype.currentDimensions = function currentDimensions() { return { width: this.currentDimension('width'), height: this.currentDimension('height') }; }; /** * Get the width of the `Component`s computed style. Uses `window.getComputedStyle`. * * @return {number} width * The width of the `Component`s computed style. */ Component.prototype.currentWidth = function currentWidth() { return this.currentDimension('width'); }; /** * Get the height of the `Component`s computed style. Uses `window.getComputedStyle`. * * @return {number} height * The height of the `Component`s computed style. */ Component.prototype.currentHeight = function currentHeight() { return this.currentDimension('height'); }; /** * Set the focus to this component */ Component.prototype.focus = function focus() { this.el_.focus(); }; /** * Remove the focus from this component */ Component.prototype.blur = function blur() { this.el_.blur(); }; /** * Emit a 'tap' events when touch event support gets detected. This gets used to * support toggling the controls through a tap on the video. They get enabled * because every sub-component would have extra overhead otherwise. * * @private * @fires Component#tap * @listens Component#touchstart * @listens Component#touchmove * @listens Component#touchleave * @listens Component#touchcancel * @listens Component#touchend */ Component.prototype.emitTapEvents = function emitTapEvents() { // Track the start time so we can determine how long the touch lasted var touchStart = 0; var firstTouch = null; // Maximum movement allowed during a touch event to still be considered a tap // Other popular libs use anywhere from 2 (hammer.js) to 15, // so 10 seems like a nice, round number. var tapMovementThreshold = 10; // The maximum length a touch can be while still being considered a tap var touchTimeThreshold = 200; var couldBeTap = void 0; this.on('touchstart', function (event) { // If more than one finger, don't consider treating this as a click if (event.touches.length === 1) { // Copy pageX/pageY from the object firstTouch = { pageX: event.touches[0].pageX, pageY: event.touches[0].pageY }; // Record start time so we can detect a tap vs. "touch and hold" touchStart = new Date().getTime(); // Reset couldBeTap tracking couldBeTap = true; } }); this.on('touchmove', function (event) { // If more than one finger, don't consider treating this as a click if (event.touches.length > 1) { couldBeTap = false; } else if (firstTouch) { // Some devices will throw touchmoves for all but the slightest of taps. // So, if we moved only a small distance, this could still be a tap var xdiff = event.touches[0].pageX - firstTouch.pageX; var ydiff = event.touches[0].pageY - firstTouch.pageY; var touchDistance = Math.sqrt(xdiff * xdiff + ydiff * ydiff); if (touchDistance > tapMovementThreshold) { couldBeTap = false; } } }); var noTap = function noTap() { couldBeTap = false; }; // TODO: Listen to the original target. http://youtu.be/DujfpXOKUp8?t=13m8s this.on('touchleave', noTap); this.on('touchcancel', noTap); // When the touch ends, measure how long it took and trigger the appropriate // event this.on('touchend', function (event) { firstTouch = null; // Proceed only if the touchmove/leave/cancel event didn't happen if (couldBeTap === true) { // Measure how long the touch lasted var touchTime = new Date().getTime() - touchStart; // Make sure the touch was less than the threshold to be considered a tap if (touchTime < touchTimeThreshold) { // Don't let browser turn this into a click event.preventDefault(); /** * Triggered when a `Component` is tapped. * * @event Component#tap * @type {EventTarget~Event} */ this.trigger('tap'); // It may be good to copy the touchend event object and change the // type to tap, if the other event properties aren't exact after // Events.fixEvent runs (e.g. event.target) } } }); }; /** * This function reports user activity whenever touch events happen. This can get * turned off by any sub-components that wants touch events to act another way. * * Report user touch activity when touch events occur. User activity gets used to * determine when controls should show/hide. It is simple when it comes to mouse * events, because any mouse event should show the controls. So we capture mouse * events that bubble up to the player and report activity when that happens. * With touch events it isn't as easy as `touchstart` and `touchend` toggle player * controls. So touch events can't help us at the player level either. * * User activity gets checked asynchronously. So what could happen is a tap event * on the video turns the controls off. Then the `touchend` event bubbles up to * the player. Which, if it reported user activity, would turn the controls right * back on. We also don't want to completely block touch events from bubbling up. * Furthermore a `touchmove` event and anything other than a tap, should not turn * controls back on. * * @listens Component#touchstart * @listens Component#touchmove * @listens Component#touchend * @listens Component#touchcancel */ Component.prototype.enableTouchActivity = function enableTouchActivity() { // Don't continue if the root player doesn't support reporting user activity if (!this.player() || !this.player().reportUserActivity) { return; } // listener for reporting that the user is active var report = bind(this.player(), this.player().reportUserActivity); var touchHolding = void 0; this.on('touchstart', function () { report(); // For as long as the they are touching the device or have their mouse down, // we consider them active even if they're not moving their finger or mouse. // So we want to continue to update that they are active this.clearInterval(touchHolding); // report at the same interval as activityCheck touchHolding = this.setInterval(report, 250); }); var touchEnd = function touchEnd(event) { report(); // stop the interval that maintains activity if the touch is holding this.clearInterval(touchHolding); }; this.on('touchmove', report); this.on('touchend', touchEnd); this.on('touchcancel', touchEnd); }; /** * A callback that has no parameters and is bound into `Component`s context. * * @callback Component~GenericCallback * @this Component */ /** * Creates a function that runs after an `x` millisecond timeout. This function is a * wrapper around `window.setTimeout`. There are a few reasons to use this one * instead though: * 1. It gets cleared via {@link Component#clearTimeout} when * {@link Component#dispose} gets called. * 2. The function callback will gets turned into a {@link Component~GenericCallback} * * > Note: You can't use `window.clearTimeout` on the id returned by this function. This * will cause its dispose listener not to get cleaned up! Please use * {@link Component#clearTimeout} or {@link Component#dispose} instead. * * @param {Component~GenericCallback} fn * The function that will be run after `timeout`. * * @param {number} timeout * Timeout in milliseconds to delay before executing the specified function. * * @return {number} * Returns a timeout ID that gets used to identify the timeout. It can also * get used in {@link Component#clearTimeout} to clear the timeout that * was set. * * @listens Component#dispose * @see [Similar to]{@link https://developer.mozilla.org/en-US/docs/Web/API/WindowTimers/setTimeout} */ Component.prototype.setTimeout = function setTimeout(fn, timeout) { var _this2 = this; // declare as variables so they are properly available in timeout function // eslint-disable-next-line var timeoutId, disposeFn; fn = bind(this, fn); timeoutId = window_1.setTimeout(function () { _this2.off('dispose', disposeFn); fn(); }, timeout); disposeFn = function disposeFn() { return _this2.clearTimeout(timeoutId); }; disposeFn.guid = 'vjs-timeout-' + timeoutId; this.on('dispose', disposeFn); return timeoutId; }; /** * Clears a timeout that gets created via `window.setTimeout` or * {@link Component#setTimeout}. If you set a timeout via {@link Component#setTimeout} * use this function instead of `window.clearTimout`. If you don't your dispose * listener will not get cleaned up until {@link Component#dispose}! * * @param {number} timeoutId * The id of the timeout to clear. The return value of * {@link Component#setTimeout} or `window.setTimeout`. * * @return {number} * Returns the timeout id that was cleared. * * @see [Similar to]{@link https://developer.mozilla.org/en-US/docs/Web/API/WindowTimers/clearTimeout} */ Component.prototype.clearTimeout = function clearTimeout(timeoutId) { window_1.clearTimeout(timeoutId); var disposeFn = function disposeFn() {}; disposeFn.guid = 'vjs-timeout-' + timeoutId; this.off('dispose', disposeFn); return timeoutId; }; /** * Creates a function that gets run every `x` milliseconds. This function is a wrapper * around `window.setInterval`. There are a few reasons to use this one instead though. * 1. It gets cleared via {@link Component#clearInterval} when * {@link Component#dispose} gets called. * 2. The function callback will be a {@link Component~GenericCallback} * * @param {Component~GenericCallback} fn * The function to run every `x` seconds. * * @param {number} interval * Execute the specified function every `x` milliseconds. * * @return {number} * Returns an id that can be used to identify the interval. It can also be be used in * {@link Component#clearInterval} to clear the interval. * * @listens Component#dispose * @see [Similar to]{@link https://developer.mozilla.org/en-US/docs/Web/API/WindowTimers/setInterval} */ Component.prototype.setInterval = function setInterval(fn, interval) { var _this3 = this; fn = bind(this, fn); var intervalId = window_1.setInterval(fn, interval); var disposeFn = function disposeFn() { return _this3.clearInterval(intervalId); }; disposeFn.guid = 'vjs-interval-' + intervalId; this.on('dispose', disposeFn); return intervalId; }; /** * Clears an interval that gets created via `window.setInterval` or * {@link Component#setInterval}. If you set an inteval via {@link Component#setInterval} * use this function instead of `window.clearInterval`. If you don't your dispose * listener will not get cleaned up until {@link Component#dispose}! * * @param {number} intervalId * The id of the interval to clear. The return value of * {@link Component#setInterval} or `window.setInterval`. * * @return {number} * Returns the interval id that was cleared. * * @see [Similar to]{@link https://developer.mozilla.org/en-US/docs/Web/API/WindowTimers/clearInterval} */ Component.prototype.clearInterval = function clearInterval(intervalId) { window_1.clearInterval(intervalId); var disposeFn = function disposeFn() {}; disposeFn.guid = 'vjs-interval-' + intervalId; this.off('dispose', disposeFn); return intervalId; }; /** * Queues up a callback to be passed to requestAnimationFrame (rAF), but * with a few extra bonuses: * * - Supports browsers that do not support rAF by falling back to * {@link Component#setTimeout}. * * - The callback is turned into a {@link Component~GenericCallback} (i.e. * bound to the component). * * - Automatic cancellation of the rAF callback is handled if the component * is disposed before it is called. * * @param {Component~GenericCallback} fn * A function that will be bound to this component and executed just * before the browser's next repaint. * * @return {number} * Returns an rAF ID that gets used to identify the timeout. It can * also be used in {@link Component#cancelAnimationFrame} to cancel * the animation frame callback. * * @listens Component#dispose * @see [Similar to]{@link https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame} */ Component.prototype.requestAnimationFrame = function requestAnimationFrame(fn) { var _this4 = this; // declare as variables so they are properly available in rAF function // eslint-disable-next-line var id, disposeFn; if (this.supportsRaf_) { fn = bind(this, fn); id = window_1.requestAnimationFrame(function () { _this4.off('dispose', disposeFn); fn(); }); disposeFn = function disposeFn() { return _this4.cancelAnimationFrame(id); }; disposeFn.guid = 'vjs-raf-' + id; this.on('dispose', disposeFn); return id; } // Fall back to using a timer. return this.setTimeout(fn, 1000 / 60); }; /** * Cancels a queued callback passed to {@link Component#requestAnimationFrame} * (rAF). * * If you queue an rAF callback via {@link Component#requestAnimationFrame}, * use this function instead of `window.cancelAnimationFrame`. If you don't, * your dispose listener will not get cleaned up until {@link Component#dispose}! * * @param {number} id * The rAF ID to clear. The return value of {@link Component#requestAnimationFrame}. * * @return {number} * Returns the rAF ID that was cleared. * * @see [Similar to]{@link https://developer.mozilla.org/en-US/docs/Web/API/window/cancelAnimationFrame} */ Component.prototype.cancelAnimationFrame = function cancelAnimationFrame(id) { if (this.supportsRaf_) { window_1.cancelAnimationFrame(id); var disposeFn = function disposeFn() {}; disposeFn.guid = 'vjs-raf-' + id; this.off('dispose', disposeFn); return id; } // Fall back to using a timer. return this.clearTimeout(id); }; /** * Register a `Component` with `videojs` given the name and the component. * * > NOTE: {@link Tech}s should not be registered as a `Component`. {@link Tech}s * should be registered using {@link Tech.registerTech} or * {@link videojs:videojs.registerTech}. * * > NOTE: This function can also be seen on videojs as * {@link videojs:videojs.registerComponent}. * * @param {string} name * The name of the `Component` to register. * * @param {Component} ComponentToRegister * The `Component` class to register. * * @return {Component} * The `Component` that was registered. */ Component.registerComponent = function registerComponent(name, ComponentToRegister) { if (typeof name !== 'string' || !name) { throw new Error('Illegal component name, "' + name + '"; must be a non-empty string.'); } var Tech = Component.getComponent('Tech'); // We need to make sure this check is only done if Tech has been registered. var isTech = Tech && Tech.isTech(ComponentToRegister); var isComp = Component === ComponentToRegister || Component.prototype.isPrototypeOf(ComponentToRegister.prototype); if (isTech || !isComp) { var reason = void 0; if (isTech) { reason = 'techs must be registered using Tech.registerTech()'; } else { reason = 'must be a Component subclass'; } throw new Error('Illegal component, "' + name + '"; ' + reason + '.'); } name = toTitleCase(name); if (!Component.components_) { Component.components_ = {}; } var Player = Component.getComponent('Player'); if (name === 'Player' && Player && Player.players) { var players = Player.players; var playerNames = Object.keys(players); // If we have players that were disposed, then their name will still be // in Players.players. So, we must loop through and verify that the value // for each item is not null. This allows registration of the Player component // after all players have been disposed or before any were created. if (players && playerNames.length > 0 && playerNames.map(function (pname) { return players[pname]; }).every(Boolean)) { throw new Error('Can not register Player component after player has been created.'); } } Component.components_[name] = ComponentToRegister; return ComponentToRegister; }; /** * Get a `Component` based on the name it was registered with. * * @param {string} name * The Name of the component to get. * * @return {Component} * The `Component` that got registered under the given name. * * @deprecated In `videojs` 6 this will not return `Component`s that were not * registered using {@link Component.registerComponent}. Currently we * check the global `videojs` object for a `Component` name and * return that if it exists. */ Component.getComponent = function getComponent(name) { if (!name) { return; } name = toTitleCase(name); if (Component.components_ && Component.components_[name]) { return Component.components_[name]; } }; return Component; }(); /** * Whether or not this component supports `requestAnimationFrame`. * * This is exposed primarily for testing purposes. * * @private * @type {Boolean} */ Component.prototype.supportsRaf_ = typeof window_1.requestAnimationFrame === 'function' && typeof window_1.cancelAnimationFrame === 'function'; Component.registerComponent('Component', Component); /** * @file browser.js * @module browser */ var USER_AGENT = window_1.navigator && window_1.navigator.userAgent || ''; var webkitVersionMap = /AppleWebKit\/([\d.]+)/i.exec(USER_AGENT); var appleWebkitVersion = webkitVersionMap ? parseFloat(webkitVersionMap.pop()) : null; /* * Device is an iPhone * * @type {Boolean} * @constant * @private */ var IS_IPAD = /iPad/i.test(USER_AGENT); // The Facebook app's UIWebView identifies as both an iPhone and iPad, so // to identify iPhones, we need to exclude iPads. // http://artsy.github.io/blog/2012/10/18/the-perils-of-ios-user-agent-sniffing/ var IS_IPHONE = /iPhone/i.test(USER_AGENT) && !IS_IPAD; var IS_IPOD = /iPod/i.test(USER_AGENT); var IS_IOS = IS_IPHONE || IS_IPAD || IS_IPOD; var IOS_VERSION = function () { var match = USER_AGENT.match(/OS (\d+)_/i); if (match && match[1]) { return match[1]; } return null; }(); var IS_ANDROID = /Android/i.test(USER_AGENT); var ANDROID_VERSION = function () { // This matches Android Major.Minor.Patch versions // ANDROID_VERSION is Major.Minor as a Number, if Minor isn't available, then only Major is returned var match = USER_AGENT.match(/Android (\d+)(?:\.(\d+))?(?:\.(\d+))*/i); if (!match) { return null; } var major = match[1] && parseFloat(match[1]); var minor = match[2] && parseFloat(match[2]); if (major && minor) { return parseFloat(match[1] + '.' + match[2]); } else if (major) { return major; } return null; }(); var IS_NATIVE_ANDROID = IS_ANDROID && ANDROID_VERSION < 5 && appleWebkitVersion < 537; var IS_FIREFOX = /Firefox/i.test(USER_AGENT); var IS_EDGE = /Edge/i.test(USER_AGENT); var IS_CHROME = !IS_EDGE && (/Chrome/i.test(USER_AGENT) || /CriOS/i.test(USER_AGENT)); var CHROME_VERSION = function () { var match = USER_AGENT.match(/(Chrome|CriOS)\/(\d+)/); if (match && match[2]) { return parseFloat(match[2]); } return null; }(); var IE_VERSION = function () { var result = /MSIE\s(\d+)\.\d/.exec(USER_AGENT); var version = result && parseFloat(result[1]); if (!version && /Trident\/7.0/i.test(USER_AGENT) && /rv:11.0/.test(USER_AGENT)) { // IE 11 has a different user agent string than other IE versions version = 11.0; } return version; }(); var IS_SAFARI = /Safari/i.test(USER_AGENT) && !IS_CHROME && !IS_ANDROID && !IS_EDGE; var IS_ANY_SAFARI = (IS_SAFARI || IS_IOS) && !IS_CHROME; var TOUCH_ENABLED = isReal() && ('ontouchstart' in window_1 || window_1.navigator.maxTouchPoints || window_1.DocumentTouch && window_1.document instanceof window_1.DocumentTouch); var browser = /*#__PURE__*/Object.freeze({ IS_IPAD: IS_IPAD, IS_IPHONE: IS_IPHONE, IS_IPOD: IS_IPOD, IS_IOS: IS_IOS, IOS_VERSION: IOS_VERSION, IS_ANDROID: IS_ANDROID, ANDROID_VERSION: ANDROID_VERSION, IS_NATIVE_ANDROID: IS_NATIVE_ANDROID, IS_FIREFOX: IS_FIREFOX, IS_EDGE: IS_EDGE, IS_CHROME: IS_CHROME, CHROME_VERSION: CHROME_VERSION, IE_VERSION: IE_VERSION, IS_SAFARI: IS_SAFARI, IS_ANY_SAFARI: IS_ANY_SAFARI, TOUCH_ENABLED: TOUCH_ENABLED }); /** * @file time-ranges.js * @module time-ranges */ /** * Returns the time for the specified index at the start or end * of a TimeRange object. * * @function time-ranges:indexFunction * * @param {number} [index=0] * The range number to return the time for. * * @return {number} * The time that offset at the specified index. * * @depricated index must be set to a value, in the future this will throw an error. */ /** * An object that contains ranges of time for various reasons. * * @typedef {Object} TimeRange * * @property {number} length * The number of time ranges represented by this Object * * @property {time-ranges:indexFunction} start * Returns the time offset at which a specified time range begins. * * @property {time-ranges:indexFunction} end * Returns the time offset at which a specified time range ends. * * @see https://developer.mozilla.org/en-US/docs/Web/API/TimeRanges */ /** * Check if any of the time ranges are over the maximum index. * * @param {string} fnName * The function name to use for logging * * @param {number} index * The index to check * * @param {number} maxIndex * The maximum possible index * * @throws {Error} if the timeRanges provided are over the maxIndex */ function rangeCheck(fnName, index, maxIndex) { if (typeof index !== 'number' || index < 0 || index > maxIndex) { throw new Error('Failed to execute \'' + fnName + '\' on \'TimeRanges\': The index provided (' + index + ') is non-numeric or out of bounds (0-' + maxIndex + ').'); } } /** * Get the time for the specified index at the start or end * of a TimeRange object. * * @param {string} fnName * The function name to use for logging * * @param {string} valueIndex * The property that should be used to get the time. should be 'start' or 'end' * * @param {Array} ranges * An array of time ranges * * @param {Array} [rangeIndex=0] * The index to start the search at * * @return {number} * The time that offset at the specified index. * * * @depricated rangeIndex must be set to a value, in the future this will throw an error. * @throws {Error} if rangeIndex is more than the length of ranges */ function getRange(fnName, valueIndex, ranges, rangeIndex) { rangeCheck(fnName, rangeIndex, ranges.length - 1); return ranges[rangeIndex][valueIndex]; } /** * Create a time range object given ranges of time. * * @param {Array} [ranges] * An array of time ranges. */ function createTimeRangesObj(ranges) { if (ranges === undefined || ranges.length === 0) { return { length: 0, start: function start() { throw new Error('This TimeRanges object is empty'); }, end: function end() { throw new Error('This TimeRanges object is empty'); } }; } return { length: ranges.length, start: getRange.bind(null, 'start', 0, ranges), end: getRange.bind(null, 'end', 1, ranges) }; } /** * Should create a fake `TimeRange` object which mimics an HTML5 time range instance. * * @param {number|Array} start * The start of a single range or an array of ranges * * @param {number} end * The end of a single range. * * @private */ function createTimeRanges(start, end) { if (Array.isArray(start)) { return createTimeRangesObj(start); } else if (start === undefined || end === undefined) { return createTimeRangesObj(); } return createTimeRangesObj([[start, end]]); } /** * @file buffer.js * @module buffer */ /** * Compute the percentage of the media that has been buffered. * * @param {TimeRange} buffered * The current `TimeRange` object representing buffered time ranges * * @param {number} duration * Total duration of the media * * @return {number} * Percent buffered of the total duration in decimal form. */ function bufferedPercent(buffered, duration) { var bufferedDuration = 0; var start = void 0; var end = void 0; if (!duration) { return 0; } if (!buffered || !buffered.length) { buffered = createTimeRanges(0, 0); } for (var i = 0; i < buffered.length; i++) { start = buffered.start(i); end = buffered.end(i); // buffered end can be bigger than duration by a very small fraction if (end > duration) { end = duration; } bufferedDuration += end - start; } return bufferedDuration / duration; } /** * @file fullscreen-api.js * @module fullscreen-api * @private */ /** * Store the browser-specific methods for the fullscreen API. * * @type {Object} * @see [Specification]{@link https://fullscreen.spec.whatwg.org} * @see [Map Approach From Screenfull.js]{@link https://github.com/sindresorhus/screenfull.js} */ var FullscreenApi = {}; // browser API methods var apiMap = [['requestFullscreen', 'exitFullscreen', 'fullscreenElement', 'fullscreenEnabled', 'fullscreenchange', 'fullscreenerror'], // WebKit ['webkitRequestFullscreen', 'webkitExitFullscreen', 'webkitFullscreenElement', 'webkitFullscreenEnabled', 'webkitfullscreenchange', 'webkitfullscreenerror'], // Old WebKit (Safari 5.1) ['webkitRequestFullScreen', 'webkitCancelFullScreen', 'webkitCurrentFullScreenElement', 'webkitCancelFullScreen', 'webkitfullscreenchange', 'webkitfullscreenerror'], // Mozilla ['mozRequestFullScreen', 'mozCancelFullScreen', 'mozFullScreenElement', 'mozFullScreenEnabled', 'mozfullscreenchange', 'mozfullscreenerror'], // Microsoft ['msRequestFullscreen', 'msExitFullscreen', 'msFullscreenElement', 'msFullscreenEnabled', 'MSFullscreenChange', 'MSFullscreenError']]; var specApi = apiMap[0]; var browserApi = void 0; // determine the supported set of functions for (var i = 0; i < apiMap.length; i++) { // check for exitFullscreen function if (apiMap[i][1] in document_1) { browserApi = apiMap[i]; break; } } // map the browser API names to the spec API names if (browserApi) { for (var _i = 0; _i < browserApi.length; _i++) { FullscreenApi[specApi[_i]] = browserApi[_i]; } } /** * @file media-error.js */ /** * A Custom `MediaError` class which mimics the standard HTML5 `MediaError` class. * * @param {number|string|Object|MediaError} value * This can be of multiple types: * - number: should be a standard error code * - string: an error message (the code will be 0) * - Object: arbitrary properties * - `MediaError` (native): used to populate a video.js `MediaError` object * - `MediaError` (video.js): will return itself if it's already a * video.js `MediaError` object. * * @see [MediaError Spec]{@link https://dev.w3.org/html5/spec-author-view/video.html#mediaerror} * @see [Encrypted MediaError Spec]{@link https://www.w3.org/TR/2013/WD-encrypted-media-20130510/#error-codes} * * @class MediaError */ function MediaError(value) { // Allow redundant calls to this constructor to avoid having `instanceof` // checks peppered around the code. if (value instanceof MediaError) { return value; } if (typeof value === 'number') { this.code = value; } else if (typeof value === 'string') { // default code is zero, so this is a custom error this.message = value; } else if (isObject(value)) { // We assign the `code` property manually because native `MediaError` objects // do not expose it as an own/enumerable property of the object. if (typeof value.code === 'number') { this.code = value.code; } assign(this, value); } if (!this.message) { this.message = MediaError.defaultMessages[this.code] || ''; } } /** * The error code that refers two one of the defined `MediaError` types * * @type {Number} */ MediaError.prototype.code = 0; /** * An optional message that to show with the error. Message is not part of the HTML5 * video spec but allows for more informative custom errors. * * @type {String} */ MediaError.prototype.message = ''; /** * An optional status code that can be set by plugins to allow even more detail about * the error. For example a plugin might provide a specific HTTP status code and an * error message for that code. Then when the plugin gets that error this class will * know how to display an error message for it. This allows a custom message to show * up on the `Player` error overlay. * * @type {Array} */ MediaError.prototype.status = null; /** * Errors indexed by the W3C standard. The order **CANNOT CHANGE**! See the * specification listed under {@link MediaError} for more information. * * @enum {array} * @readonly * @property {string} 0 - MEDIA_ERR_CUSTOM * @property {string} 1 - MEDIA_ERR_CUSTOM * @property {string} 2 - MEDIA_ERR_ABORTED * @property {string} 3 - MEDIA_ERR_NETWORK * @property {string} 4 - MEDIA_ERR_SRC_NOT_SUPPORTED * @property {string} 5 - MEDIA_ERR_ENCRYPTED */ MediaError.errorTypes = ['MEDIA_ERR_CUSTOM', 'MEDIA_ERR_ABORTED', 'MEDIA_ERR_NETWORK', 'MEDIA_ERR_DECODE', 'MEDIA_ERR_SRC_NOT_SUPPORTED', 'MEDIA_ERR_ENCRYPTED']; /** * The default `MediaError` messages based on the {@link MediaError.errorTypes}. * * @type {Array} * @constant */ MediaError.defaultMessages = { 1: 'You aborted the media playback', 2: 'A network error caused the media download to fail part-way.', 3: 'The media playback was aborted due to a corruption problem or because the media used features your browser did not support.', 4: 'The media could not be loaded, either because the server or network failed or because the format is not supported.', 5: 'The media is encrypted and we do not have the keys to decrypt it.' }; // Add types as properties on MediaError // e.g. MediaError.MEDIA_ERR_SRC_NOT_SUPPORTED = 4; for (var errNum = 0; errNum < MediaError.errorTypes.length; errNum++) { MediaError[MediaError.errorTypes[errNum]] = errNum; // values should be accessible on both the class and instance MediaError.prototype[MediaError.errorTypes[errNum]] = errNum; } var tuple = SafeParseTuple; function SafeParseTuple(obj, reviver) { var json; var error = null; try { json = JSON.parse(obj, reviver); } catch (err) { error = err; } return [error, json]; } /** * Returns whether an object is `Promise`-like (i.e. has a `then` method). * * @param {Object} value * An object that may or may not be `Promise`-like. * * @return {Boolean} * Whether or not the object is `Promise`-like. */ function isPromise(value) { return value !== undefined && value !== null && typeof value.then === 'function'; } /** * Silence a Promise-like object. * * This is useful for avoiding non-harmful, but potentially confusing "uncaught * play promise" rejection error messages. * * @param {Object} value * An object that may or may not be `Promise`-like. */ function silencePromise(value) { if (isPromise(value)) { value.then(null, function (e) {}); } } /** * @file text-track-list-converter.js Utilities for capturing text track state and * re-creating tracks based on a capture. * * @module text-track-list-converter */ /** * Examine a single {@link TextTrack} and return a JSON-compatible javascript object that * represents the {@link TextTrack}'s state. * * @param {TextTrack} track * The text track to query. * * @return {Object} * A serializable javascript representation of the TextTrack. * @private */ var trackToJson_ = function trackToJson_(track) { var ret = ['kind', 'label', 'language', 'id', 'inBandMetadataTrackDispatchType', 'mode', 'src'].reduce(function (acc, prop, i) { if (track[prop]) { acc[prop] = track[prop]; } return acc; }, { cues: track.cues && Array.prototype.map.call(track.cues, function (cue) { return { startTime: cue.startTime, endTime: cue.endTime, text: cue.text, id: cue.id }; }) }); return ret; }; /** * Examine a {@link Tech} and return a JSON-compatible javascript array that represents the * state of all {@link TextTrack}s currently configured. The return array is compatible with * {@link text-track-list-converter:jsonToTextTracks}. * * @param {Tech} tech * The tech object to query * * @return {Array} * A serializable javascript representation of the {@link Tech}s * {@link TextTrackList}. */ var textTracksToJson = function textTracksToJson(tech) { var trackEls = tech.$$('track'); var trackObjs = Array.prototype.map.call(trackEls, function (t) { return t.track; }); var tracks = Array.prototype.map.call(trackEls, function (trackEl) { var json = trackToJson_(trackEl.track); if (trackEl.src) { json.src = trackEl.src; } return json; }); return tracks.concat(Array.prototype.filter.call(tech.textTracks(), function (track) { return trackObjs.indexOf(track) === -1; }).map(trackToJson_)); }; /** * Create a set of remote {@link TextTrack}s on a {@link Tech} based on an array of javascript * object {@link TextTrack} representations. * * @param {Array} json * An array of `TextTrack` representation objects, like those that would be * produced by `textTracksToJson`. * * @param {Tech} tech * The `Tech` to create the `TextTrack`s on. */ var jsonToTextTracks = function jsonToTextTracks(json, tech) { json.forEach(function (track) { var addedTrack = tech.addRemoteTextTrack(track).track; if (!track.src && track.cues) { track.cues.forEach(function (cue) { return addedTrack.addCue(cue); }); } }); return tech.textTracks(); }; var textTrackConverter = { textTracksToJson: textTracksToJson, jsonToTextTracks: jsonToTextTracks, trackToJson_: trackToJson_ }; /** * @file modal-dialog.js */ var MODAL_CLASS_NAME = 'vjs-modal-dialog'; var ESC = 27; /** * The `ModalDialog` displays over the video and its controls, which blocks * interaction with the player until it is closed. * * Modal dialogs include a "Close" button and will close when that button * is activated - or when ESC is pressed anywhere. * * @extends Component */ var ModalDialog = function (_Component) { inherits(ModalDialog, _Component); /** * Create an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. * * @param {Mixed} [options.content=undefined] * Provide customized content for this modal. * * @param {string} [options.description] * A text description for the modal, primarily for accessibility. * * @param {boolean} [options.fillAlways=false] * Normally, modals are automatically filled only the first time * they open. This tells the modal to refresh its content * every time it opens. * * @param {string} [options.label] * A text label for the modal, primarily for accessibility. * * @param {boolean} [options.temporary=true] * If `true`, the modal can only be opened once; it will be * disposed as soon as it's closed. * * @param {boolean} [options.uncloseable=false] * If `true`, the user will not be able to close the modal * through the UI in the normal ways. Programmatic closing is * still possible. */ function ModalDialog(player, options) { classCallCheck(this, ModalDialog); var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.opened_ = _this.hasBeenOpened_ = _this.hasBeenFilled_ = false; _this.closeable(!_this.options_.uncloseable); _this.content(_this.options_.content); // Make sure the contentEl is defined AFTER any children are initialized // because we only want the contents of the modal in the contentEl // (not the UI elements like the close button). _this.contentEl_ = createEl('div', { className: MODAL_CLASS_NAME + '-content' }, { role: 'document' }); _this.descEl_ = createEl('p', { className: MODAL_CLASS_NAME + '-description vjs-control-text', id: _this.el().getAttribute('aria-describedby') }); textContent(_this.descEl_, _this.description()); _this.el_.appendChild(_this.descEl_); _this.el_.appendChild(_this.contentEl_); return _this; } /** * Create the `ModalDialog`'s DOM element * * @return {Element} * The DOM element that gets created. */ ModalDialog.prototype.createEl = function createEl$$1() { return _Component.prototype.createEl.call(this, 'div', { className: this.buildCSSClass(), tabIndex: -1 }, { 'aria-describedby': this.id() + '_description', 'aria-hidden': 'true', 'aria-label': this.label(), 'role': 'dialog' }); }; ModalDialog.prototype.dispose = function dispose() { this.contentEl_ = null; this.descEl_ = null; this.previouslyActiveEl_ = null; _Component.prototype.dispose.call(this); }; /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ ModalDialog.prototype.buildCSSClass = function buildCSSClass() { return MODAL_CLASS_NAME + ' vjs-hidden ' + _Component.prototype.buildCSSClass.call(this); }; /** * Handles `keydown` events on the document, looking for ESC, which closes * the modal. * * @param {EventTarget~Event} e * The keypress that triggered this event. * * @listens keydown */ ModalDialog.prototype.handleKeyPress = function handleKeyPress(e) { if (e.which === ESC && this.closeable()) { this.close(); } }; /** * Returns the label string for this modal. Primarily used for accessibility. * * @return {string} * the localized or raw label of this modal. */ ModalDialog.prototype.label = function label() { return this.localize(this.options_.label || 'Modal Window'); }; /** * Returns the description string for this modal. Primarily used for * accessibility. * * @return {string} * The localized or raw description of this modal. */ ModalDialog.prototype.description = function description() { var desc = this.options_.description || this.localize('This is a modal window.'); // Append a universal closeability message if the modal is closeable. if (this.closeable()) { desc += ' ' + this.localize('This modal can be closed by pressing the Escape key or activating the close button.'); } return desc; }; /** * Opens the modal. * * @fires ModalDialog#beforemodalopen * @fires ModalDialog#modalopen */ ModalDialog.prototype.open = function open() { if (!this.opened_) { var player = this.player(); /** * Fired just before a `ModalDialog` is opened. * * @event ModalDialog#beforemodalopen * @type {EventTarget~Event} */ this.trigger('beforemodalopen'); this.opened_ = true; // Fill content if the modal has never opened before and // never been filled. if (this.options_.fillAlways || !this.hasBeenOpened_ && !this.hasBeenFilled_) { this.fill(); } // If the player was playing, pause it and take note of its previously // playing state. this.wasPlaying_ = !player.paused(); if (this.options_.pauseOnOpen && this.wasPlaying_) { player.pause(); } if (this.closeable()) { this.on(this.el_.ownerDocument, 'keydown', bind(this, this.handleKeyPress)); } // Hide controls and note if they were enabled. this.hadControls_ = player.controls(); player.controls(false); this.show(); this.conditionalFocus_(); this.el().setAttribute('aria-hidden', 'false'); /** * Fired just after a `ModalDialog` is opened. * * @event ModalDialog#modalopen * @type {EventTarget~Event} */ this.trigger('modalopen'); this.hasBeenOpened_ = true; } }; /** * If the `ModalDialog` is currently open or closed. * * @param {boolean} [value] * If given, it will open (`true`) or close (`false`) the modal. * * @return {boolean} * the current open state of the modaldialog */ ModalDialog.prototype.opened = function opened(value) { if (typeof value === 'boolean') { this[value ? 'open' : 'close'](); } return this.opened_; }; /** * Closes the modal, does nothing if the `ModalDialog` is * not open. * * @fires ModalDialog#beforemodalclose * @fires ModalDialog#modalclose */ ModalDialog.prototype.close = function close() { if (!this.opened_) { return; } var player = this.player(); /** * Fired just before a `ModalDialog` is closed. * * @event ModalDialog#beforemodalclose * @type {EventTarget~Event} */ this.trigger('beforemodalclose'); this.opened_ = false; if (this.wasPlaying_ && this.options_.pauseOnOpen) { player.play(); } if (this.closeable()) { this.off(this.el_.ownerDocument, 'keydown', bind(this, this.handleKeyPress)); } if (this.hadControls_) { player.controls(true); } this.hide(); this.el().setAttribute('aria-hidden', 'true'); /** * Fired just after a `ModalDialog` is closed. * * @event ModalDialog#modalclose * @type {EventTarget~Event} */ this.trigger('modalclose'); this.conditionalBlur_(); if (this.options_.temporary) { this.dispose(); } }; /** * Check to see if the `ModalDialog` is closeable via the UI. * * @param {boolean} [value] * If given as a boolean, it will set the `closeable` option. * * @return {boolean} * Returns the final value of the closable option. */ ModalDialog.prototype.closeable = function closeable(value) { if (typeof value === 'boolean') { var closeable = this.closeable_ = !!value; var close = this.getChild('closeButton'); // If this is being made closeable and has no close button, add one. if (closeable && !close) { // The close button should be a child of the modal - not its // content element, so temporarily change the content element. var temp = this.contentEl_; this.contentEl_ = this.el_; close = this.addChild('closeButton', { controlText: 'Close Modal Dialog' }); this.contentEl_ = temp; this.on(close, 'close', this.close); } // If this is being made uncloseable and has a close button, remove it. if (!closeable && close) { this.off(close, 'close', this.close); this.removeChild(close); close.dispose(); } } return this.closeable_; }; /** * Fill the modal's content element with the modal's "content" option. * The content element will be emptied before this change takes place. */ ModalDialog.prototype.fill = function fill() { this.fillWith(this.content()); }; /** * Fill the modal's content element with arbitrary content. * The content element will be emptied before this change takes place. * * @fires ModalDialog#beforemodalfill * @fires ModalDialog#modalfill * * @param {Mixed} [content] * The same rules apply to this as apply to the `content` option. */ ModalDialog.prototype.fillWith = function fillWith(content) { var contentEl = this.contentEl(); var parentEl = contentEl.parentNode; var nextSiblingEl = contentEl.nextSibling; /** * Fired just before a `ModalDialog` is filled with content. * * @event ModalDialog#beforemodalfill * @type {EventTarget~Event} */ this.trigger('beforemodalfill'); this.hasBeenFilled_ = true; // Detach the content element from the DOM before performing // manipulation to avoid modifying the live DOM multiple times. parentEl.removeChild(contentEl); this.empty(); insertContent(contentEl, content); /** * Fired just after a `ModalDialog` is filled with content. * * @event ModalDialog#modalfill * @type {EventTarget~Event} */ this.trigger('modalfill'); // Re-inject the re-filled content element. if (nextSiblingEl) { parentEl.insertBefore(contentEl, nextSiblingEl); } else { parentEl.appendChild(contentEl); } // make sure that the close button is last in the dialog DOM var closeButton = this.getChild('closeButton'); if (closeButton) { parentEl.appendChild(closeButton.el_); } }; /** * Empties the content element. This happens anytime the modal is filled. * * @fires ModalDialog#beforemodalempty * @fires ModalDialog#modalempty */ ModalDialog.prototype.empty = function empty() { /** * Fired just before a `ModalDialog` is emptied. * * @event ModalDialog#beforemodalempty * @type {EventTarget~Event} */ this.trigger('beforemodalempty'); emptyEl(this.contentEl()); /** * Fired just after a `ModalDialog` is emptied. * * @event ModalDialog#modalempty * @type {EventTarget~Event} */ this.trigger('modalempty'); }; /** * Gets or sets the modal content, which gets normalized before being * rendered into the DOM. * * This does not update the DOM or fill the modal, but it is called during * that process. * * @param {Mixed} [value] * If defined, sets the internal content value to be used on the * next call(s) to `fill`. This value is normalized before being * inserted. To "clear" the internal content value, pass `null`. * * @return {Mixed} * The current content of the modal dialog */ ModalDialog.prototype.content = function content(value) { if (typeof value !== 'undefined') { this.content_ = value; } return this.content_; }; /** * conditionally focus the modal dialog if focus was previously on the player. * * @private */ ModalDialog.prototype.conditionalFocus_ = function conditionalFocus_() { var activeEl = document_1.activeElement; var playerEl = this.player_.el_; this.previouslyActiveEl_ = null; if (playerEl.contains(activeEl) || playerEl === activeEl) { this.previouslyActiveEl_ = activeEl; this.focus(); this.on(document_1, 'keydown', this.handleKeyDown); } }; /** * conditionally blur the element and refocus the last focused element * * @private */ ModalDialog.prototype.conditionalBlur_ = function conditionalBlur_() { if (this.previouslyActiveEl_) { this.previouslyActiveEl_.focus(); this.previouslyActiveEl_ = null; } this.off(document_1, 'keydown', this.handleKeyDown); }; /** * Keydown handler. Attached when modal is focused. * * @listens keydown */ ModalDialog.prototype.handleKeyDown = function handleKeyDown(event) { // exit early if it isn't a tab key if (event.which !== 9) { return; } var focusableEls = this.focusableEls_(); var activeEl = this.el_.querySelector(':focus'); var focusIndex = void 0; for (var i = 0; i < focusableEls.length; i++) { if (activeEl === focusableEls[i]) { focusIndex = i; break; } } if (document_1.activeElement === this.el_) { focusIndex = 0; } if (event.shiftKey && focusIndex === 0) { focusableEls[focusableEls.length - 1].focus(); event.preventDefault(); } else if (!event.shiftKey && focusIndex === focusableEls.length - 1) { focusableEls[0].focus(); event.preventDefault(); } }; /** * get all focusable elements * * @private */ ModalDialog.prototype.focusableEls_ = function focusableEls_() { var allChildren = this.el_.querySelectorAll('*'); return Array.prototype.filter.call(allChildren, function (child) { return (child instanceof window_1.HTMLAnchorElement || child instanceof window_1.HTMLAreaElement) && child.hasAttribute('href') || (child instanceof window_1.HTMLInputElement || child instanceof window_1.HTMLSelectElement || child instanceof window_1.HTMLTextAreaElement || child instanceof window_1.HTMLButtonElement) && !child.hasAttribute('disabled') || child instanceof window_1.HTMLIFrameElement || child instanceof window_1.HTMLObjectElement || child instanceof window_1.HTMLEmbedElement || child.hasAttribute('tabindex') && child.getAttribute('tabindex') !== -1 || child.hasAttribute('contenteditable'); }); }; return ModalDialog; }(Component); /** * Default options for `ModalDialog` default options. * * @type {Object} * @private */ ModalDialog.prototype.options_ = { pauseOnOpen: true, temporary: true }; Component.registerComponent('ModalDialog', ModalDialog); /** * @file track-list.js */ /** * Common functionaliy between {@link TextTrackList}, {@link AudioTrackList}, and * {@link VideoTrackList} * * @extends EventTarget */ var TrackList = function (_EventTarget) { inherits(TrackList, _EventTarget); /** * Create an instance of this class * * @param {Track[]} tracks * A list of tracks to initialize the list with. * * @abstract */ function TrackList() { var tracks = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; classCallCheck(this, TrackList); var _this = possibleConstructorReturn(this, _EventTarget.call(this)); _this.tracks_ = []; /** * @memberof TrackList * @member {number} length * The current number of `Track`s in the this Trackist. * @instance */ Object.defineProperty(_this, 'length', { get: function get$$1() { return this.tracks_.length; } }); for (var i = 0; i < tracks.length; i++) { _this.addTrack(tracks[i]); } return _this; } /** * Add a {@link Track} to the `TrackList` * * @param {Track} track * The audio, video, or text track to add to the list. * * @fires TrackList#addtrack */ TrackList.prototype.addTrack = function addTrack(track) { var index = this.tracks_.length; if (!('' + index in this)) { Object.defineProperty(this, index, { get: function get$$1() { return this.tracks_[index]; } }); } // Do not add duplicate tracks if (this.tracks_.indexOf(track) === -1) { this.tracks_.push(track); /** * Triggered when a track is added to a track list. * * @event TrackList#addtrack * @type {EventTarget~Event} * @property {Track} track * A reference to track that was added. */ this.trigger({ track: track, type: 'addtrack' }); } }; /** * Remove a {@link Track} from the `TrackList` * * @param {Track} rtrack * The audio, video, or text track to remove from the list. * * @fires TrackList#removetrack */ TrackList.prototype.removeTrack = function removeTrack(rtrack) { var track = void 0; for (var i = 0, l = this.length; i < l; i++) { if (this[i] === rtrack) { track = this[i]; if (track.off) { track.off(); } this.tracks_.splice(i, 1); break; } } if (!track) { return; } /** * Triggered when a track is removed from track list. * * @event TrackList#removetrack * @type {EventTarget~Event} * @property {Track} track * A reference to track that was removed. */ this.trigger({ track: track, type: 'removetrack' }); }; /** * Get a Track from the TrackList by a tracks id * * @param {String} id - the id of the track to get * @method getTrackById * @return {Track} * @private */ TrackList.prototype.getTrackById = function getTrackById(id) { var result = null; for (var i = 0, l = this.length; i < l; i++) { var track = this[i]; if (track.id === id) { result = track; break; } } return result; }; return TrackList; }(EventTarget); /** * Triggered when a different track is selected/enabled. * * @event TrackList#change * @type {EventTarget~Event} */ /** * Events that can be called with on + eventName. See {@link EventHandler}. * * @property {Object} TrackList#allowedEvents_ * @private */ TrackList.prototype.allowedEvents_ = { change: 'change', addtrack: 'addtrack', removetrack: 'removetrack' }; // emulate attribute EventHandler support to allow for feature detection for (var event in TrackList.prototype.allowedEvents_) { TrackList.prototype['on' + event] = null; } /** * @file audio-track-list.js */ /** * Anywhere we call this function we diverge from the spec * as we only support one enabled audiotrack at a time * * @param {AudioTrackList} list * list to work on * * @param {AudioTrack} track * The track to skip * * @private */ var disableOthers = function disableOthers(list, track) { for (var i = 0; i < list.length; i++) { if (!Object.keys(list[i]).length || track.id === list[i].id) { continue; } // another audio track is enabled, disable it list[i].enabled = false; } }; /** * The current list of {@link AudioTrack} for a media file. * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#audiotracklist} * @extends TrackList */ var AudioTrackList = function (_TrackList) { inherits(AudioTrackList, _TrackList); /** * Create an instance of this class. * * @param {AudioTrack[]} [tracks=[]] * A list of `AudioTrack` to instantiate the list with. */ function AudioTrackList() { var tracks = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; classCallCheck(this, AudioTrackList); // make sure only 1 track is enabled // sorted from last index to first index for (var i = tracks.length - 1; i >= 0; i--) { if (tracks[i].enabled) { disableOthers(tracks, tracks[i]); break; } } var _this = possibleConstructorReturn(this, _TrackList.call(this, tracks)); _this.changing_ = false; return _this; } /** * Add an {@link AudioTrack} to the `AudioTrackList`. * * @param {AudioTrack} track * The AudioTrack to add to the list * * @fires TrackList#addtrack */ AudioTrackList.prototype.addTrack = function addTrack(track) { var _this2 = this; if (track.enabled) { disableOthers(this, track); } _TrackList.prototype.addTrack.call(this, track); // native tracks don't have this if (!track.addEventListener) { return; } /** * @listens AudioTrack#enabledchange * @fires TrackList#change */ track.addEventListener('enabledchange', function () { // when we are disabling other tracks (since we don't support // more than one track at a time) we will set changing_ // to true so that we don't trigger additional change events if (_this2.changing_) { return; } _this2.changing_ = true; disableOthers(_this2, track); _this2.changing_ = false; _this2.trigger('change'); }); }; return AudioTrackList; }(TrackList); /** * @file video-track-list.js */ /** * Un-select all other {@link VideoTrack}s that are selected. * * @param {VideoTrackList} list * list to work on * * @param {VideoTrack} track * The track to skip * * @private */ var disableOthers$1 = function disableOthers(list, track) { for (var i = 0; i < list.length; i++) { if (!Object.keys(list[i]).length || track.id === list[i].id) { continue; } // another video track is enabled, disable it list[i].selected = false; } }; /** * The current list of {@link VideoTrack} for a video. * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#videotracklist} * @extends TrackList */ var VideoTrackList = function (_TrackList) { inherits(VideoTrackList, _TrackList); /** * Create an instance of this class. * * @param {VideoTrack[]} [tracks=[]] * A list of `VideoTrack` to instantiate the list with. */ function VideoTrackList() { var tracks = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; classCallCheck(this, VideoTrackList); // make sure only 1 track is enabled // sorted from last index to first index for (var i = tracks.length - 1; i >= 0; i--) { if (tracks[i].selected) { disableOthers$1(tracks, tracks[i]); break; } } var _this = possibleConstructorReturn(this, _TrackList.call(this, tracks)); _this.changing_ = false; /** * @member {number} VideoTrackList#selectedIndex * The current index of the selected {@link VideoTrack`}. */ Object.defineProperty(_this, 'selectedIndex', { get: function get$$1() { for (var _i = 0; _i < this.length; _i++) { if (this[_i].selected) { return _i; } } return -1; }, set: function set$$1() {} }); return _this; } /** * Add a {@link VideoTrack} to the `VideoTrackList`. * * @param {VideoTrack} track * The VideoTrack to add to the list * * @fires TrackList#addtrack */ VideoTrackList.prototype.addTrack = function addTrack(track) { var _this2 = this; if (track.selected) { disableOthers$1(this, track); } _TrackList.prototype.addTrack.call(this, track); // native tracks don't have this if (!track.addEventListener) { return; } /** * @listens VideoTrack#selectedchange * @fires TrackList#change */ track.addEventListener('selectedchange', function () { if (_this2.changing_) { return; } _this2.changing_ = true; disableOthers$1(_this2, track); _this2.changing_ = false; _this2.trigger('change'); }); }; return VideoTrackList; }(TrackList); /** * @file text-track-list.js */ /** * The current list of {@link TextTrack} for a media file. * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#texttracklist} * @extends TrackList */ var TextTrackList = function (_TrackList) { inherits(TextTrackList, _TrackList); function TextTrackList() { classCallCheck(this, TextTrackList); return possibleConstructorReturn(this, _TrackList.apply(this, arguments)); } /** * Add a {@link TextTrack} to the `TextTrackList` * * @param {TextTrack} track * The text track to add to the list. * * @fires TrackList#addtrack */ TextTrackList.prototype.addTrack = function addTrack(track) { _TrackList.prototype.addTrack.call(this, track); /** * @listens TextTrack#modechange * @fires TrackList#change */ track.addEventListener('modechange', bind(this, function () { this.queueTrigger('change'); })); var nonLanguageTextTrackKind = ['metadata', 'chapters']; if (nonLanguageTextTrackKind.indexOf(track.kind) === -1) { track.addEventListener('modechange', bind(this, function () { this.trigger('selectedlanguagechange'); })); } }; return TextTrackList; }(TrackList); /** * @file html-track-element-list.js */ /** * The current list of {@link HtmlTrackElement}s. */ var HtmlTrackElementList = function () { /** * Create an instance of this class. * * @param {HtmlTrackElement[]} [tracks=[]] * A list of `HtmlTrackElement` to instantiate the list with. */ function HtmlTrackElementList() { var trackElements = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; classCallCheck(this, HtmlTrackElementList); this.trackElements_ = []; /** * @memberof HtmlTrackElementList * @member {number} length * The current number of `Track`s in the this Trackist. * @instance */ Object.defineProperty(this, 'length', { get: function get$$1() { return this.trackElements_.length; } }); for (var i = 0, length = trackElements.length; i < length; i++) { this.addTrackElement_(trackElements[i]); } } /** * Add an {@link HtmlTrackElement} to the `HtmlTrackElementList` * * @param {HtmlTrackElement} trackElement * The track element to add to the list. * * @private */ HtmlTrackElementList.prototype.addTrackElement_ = function addTrackElement_(trackElement) { var index = this.trackElements_.length; if (!('' + index in this)) { Object.defineProperty(this, index, { get: function get$$1() { return this.trackElements_[index]; } }); } // Do not add duplicate elements if (this.trackElements_.indexOf(trackElement) === -1) { this.trackElements_.push(trackElement); } }; /** * Get an {@link HtmlTrackElement} from the `HtmlTrackElementList` given an * {@link TextTrack}. * * @param {TextTrack} track * The track associated with a track element. * * @return {HtmlTrackElement|undefined} * The track element that was found or undefined. * * @private */ HtmlTrackElementList.prototype.getTrackElementByTrack_ = function getTrackElementByTrack_(track) { var trackElement_ = void 0; for (var i = 0, length = this.trackElements_.length; i < length; i++) { if (track === this.trackElements_[i].track) { trackElement_ = this.trackElements_[i]; break; } } return trackElement_; }; /** * Remove a {@link HtmlTrackElement} from the `HtmlTrackElementList` * * @param {HtmlTrackElement} trackElement * The track element to remove from the list. * * @private */ HtmlTrackElementList.prototype.removeTrackElement_ = function removeTrackElement_(trackElement) { for (var i = 0, length = this.trackElements_.length; i < length; i++) { if (trackElement === this.trackElements_[i]) { this.trackElements_.splice(i, 1); break; } } }; return HtmlTrackElementList; }(); /** * @file text-track-cue-list.js */ /** * @typedef {Object} TextTrackCueList~TextTrackCue * * @property {string} id * The unique id for this text track cue * * @property {number} startTime * The start time for this text track cue * * @property {number} endTime * The end time for this text track cue * * @property {boolean} pauseOnExit * Pause when the end time is reached if true. * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#texttrackcue} */ /** * A List of TextTrackCues. * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#texttrackcuelist} */ var TextTrackCueList = function () { /** * Create an instance of this class.. * * @param {Array} cues * A list of cues to be initialized with */ function TextTrackCueList(cues) { classCallCheck(this, TextTrackCueList); TextTrackCueList.prototype.setCues_.call(this, cues); /** * @memberof TextTrackCueList * @member {number} length * The current number of `TextTrackCue`s in the TextTrackCueList. * @instance */ Object.defineProperty(this, 'length', { get: function get$$1() { return this.length_; } }); } /** * A setter for cues in this list. Creates getters * an an index for the cues. * * @param {Array} cues * An array of cues to set * * @private */ TextTrackCueList.prototype.setCues_ = function setCues_(cues) { var oldLength = this.length || 0; var i = 0; var l = cues.length; this.cues_ = cues; this.length_ = cues.length; var defineProp = function defineProp(index) { if (!('' + index in this)) { Object.defineProperty(this, '' + index, { get: function get$$1() { return this.cues_[index]; } }); } }; if (oldLength < l) { i = oldLength; for (; i < l; i++) { defineProp.call(this, i); } } }; /** * Get a `TextTrackCue` that is currently in the `TextTrackCueList` by id. * * @param {string} id * The id of the cue that should be searched for. * * @return {TextTrackCueList~TextTrackCue|null} * A single cue or null if none was found. */ TextTrackCueList.prototype.getCueById = function getCueById(id) { var result = null; for (var i = 0, l = this.length; i < l; i++) { var cue = this[i]; if (cue.id === id) { result = cue; break; } } return result; }; return TextTrackCueList; }(); /** * @file track-kinds.js */ /** * All possible `VideoTrackKind`s * * @see https://html.spec.whatwg.org/multipage/embedded-content.html#dom-videotrack-kind * @typedef VideoTrack~Kind * @enum */ var VideoTrackKind = { alternative: 'alternative', captions: 'captions', main: 'main', sign: 'sign', subtitles: 'subtitles', commentary: 'commentary' }; /** * All possible `AudioTrackKind`s * * @see https://html.spec.whatwg.org/multipage/embedded-content.html#dom-audiotrack-kind * @typedef AudioTrack~Kind * @enum */ var AudioTrackKind = { 'alternative': 'alternative', 'descriptions': 'descriptions', 'main': 'main', 'main-desc': 'main-desc', 'translation': 'translation', 'commentary': 'commentary' }; /** * All possible `TextTrackKind`s * * @see https://html.spec.whatwg.org/multipage/embedded-content.html#dom-texttrack-kind * @typedef TextTrack~Kind * @enum */ var TextTrackKind = { subtitles: 'subtitles', captions: 'captions', descriptions: 'descriptions', chapters: 'chapters', metadata: 'metadata' }; /** * All possible `TextTrackMode`s * * @see https://html.spec.whatwg.org/multipage/embedded-content.html#texttrackmode * @typedef TextTrack~Mode * @enum */ var TextTrackMode = { disabled: 'disabled', hidden: 'hidden', showing: 'showing' }; /** * @file track.js */ /** * A Track class that contains all of the common functionality for {@link AudioTrack}, * {@link VideoTrack}, and {@link TextTrack}. * * > Note: This class should not be used directly * * @see {@link https://html.spec.whatwg.org/multipage/embedded-content.html} * @extends EventTarget * @abstract */ var Track = function (_EventTarget) { inherits(Track, _EventTarget); /** * Create an instance of this class. * * @param {Object} [options={}] * Object of option names and values * * @param {string} [options.kind=''] * A valid kind for the track type you are creating. * * @param {string} [options.id='vjs_track_' + Guid.newGUID()] * A unique id for this AudioTrack. * * @param {string} [options.label=''] * The menu label for this track. * * @param {string} [options.language=''] * A valid two character language code. * * @abstract */ function Track() { var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; classCallCheck(this, Track); var _this = possibleConstructorReturn(this, _EventTarget.call(this)); var trackProps = { id: options.id || 'vjs_track_' + newGUID(), kind: options.kind || '', label: options.label || '', language: options.language || '' }; /** * @memberof Track * @member {string} id * The id of this track. Cannot be changed after creation. * @instance * * @readonly */ /** * @memberof Track * @member {string} kind * The kind of track that this is. Cannot be changed after creation. * @instance * * @readonly */ /** * @memberof Track * @member {string} label * The label of this track. Cannot be changed after creation. * @instance * * @readonly */ /** * @memberof Track * @member {string} language * The two letter language code for this track. Cannot be changed after * creation. * @instance * * @readonly */ var _loop = function _loop(key) { Object.defineProperty(_this, key, { get: function get$$1() { return trackProps[key]; }, set: function set$$1() {} }); }; for (var key in trackProps) { _loop(key); } return _this; } return Track; }(EventTarget); /** * @file url.js * @module url */ /** * @typedef {Object} url:URLObject * * @property {string} protocol * The protocol of the url that was parsed. * * @property {string} hostname * The hostname of the url that was parsed. * * @property {string} port * The port of the url that was parsed. * * @property {string} pathname * The pathname of the url that was parsed. * * @property {string} search * The search query of the url that was parsed. * * @property {string} hash * The hash of the url that was parsed. * * @property {string} host * The host of the url that was parsed. */ /** * Resolve and parse the elements of a URL. * * @param {String} url * The url to parse * * @return {url:URLObject} * An object of url details */ var parseUrl = function parseUrl(url) { var props = ['protocol', 'hostname', 'port', 'pathname', 'search', 'hash', 'host']; // add the url to an anchor and let the browser parse the URL var a = document_1.createElement('a'); a.href = url; // IE8 (and 9?) Fix // ie8 doesn't parse the URL correctly until the anchor is actually // added to the body, and an innerHTML is needed to trigger the parsing var addToBody = a.host === '' && a.protocol !== 'file:'; var div = void 0; if (addToBody) { div = document_1.createElement('div'); div.innerHTML = '<a href="' + url + '"></a>'; a = div.firstChild; // prevent the div from affecting layout div.setAttribute('style', 'display:none; position:absolute;'); document_1.body.appendChild(div); } // Copy the specific URL properties to a new object // This is also needed for IE8 because the anchor loses its // properties when it's removed from the dom var details = {}; for (var i = 0; i < props.length; i++) { details[props[i]] = a[props[i]]; } // IE9 adds the port to the host property unlike everyone else. If // a port identifier is added for standard ports, strip it. if (details.protocol === 'http:') { details.host = details.host.replace(/:80$/, ''); } if (details.protocol === 'https:') { details.host = details.host.replace(/:443$/, ''); } if (!details.protocol) { details.protocol = window_1.location.protocol; } if (addToBody) { document_1.body.removeChild(div); } return details; }; /** * Get absolute version of relative URL. Used to tell flash correct URL. * * * @param {string} url * URL to make absolute * * @return {string} * Absolute URL * * @see http://stackoverflow.com/questions/470832/getting-an-absolute-url-from-a-relative-one-ie6-issue */ var getAbsoluteURL = function getAbsoluteURL(url) { // Check if absolute URL if (!url.match(/^https?:\/\//)) { // Convert to absolute URL. Flash hosted off-site needs an absolute URL. var div = document_1.createElement('div'); div.innerHTML = '<a href="' + url + '">x</a>'; url = div.firstChild.href; } return url; }; /** * Returns the extension of the passed file name. It will return an empty string * if passed an invalid path. * * @param {string} path * The fileName path like '/path/to/file.mp4' * * @returns {string} * The extension in lower case or an empty string if no * extension could be found. */ var getFileExtension = function getFileExtension(path) { if (typeof path === 'string') { var splitPathRe = /^(\/?)([\s\S]*?)((?:\.{1,2}|[^\/]+?)(\.([^\.\/\?]+)))(?:[\/]*|[\?].*)$/i; var pathParts = splitPathRe.exec(path); if (pathParts) { return pathParts.pop().toLowerCase(); } } return ''; }; /** * Returns whether the url passed is a cross domain request or not. * * @param {string} url * The url to check. * * @return {boolean} * Whether it is a cross domain request or not. */ var isCrossOrigin = function isCrossOrigin(url) { var winLoc = window_1.location; var urlInfo = parseUrl(url); // IE8 protocol relative urls will return ':' for protocol var srcProtocol = urlInfo.protocol === ':' ? winLoc.protocol : urlInfo.protocol; // Check if url is for another domain/origin // IE8 doesn't know location.origin, so we won't rely on it here var crossOrigin = srcProtocol + urlInfo.host !== winLoc.protocol + winLoc.host; return crossOrigin; }; var Url = /*#__PURE__*/Object.freeze({ parseUrl: parseUrl, getAbsoluteURL: getAbsoluteURL, getFileExtension: getFileExtension, isCrossOrigin: isCrossOrigin }); var isFunction_1 = isFunction; var toString$1 = Object.prototype.toString; function isFunction(fn) { var string = toString$1.call(fn); return string === '[object Function]' || typeof fn === 'function' && string !== '[object RegExp]' || typeof window !== 'undefined' && ( // IE8 and below fn === window.setTimeout || fn === window.alert || fn === window.confirm || fn === window.prompt); } var trim_1 = createCommonjsModule(function (module, exports) { exports = module.exports = trim; function trim(str) { return str.replace(/^\s*|\s*$/g, ''); } exports.left = function (str) { return str.replace(/^\s*/, ''); }; exports.right = function (str) { return str.replace(/\s*$/, ''); }; }); var trim_2 = trim_1.left; var trim_3 = trim_1.right; var forEach_1 = forEach; var toString$2 = Object.prototype.toString; var hasOwnProperty = Object.prototype.hasOwnProperty; function forEach(list, iterator, context) { if (!isFunction_1(iterator)) { throw new TypeError('iterator must be a function'); } if (arguments.length < 3) { context = this; } if (toString$2.call(list) === '[object Array]') forEachArray(list, iterator, context);else if (typeof list === 'string') forEachString(list, iterator, context);else forEachObject(list, iterator, context); } function forEachArray(array, iterator, context) { for (var i = 0, len = array.length; i < len; i++) { if (hasOwnProperty.call(array, i)) { iterator.call(context, array[i], i, array); } } } function forEachString(string, iterator, context) { for (var i = 0, len = string.length; i < len; i++) { // no such thing as a sparse string. iterator.call(context, string.charAt(i), i, string); } } function forEachObject(object, iterator, context) { for (var k in object) { if (hasOwnProperty.call(object, k)) { iterator.call(context, object[k], k, object); } } } var isArray = function isArray(arg) { return Object.prototype.toString.call(arg) === '[object Array]'; }; var parseHeaders = function parseHeaders(headers) { if (!headers) return {}; var result = {}; forEach_1(trim_1(headers).split('\n'), function (row) { var index = row.indexOf(':'), key = trim_1(row.slice(0, index)).toLowerCase(), value = trim_1(row.slice(index + 1)); if (typeof result[key] === 'undefined') { result[key] = value; } else if (isArray(result[key])) { result[key].push(value); } else { result[key] = [result[key], value]; } }); return result; }; var immutable = extend; var hasOwnProperty$1 = Object.prototype.hasOwnProperty; function extend() { var target = {}; for (var i = 0; i < arguments.length; i++) { var source = arguments[i]; for (var key in source) { if (hasOwnProperty$1.call(source, key)) { target[key] = source[key]; } } } return target; } var xhr = createXHR; createXHR.XMLHttpRequest = window_1.XMLHttpRequest || noop; createXHR.XDomainRequest = "withCredentials" in new createXHR.XMLHttpRequest() ? createXHR.XMLHttpRequest : window_1.XDomainRequest; forEachArray$1(["get", "put", "post", "patch", "head", "delete"], function (method) { createXHR[method === "delete" ? "del" : method] = function (uri, options, callback) { options = initParams(uri, options, callback); options.method = method.toUpperCase(); return _createXHR(options); }; }); function forEachArray$1(array, iterator) { for (var i = 0; i < array.length; i++) { iterator(array[i]); } } function isEmpty(obj) { for (var i in obj) { if (obj.hasOwnProperty(i)) return false; } return true; } function initParams(uri, options, callback) { var params = uri; if (isFunction_1(options)) { callback = options; if (typeof uri === "string") { params = { uri: uri }; } } else { params = immutable(options, { uri: uri }); } params.callback = callback; return params; } function createXHR(uri, options, callback) { options = initParams(uri, options, callback); return _createXHR(options); } function _createXHR(options) { if (typeof options.callback === "undefined") { throw new Error("callback argument missing"); } var called = false; var callback = function cbOnce(err, response, body) { if (!called) { called = true; options.callback(err, response, body); } }; function readystatechange() { if (xhr.readyState === 4) { setTimeout(loadFunc, 0); } } function getBody() { // Chrome with requestType=blob throws errors arround when even testing access to responseText var body = undefined; if (xhr.response) { body = xhr.response; } else { body = xhr.responseText || getXml(xhr); } if (isJson) { try { body = JSON.parse(body); } catch (e) {} } return body; } function errorFunc(evt) { clearTimeout(timeoutTimer); if (!(evt instanceof Error)) { evt = new Error("" + (evt || "Unknown XMLHttpRequest Error")); } evt.statusCode = 0; return callback(evt, failureResponse); } // will load the data & process the response in a special response object function loadFunc() { if (aborted) return; var status; clearTimeout(timeoutTimer); if (options.useXDR && xhr.status === undefined) { //IE8 CORS GET successful response doesn't have a status field, but body is fine status = 200; } else { status = xhr.status === 1223 ? 204 : xhr.status; } var response = failureResponse; var err = null; if (status !== 0) { response = { body: getBody(), statusCode: status, method: method, headers: {}, url: uri, rawRequest: xhr }; if (xhr.getAllResponseHeaders) { //remember xhr can in fact be XDR for CORS in IE response.headers = parseHeaders(xhr.getAllResponseHeaders()); } } else { err = new Error("Internal XMLHttpRequest Error"); } return callback(err, response, response.body); } var xhr = options.xhr || null; if (!xhr) { if (options.cors || options.useXDR) { xhr = new createXHR.XDomainRequest(); } else { xhr = new createXHR.XMLHttpRequest(); } } var key; var aborted; var uri = xhr.url = options.uri || options.url; var method = xhr.method = options.method || "GET"; var body = options.body || options.data; var headers = xhr.headers = options.headers || {}; var sync = !!options.sync; var isJson = false; var timeoutTimer; var failureResponse = { body: undefined, headers: {}, statusCode: 0, method: method, url: uri, rawRequest: xhr }; if ("json" in options && options.json !== false) { isJson = true; headers["accept"] || headers["Accept"] || (headers["Accept"] = "application/json"); //Don't override existing accept header declared by user if (method !== "GET" && method !== "HEAD") { headers["content-type"] || headers["Content-Type"] || (headers["Content-Type"] = "application/json"); //Don't override existing accept header declared by user body = JSON.stringify(options.json === true ? body : options.json); } } xhr.onreadystatechange = readystatechange; xhr.onload = loadFunc; xhr.onerror = errorFunc; // IE9 must have onprogress be set to a unique function. xhr.onprogress = function () { // IE must die }; xhr.onabort = function () { aborted = true; }; xhr.ontimeout = errorFunc; xhr.open(method, uri, !sync, options.username, options.password); //has to be after open if (!sync) { xhr.withCredentials = !!options.withCredentials; } // Cannot set timeout with sync request // not setting timeout on the xhr object, because of old webkits etc. not handling that correctly // both npm's request and jquery 1.x use this kind of timeout, so this is being consistent if (!sync && options.timeout > 0) { timeoutTimer = setTimeout(function () { if (aborted) return; aborted = true; //IE9 may still call readystatechange xhr.abort("timeout"); var e = new Error("XMLHttpRequest timeout"); e.code = "ETIMEDOUT"; errorFunc(e); }, options.timeout); } if (xhr.setRequestHeader) { for (key in headers) { if (headers.hasOwnProperty(key)) { xhr.setRequestHeader(key, headers[key]); } } } else if (options.headers && !isEmpty(options.headers)) { throw new Error("Headers cannot be set on an XDomainRequest object"); } if ("responseType" in options) { xhr.responseType = options.responseType; } if ("beforeSend" in options && typeof options.beforeSend === "function") { options.beforeSend(xhr); } // Microsoft Edge browser sends "undefined" when send is called with undefined value. // XMLHttpRequest spec says to pass null as body to indicate no body // See https://github.com/naugtur/xhr/issues/100. xhr.send(body || null); return xhr; } function getXml(xhr) { if (xhr.responseType === "document") { return xhr.responseXML; } var firefoxBugTakenEffect = xhr.responseXML && xhr.responseXML.documentElement.nodeName === "parsererror"; if (xhr.responseType === "" && !firefoxBugTakenEffect) { return xhr.responseXML; } return null; } function noop() {} /** * @file text-track.js */ /** * Takes a webvtt file contents and parses it into cues * * @param {string} srcContent * webVTT file contents * * @param {TextTrack} track * TextTrack to add cues to. Cues come from the srcContent. * * @private */ var parseCues = function parseCues(srcContent, track) { var parser = new window_1.WebVTT.Parser(window_1, window_1.vttjs, window_1.WebVTT.StringDecoder()); var errors = []; parser.oncue = function (cue) { track.addCue(cue); }; parser.onparsingerror = function (error) { errors.push(error); }; parser.onflush = function () { track.trigger({ type: 'loadeddata', target: track }); }; parser.parse(srcContent); if (errors.length > 0) { if (window_1.console && window_1.console.groupCollapsed) { window_1.console.groupCollapsed('Text Track parsing errors for ' + track.src); } errors.forEach(function (error) { return log$1.error(error); }); if (window_1.console && window_1.console.groupEnd) { window_1.console.groupEnd(); } } parser.flush(); }; /** * Load a `TextTrack` from a specified url. * * @param {string} src * Url to load track from. * * @param {TextTrack} track * Track to add cues to. Comes from the content at the end of `url`. * * @private */ var loadTrack = function loadTrack(src, track) { var opts = { uri: src }; var crossOrigin = isCrossOrigin(src); if (crossOrigin) { opts.cors = crossOrigin; } xhr(opts, bind(this, function (err, response, responseBody) { if (err) { return log$1.error(err, response); } track.loaded_ = true; // Make sure that vttjs has loaded, otherwise, wait till it finished loading // NOTE: this is only used for the alt/video.novtt.js build if (typeof window_1.WebVTT !== 'function') { if (track.tech_) { var loadHandler = function loadHandler() { return parseCues(responseBody, track); }; track.tech_.on('vttjsloaded', loadHandler); track.tech_.on('vttjserror', function () { log$1.error('vttjs failed to load, stopping trying to process ' + track.src); track.tech_.off('vttjsloaded', loadHandler); }); } } else { parseCues(responseBody, track); } })); }; /** * A representation of a single `TextTrack`. * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#texttrack} * @extends Track */ var TextTrack = function (_Track) { inherits(TextTrack, _Track); /** * Create an instance of this class. * * @param {Object} options={} * Object of option names and values * * @param {Tech} options.tech * A reference to the tech that owns this TextTrack. * * @param {TextTrack~Kind} [options.kind='subtitles'] * A valid text track kind. * * @param {TextTrack~Mode} [options.mode='disabled'] * A valid text track mode. * * @param {string} [options.id='vjs_track_' + Guid.newGUID()] * A unique id for this TextTrack. * * @param {string} [options.label=''] * The menu label for this track. * * @param {string} [options.language=''] * A valid two character language code. * * @param {string} [options.srclang=''] * A valid two character language code. An alternative, but deprioritized * version of `options.language` * * @param {string} [options.src] * A url to TextTrack cues. * * @param {boolean} [options.default] * If this track should default to on or off. */ function TextTrack() { var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; classCallCheck(this, TextTrack); if (!options.tech) { throw new Error('A tech was not provided.'); } var settings = mergeOptions(options, { kind: TextTrackKind[options.kind] || 'subtitles', language: options.language || options.srclang || '' }); var mode = TextTrackMode[settings.mode] || 'disabled'; var default_ = settings.default; if (settings.kind === 'metadata' || settings.kind === 'chapters') { mode = 'hidden'; } var _this = possibleConstructorReturn(this, _Track.call(this, settings)); _this.tech_ = settings.tech; _this.cues_ = []; _this.activeCues_ = []; var cues = new TextTrackCueList(_this.cues_); var activeCues = new TextTrackCueList(_this.activeCues_); var changed = false; var timeupdateHandler = bind(_this, function () { // Accessing this.activeCues for the side-effects of updating itself // due to it's nature as a getter function. Do not remove or cues will // stop updating! // Use the setter to prevent deletion from uglify (pure_getters rule) this.activeCues = this.activeCues; if (changed) { this.trigger('cuechange'); changed = false; } }); if (mode !== 'disabled') { _this.tech_.ready(function () { _this.tech_.on('timeupdate', timeupdateHandler); }, true); } Object.defineProperties(_this, { /** * @memberof TextTrack * @member {boolean} default * If this track was set to be on or off by default. Cannot be changed after * creation. * @instance * * @readonly */ default: { get: function get$$1() { return default_; }, set: function set$$1() {} }, /** * @memberof TextTrack * @member {string} mode * Set the mode of this TextTrack to a valid {@link TextTrack~Mode}. Will * not be set if setting to an invalid mode. * @instance * * @fires TextTrack#modechange */ mode: { get: function get$$1() { return mode; }, set: function set$$1(newMode) { var _this2 = this; if (!TextTrackMode[newMode]) { return; } mode = newMode; if (mode !== 'disabled') { this.tech_.ready(function () { _this2.tech_.on('timeupdate', timeupdateHandler); }, true); } else { this.tech_.off('timeupdate', timeupdateHandler); } /** * An event that fires when mode changes on this track. This allows * the TextTrackList that holds this track to act accordingly. * * > Note: This is not part of the spec! * * @event TextTrack#modechange * @type {EventTarget~Event} */ this.trigger('modechange'); } }, /** * @memberof TextTrack * @member {TextTrackCueList} cues * The text track cue list for this TextTrack. * @instance */ cues: { get: function get$$1() { if (!this.loaded_) { return null; } return cues; }, set: function set$$1() {} }, /** * @memberof TextTrack * @member {TextTrackCueList} activeCues * The list text track cues that are currently active for this TextTrack. * @instance */ activeCues: { get: function get$$1() { if (!this.loaded_) { return null; } // nothing to do if (this.cues.length === 0) { return activeCues; } var ct = this.tech_.currentTime(); var active = []; for (var i = 0, l = this.cues.length; i < l; i++) { var cue = this.cues[i]; if (cue.startTime <= ct && cue.endTime >= ct) { active.push(cue); } else if (cue.startTime === cue.endTime && cue.startTime <= ct && cue.startTime + 0.5 >= ct) { active.push(cue); } } changed = false; if (active.length !== this.activeCues_.length) { changed = true; } else { for (var _i = 0; _i < active.length; _i++) { if (this.activeCues_.indexOf(active[_i]) === -1) { changed = true; } } } this.activeCues_ = active; activeCues.setCues_(this.activeCues_); return activeCues; }, // /!\ Keep this setter empty (see the timeupdate handler above) set: function set$$1() {} } }); if (settings.src) { _this.src = settings.src; loadTrack(settings.src, _this); } else { _this.loaded_ = true; } return _this; } /** * Add a cue to the internal list of cues. * * @param {TextTrack~Cue} cue * The cue to add to our internal list */ TextTrack.prototype.addCue = function addCue(originalCue) { var cue = originalCue; if (window_1.vttjs && !(originalCue instanceof window_1.vttjs.VTTCue)) { cue = new window_1.vttjs.VTTCue(originalCue.startTime, originalCue.endTime, originalCue.text); for (var prop in originalCue) { if (!(prop in cue)) { cue[prop] = originalCue[prop]; } } // make sure that `id` is copied over cue.id = originalCue.id; cue.originalCue_ = originalCue; } var tracks = this.tech_.textTracks(); for (var i = 0; i < tracks.length; i++) { if (tracks[i] !== this) { tracks[i].removeCue(cue); } } this.cues_.push(cue); this.cues.setCues_(this.cues_); }; /** * Remove a cue from our internal list * * @param {TextTrack~Cue} removeCue * The cue to remove from our internal list */ TextTrack.prototype.removeCue = function removeCue(_removeCue) { var i = this.cues_.length; while (i--) { var cue = this.cues_[i]; if (cue === _removeCue || cue.originalCue_ && cue.originalCue_ === _removeCue) { this.cues_.splice(i, 1); this.cues.setCues_(this.cues_); break; } } }; return TextTrack; }(Track); /** * cuechange - One or more cues in the track have become active or stopped being active. */ TextTrack.prototype.allowedEvents_ = { cuechange: 'cuechange' }; /** * A representation of a single `AudioTrack`. If it is part of an {@link AudioTrackList} * only one `AudioTrack` in the list will be enabled at a time. * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#audiotrack} * @extends Track */ var AudioTrack = function (_Track) { inherits(AudioTrack, _Track); /** * Create an instance of this class. * * @param {Object} [options={}] * Object of option names and values * * @param {AudioTrack~Kind} [options.kind=''] * A valid audio track kind * * @param {string} [options.id='vjs_track_' + Guid.newGUID()] * A unique id for this AudioTrack. * * @param {string} [options.label=''] * The menu label for this track. * * @param {string} [options.language=''] * A valid two character language code. * * @param {boolean} [options.enabled] * If this track is the one that is currently playing. If this track is part of * an {@link AudioTrackList}, only one {@link AudioTrack} will be enabled. */ function AudioTrack() { var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; classCallCheck(this, AudioTrack); var settings = mergeOptions(options, { kind: AudioTrackKind[options.kind] || '' }); var _this = possibleConstructorReturn(this, _Track.call(this, settings)); var enabled = false; /** * @memberof AudioTrack * @member {boolean} enabled * If this `AudioTrack` is enabled or not. When setting this will * fire {@link AudioTrack#enabledchange} if the state of enabled is changed. * @instance * * @fires VideoTrack#selectedchange */ Object.defineProperty(_this, 'enabled', { get: function get$$1() { return enabled; }, set: function set$$1(newEnabled) { // an invalid or unchanged value if (typeof newEnabled !== 'boolean' || newEnabled === enabled) { return; } enabled = newEnabled; /** * An event that fires when enabled changes on this track. This allows * the AudioTrackList that holds this track to act accordingly. * * > Note: This is not part of the spec! Native tracks will do * this internally without an event. * * @event AudioTrack#enabledchange * @type {EventTarget~Event} */ this.trigger('enabledchange'); } }); // if the user sets this track to selected then // set selected to that true value otherwise // we keep it false if (settings.enabled) { _this.enabled = settings.enabled; } _this.loaded_ = true; return _this; } return AudioTrack; }(Track); /** * A representation of a single `VideoTrack`. * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#videotrack} * @extends Track */ var VideoTrack = function (_Track) { inherits(VideoTrack, _Track); /** * Create an instance of this class. * * @param {Object} [options={}] * Object of option names and values * * @param {string} [options.kind=''] * A valid {@link VideoTrack~Kind} * * @param {string} [options.id='vjs_track_' + Guid.newGUID()] * A unique id for this AudioTrack. * * @param {string} [options.label=''] * The menu label for this track. * * @param {string} [options.language=''] * A valid two character language code. * * @param {boolean} [options.selected] * If this track is the one that is currently playing. */ function VideoTrack() { var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; classCallCheck(this, VideoTrack); var settings = mergeOptions(options, { kind: VideoTrackKind[options.kind] || '' }); var _this = possibleConstructorReturn(this, _Track.call(this, settings)); var selected = false; /** * @memberof VideoTrack * @member {boolean} selected * If this `VideoTrack` is selected or not. When setting this will * fire {@link VideoTrack#selectedchange} if the state of selected changed. * @instance * * @fires VideoTrack#selectedchange */ Object.defineProperty(_this, 'selected', { get: function get$$1() { return selected; }, set: function set$$1(newSelected) { // an invalid or unchanged value if (typeof newSelected !== 'boolean' || newSelected === selected) { return; } selected = newSelected; /** * An event that fires when selected changes on this track. This allows * the VideoTrackList that holds this track to act accordingly. * * > Note: This is not part of the spec! Native tracks will do * this internally without an event. * * @event VideoTrack#selectedchange * @type {EventTarget~Event} */ this.trigger('selectedchange'); } }); // if the user sets this track to selected then // set selected to that true value otherwise // we keep it false if (settings.selected) { _this.selected = settings.selected; } return _this; } return VideoTrack; }(Track); /** * @file html-track-element.js */ /** * @memberof HTMLTrackElement * @typedef {HTMLTrackElement~ReadyState} * @enum {number} */ var NONE = 0; var LOADING = 1; var LOADED = 2; var ERROR = 3; /** * A single track represented in the DOM. * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#htmltrackelement} * @extends EventTarget */ var HTMLTrackElement = function (_EventTarget) { inherits(HTMLTrackElement, _EventTarget); /** * Create an instance of this class. * * @param {Object} options={} * Object of option names and values * * @param {Tech} options.tech * A reference to the tech that owns this HTMLTrackElement. * * @param {TextTrack~Kind} [options.kind='subtitles'] * A valid text track kind. * * @param {TextTrack~Mode} [options.mode='disabled'] * A valid text track mode. * * @param {string} [options.id='vjs_track_' + Guid.newGUID()] * A unique id for this TextTrack. * * @param {string} [options.label=''] * The menu label for this track. * * @param {string} [options.language=''] * A valid two character language code. * * @param {string} [options.srclang=''] * A valid two character language code. An alternative, but deprioritized * vesion of `options.language` * * @param {string} [options.src] * A url to TextTrack cues. * * @param {boolean} [options.default] * If this track should default to on or off. */ function HTMLTrackElement() { var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; classCallCheck(this, HTMLTrackElement); var _this = possibleConstructorReturn(this, _EventTarget.call(this)); var readyState = void 0; var track = new TextTrack(options); _this.kind = track.kind; _this.src = track.src; _this.srclang = track.language; _this.label = track.label; _this.default = track.default; Object.defineProperties(_this, { /** * @memberof HTMLTrackElement * @member {HTMLTrackElement~ReadyState} readyState * The current ready state of the track element. * @instance */ readyState: { get: function get$$1() { return readyState; } }, /** * @memberof HTMLTrackElement * @member {TextTrack} track * The underlying TextTrack object. * @instance * */ track: { get: function get$$1() { return track; } } }); readyState = NONE; /** * @listens TextTrack#loadeddata * @fires HTMLTrackElement#load */ track.addEventListener('loadeddata', function () { readyState = LOADED; _this.trigger({ type: 'load', target: _this }); }); return _this; } return HTMLTrackElement; }(EventTarget); HTMLTrackElement.prototype.allowedEvents_ = { load: 'load' }; HTMLTrackElement.NONE = NONE; HTMLTrackElement.LOADING = LOADING; HTMLTrackElement.LOADED = LOADED; HTMLTrackElement.ERROR = ERROR; /* * This file contains all track properties that are used in * player.js, tech.js, html5.js and possibly other techs in the future. */ var NORMAL = { audio: { ListClass: AudioTrackList, TrackClass: AudioTrack, capitalName: 'Audio' }, video: { ListClass: VideoTrackList, TrackClass: VideoTrack, capitalName: 'Video' }, text: { ListClass: TextTrackList, TrackClass: TextTrack, capitalName: 'Text' } }; Object.keys(NORMAL).forEach(function (type) { NORMAL[type].getterName = type + 'Tracks'; NORMAL[type].privateName = type + 'Tracks_'; }); var REMOTE = { remoteText: { ListClass: TextTrackList, TrackClass: TextTrack, capitalName: 'RemoteText', getterName: 'remoteTextTracks', privateName: 'remoteTextTracks_' }, remoteTextEl: { ListClass: HtmlTrackElementList, TrackClass: HTMLTrackElement, capitalName: 'RemoteTextTrackEls', getterName: 'remoteTextTrackEls', privateName: 'remoteTextTrackEls_' } }; var ALL = mergeOptions(NORMAL, REMOTE); REMOTE.names = Object.keys(REMOTE); NORMAL.names = Object.keys(NORMAL); ALL.names = [].concat(REMOTE.names).concat(NORMAL.names); var vtt = {}; /** * @file tech.js */ /** * An Object containing a structure like: `{src: 'url', type: 'mimetype'}` or string * that just contains the src url alone. * * `var SourceObject = {src: 'http://ex.com/video.mp4', type: 'video/mp4'};` * `var SourceString = 'http://example.com/some-video.mp4';` * * @typedef {Object|string} Tech~SourceObject * * @property {string} src * The url to the source * * @property {string} type * The mime type of the source */ /** * A function used by {@link Tech} to create a new {@link TextTrack}. * * @private * * @param {Tech} self * An instance of the Tech class. * * @param {string} kind * `TextTrack` kind (subtitles, captions, descriptions, chapters, or metadata) * * @param {string} [label] * Label to identify the text track * * @param {string} [language] * Two letter language abbreviation * * @param {Object} [options={}] * An object with additional text track options * * @return {TextTrack} * The text track that was created. */ function createTrackHelper(self, kind, label, language) { var options = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : {}; var tracks = self.textTracks(); options.kind = kind; if (label) { options.label = label; } if (language) { options.language = language; } options.tech = self; var track = new ALL.text.TrackClass(options); tracks.addTrack(track); return track; } /** * This is the base class for media playback technology controllers, such as * {@link Flash} and {@link HTML5} * * @extends Component */ var Tech = function (_Component) { inherits(Tech, _Component); /** * Create an instance of this Tech. * * @param {Object} [options] * The key/value store of player options. * * @param {Component~ReadyCallback} ready * Callback function to call when the `HTML5` Tech is ready. */ function Tech() { var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; var ready = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function () {}; classCallCheck(this, Tech); // we don't want the tech to report user activity automatically. // This is done manually in addControlsListeners options.reportTouchActivity = false; // keep track of whether the current source has played at all to // implement a very limited played() var _this = possibleConstructorReturn(this, _Component.call(this, null, options, ready)); _this.hasStarted_ = false; _this.on('playing', function () { this.hasStarted_ = true; }); _this.on('loadstart', function () { this.hasStarted_ = false; }); ALL.names.forEach(function (name) { var props = ALL[name]; if (options && options[props.getterName]) { _this[props.privateName] = options[props.getterName]; } }); // 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(); } ['Text', 'Audio', 'Video'].forEach(function (track) { if (options['native' + track + 'Tracks'] === false) { _this['featuresNative' + track + 'Tracks'] = false; } }); if (options.nativeCaptions === false || options.nativeTextTracks === false) { _this.featuresNativeTextTracks = false; } else if (options.nativeCaptions === true || options.nativeTextTracks === true) { _this.featuresNativeTextTracks = true; } if (!_this.featuresNativeTextTracks) { _this.emulateTextTracks(); } _this.autoRemoteTextTracks_ = new ALL.text.ListClass(); _this.initTrackListeners(); // Turn on component tap events only if not using native controls if (!options.nativeControlsForTouch) { _this.emitTapEvents(); } if (_this.constructor) { _this.name_ = _this.constructor.name || 'Unknown Tech'; } return _this; } /** * A special function to trigger source set in a way that will allow player * to re-trigger if the player or tech are not ready yet. * * @fires Tech#sourceset * @param {string} src The source string at the time of the source changing. */ Tech.prototype.triggerSourceset = function triggerSourceset(src) { var _this2 = this; if (!this.isReady_) { // on initial ready we have to trigger source set // 1ms after ready so that player can watch for it. this.one('ready', function () { return _this2.setTimeout(function () { return _this2.triggerSourceset(src); }, 1); }); } /** * Fired when the source is set on the tech causing the media element * to reload. * * @see {@link Player#event:sourceset} * @event Tech#sourceset * @type {EventTarget~Event} */ this.trigger({ src: src, type: 'sourceset' }); }; /* Fallbacks for unsupported event types ================================================================================ */ /** * Polyfill the `progress` event for browsers that don't support it natively. * * @see {@link Tech#trackProgress} */ Tech.prototype.manualProgressOn = function manualProgressOn() { this.on('durationchange', this.onDurationChange); this.manualProgress = true; // Trigger progress watching when a source begins loading this.one('ready', this.trackProgress); }; /** * Turn off the polyfill for `progress` events that was created in * {@link Tech#manualProgressOn} */ Tech.prototype.manualProgressOff = function manualProgressOff() { this.manualProgress = false; this.stopTrackingProgress(); this.off('durationchange', this.onDurationChange); }; /** * This is used to trigger a `progress` event when the buffered percent changes. It * sets an interval function that will be called every 500 milliseconds to check if the * buffer end percent has changed. * * > This function is called by {@link Tech#manualProgressOn} * * @param {EventTarget~Event} event * The `ready` event that caused this to run. * * @listens Tech#ready * @fires Tech#progress */ Tech.prototype.trackProgress = function trackProgress(event) { this.stopTrackingProgress(); this.progressInterval = this.setInterval(bind(this, function () { // Don't trigger unless buffered amount is greater than last time var numBufferedPercent = this.bufferedPercent(); if (this.bufferedPercent_ !== numBufferedPercent) { /** * See {@link Player#progress} * * @event Tech#progress * @type {EventTarget~Event} */ this.trigger('progress'); } this.bufferedPercent_ = numBufferedPercent; if (numBufferedPercent === 1) { this.stopTrackingProgress(); } }), 500); }; /** * Update our internal duration on a `durationchange` event by calling * {@link Tech#duration}. * * @param {EventTarget~Event} event * The `durationchange` event that caused this to run. * * @listens Tech#durationchange */ Tech.prototype.onDurationChange = function onDurationChange(event) { this.duration_ = this.duration(); }; /** * Get and create a `TimeRange` object for buffering. * * @return {TimeRange} * The time range object that was created. */ Tech.prototype.buffered = function buffered() { return createTimeRanges(0, 0); }; /** * Get the percentage of the current video that is currently buffered. * * @return {number} * A number from 0 to 1 that represents the decimal percentage of the * video that is buffered. * */ Tech.prototype.bufferedPercent = function bufferedPercent$$1() { return bufferedPercent(this.buffered(), this.duration_); }; /** * Turn off the polyfill for `progress` events that was created in * {@link Tech#manualProgressOn} * Stop manually tracking progress events by clearing the interval that was set in * {@link Tech#trackProgress}. */ Tech.prototype.stopTrackingProgress = function stopTrackingProgress() { this.clearInterval(this.progressInterval); }; /** * Polyfill the `timeupdate` event for browsers that don't support it. * * @see {@link Tech#trackCurrentTime} */ Tech.prototype.manualTimeUpdatesOn = function manualTimeUpdatesOn() { this.manualTimeUpdates = true; this.on('play', this.trackCurrentTime); this.on('pause', this.stopTrackingCurrentTime); }; /** * Turn off the polyfill for `timeupdate` events that was created in * {@link Tech#manualTimeUpdatesOn} */ Tech.prototype.manualTimeUpdatesOff = function manualTimeUpdatesOff() { this.manualTimeUpdates = false; this.stopTrackingCurrentTime(); this.off('play', this.trackCurrentTime); this.off('pause', this.stopTrackingCurrentTime); }; /** * Sets up an interval function to track current time and trigger `timeupdate` every * 250 milliseconds. * * @listens Tech#play * @triggers Tech#timeupdate */ Tech.prototype.trackCurrentTime = function trackCurrentTime() { if (this.currentTimeInterval) { this.stopTrackingCurrentTime(); } this.currentTimeInterval = this.setInterval(function () { /** * Triggered at an interval of 250ms to indicated that time is passing in the video. * * @event Tech#timeupdate * @type {EventTarget~Event} */ this.trigger({ type: 'timeupdate', target: this, manuallyTriggered: true }); // 42 = 24 fps // 250 is what Webkit uses // FF uses 15 }, 250); }; /** * Stop the interval function created in {@link Tech#trackCurrentTime} so that the * `timeupdate` event is no longer triggered. * * @listens {Tech#pause} */ Tech.prototype.stopTrackingCurrentTime = function stopTrackingCurrentTime() { 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.trigger({ type: 'timeupdate', target: this, manuallyTriggered: true }); }; /** * Turn off all event polyfills, clear the `Tech`s {@link AudioTrackList}, * {@link VideoTrackList}, and {@link TextTrackList}, and dispose of this Tech. * * @fires Component#dispose */ Tech.prototype.dispose = function dispose() { // clear out all tracks because we can't reuse them between techs this.clearTracks(NORMAL.names); // Turn off any manual progress or timeupdate tracking if (this.manualProgress) { this.manualProgressOff(); } if (this.manualTimeUpdates) { this.manualTimeUpdatesOff(); } _Component.prototype.dispose.call(this); }; /** * Clear out a single `TrackList` or an array of `TrackLists` given their names. * * > Note: Techs without source handlers should call this between sources for `video` * & `audio` tracks. You don't want to use them between tracks! * * @param {string[]|string} types * TrackList names to clear, valid names are `video`, `audio`, and * `text`. */ Tech.prototype.clearTracks = function clearTracks(types) { var _this3 = this; types = [].concat(types); // clear out all tracks because we can't reuse them between techs types.forEach(function (type) { var list = _this3[type + 'Tracks']() || []; var i = list.length; while (i--) { var track = list[i]; if (type === 'text') { _this3.removeRemoteTextTrack(track); } list.removeTrack(track); } }); }; /** * Remove any TextTracks added via addRemoteTextTrack that are * flagged for automatic garbage collection */ Tech.prototype.cleanupAutoTextTracks = function cleanupAutoTextTracks() { var list = this.autoRemoteTextTracks_ || []; var i = list.length; while (i--) { var track = list[i]; this.removeRemoteTextTrack(track); } }; /** * Reset the tech, which will removes all sources and reset the internal readyState. * * @abstract */ Tech.prototype.reset = function reset() {}; /** * Get or set an error on the Tech. * * @param {MediaError} [err] * Error to set on the Tech * * @return {MediaError|null} * The current error object on the tech, or null if there isn't one. */ Tech.prototype.error = function error(err) { if (err !== undefined) { this.error_ = new MediaError(err); this.trigger('error'); } return this.error_; }; /** * Returns the `TimeRange`s that have been played through for the current source. * * > NOTE: This implementation is incomplete. It does not track the played `TimeRange`. * It only checks whether the source has played at all or not. * * @return {TimeRange} * - A single time range if this video has played * - An empty set of ranges if not. */ Tech.prototype.played = function played() { if (this.hasStarted_) { return createTimeRanges(0, 0); } return createTimeRanges(); }; /** * Causes a manual time update to occur if {@link Tech#manualTimeUpdatesOn} was * previously called. * * @fires Tech#timeupdate */ Tech.prototype.setCurrentTime = function setCurrentTime() { // improve the accuracy of manual timeupdates if (this.manualTimeUpdates) { /** * A manual `timeupdate` event. * * @event Tech#timeupdate * @type {EventTarget~Event} */ this.trigger({ type: 'timeupdate', target: this, manuallyTriggered: true }); } }; /** * Turn on listeners for {@link VideoTrackList}, {@link {AudioTrackList}, and * {@link TextTrackList} events. * * This adds {@link EventTarget~EventListeners} for `addtrack`, and `removetrack`. * * @fires Tech#audiotrackchange * @fires Tech#videotrackchange * @fires Tech#texttrackchange */ Tech.prototype.initTrackListeners = function initTrackListeners() { var _this4 = this; /** * Triggered when tracks are added or removed on the Tech {@link AudioTrackList} * * @event Tech#audiotrackchange * @type {EventTarget~Event} */ /** * Triggered when tracks are added or removed on the Tech {@link VideoTrackList} * * @event Tech#videotrackchange * @type {EventTarget~Event} */ /** * Triggered when tracks are added or removed on the Tech {@link TextTrackList} * * @event Tech#texttrackchange * @type {EventTarget~Event} */ NORMAL.names.forEach(function (name) { var props = NORMAL[name]; var trackListChanges = function trackListChanges() { _this4.trigger(name + 'trackchange'); }; var tracks = _this4[props.getterName](); tracks.addEventListener('removetrack', trackListChanges); tracks.addEventListener('addtrack', trackListChanges); _this4.on('dispose', function () { tracks.removeEventListener('removetrack', trackListChanges); tracks.removeEventListener('addtrack', trackListChanges); }); }); }; /** * Emulate TextTracks using vtt.js if necessary * * @fires Tech#vttjsloaded * @fires Tech#vttjserror */ Tech.prototype.addWebVttScript_ = function addWebVttScript_() { var _this5 = this; if (window_1.WebVTT) { return; } // Initially, Tech.el_ is a child of a dummy-div wait until the Component system // signals that the Tech is ready at which point Tech.el_ is part of the DOM // before inserting the WebVTT script if (document_1.body.contains(this.el())) { // load via require if available and vtt.js script location was not passed in // as an option. novtt builds will turn the above require call into an empty object // which will cause this if check to always fail. if (!this.options_['vtt.js'] && isPlain(vtt) && Object.keys(vtt).length > 0) { this.trigger('vttjsloaded'); return; } // load vtt.js via the script location option or the cdn of no location was // passed in var script = document_1.createElement('script'); script.src = this.options_['vtt.js'] || 'https://vjs.zencdn.net/vttjs/0.14.1/vtt.min.js'; script.onload = function () { /** * Fired when vtt.js is loaded. * * @event Tech#vttjsloaded * @type {EventTarget~Event} */ _this5.trigger('vttjsloaded'); }; script.onerror = function () { /** * Fired when vtt.js was not loaded due to an error * * @event Tech#vttjsloaded * @type {EventTarget~Event} */ _this5.trigger('vttjserror'); }; this.on('dispose', function () { script.onload = null; script.onerror = null; }); // but have not loaded yet and we set it to true before the inject so that // we don't overwrite the injected window.WebVTT if it loads right away window_1.WebVTT = true; this.el().parentNode.appendChild(script); } else { this.ready(this.addWebVttScript_); } }; /** * Emulate texttracks * */ Tech.prototype.emulateTextTracks = function emulateTextTracks() { var _this6 = this; var tracks = this.textTracks(); var remoteTracks = this.remoteTextTracks(); var handleAddTrack = function handleAddTrack(e) { return tracks.addTrack(e.track); }; var handleRemoveTrack = function handleRemoveTrack(e) { return tracks.removeTrack(e.track); }; remoteTracks.on('addtrack', handleAddTrack); remoteTracks.on('removetrack', handleRemoveTrack); this.addWebVttScript_(); var updateDisplay = function updateDisplay() { return _this6.trigger('texttrackchange'); }; var textTracksChanges = function textTracksChanges() { updateDisplay(); for (var i = 0; i < tracks.length; i++) { var track = tracks[i]; track.removeEventListener('cuechange', updateDisplay); if (track.mode === 'showing') { track.addEventListener('cuechange', updateDisplay); } } }; textTracksChanges(); tracks.addEventListener('change', textTracksChanges); tracks.addEventListener('addtrack', textTracksChanges); tracks.addEventListener('removetrack', textTracksChanges); this.on('dispose', function () { remoteTracks.off('addtrack', handleAddTrack); remoteTracks.off('removetrack', handleRemoveTrack); tracks.removeEventListener('change', textTracksChanges); tracks.removeEventListener('addtrack', textTracksChanges); tracks.removeEventListener('removetrack', textTracksChanges); for (var i = 0; i < tracks.length; i++) { var track = tracks[i]; track.removeEventListener('cuechange', updateDisplay); } }); }; /** * Create and returns a remote {@link TextTrack} object. * * @param {string} kind * `TextTrack` kind (subtitles, captions, descriptions, chapters, or metadata) * * @param {string} [label] * Label to identify the text track * * @param {string} [language] * Two letter language abbreviation * * @return {TextTrack} * The TextTrack that gets created. */ Tech.prototype.addTextTrack = function addTextTrack(kind, label, language) { if (!kind) { throw new Error('TextTrack kind is required but was not provided'); } return createTrackHelper(this, kind, label, language); }; /** * Create an emulated TextTrack for use by addRemoteTextTrack * * This is intended to be overridden by classes that inherit from * Tech in order to create native or custom TextTracks. * * @param {Object} options * The object should contain the options to initialize the TextTrack with. * * @param {string} [options.kind] * `TextTrack` kind (subtitles, captions, descriptions, chapters, or metadata). * * @param {string} [options.label]. * Label to identify the text track * * @param {string} [options.language] * Two letter language abbreviation. * * @return {HTMLTrackElement} * The track element that gets created. */ Tech.prototype.createRemoteTextTrack = function createRemoteTextTrack(options) { var track = mergeOptions(options, { tech: this }); return new REMOTE.remoteTextEl.TrackClass(track); }; /** * Creates a remote text track object and returns an html track element. * * > Note: This can be an emulated {@link HTMLTrackElement} or a native one. * * @param {Object} options * See {@link Tech#createRemoteTextTrack} for more detailed properties. * * @param {boolean} [manualCleanup=true] * - When false: the TextTrack will be automatically removed from the video * element whenever the source changes * - When True: The TextTrack will have to be cleaned up manually * * @return {HTMLTrackElement} * An Html Track Element. * * @deprecated The default functionality for this function will be equivalent * to "manualCleanup=false" in the future. The manualCleanup parameter will * also be removed. */ Tech.prototype.addRemoteTextTrack = function addRemoteTextTrack() { var _this7 = this; var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; var manualCleanup = arguments[1]; var htmlTrackElement = this.createRemoteTextTrack(options); if (manualCleanup !== true && manualCleanup !== false) { // deprecation warning log$1.warn('Calling addRemoteTextTrack without explicitly setting the "manualCleanup" parameter to `true` is deprecated and default to `false` in future version of video.js'); manualCleanup = true; } // store HTMLTrackElement and TextTrack to remote list this.remoteTextTrackEls().addTrackElement_(htmlTrackElement); this.remoteTextTracks().addTrack(htmlTrackElement.track); if (manualCleanup !== true) { // create the TextTrackList if it doesn't exist this.ready(function () { return _this7.autoRemoteTextTracks_.addTrack(htmlTrackElement.track); }); } return htmlTrackElement; }; /** * Remove a remote text track from the remote `TextTrackList`. * * @param {TextTrack} track * `TextTrack` to remove from the `TextTrackList` */ Tech.prototype.removeRemoteTextTrack = function removeRemoteTextTrack(track) { var trackElement = this.remoteTextTrackEls().getTrackElementByTrack_(track); // remove HTMLTrackElement and TextTrack from remote list this.remoteTextTrackEls().removeTrackElement_(trackElement); this.remoteTextTracks().removeTrack(track); this.autoRemoteTextTracks_.removeTrack(track); }; /** * Gets available media playback quality metrics as specified by the W3C's Media * Playback Quality API. * * @see [Spec]{@link https://wicg.github.io/media-playback-quality} * * @return {Object} * An object with supported media playback quality metrics * * @abstract */ Tech.prototype.getVideoPlaybackQuality = function getVideoPlaybackQuality() { return {}; }; /** * A method to set a poster from a `Tech`. * * @abstract */ Tech.prototype.setPoster = function setPoster() {}; /** * A method to check for the presence of the 'playsinline' <video> attribute. * * @abstract */ Tech.prototype.playsinline = function playsinline() {}; /** * A method to set or unset the 'playsinline' <video> attribute. * * @abstract */ Tech.prototype.setPlaysinline = function setPlaysinline() {}; /** * Attempt to force override of native audio tracks. * * @param {Boolean} override - If set to true native audio will be overridden, * otherwise native audio will potentially be used. * * @abstract */ Tech.prototype.overrideNativeAudioTracks = function overrideNativeAudioTracks() {}; /** * Attempt to force override of native video tracks. * * @param {Boolean} override - If set to true native video will be overridden, * otherwise native video will potentially be used. * * @abstract */ Tech.prototype.overrideNativeVideoTracks = function overrideNativeVideoTracks() {}; /* * Check if the tech can support the given mime-type. * * The base tech does not support any type, but source handlers might * overwrite this. * * @param {string} type * The mimetype to check for support * * @return {string} * 'probably', 'maybe', or empty string * * @see [Spec]{@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement/canPlayType} * * @abstract */ Tech.prototype.canPlayType = function canPlayType() { return ''; }; /** * Check if the type is supported by this tech. * * The base tech does not support any type, but source handlers might * overwrite this. * * @param {string} type * The media type to check * @return {string} Returns the native video element's response */ Tech.canPlayType = function canPlayType() { return ''; }; /** * Check if the tech can support the given source * @param {Object} srcObj * The source object * @param {Object} options * The options passed to the tech * @return {string} 'probably', 'maybe', or '' (empty string) */ Tech.canPlaySource = function canPlaySource(srcObj, options) { return Tech.canPlayType(srcObj.type); }; /* * Return whether the argument is a Tech or not. * Can be passed either a Class like `Html5` or a instance like `player.tech_` * * @param {Object} component * The item to check * * @return {boolean} * Whether it is a tech or not * - True if it is a tech * - False if it is not */ Tech.isTech = function isTech(component) { return component.prototype instanceof Tech || component instanceof Tech || component === Tech; }; /** * Registers a `Tech` into a shared list for videojs. * * @param {string} name * Name of the `Tech` to register. * * @param {Object} tech * The `Tech` class to register. */ Tech.registerTech = function registerTech(name, tech) { if (!Tech.techs_) { Tech.techs_ = {}; } if (!Tech.isTech(tech)) { throw new Error('Tech ' + name + ' must be a Tech'); } if (!Tech.canPlayType) { throw new Error('Techs must have a static canPlayType method on them'); } if (!Tech.canPlaySource) { throw new Error('Techs must have a static canPlaySource method on them'); } name = toTitleCase(name); Tech.techs_[name] = tech; if (name !== 'Tech') { // camel case the techName for use in techOrder Tech.defaultTechOrder_.push(name); } return tech; }; /** * Get a `Tech` from the shared list by name. * * @param {string} name * `camelCase` or `TitleCase` name of the Tech to get * * @return {Tech|undefined} * The `Tech` or undefined if there was no tech with the name requested. */ Tech.getTech = function getTech(name) { if (!name) { return; } name = toTitleCase(name); if (Tech.techs_ && Tech.techs_[name]) { return Tech.techs_[name]; } if (window_1 && window_1.videojs && window_1.videojs[name]) { log$1.warn('The ' + name + ' tech was added to the videojs object when it should be registered using videojs.registerTech(name, tech)'); return window_1.videojs[name]; } }; return Tech; }(Component); /** * Get the {@link VideoTrackList} * * @returns {VideoTrackList} * @method Tech.prototype.videoTracks */ /** * Get the {@link AudioTrackList} * * @returns {AudioTrackList} * @method Tech.prototype.audioTracks */ /** * Get the {@link TextTrackList} * * @returns {TextTrackList} * @method Tech.prototype.textTracks */ /** * Get the remote element {@link TextTrackList} * * @returns {TextTrackList} * @method Tech.prototype.remoteTextTracks */ /** * Get the remote element {@link HtmlTrackElementList} * * @returns {HtmlTrackElementList} * @method Tech.prototype.remoteTextTrackEls */ ALL.names.forEach(function (name) { var props = ALL[name]; Tech.prototype[props.getterName] = function () { this[props.privateName] = this[props.privateName] || new props.ListClass(); return this[props.privateName]; }; }); /** * List of associated text tracks * * @type {TextTrackList} * @private * @property Tech#textTracks_ */ /** * List of associated audio tracks. * * @type {AudioTrackList} * @private * @property Tech#audioTracks_ */ /** * List of associated video tracks. * * @type {VideoTrackList} * @private * @property Tech#videoTracks_ */ /** * Boolean indicating whether the `Tech` supports volume control. * * @type {boolean} * @default */ Tech.prototype.featuresVolumeControl = true; /** * Boolean indicating whether the `Tech` supports muting volume. * * @type {bolean} * @default */ Tech.prototype.featuresMuteControl = true; /** * Boolean indicating whether the `Tech` supports fullscreen resize control. * Resizing plugins using request fullscreen reloads the plugin * * @type {boolean} * @default */ Tech.prototype.featuresFullscreenResize = false; /** * Boolean indicating whether the `Tech` supports changing the speed at which the video * plays. Examples: * - Set player to play 2x (twice) as fast * - Set player to play 0.5x (half) as fast * * @type {boolean} * @default */ Tech.prototype.featuresPlaybackRate = false; /** * Boolean indicating whether the `Tech` supports the `progress` event. This is currently * not triggered by video-js-swf. This will be used to determine if * {@link Tech#manualProgressOn} should be called. * * @type {boolean} * @default */ Tech.prototype.featuresProgressEvents = false; /** * Boolean indicating whether the `Tech` supports the `sourceset` event. * * A tech should set this to `true` and then use {@link Tech#triggerSourceset} * to trigger a {@link Tech#event:sourceset} at the earliest time after getting * a new source. * * @type {boolean} * @default */ Tech.prototype.featuresSourceset = false; /** * Boolean indicating whether the `Tech` supports the `timeupdate` event. This is currently * not triggered by video-js-swf. This will be used to determine if * {@link Tech#manualTimeUpdates} should be called. * * @type {boolean} * @default */ Tech.prototype.featuresTimeupdateEvents = false; /** * Boolean indicating whether the `Tech` supports the native `TextTrack`s. * This will help us integrate with native `TextTrack`s if the browser supports them. * * @type {boolean} * @default */ Tech.prototype.featuresNativeTextTracks = false; /** * A functional mixin for techs that want to use the Source Handler pattern. * 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) * Example: `Tech.withSourceHandlers.call(MyTech);` * * @param {Tech} _Tech * The tech to add source handler functions to. * * @mixes Tech~SourceHandlerAdditions */ Tech.withSourceHandlers = function (_Tech) { /** * Register a source handler * * @param {Function} handler * The source handler class * * @param {number} [index] * Register it at the following index */ _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); }; /** * Check if the tech can support the given type. Also checks the * Techs sourceHandlers. * * @param {string} type * The mimetype to check. * * @return {string} * 'probably', 'maybe', or '' (empty string) */ _Tech.canPlayType = function (type) { var handlers = _Tech.sourceHandlers || []; var can = void 0; for (var i = 0; i < handlers.length; i++) { can = handlers[i].canPlayType(type); if (can) { return can; } } return ''; }; /** * Returns the first source handler that supports the source. * * TODO: Answer question: should 'probably' be prioritized over 'maybe' * * @param {Tech~SourceObject} source * The source object * * @param {Object} options * The options passed to the tech * * @return {SourceHandler|null} * The first source handler that supports the source or null if * no SourceHandler supports the source */ _Tech.selectSourceHandler = function (source, options) { var handlers = _Tech.sourceHandlers || []; var can = void 0; for (var i = 0; i < handlers.length; i++) { can = handlers[i].canHandleSource(source, options); if (can) { return handlers[i]; } } return null; }; /** * Check if the tech can support the given source. * * @param {Tech~SourceObject} srcObj * The source object * * @param {Object} options * The options passed to the tech * * @return {string} * 'probably', 'maybe', or '' (empty string) */ _Tech.canPlaySource = function (srcObj, options) { var sh = _Tech.selectSourceHandler(srcObj, options); if (sh) { return sh.canHandleSource(srcObj, options); } return ''; }; /** * When using a source handler, prefer its implementation of * any function normally provided by the tech. */ var deferrable = ['seekable', 'seeking', 'duration']; /** * A wrapper around {@link Tech#seekable} that will call a `SourceHandler`s seekable * function if it exists, with a fallback to the Techs seekable function. * * @method _Tech.seekable */ /** * A wrapper around {@link Tech#duration} that will call a `SourceHandler`s duration * function if it exists, otherwise it will fallback to the techs duration function. * * @method _Tech.duration */ deferrable.forEach(function (fnName) { var originalFn = this[fnName]; if (typeof originalFn !== 'function') { return; } this[fnName] = function () { if (this.sourceHandler_ && this.sourceHandler_[fnName]) { return this.sourceHandler_[fnName].apply(this.sourceHandler_, arguments); } return originalFn.apply(this, arguments); }; }, _Tech.prototype); /** * 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 {Tech~SourceObject} source * A source object with src and type keys */ _Tech.prototype.setSource = function (source) { var sh = _Tech.selectSourceHandler(source, this.options_); if (!sh) { // Fall back to a native source hander when unsupported sources are // deliberately set if (_Tech.nativeSourceHandler) { sh = _Tech.nativeSourceHandler; } else { log$1.error('No source handler found for the current source.'); } } // Dispose any existing source handler this.disposeSourceHandler(); this.off('dispose', this.disposeSourceHandler); if (sh !== _Tech.nativeSourceHandler) { this.currentSource_ = source; } this.sourceHandler_ = sh.handleSource(source, this, this.options_); this.on('dispose', this.disposeSourceHandler); }; /** * Clean up any existing SourceHandlers and listeners when the Tech is disposed. * * @listens Tech#dispose */ _Tech.prototype.disposeSourceHandler = function () { // if we have a source and get another one // then we are loading something new // than clear all of our current tracks if (this.currentSource_) { this.clearTracks(['audio', 'video']); this.currentSource_ = null; } // always clean up auto-text tracks this.cleanupAutoTextTracks(); if (this.sourceHandler_) { if (this.sourceHandler_.dispose) { this.sourceHandler_.dispose(); } this.sourceHandler_ = null; } }; }; // The base Tech class needs to be registered as a Component. It is the only // Tech that can be registered as a Component. Component.registerComponent('Tech', Tech); Tech.registerTech('Tech', Tech); /** * A list of techs that should be added to techOrder on Players * * @private */ Tech.defaultTechOrder_ = []; var middlewares = {}; var middlewareInstances = {}; var TERMINATOR = {}; function use(type, middleware) { middlewares[type] = middlewares[type] || []; middlewares[type].push(middleware); } function setSource(player, src, next) { player.setTimeout(function () { return setSourceHelper(src, middlewares[src.type], next, player); }, 1); } function setTech(middleware, tech) { middleware.forEach(function (mw) { return mw.setTech && mw.setTech(tech); }); } /** * Calls a getter on the tech first, through each middleware * from right to left to the player. */ function get$1(middleware, tech, method) { return middleware.reduceRight(middlewareIterator(method), tech[method]()); } /** * Takes the argument given to the player and calls the setter method on each * middleware from left to right to the tech. */ function set$1(middleware, tech, method, arg) { return tech[method](middleware.reduce(middlewareIterator(method), arg)); } /** * Takes the argument given to the player and calls the `call` version of the method * on each middleware from left to right. * Then, call the passed in method on the tech and return the result unchanged * back to the player, through middleware, this time from right to left. */ function mediate(middleware, tech, method) { var arg = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : null; var callMethod = 'call' + toTitleCase(method); var middlewareValue = middleware.reduce(middlewareIterator(callMethod), arg); var terminated = middlewareValue === TERMINATOR; var returnValue = terminated ? null : tech[method](middlewareValue); executeRight(middleware, method, returnValue, terminated); return returnValue; } var allowedGetters = { buffered: 1, currentTime: 1, duration: 1, seekable: 1, played: 1, paused: 1 }; var allowedSetters = { setCurrentTime: 1 }; var allowedMediators = { play: 1, pause: 1 }; function middlewareIterator(method) { return function (value, mw) { // if the previous middleware terminated, pass along the termination if (value === TERMINATOR) { return TERMINATOR; } if (mw[method]) { return mw[method](value); } return value; }; } function executeRight(mws, method, value, terminated) { for (var i = mws.length - 1; i >= 0; i--) { var mw = mws[i]; if (mw[method]) { mw[method](terminated, value); } } } function clearCacheForPlayer(player) { middlewareInstances[player.id()] = null; } /** * { * [playerId]: [[mwFactory, mwInstance], ...] * } */ function getOrCreateFactory(player, mwFactory) { var mws = middlewareInstances[player.id()]; var mw = null; if (mws === undefined || mws === null) { mw = mwFactory(player); middlewareInstances[player.id()] = [[mwFactory, mw]]; return mw; } for (var i = 0; i < mws.length; i++) { var _mws$i = mws[i], mwf = _mws$i[0], mwi = _mws$i[1]; if (mwf !== mwFactory) { continue; } mw = mwi; } if (mw === null) { mw = mwFactory(player); mws.push([mwFactory, mw]); } return mw; } function setSourceHelper() { var src = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; var middleware = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : []; var next = arguments[2]; var player = arguments[3]; var acc = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : []; var lastRun = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : false; var mwFactory = middleware[0], mwrest = middleware.slice(1); // if mwFactory is a string, then we're at a fork in the road if (typeof mwFactory === 'string') { setSourceHelper(src, middlewares[mwFactory], next, player, acc, lastRun); // if we have an mwFactory, call it with the player to get the mw, // then call the mw's setSource method } else if (mwFactory) { var mw = getOrCreateFactory(player, mwFactory); // if setSource isn't present, implicitly select this middleware if (!mw.setSource) { acc.push(mw); return setSourceHelper(src, mwrest, next, player, acc, lastRun); } mw.setSource(assign({}, src), function (err, _src) { // something happened, try the next middleware on the current level // make sure to use the old src if (err) { return setSourceHelper(src, mwrest, next, player, acc, lastRun); } // we've succeeded, now we need to go deeper acc.push(mw); // if it's the same type, continue down the current chain // otherwise, we want to go down the new chain setSourceHelper(_src, src.type === _src.type ? mwrest : middlewares[_src.type], next, player, acc, lastRun); }); } else if (mwrest.length) { setSourceHelper(src, mwrest, next, player, acc, lastRun); } else if (lastRun) { next(src, acc); } else { setSourceHelper(src, middlewares['*'], next, player, acc, true); } } /** * Mimetypes * * @see http://hul.harvard.edu/ois/////systems/wax/wax-public-help/mimetypes.htm * @typedef Mimetypes~Kind * @enum */ var MimetypesKind = { opus: 'video/ogg', ogv: 'video/ogg', mp4: 'video/mp4', mov: 'video/mp4', m4v: 'video/mp4', mkv: 'video/x-matroska', mp3: 'audio/mpeg', aac: 'audio/aac', oga: 'audio/ogg', m3u8: 'application/x-mpegURL' }; /** * Get the mimetype of a given src url if possible * * @param {string} src * The url to the src * * @return {string} * return the mimetype if it was known or empty string otherwise */ var getMimetype = function getMimetype() { var src = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ''; var ext = getFileExtension(src); var mimetype = MimetypesKind[ext.toLowerCase()]; return mimetype || ''; }; /** * Find the mime type of a given source string if possible. Uses the player * source cache. * * @param {Player} player * The player object * * @param {string} src * The source string * * @return {string} * The type that was found */ var findMimetype = function findMimetype(player, src) { if (!src) { return ''; } // 1. check for the type in the `source` cache if (player.cache_.source.src === src && player.cache_.source.type) { return player.cache_.source.type; } // 2. see if we have this source in our `currentSources` cache var matchingSources = player.cache_.sources.filter(function (s) { return s.src === src; }); if (matchingSources.length) { return matchingSources[0].type; } // 3. look for the src url in source elements and use the type there var sources = player.$$('source'); for (var i = 0; i < sources.length; i++) { var s = sources[i]; if (s.type && s.src && s.src === src) { return s.type; } } // 4. finally fallback to our list of mime types based on src url extension return getMimetype(src); }; /** * @module filter-source */ /** * Filter out single bad source objects or multiple source objects in an * array. Also flattens nested source object arrays into a 1 dimensional * array of source objects. * * @param {Tech~SourceObject|Tech~SourceObject[]} src * The src object to filter * * @return {Tech~SourceObject[]} * An array of sourceobjects containing only valid sources * * @private */ var filterSource = function filterSource(src) { // traverse array if (Array.isArray(src)) { var newsrc = []; src.forEach(function (srcobj) { srcobj = filterSource(srcobj); if (Array.isArray(srcobj)) { newsrc = newsrc.concat(srcobj); } else if (isObject(srcobj)) { newsrc.push(srcobj); } }); src = newsrc; } else if (typeof src === 'string' && src.trim()) { // convert string into object src = [fixSource({ src: src })]; } else if (isObject(src) && typeof src.src === 'string' && src.src && src.src.trim()) { // src is already valid src = [fixSource(src)]; } else { // invalid source, turn it into an empty array src = []; } return src; }; /** * Checks src mimetype, adding it when possible * * @param {Tech~SourceObject} src * The src object to check * @return {Tech~SourceObject} * src Object with known type */ function fixSource(src) { var mimetype = getMimetype(src.src); if (!src.type && mimetype) { src.type = mimetype; } return src; } /** * @file loader.js */ /** * The `MediaLoader` is the `Component` that decides which playback technology to load * when a player is initialized. * * @extends Component */ var MediaLoader = function (_Component) { inherits(MediaLoader, _Component); /** * Create an instance of this class. * * @param {Player} player * The `Player` that this class should attach to. * * @param {Object} [options] * The key/value store of player options. * * @param {Component~ReadyCallback} [ready] * The function that is run when this component is ready. */ function MediaLoader(player, options, ready) { classCallCheck(this, MediaLoader); // MediaLoader has no element var options_ = mergeOptions({ createEl: false }, options); // If there are no sources when the player is initialized, // load the first supported playback technology. var _this = possibleConstructorReturn(this, _Component.call(this, player, options_, ready)); if (!options.playerOptions.sources || options.playerOptions.sources.length === 0) { for (var i = 0, j = options.playerOptions.techOrder; i < j.length; i++) { var techName = toTitleCase(j[i]); var tech = Tech.getTech(techName); // Support old behavior of techs being registered as components. // Remove once that deprecated behavior is removed. if (!techName) { tech = Component.getComponent(techName); } // Check if the browser supports this technology if (tech && tech.isSupported()) { player.loadTech_(techName); break; } } } else { // Loop through playback technologies (HTML5, Flash) and check for support. // Then load the best source. // A few assumptions here: // All playback technologies respect preload false. player.src(options.playerOptions.sources); } return _this; } return MediaLoader; }(Component); Component.registerComponent('MediaLoader', MediaLoader); /** * @file clickable-component.js */ /** * Clickable Component which is clickable or keyboard actionable, * but is not a native HTML button. * * @extends Component */ var ClickableComponent = function (_Component) { inherits(ClickableComponent, _Component); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function ClickableComponent(player, options) { classCallCheck(this, ClickableComponent); var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.emitTapEvents(); _this.enable(); return _this; } /** * Create the `Component`s DOM element. * * @param {string} [tag=div] * The element's node type. * * @param {Object} [props={}] * An object of properties that should be set on the element. * * @param {Object} [attributes={}] * An object of attributes that should be set on the element. * * @return {Element} * The element that gets created. */ ClickableComponent.prototype.createEl = function createEl$$1() { var tag = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'div'; var props = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; var attributes = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {}; props = assign({ innerHTML: '<span aria-hidden="true" class="vjs-icon-placeholder"></span>', className: this.buildCSSClass(), tabIndex: 0 }, props); if (tag === 'button') { log$1.error('Creating a ClickableComponent with an HTML element of ' + tag + ' is not supported; use a Button instead.'); } // Add ARIA attributes for clickable element which is not a native HTML button attributes = assign({ role: 'button' }, attributes); this.tabIndex_ = props.tabIndex; var el = _Component.prototype.createEl.call(this, tag, props, attributes); this.createControlTextEl(el); return el; }; ClickableComponent.prototype.dispose = function dispose() { // remove controlTextEl_ on dispose this.controlTextEl_ = null; _Component.prototype.dispose.call(this); }; /** * Create a control text element on this `Component` * * @param {Element} [el] * Parent element for the control text. * * @return {Element} * The control text element that gets created. */ ClickableComponent.prototype.createControlTextEl = function createControlTextEl(el) { this.controlTextEl_ = createEl('span', { className: 'vjs-control-text' }, { // let the screen reader user know that the text of the element may change 'aria-live': 'polite' }); if (el) { el.appendChild(this.controlTextEl_); } this.controlText(this.controlText_, el); return this.controlTextEl_; }; /** * Get or set the localize text to use for the controls on the `Component`. * * @param {string} [text] * Control text for element. * * @param {Element} [el=this.el()] * Element to set the title on. * * @return {string} * - The control text when getting */ ClickableComponent.prototype.controlText = function controlText(text) { var el = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this.el(); if (text === undefined) { return this.controlText_ || 'Need Text'; } var localizedText = this.localize(text); this.controlText_ = text; textContent(this.controlTextEl_, localizedText); if (!this.nonIconControl) { // Set title attribute if only an icon is shown el.setAttribute('title', localizedText); } }; /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ ClickableComponent.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-control vjs-button ' + _Component.prototype.buildCSSClass.call(this); }; /** * Enable this `Component`s element. */ ClickableComponent.prototype.enable = function enable() { if (!this.enabled_) { this.enabled_ = true; this.removeClass('vjs-disabled'); this.el_.setAttribute('aria-disabled', 'false'); if (typeof this.tabIndex_ !== 'undefined') { this.el_.setAttribute('tabIndex', this.tabIndex_); } this.on(['tap', 'click'], this.handleClick); this.on('focus', this.handleFocus); this.on('blur', this.handleBlur); } }; /** * Disable this `Component`s element. */ ClickableComponent.prototype.disable = function disable() { this.enabled_ = false; this.addClass('vjs-disabled'); this.el_.setAttribute('aria-disabled', 'true'); if (typeof this.tabIndex_ !== 'undefined') { this.el_.removeAttribute('tabIndex'); } this.off(['tap', 'click'], this.handleClick); this.off('focus', this.handleFocus); this.off('blur', this.handleBlur); }; /** * This gets called when a `ClickableComponent` gets: * - Clicked (via the `click` event, listening starts in the constructor) * - Tapped (via the `tap` event, listening starts in the constructor) * - The following things happen in order: * 1. {@link ClickableComponent#handleFocus} is called via a `focus` event on the * `ClickableComponent`. * 2. {@link ClickableComponent#handleFocus} adds a listener for `keydown` on using * {@link ClickableComponent#handleKeyPress}. * 3. `ClickableComponent` has not had a `blur` event (`blur` means that focus was lost). The user presses * the space or enter key. * 4. {@link ClickableComponent#handleKeyPress} calls this function with the `keydown` * event as a parameter. * * @param {EventTarget~Event} event * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click * @abstract */ ClickableComponent.prototype.handleClick = function handleClick(event) {}; /** * This gets called when a `ClickableComponent` gains focus via a `focus` event. * Turns on listening for `keydown` events. When they happen it * calls `this.handleKeyPress`. * * @param {EventTarget~Event} event * The `focus` event that caused this function to be called. * * @listens focus */ ClickableComponent.prototype.handleFocus = function handleFocus(event) { on(document_1, 'keydown', bind(this, this.handleKeyPress)); }; /** * Called when this ClickableComponent has focus and a key gets pressed down. By * default it will call `this.handleClick` when the key is space or enter. * * @param {EventTarget~Event} event * The `keydown` event that caused this function to be called. * * @listens keydown */ ClickableComponent.prototype.handleKeyPress = function handleKeyPress(event) { // Support Space (32) or Enter (13) key operation to fire a click event if (event.which === 32 || event.which === 13) { event.preventDefault(); this.trigger('click'); } else if (_Component.prototype.handleKeyPress) { // Pass keypress handling up for unsupported keys _Component.prototype.handleKeyPress.call(this, event); } }; /** * Called when a `ClickableComponent` loses focus. Turns off the listener for * `keydown` events. Which Stops `this.handleKeyPress` from getting called. * * @param {EventTarget~Event} event * The `blur` event that caused this function to be called. * * @listens blur */ ClickableComponent.prototype.handleBlur = function handleBlur(event) { off(document_1, 'keydown', bind(this, this.handleKeyPress)); }; return ClickableComponent; }(Component); Component.registerComponent('ClickableComponent', ClickableComponent); /** * @file poster-image.js */ /** * A `ClickableComponent` that handles showing the poster image for the player. * * @extends ClickableComponent */ var PosterImage = function (_ClickableComponent) { inherits(PosterImage, _ClickableComponent); /** * Create an instance of this class. * * @param {Player} player * The `Player` that this class should attach to. * * @param {Object} [options] * The key/value store of player options. */ function PosterImage(player, options) { classCallCheck(this, PosterImage); var _this = possibleConstructorReturn(this, _ClickableComponent.call(this, player, options)); _this.update(); player.on('posterchange', bind(_this, _this.update)); return _this; } /** * Clean up and dispose of the `PosterImage`. */ PosterImage.prototype.dispose = function dispose() { this.player().off('posterchange', this.update); _ClickableComponent.prototype.dispose.call(this); }; /** * Create the `PosterImage`s DOM element. * * @return {Element} * The element that gets created. */ PosterImage.prototype.createEl = function createEl$$1() { var el = createEl('div', { className: 'vjs-poster', // Don't want poster to be tabbable. tabIndex: -1 }); return el; }; /** * An {@link EventTarget~EventListener} for {@link Player#posterchange} events. * * @listens Player#posterchange * * @param {EventTarget~Event} [event] * The `Player#posterchange` event that triggered this function. */ PosterImage.prototype.update = function update(event) { var url = this.player().poster(); this.setSrc(url); // If there's no poster source we should display:none on this component // so it's not still clickable or right-clickable if (url) { this.show(); } else { this.hide(); } }; /** * Set the source of the `PosterImage` depending on the display method. * * @param {string} url * The URL to the source for the `PosterImage`. */ PosterImage.prototype.setSrc = function setSrc(url) { var backgroundImage = ''; // Any falsy value should stay as an empty string, otherwise // this will throw an extra error if (url) { backgroundImage = 'url("' + url + '")'; } this.el_.style.backgroundImage = backgroundImage; }; /** * An {@link EventTarget~EventListener} for clicks on the `PosterImage`. See * {@link ClickableComponent#handleClick} for instances where this will be triggered. * * @listens tap * @listens click * @listens keydown * * @param {EventTarget~Event} event + The `click`, `tap` or `keydown` event that caused this function to be called. */ PosterImage.prototype.handleClick = function handleClick(event) { // We don't want a click to trigger playback when controls are disabled if (!this.player_.controls()) { return; } if (this.player_.paused()) { silencePromise(this.player_.play()); } else { this.player_.pause(); } }; return PosterImage; }(ClickableComponent); Component.registerComponent('PosterImage', PosterImage); /** * @file text-track-display.js */ var darkGray = '#222'; var lightGray = '#ccc'; var fontMap = { monospace: 'monospace', sansSerif: 'sans-serif', serif: 'serif', monospaceSansSerif: '"Andale Mono", "Lucida Console", monospace', monospaceSerif: '"Courier New", monospace', proportionalSansSerif: 'sans-serif', proportionalSerif: 'serif', casual: '"Comic Sans MS", Impact, fantasy', script: '"Monotype Corsiva", cursive', smallcaps: '"Andale Mono", "Lucida Console", monospace, sans-serif' }; /** * Construct an rgba color from a given hex color code. * * @param {number} color * Hex number for color, like #f0e or #f604e2. * * @param {number} opacity * Value for opacity, 0.0 - 1.0. * * @return {string} * The rgba color that was created, like 'rgba(255, 0, 0, 0.3)'. */ function constructColor(color, opacity) { var hex = void 0; if (color.length === 4) { // color looks like "#f0e" hex = color[1] + color[1] + color[2] + color[2] + color[3] + color[3]; } else if (color.length === 7) { // color looks like "#f604e2" hex = color.slice(1); } else { throw new Error('Invalid color code provided, ' + color + '; must be formatted as e.g. #f0e or #f604e2.'); } return 'rgba(' + parseInt(hex.slice(0, 2), 16) + ',' + parseInt(hex.slice(2, 4), 16) + ',' + parseInt(hex.slice(4, 6), 16) + ',' + opacity + ')'; } /** * Try to update the style of a DOM element. Some style changes will throw an error, * particularly in IE8. Those should be noops. * * @param {Element} el * The DOM element to be styled. * * @param {string} style * The CSS property on the element that should be styled. * * @param {string} rule * The style rule that should be applied to the property. * * @private */ function tryUpdateStyle(el, style, rule) { try { el.style[style] = rule; } catch (e) { // Satisfies linter. return; } } /** * The component for displaying text track cues. * * @extends Component */ var TextTrackDisplay = function (_Component) { inherits(TextTrackDisplay, _Component); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. * * @param {Component~ReadyCallback} [ready] * The function to call when `TextTrackDisplay` is ready. */ function TextTrackDisplay(player, options, ready) { classCallCheck(this, TextTrackDisplay); var _this = possibleConstructorReturn(this, _Component.call(this, player, options, ready)); var updateDisplayHandler = bind(_this, _this.updateDisplay); player.on('loadstart', bind(_this, _this.toggleDisplay)); player.on('texttrackchange', updateDisplayHandler); player.on('loadstart', bind(_this, _this.preselectTrack)); // This used to be called during player init, but was causing an error // if a track should show by default and the display hadn't loaded yet. // Should probably be moved to an external track loader when we support // tracks that don't need a display. player.ready(bind(_this, function () { if (player.tech_ && player.tech_.featuresNativeTextTracks) { this.hide(); return; } player.on('fullscreenchange', updateDisplayHandler); player.on('playerresize', updateDisplayHandler); window_1.addEventListener('orientationchange', updateDisplayHandler); player.on('dispose', function () { return window_1.removeEventListener('orientationchange', updateDisplayHandler); }); var tracks = this.options_.playerOptions.tracks || []; for (var i = 0; i < tracks.length; i++) { this.player_.addRemoteTextTrack(tracks[i], true); } this.preselectTrack(); })); return _this; } /** * Preselect a track following this precedence: * - matches the previously selected {@link TextTrack}'s language and kind * - matches the previously selected {@link TextTrack}'s language only * - is the first default captions track * - is the first default descriptions track * * @listens Player#loadstart */ TextTrackDisplay.prototype.preselectTrack = function preselectTrack() { var modes = { captions: 1, subtitles: 1 }; var trackList = this.player_.textTracks(); var userPref = this.player_.cache_.selectedLanguage; var firstDesc = void 0; var firstCaptions = void 0; var preferredTrack = void 0; for (var i = 0; i < trackList.length; i++) { var track = trackList[i]; if (userPref && userPref.enabled && userPref.language === track.language) { // Always choose the track that matches both language and kind if (track.kind === userPref.kind) { preferredTrack = track; // or choose the first track that matches language } else if (!preferredTrack) { preferredTrack = track; } // clear everything if offTextTrackMenuItem was clicked } else if (userPref && !userPref.enabled) { preferredTrack = null; firstDesc = null; firstCaptions = null; } else if (track.default) { if (track.kind === 'descriptions' && !firstDesc) { firstDesc = track; } else if (track.kind in modes && !firstCaptions) { firstCaptions = track; } } } // The preferredTrack matches the user preference and takes // precedence over all the other tracks. // So, display the preferredTrack before the first default track // and the subtitles/captions track before the descriptions track if (preferredTrack) { preferredTrack.mode = 'showing'; } else if (firstCaptions) { firstCaptions.mode = 'showing'; } else if (firstDesc) { firstDesc.mode = 'showing'; } }; /** * Turn display of {@link TextTrack}'s from the current state into the other state. * There are only two states: * - 'shown' * - 'hidden' * * @listens Player#loadstart */ TextTrackDisplay.prototype.toggleDisplay = function toggleDisplay() { if (this.player_.tech_ && this.player_.tech_.featuresNativeTextTracks) { this.hide(); } else { this.show(); } }; /** * Create the {@link Component}'s DOM element. * * @return {Element} * The element that was created. */ TextTrackDisplay.prototype.createEl = function createEl() { return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-text-track-display' }, { 'aria-live': 'off', 'aria-atomic': 'true' }); }; /** * Clear all displayed {@link TextTrack}s. */ TextTrackDisplay.prototype.clearDisplay = function clearDisplay() { if (typeof window_1.WebVTT === 'function') { window_1.WebVTT.processCues(window_1, [], this.el_); } }; /** * Update the displayed TextTrack when a either a {@link Player#texttrackchange} or * a {@link Player#fullscreenchange} is fired. * * @listens Player#texttrackchange * @listens Player#fullscreenchange */ TextTrackDisplay.prototype.updateDisplay = function updateDisplay() { var tracks = this.player_.textTracks(); this.clearDisplay(); // Track display prioritization model: if multiple tracks are 'showing', // display the first 'subtitles' or 'captions' track which is 'showing', // otherwise display the first 'descriptions' track which is 'showing' var descriptionsTrack = null; var captionsSubtitlesTrack = null; var i = tracks.length; while (i--) { var track = tracks[i]; if (track.mode === 'showing') { if (track.kind === 'descriptions') { descriptionsTrack = track; } else { captionsSubtitlesTrack = track; } } } if (captionsSubtitlesTrack) { if (this.getAttribute('aria-live') !== 'off') { this.setAttribute('aria-live', 'off'); } this.updateForTrack(captionsSubtitlesTrack); } else if (descriptionsTrack) { if (this.getAttribute('aria-live') !== 'assertive') { this.setAttribute('aria-live', 'assertive'); } this.updateForTrack(descriptionsTrack); } }; /** * Add an {@link TextTrack} to to the {@link Tech}s {@link TextTrackList}. * * @param {TextTrack} track * Text track object to be added to the list. */ TextTrackDisplay.prototype.updateForTrack = function updateForTrack(track) { if (typeof window_1.WebVTT !== 'function' || !track.activeCues) { return; } var cues = []; for (var _i = 0; _i < track.activeCues.length; _i++) { cues.push(track.activeCues[_i]); } window_1.WebVTT.processCues(window_1, cues, this.el_); if (!this.player_.textTrackSettings) { return; } var overrides = this.player_.textTrackSettings.getValues(); var i = cues.length; while (i--) { var cue = cues[i]; if (!cue) { continue; } var cueDiv = cue.displayState; if (overrides.color) { cueDiv.firstChild.style.color = overrides.color; } if (overrides.textOpacity) { tryUpdateStyle(cueDiv.firstChild, 'color', constructColor(overrides.color || '#fff', overrides.textOpacity)); } if (overrides.backgroundColor) { cueDiv.firstChild.style.backgroundColor = overrides.backgroundColor; } if (overrides.backgroundOpacity) { tryUpdateStyle(cueDiv.firstChild, 'backgroundColor', constructColor(overrides.backgroundColor || '#000', overrides.backgroundOpacity)); } if (overrides.windowColor) { if (overrides.windowOpacity) { tryUpdateStyle(cueDiv, 'backgroundColor', constructColor(overrides.windowColor, overrides.windowOpacity)); } else { cueDiv.style.backgroundColor = overrides.windowColor; } } if (overrides.edgeStyle) { if (overrides.edgeStyle === 'dropshadow') { cueDiv.firstChild.style.textShadow = '2px 2px 3px ' + darkGray + ', 2px 2px 4px ' + darkGray + ', 2px 2px 5px ' + darkGray; } else if (overrides.edgeStyle === 'raised') { cueDiv.firstChild.style.textShadow = '1px 1px ' + darkGray + ', 2px 2px ' + darkGray + ', 3px 3px ' + darkGray; } else if (overrides.edgeStyle === 'depressed') { cueDiv.firstChild.style.textShadow = '1px 1px ' + lightGray + ', 0 1px ' + lightGray + ', -1px -1px ' + darkGray + ', 0 -1px ' + darkGray; } else if (overrides.edgeStyle === 'uniform') { cueDiv.firstChild.style.textShadow = '0 0 4px ' + darkGray + ', 0 0 4px ' + darkGray + ', 0 0 4px ' + darkGray + ', 0 0 4px ' + darkGray; } } if (overrides.fontPercent && overrides.fontPercent !== 1) { var fontSize = window_1.parseFloat(cueDiv.style.fontSize); cueDiv.style.fontSize = fontSize * overrides.fontPercent + 'px'; cueDiv.style.height = 'auto'; cueDiv.style.top = 'auto'; cueDiv.style.bottom = '2px'; } if (overrides.fontFamily && overrides.fontFamily !== 'default') { if (overrides.fontFamily === 'small-caps') { cueDiv.firstChild.style.fontVariant = 'small-caps'; } else { cueDiv.firstChild.style.fontFamily = fontMap[overrides.fontFamily]; } } } }; return TextTrackDisplay; }(Component); Component.registerComponent('TextTrackDisplay', TextTrackDisplay); /** * @file loading-spinner.js */ /** * A loading spinner for use during waiting/loading events. * * @extends Component */ var LoadingSpinner = function (_Component) { inherits(LoadingSpinner, _Component); function LoadingSpinner() { classCallCheck(this, LoadingSpinner); return possibleConstructorReturn(this, _Component.apply(this, arguments)); } /** * Create the `LoadingSpinner`s DOM element. * * @return {Element} * The dom element that gets created. */ LoadingSpinner.prototype.createEl = function createEl$$1() { var isAudio = this.player_.isAudio(); var playerType = this.localize(isAudio ? 'Audio Player' : 'Video Player'); var controlText = createEl('span', { className: 'vjs-control-text', innerHTML: this.localize('{1} is loading.', [playerType]) }); var el = _Component.prototype.createEl.call(this, 'div', { className: 'vjs-loading-spinner', dir: 'ltr' }); el.appendChild(controlText); return el; }; return LoadingSpinner; }(Component); Component.registerComponent('LoadingSpinner', LoadingSpinner); /** * @file button.js */ /** * Base class for all buttons. * * @extends ClickableComponent */ var Button = function (_ClickableComponent) { inherits(Button, _ClickableComponent); function Button() { classCallCheck(this, Button); return possibleConstructorReturn(this, _ClickableComponent.apply(this, arguments)); } /** * Create the `Button`s DOM element. * * @param {string} [tag="button"] * The element's node type. This argument is IGNORED: no matter what * is passed, it will always create a `button` element. * * @param {Object} [props={}] * An object of properties that should be set on the element. * * @param {Object} [attributes={}] * An object of attributes that should be set on the element. * * @return {Element} * The element that gets created. */ Button.prototype.createEl = function createEl(tag) { var props = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; var attributes = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {}; tag = 'button'; props = assign({ innerHTML: '<span aria-hidden="true" class="vjs-icon-placeholder"></span>', className: this.buildCSSClass() }, props); // Add attributes for button element attributes = assign({ // Necessary since the default button type is "submit" type: 'button' }, attributes); var el = Component.prototype.createEl.call(this, tag, props, attributes); this.createControlTextEl(el); return el; }; /** * Add a child `Component` inside of this `Button`. * * @param {string|Component} child * The name or instance of a child to add. * * @param {Object} [options={}] * The key/value store of options that will get passed to children of * the child. * * @return {Component} * The `Component` that gets added as a child. When using a string the * `Component` will get created by this process. * * @deprecated since version 5 */ Button.prototype.addChild = function addChild(child) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; var className = this.constructor.name; log$1.warn('Adding an actionable (user controllable) child to a Button (' + className + ') is not supported; use a ClickableComponent instead.'); // Avoid the error message generated by ClickableComponent's addChild method return Component.prototype.addChild.call(this, child, options); }; /** * Enable the `Button` element so that it can be activated or clicked. Use this with * {@link Button#disable}. */ Button.prototype.enable = function enable() { _ClickableComponent.prototype.enable.call(this); this.el_.removeAttribute('disabled'); }; /** * Disable the `Button` element so that it cannot be activated or clicked. Use this with * {@link Button#enable}. */ Button.prototype.disable = function disable() { _ClickableComponent.prototype.disable.call(this); this.el_.setAttribute('disabled', 'disabled'); }; /** * This gets called when a `Button` has focus and `keydown` is triggered via a key * press. * * @param {EventTarget~Event} event * The event that caused this function to get called. * * @listens keydown */ Button.prototype.handleKeyPress = function handleKeyPress(event) { // Ignore Space (32) or Enter (13) key operation, which is handled by the browser for a button. if (event.which === 32 || event.which === 13) { return; } // Pass keypress handling up for unsupported keys _ClickableComponent.prototype.handleKeyPress.call(this, event); }; return Button; }(ClickableComponent); Component.registerComponent('Button', Button); /** * @file big-play-button.js */ /** * The initial play button that shows before the video has played. The hiding of the * `BigPlayButton` get done via CSS and `Player` states. * * @extends Button */ var BigPlayButton = function (_Button) { inherits(BigPlayButton, _Button); function BigPlayButton(player, options) { classCallCheck(this, BigPlayButton); var _this = possibleConstructorReturn(this, _Button.call(this, player, options)); _this.mouseused_ = false; _this.on('mousedown', _this.handleMouseDown); return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. Always returns 'vjs-big-play-button'. */ BigPlayButton.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-big-play-button'; }; /** * This gets called when a `BigPlayButton` "clicked". See {@link ClickableComponent} * for more detailed information on what a click can be. * * @param {EventTarget~Event} event * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ BigPlayButton.prototype.handleClick = function handleClick(event) { var playPromise = this.player_.play(); // exit early if clicked via the mouse if (this.mouseused_ && event.clientX && event.clientY) { silencePromise(playPromise); return; } var cb = this.player_.getChild('controlBar'); var playToggle = cb && cb.getChild('playToggle'); if (!playToggle) { this.player_.focus(); return; } var playFocus = function playFocus() { return playToggle.focus(); }; if (isPromise(playPromise)) { playPromise.then(playFocus, function () {}); } else { this.setTimeout(playFocus, 1); } }; BigPlayButton.prototype.handleKeyPress = function handleKeyPress(event) { this.mouseused_ = false; _Button.prototype.handleKeyPress.call(this, event); }; BigPlayButton.prototype.handleMouseDown = function handleMouseDown(event) { this.mouseused_ = true; }; return BigPlayButton; }(Button); /** * The text that should display over the `BigPlayButton`s controls. Added to for localization. * * @type {string} * @private */ BigPlayButton.prototype.controlText_ = 'Play Video'; Component.registerComponent('BigPlayButton', BigPlayButton); /** * @file close-button.js */ /** * The `CloseButton` is a `{@link Button}` that fires a `close` event when * it gets clicked. * * @extends Button */ var CloseButton = function (_Button) { inherits(CloseButton, _Button); /** * Creates an instance of the this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function CloseButton(player, options) { classCallCheck(this, CloseButton); var _this = possibleConstructorReturn(this, _Button.call(this, player, options)); _this.controlText(options && options.controlText || _this.localize('Close')); return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ CloseButton.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-close-button ' + _Button.prototype.buildCSSClass.call(this); }; /** * This gets called when a `CloseButton` gets clicked. See * {@link ClickableComponent#handleClick} for more information on when this will be * triggered * * @param {EventTarget~Event} event * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click * @fires CloseButton#close */ CloseButton.prototype.handleClick = function handleClick(event) { /** * Triggered when the a `CloseButton` is clicked. * * @event CloseButton#close * @type {EventTarget~Event} * * @property {boolean} [bubbles=false] * set to false so that the close event does not * bubble up to parents if there is no listener */ this.trigger({ type: 'close', bubbles: false }); }; return CloseButton; }(Button); Component.registerComponent('CloseButton', CloseButton); /** * @file play-toggle.js */ /** * Button to toggle between play and pause. * * @extends Button */ var PlayToggle = function (_Button) { inherits(PlayToggle, _Button); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function PlayToggle(player, options) { classCallCheck(this, PlayToggle); var _this = possibleConstructorReturn(this, _Button.call(this, player, options)); _this.on(player, 'play', _this.handlePlay); _this.on(player, 'pause', _this.handlePause); _this.on(player, 'ended', _this.handleEnded); return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ PlayToggle.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-play-control ' + _Button.prototype.buildCSSClass.call(this); }; /** * This gets called when an `PlayToggle` is "clicked". See * {@link ClickableComponent} for more detailed information on what a click can be. * * @param {EventTarget~Event} [event] * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ PlayToggle.prototype.handleClick = function handleClick(event) { if (this.player_.paused()) { this.player_.play(); } else { this.player_.pause(); } }; /** * This gets called once after the video has ended and the user seeks so that * we can change the replay button back to a play button. * * @param {EventTarget~Event} [event] * The event that caused this function to run. * * @listens Player#seeked */ PlayToggle.prototype.handleSeeked = function handleSeeked(event) { this.removeClass('vjs-ended'); if (this.player_.paused()) { this.handlePause(event); } else { this.handlePlay(event); } }; /** * Add the vjs-playing class to the element so it can change appearance. * * @param {EventTarget~Event} [event] * The event that caused this function to run. * * @listens Player#play */ PlayToggle.prototype.handlePlay = function handlePlay(event) { this.removeClass('vjs-ended'); this.removeClass('vjs-paused'); this.addClass('vjs-playing'); // change the button text to "Pause" this.controlText('Pause'); }; /** * Add the vjs-paused class to the element so it can change appearance. * * @param {EventTarget~Event} [event] * The event that caused this function to run. * * @listens Player#pause */ PlayToggle.prototype.handlePause = function handlePause(event) { this.removeClass('vjs-playing'); this.addClass('vjs-paused'); // change the button text to "Play" this.controlText('Play'); }; /** * Add the vjs-ended class to the element so it can change appearance * * @param {EventTarget~Event} [event] * The event that caused this function to run. * * @listens Player#ended */ PlayToggle.prototype.handleEnded = function handleEnded(event) { this.removeClass('vjs-playing'); this.addClass('vjs-ended'); // change the button text to "Replay" this.controlText('Replay'); // on the next seek remove the replay button this.one(this.player_, 'seeked', this.handleSeeked); }; return PlayToggle; }(Button); /** * The text that should display over the `PlayToggle`s controls. Added for localization. * * @type {string} * @private */ PlayToggle.prototype.controlText_ = 'Play'; Component.registerComponent('PlayToggle', PlayToggle); /** * @file format-time.js * @module format-time */ /** * Format seconds as a time string, H:MM:SS or M:SS. Supplying a guide (in seconds) * will force a number of leading zeros to cover the length of the guide. * * @param {number} seconds * Number of seconds to be turned into a string * * @param {number} guide * Number (in seconds) to model the string after * * @return {string} * Time formatted as H:MM:SS or M:SS */ var defaultImplementation = function defaultImplementation(seconds, guide) { seconds = seconds < 0 ? 0 : seconds; var s = Math.floor(seconds % 60); var m = Math.floor(seconds / 60 % 60); var h = Math.floor(seconds / 3600); var gm = Math.floor(guide / 60 % 60); var gh = Math.floor(guide / 3600); // handle invalid times if (isNaN(seconds) || seconds === Infinity) { // '-' is false for all relational operators (e.g. <, >=) so this setting // will add the minimum number of fields specified by the guide h = m = s = '-'; } // Check if we need to show hours h = h > 0 || gh > 0 ? h + ':' : ''; // If hours are showing, we may need to add a leading zero. // Always show at least one digit of minutes. m = ((h || gm >= 10) && m < 10 ? '0' + m : m) + ':'; // Check if leading zero is need for seconds s = s < 10 ? '0' + s : s; return h + m + s; }; var implementation = defaultImplementation; /** * Replaces the default formatTime implementation with a custom implementation. * * @param {Function} customImplementation * A function which will be used in place of the default formatTime implementation. * Will receive the current time in seconds and the guide (in seconds) as arguments. */ function setFormatTime(customImplementation) { implementation = customImplementation; } /** * Resets formatTime to the default implementation. */ function resetFormatTime() { implementation = defaultImplementation; } function formatTime (seconds) { var guide = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : seconds; return implementation(seconds, guide); } /** * @file time-display.js */ /** * Displays the time left in the video * * @extends Component */ var TimeDisplay = function (_Component) { inherits(TimeDisplay, _Component); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function TimeDisplay(player, options) { classCallCheck(this, TimeDisplay); var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.throttledUpdateContent = throttle(bind(_this, _this.updateContent), 25); _this.on(player, 'timeupdate', _this.throttledUpdateContent); return _this; } /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ TimeDisplay.prototype.createEl = function createEl$$1(plainName) { var className = this.buildCSSClass(); var el = _Component.prototype.createEl.call(this, 'div', { className: className + ' vjs-time-control vjs-control', innerHTML: '<span class="vjs-control-text">' + this.localize(this.labelText_) + '\xA0</span>' }); this.contentEl_ = createEl('span', { className: className + '-display' }, { // tell screen readers not to automatically read the time as it changes 'aria-live': 'off' }); this.updateTextNode_(); el.appendChild(this.contentEl_); return el; }; TimeDisplay.prototype.dispose = function dispose() { this.contentEl_ = null; this.textNode_ = null; _Component.prototype.dispose.call(this); }; /** * Updates the "remaining time" text node with new content using the * contents of the `formattedTime_` property. * * @private */ TimeDisplay.prototype.updateTextNode_ = function updateTextNode_() { if (!this.contentEl_) { return; } while (this.contentEl_.firstChild) { this.contentEl_.removeChild(this.contentEl_.firstChild); } this.textNode_ = document_1.createTextNode(this.formattedTime_ || this.formatTime_(0)); this.contentEl_.appendChild(this.textNode_); }; /** * Generates a formatted time for this component to use in display. * * @param {number} time * A numeric time, in seconds. * * @return {string} * A formatted time * * @private */ TimeDisplay.prototype.formatTime_ = function formatTime_(time) { return formatTime(time); }; /** * Updates the time display text node if it has what was passed in changed * the formatted time. * * @param {number} time * The time to update to * * @private */ TimeDisplay.prototype.updateFormattedTime_ = function updateFormattedTime_(time) { var formattedTime = this.formatTime_(time); if (formattedTime === this.formattedTime_) { return; } this.formattedTime_ = formattedTime; this.requestAnimationFrame(this.updateTextNode_); }; /** * To be filled out in the child class, should update the displayed time * in accordance with the fact that the current time has changed. * * @param {EventTarget~Event} [event] * The `timeupdate` event that caused this to run. * * @listens Player#timeupdate */ TimeDisplay.prototype.updateContent = function updateContent(event) {}; return TimeDisplay; }(Component); /** * The text that is added to the `TimeDisplay` for screen reader users. * * @type {string} * @private */ TimeDisplay.prototype.labelText_ = 'Time'; /** * The text that should display over the `TimeDisplay`s controls. Added to for localization. * * @type {string} * @private * * @deprecated in v7; controlText_ is not used in non-active display Components */ TimeDisplay.prototype.controlText_ = 'Time'; Component.registerComponent('TimeDisplay', TimeDisplay); /** * @file current-time-display.js */ /** * Displays the current time * * @extends Component */ var CurrentTimeDisplay = function (_TimeDisplay) { inherits(CurrentTimeDisplay, _TimeDisplay); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function CurrentTimeDisplay(player, options) { classCallCheck(this, CurrentTimeDisplay); var _this = possibleConstructorReturn(this, _TimeDisplay.call(this, player, options)); _this.on(player, 'ended', _this.handleEnded); return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ CurrentTimeDisplay.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-current-time'; }; /** * Update current time display * * @param {EventTarget~Event} [event] * The `timeupdate` event that caused this function to run. * * @listens Player#timeupdate */ CurrentTimeDisplay.prototype.updateContent = function updateContent(event) { // Allows for smooth scrubbing, when player can't keep up. var time = this.player_.scrubbing() ? this.player_.getCache().currentTime : this.player_.currentTime(); this.updateFormattedTime_(time); }; /** * When the player fires ended there should be no time left. Sadly * this is not always the case, lets make it seem like that is the case * for users. * * @param {EventTarget~Event} [event] * The `ended` event that caused this to run. * * @listens Player#ended */ CurrentTimeDisplay.prototype.handleEnded = function handleEnded(event) { if (!this.player_.duration()) { return; } this.updateFormattedTime_(this.player_.duration()); }; return CurrentTimeDisplay; }(TimeDisplay); /** * The text that is added to the `CurrentTimeDisplay` for screen reader users. * * @type {string} * @private */ CurrentTimeDisplay.prototype.labelText_ = 'Current Time'; /** * The text that should display over the `CurrentTimeDisplay`s controls. Added to for localization. * * @type {string} * @private * * @deprecated in v7; controlText_ is not used in non-active display Components */ CurrentTimeDisplay.prototype.controlText_ = 'Current Time'; Component.registerComponent('CurrentTimeDisplay', CurrentTimeDisplay); /** * @file duration-display.js */ /** * Displays the duration * * @extends Component */ var DurationDisplay = function (_TimeDisplay) { inherits(DurationDisplay, _TimeDisplay); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function DurationDisplay(player, options) { classCallCheck(this, DurationDisplay); // we do not want to/need to throttle duration changes, // as they should always display the changed duration as // it has changed var _this = possibleConstructorReturn(this, _TimeDisplay.call(this, player, options)); _this.on(player, 'durationchange', _this.updateContent); // Also listen for timeupdate (in the parent) and loadedmetadata because removing those // listeners could have broken dependent applications/libraries. These // can likely be removed for 7.0. _this.on(player, 'loadedmetadata', _this.throttledUpdateContent); return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ DurationDisplay.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-duration'; }; /** * Update duration time display. * * @param {EventTarget~Event} [event] * The `durationchange`, `timeupdate`, or `loadedmetadata` event that caused * this function to be called. * * @listens Player#durationchange * @listens Player#timeupdate * @listens Player#loadedmetadata */ DurationDisplay.prototype.updateContent = function updateContent(event) { var duration = this.player_.duration(); if (duration && this.duration_ !== duration) { this.duration_ = duration; this.updateFormattedTime_(duration); } }; return DurationDisplay; }(TimeDisplay); /** * The text that is added to the `DurationDisplay` for screen reader users. * * @type {string} * @private */ DurationDisplay.prototype.labelText_ = 'Duration'; /** * The text that should display over the `DurationDisplay`s controls. Added to for localization. * * @type {string} * @private * * @deprecated in v7; controlText_ is not used in non-active display Components */ DurationDisplay.prototype.controlText_ = 'Duration'; Component.registerComponent('DurationDisplay', DurationDisplay); /** * @file time-divider.js */ /** * The separator between the current time and duration. * Can be hidden if it's not needed in the design. * * @extends Component */ var TimeDivider = function (_Component) { inherits(TimeDivider, _Component); function TimeDivider() { classCallCheck(this, TimeDivider); return possibleConstructorReturn(this, _Component.apply(this, arguments)); } /** * Create the component's DOM element * * @return {Element} * The element that was created. */ TimeDivider.prototype.createEl = function createEl() { return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-time-control vjs-time-divider', innerHTML: '<div><span>/</span></div>' }); }; return TimeDivider; }(Component); Component.registerComponent('TimeDivider', TimeDivider); /** * @file remaining-time-display.js */ /** * Displays the time left in the video * * @extends Component */ var RemainingTimeDisplay = function (_TimeDisplay) { inherits(RemainingTimeDisplay, _TimeDisplay); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function RemainingTimeDisplay(player, options) { classCallCheck(this, RemainingTimeDisplay); var _this = possibleConstructorReturn(this, _TimeDisplay.call(this, player, options)); _this.on(player, 'durationchange', _this.throttledUpdateContent); _this.on(player, 'ended', _this.handleEnded); return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ RemainingTimeDisplay.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-remaining-time'; }; /** * The remaining time display prefixes numbers with a "minus" character. * * @param {number} time * A numeric time, in seconds. * * @return {string} * A formatted time * * @private */ RemainingTimeDisplay.prototype.formatTime_ = function formatTime_(time) { // TODO: The "-" should be decorative, and not announced by a screen reader return '-' + _TimeDisplay.prototype.formatTime_.call(this, time); }; /** * Update remaining time display. * * @param {EventTarget~Event} [event] * The `timeupdate` or `durationchange` event that caused this to run. * * @listens Player#timeupdate * @listens Player#durationchange */ RemainingTimeDisplay.prototype.updateContent = function updateContent(event) { if (!this.player_.duration()) { return; } // @deprecated We should only use remainingTimeDisplay // as of video.js 7 if (this.player_.remainingTimeDisplay) { this.updateFormattedTime_(this.player_.remainingTimeDisplay()); } else { this.updateFormattedTime_(this.player_.remainingTime()); } }; /** * When the player fires ended there should be no time left. Sadly * this is not always the case, lets make it seem like that is the case * for users. * * @param {EventTarget~Event} [event] * The `ended` event that caused this to run. * * @listens Player#ended */ RemainingTimeDisplay.prototype.handleEnded = function handleEnded(event) { if (!this.player_.duration()) { return; } this.updateFormattedTime_(0); }; return RemainingTimeDisplay; }(TimeDisplay); /** * The text that is added to the `RemainingTimeDisplay` for screen reader users. * * @type {string} * @private */ RemainingTimeDisplay.prototype.labelText_ = 'Remaining Time'; /** * The text that should display over the `RemainingTimeDisplay`s controls. Added to for localization. * * @type {string} * @private * * @deprecated in v7; controlText_ is not used in non-active display Components */ RemainingTimeDisplay.prototype.controlText_ = 'Remaining Time'; Component.registerComponent('RemainingTimeDisplay', RemainingTimeDisplay); /** * @file live-display.js */ // TODO - Future make it click to snap to live /** * Displays the live indicator when duration is Infinity. * * @extends Component */ var LiveDisplay = function (_Component) { inherits(LiveDisplay, _Component); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function LiveDisplay(player, options) { classCallCheck(this, LiveDisplay); var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.updateShowing(); _this.on(_this.player(), 'durationchange', _this.updateShowing); return _this; } /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ LiveDisplay.prototype.createEl = function createEl$$1() { var el = _Component.prototype.createEl.call(this, 'div', { className: 'vjs-live-control vjs-control' }); this.contentEl_ = createEl('div', { className: 'vjs-live-display', innerHTML: '<span class="vjs-control-text">' + this.localize('Stream Type') + '\xA0</span>' + this.localize('LIVE') }, { 'aria-live': 'off' }); el.appendChild(this.contentEl_); return el; }; LiveDisplay.prototype.dispose = function dispose() { this.contentEl_ = null; _Component.prototype.dispose.call(this); }; /** * Check the duration to see if the LiveDisplay should be showing or not. Then show/hide * it accordingly * * @param {EventTarget~Event} [event] * The {@link Player#durationchange} event that caused this function to run. * * @listens Player#durationchange */ LiveDisplay.prototype.updateShowing = function updateShowing(event) { if (this.player().duration() === Infinity) { this.show(); } else { this.hide(); } }; return LiveDisplay; }(Component); Component.registerComponent('LiveDisplay', LiveDisplay); /** * @file slider.js */ /** * The base functionality for a slider. Can be vertical or horizontal. * For instance the volume bar or the seek bar on a video is a slider. * * @extends Component */ var Slider = function (_Component) { inherits(Slider, _Component); /** * Create an instance of this class * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function Slider(player, options) { classCallCheck(this, Slider); // Set property names to bar to match with the child Slider class is looking for var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.bar = _this.getChild(_this.options_.barName); // Set a horizontal or vertical class on the slider depending on the slider type _this.vertical(!!_this.options_.vertical); _this.enable(); return _this; } /** * Are controls are currently enabled for this slider or not. * * @return {boolean} * true if controls are enabled, false otherwise */ Slider.prototype.enabled = function enabled() { return this.enabled_; }; /** * Enable controls for this slider if they are disabled */ Slider.prototype.enable = function enable() { if (this.enabled()) { return; } this.on('mousedown', this.handleMouseDown); this.on('touchstart', this.handleMouseDown); this.on('focus', this.handleFocus); this.on('blur', this.handleBlur); this.on('click', this.handleClick); this.on(this.player_, 'controlsvisible', this.update); if (this.playerEvent) { this.on(this.player_, this.playerEvent, this.update); } this.removeClass('disabled'); this.setAttribute('tabindex', 0); this.enabled_ = true; }; /** * Disable controls for this slider if they are enabled */ Slider.prototype.disable = function disable() { if (!this.enabled()) { return; } var doc = this.bar.el_.ownerDocument; this.off('mousedown', this.handleMouseDown); this.off('touchstart', this.handleMouseDown); this.off('focus', this.handleFocus); this.off('blur', this.handleBlur); this.off('click', this.handleClick); this.off(this.player_, 'controlsvisible', this.update); this.off(doc, 'mousemove', this.handleMouseMove); this.off(doc, 'mouseup', this.handleMouseUp); this.off(doc, 'touchmove', this.handleMouseMove); this.off(doc, 'touchend', this.handleMouseUp); this.removeAttribute('tabindex'); this.addClass('disabled'); if (this.playerEvent) { this.off(this.player_, this.playerEvent, this.update); } this.enabled_ = false; }; /** * Create the `Slider`s DOM element. * * @param {string} type * Type of element to create. * * @param {Object} [props={}] * List of properties in Object form. * * @param {Object} [attributes={}] * list of attributes in Object form. * * @return {Element} * The element that gets created. */ Slider.prototype.createEl = function createEl$$1(type) { var props = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; var attributes = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {}; // Add the slider element class to all sub classes props.className = props.className + ' vjs-slider'; props = assign({ tabIndex: 0 }, props); attributes = assign({ 'role': 'slider', 'aria-valuenow': 0, 'aria-valuemin': 0, 'aria-valuemax': 100, 'tabIndex': 0 }, attributes); return _Component.prototype.createEl.call(this, type, props, attributes); }; /** * Handle `mousedown` or `touchstart` events on the `Slider`. * * @param {EventTarget~Event} event * `mousedown` or `touchstart` event that triggered this function * * @listens mousedown * @listens touchstart * @fires Slider#slideractive */ Slider.prototype.handleMouseDown = function handleMouseDown(event) { var doc = this.bar.el_.ownerDocument; if (event.type === 'mousedown') { event.preventDefault(); } // Do not call preventDefault() on touchstart in Chrome // to avoid console warnings. Use a 'touch-action: none' style // instead to prevent unintented scrolling. // https://developers.google.com/web/updates/2017/01/scrolling-intervention if (event.type === 'touchstart' && !IS_CHROME) { event.preventDefault(); } blockTextSelection(); this.addClass('vjs-sliding'); /** * Triggered when the slider is in an active state * * @event Slider#slideractive * @type {EventTarget~Event} */ this.trigger('slideractive'); this.on(doc, 'mousemove', this.handleMouseMove); this.on(doc, 'mouseup', this.handleMouseUp); this.on(doc, 'touchmove', this.handleMouseMove); this.on(doc, 'touchend', this.handleMouseUp); this.handleMouseMove(event); }; /** * Handle the `mousemove`, `touchmove`, and `mousedown` events on this `Slider`. * The `mousemove` and `touchmove` events will only only trigger this function during * `mousedown` and `touchstart`. This is due to {@link Slider#handleMouseDown} and * {@link Slider#handleMouseUp}. * * @param {EventTarget~Event} event * `mousedown`, `mousemove`, `touchstart`, or `touchmove` event that triggered * this function * * @listens mousemove * @listens touchmove */ Slider.prototype.handleMouseMove = function handleMouseMove(event) {}; /** * Handle `mouseup` or `touchend` events on the `Slider`. * * @param {EventTarget~Event} event * `mouseup` or `touchend` event that triggered this function. * * @listens touchend * @listens mouseup * @fires Slider#sliderinactive */ Slider.prototype.handleMouseUp = function handleMouseUp() { var doc = this.bar.el_.ownerDocument; unblockTextSelection(); this.removeClass('vjs-sliding'); /** * Triggered when the slider is no longer in an active state. * * @event Slider#sliderinactive * @type {EventTarget~Event} */ this.trigger('sliderinactive'); this.off(doc, 'mousemove', this.handleMouseMove); this.off(doc, 'mouseup', this.handleMouseUp); this.off(doc, 'touchmove', this.handleMouseMove); this.off(doc, 'touchend', this.handleMouseUp); this.update(); }; /** * Update the progress bar of the `Slider`. * * @returns {number} * The percentage of progress the progress bar represents as a * number from 0 to 1. */ Slider.prototype.update = function update() { // In VolumeBar init we have a setTimeout for update that pops and update // to the end of the execution stack. The player is destroyed before then // update will cause an error if (!this.el_) { return; } // If scrubbing, we could use a cached value to make the handle keep up // with the user's mouse. On HTML5 browsers scrubbing is really smooth, but // some flash players are slow, so we might want to utilize this later. // var progress = (this.player_.scrubbing()) ? this.player_.getCache().currentTime / this.player_.duration() : this.player_.currentTime() / this.player_.duration(); var progress = this.getPercent(); var bar = this.bar; // If there's no bar... if (!bar) { return; } // Protect against no duration and other division issues if (typeof progress !== 'number' || progress !== progress || progress < 0 || progress === Infinity) { progress = 0; } // Convert to a percentage for setting var percentage = (progress * 100).toFixed(2) + '%'; var style = bar.el().style; // Set the new bar width or height if (this.vertical()) { style.height = percentage; } else { style.width = percentage; } return progress; }; /** * Calculate distance for slider * * @param {EventTarget~Event} event * The event that caused this function to run. * * @return {number} * The current position of the Slider. * - position.x for vertical `Slider`s * - position.y for horizontal `Slider`s */ Slider.prototype.calculateDistance = function calculateDistance(event) { var position = getPointerPosition(this.el_, event); if (this.vertical()) { return position.y; } return position.x; }; /** * Handle a `focus` event on this `Slider`. * * @param {EventTarget~Event} event * The `focus` event that caused this function to run. * * @listens focus */ Slider.prototype.handleFocus = function handleFocus() { this.on(this.bar.el_.ownerDocument, 'keydown', this.handleKeyPress); }; /** * Handle a `keydown` event on the `Slider`. Watches for left, rigth, up, and down * arrow keys. This function will only be called when the slider has focus. See * {@link Slider#handleFocus} and {@link Slider#handleBlur}. * * @param {EventTarget~Event} event * the `keydown` event that caused this function to run. * * @listens keydown */ Slider.prototype.handleKeyPress = function handleKeyPress(event) { // Left and Down Arrows if (event.which === 37 || event.which === 40) { event.preventDefault(); this.stepBack(); // Up and Right Arrows } else if (event.which === 38 || event.which === 39) { event.preventDefault(); this.stepForward(); } }; /** * Handle a `blur` event on this `Slider`. * * @param {EventTarget~Event} event * The `blur` event that caused this function to run. * * @listens blur */ Slider.prototype.handleBlur = function handleBlur() { this.off(this.bar.el_.ownerDocument, 'keydown', this.handleKeyPress); }; /** * Listener for click events on slider, used to prevent clicks * from bubbling up to parent elements like button menus. * * @param {Object} event * Event that caused this object to run */ Slider.prototype.handleClick = function handleClick(event) { event.stopImmediatePropagation(); event.preventDefault(); }; /** * Get/set if slider is horizontal for vertical * * @param {boolean} [bool] * - true if slider is vertical, * - false is horizontal * * @return {boolean} * - true if slider is vertical, and getting * - false if the slider is horizontal, and getting */ Slider.prototype.vertical = function vertical(bool) { if (bool === undefined) { return this.vertical_ || false; } this.vertical_ = !!bool; if (this.vertical_) { this.addClass('vjs-slider-vertical'); } else { this.addClass('vjs-slider-horizontal'); } }; return Slider; }(Component); Component.registerComponent('Slider', Slider); /** * @file load-progress-bar.js */ /** * Shows loading progress * * @extends Component */ var LoadProgressBar = function (_Component) { inherits(LoadProgressBar, _Component); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function LoadProgressBar(player, options) { classCallCheck(this, LoadProgressBar); var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.partEls_ = []; _this.on(player, 'progress', _this.update); return _this; } /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ LoadProgressBar.prototype.createEl = function createEl$$1() { return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-load-progress', innerHTML: '<span class="vjs-control-text"><span>' + this.localize('Loaded') + '</span>: 0%</span>' }); }; LoadProgressBar.prototype.dispose = function dispose() { this.partEls_ = null; _Component.prototype.dispose.call(this); }; /** * Update progress bar * * @param {EventTarget~Event} [event] * The `progress` event that caused this function to run. * * @listens Player#progress */ LoadProgressBar.prototype.update = function update(event) { var buffered = this.player_.buffered(); var duration = this.player_.duration(); var bufferedEnd = this.player_.bufferedEnd(); var children = this.partEls_; // get the percent width of a time compared to the total end var percentify = function percentify(time, end) { // no NaN var percent = time / end || 0; return (percent >= 1 ? 1 : percent) * 100 + '%'; }; // update the width of the progress bar this.el_.style.width = percentify(bufferedEnd, duration); // add child elements to represent the individual buffered time ranges for (var i = 0; i < buffered.length; i++) { var start = buffered.start(i); var end = buffered.end(i); var part = children[i]; if (!part) { part = this.el_.appendChild(createEl()); children[i] = part; } // set the percent based on the width of the progress bar (bufferedEnd) part.style.left = percentify(start, bufferedEnd); part.style.width = percentify(end - start, bufferedEnd); } // remove unused buffered range elements for (var _i = children.length; _i > buffered.length; _i--) { this.el_.removeChild(children[_i - 1]); } children.length = buffered.length; }; return LoadProgressBar; }(Component); Component.registerComponent('LoadProgressBar', LoadProgressBar); /** * @file time-tooltip.js */ /** * Time tooltips display a time above the progress bar. * * @extends Component */ var TimeTooltip = function (_Component) { inherits(TimeTooltip, _Component); function TimeTooltip() { classCallCheck(this, TimeTooltip); return possibleConstructorReturn(this, _Component.apply(this, arguments)); } /** * Create the time tooltip DOM element * * @return {Element} * The element that was created. */ TimeTooltip.prototype.createEl = function createEl$$1() { return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-time-tooltip' }); }; /** * Updates the position of the time tooltip relative to the `SeekBar`. * * @param {Object} seekBarRect * The `ClientRect` for the {@link SeekBar} element. * * @param {number} seekBarPoint * A number from 0 to 1, representing a horizontal reference point * from the left edge of the {@link SeekBar} */ TimeTooltip.prototype.update = function update(seekBarRect, seekBarPoint, content) { var tooltipRect = getBoundingClientRect(this.el_); var playerRect = getBoundingClientRect(this.player_.el()); var seekBarPointPx = seekBarRect.width * seekBarPoint; // do nothing if either rect isn't available // for example, if the player isn't in the DOM for testing if (!playerRect || !tooltipRect) { return; } // This is the space left of the `seekBarPoint` available within the bounds // of the player. We calculate any gap between the left edge of the player // and the left edge of the `SeekBar` and add the number of pixels in the // `SeekBar` before hitting the `seekBarPoint` var spaceLeftOfPoint = seekBarRect.left - playerRect.left + seekBarPointPx; // This is the space right of the `seekBarPoint` available within the bounds // of the player. We calculate the number of pixels from the `seekBarPoint` // to the right edge of the `SeekBar` and add to that any gap between the // right edge of the `SeekBar` and the player. var spaceRightOfPoint = seekBarRect.width - seekBarPointPx + (playerRect.right - seekBarRect.right); // This is the number of pixels by which the tooltip will need to be pulled // further to the right to center it over the `seekBarPoint`. var pullTooltipBy = tooltipRect.width / 2; // Adjust the `pullTooltipBy` distance to the left or right depending on // the results of the space calculations above. if (spaceLeftOfPoint < pullTooltipBy) { pullTooltipBy += pullTooltipBy - spaceLeftOfPoint; } else if (spaceRightOfPoint < pullTooltipBy) { pullTooltipBy = spaceRightOfPoint; } // Due to the imprecision of decimal/ratio based calculations and varying // rounding behaviors, there are cases where the spacing adjustment is off // by a pixel or two. This adds insurance to these calculations. if (pullTooltipBy < 0) { pullTooltipBy = 0; } else if (pullTooltipBy > tooltipRect.width) { pullTooltipBy = tooltipRect.width; } this.el_.style.right = '-' + pullTooltipBy + 'px'; textContent(this.el_, content); }; return TimeTooltip; }(Component); Component.registerComponent('TimeTooltip', TimeTooltip); /** * @file play-progress-bar.js */ /** * Used by {@link SeekBar} to display media playback progress as part of the * {@link ProgressControl}. * * @extends Component */ var PlayProgressBar = function (_Component) { inherits(PlayProgressBar, _Component); function PlayProgressBar() { classCallCheck(this, PlayProgressBar); return possibleConstructorReturn(this, _Component.apply(this, arguments)); } /** * Create the the DOM element for this class. * * @return {Element} * The element that was created. */ PlayProgressBar.prototype.createEl = function createEl() { return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-play-progress vjs-slider-bar', innerHTML: '<span class="vjs-control-text"><span>' + this.localize('Progress') + '</span>: 0%</span>' }); }; /** * Enqueues updates to its own DOM as well as the DOM of its * {@link TimeTooltip} child. * * @param {Object} seekBarRect * The `ClientRect` for the {@link SeekBar} element. * * @param {number} seekBarPoint * A number from 0 to 1, representing a horizontal reference point * from the left edge of the {@link SeekBar} */ PlayProgressBar.prototype.update = function update(seekBarRect, seekBarPoint) { var _this2 = this; // If there is an existing rAF ID, cancel it so we don't over-queue. if (this.rafId_) { this.cancelAnimationFrame(this.rafId_); } this.rafId_ = this.requestAnimationFrame(function () { var time = _this2.player_.scrubbing() ? _this2.player_.getCache().currentTime : _this2.player_.currentTime(); var content = formatTime(time, _this2.player_.duration()); var timeTooltip = _this2.getChild('timeTooltip'); if (timeTooltip) { timeTooltip.update(seekBarRect, seekBarPoint, content); } }); }; return PlayProgressBar; }(Component); /** * Default options for {@link PlayProgressBar}. * * @type {Object} * @private */ PlayProgressBar.prototype.options_ = { children: [] }; // Time tooltips should not be added to a player on mobile devices if (!IS_IOS && !IS_ANDROID) { PlayProgressBar.prototype.options_.children.push('timeTooltip'); } Component.registerComponent('PlayProgressBar', PlayProgressBar); /** * @file mouse-time-display.js */ /** * The {@link MouseTimeDisplay} component tracks mouse movement over the * {@link ProgressControl}. It displays an indicator and a {@link TimeTooltip} * indicating the time which is represented by a given point in the * {@link ProgressControl}. * * @extends Component */ var MouseTimeDisplay = function (_Component) { inherits(MouseTimeDisplay, _Component); /** * Creates an instance of this class. * * @param {Player} player * The {@link Player} that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function MouseTimeDisplay(player, options) { classCallCheck(this, MouseTimeDisplay); var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.update = throttle(bind(_this, _this.update), 25); return _this; } /** * Create the DOM element for this class. * * @return {Element} * The element that was created. */ MouseTimeDisplay.prototype.createEl = function createEl() { return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-mouse-display' }); }; /** * Enqueues updates to its own DOM as well as the DOM of its * {@link TimeTooltip} child. * * @param {Object} seekBarRect * The `ClientRect` for the {@link SeekBar} element. * * @param {number} seekBarPoint * A number from 0 to 1, representing a horizontal reference point * from the left edge of the {@link SeekBar} */ MouseTimeDisplay.prototype.update = function update(seekBarRect, seekBarPoint) { var _this2 = this; // If there is an existing rAF ID, cancel it so we don't over-queue. if (this.rafId_) { this.cancelAnimationFrame(this.rafId_); } this.rafId_ = this.requestAnimationFrame(function () { var duration = _this2.player_.duration(); var content = formatTime(seekBarPoint * duration, duration); _this2.el_.style.left = seekBarRect.width * seekBarPoint + 'px'; _this2.getChild('timeTooltip').update(seekBarRect, seekBarPoint, content); }); }; return MouseTimeDisplay; }(Component); /** * Default options for `MouseTimeDisplay` * * @type {Object} * @private */ MouseTimeDisplay.prototype.options_ = { children: ['timeTooltip'] }; Component.registerComponent('MouseTimeDisplay', MouseTimeDisplay); /** * @file seek-bar.js */ // The number of seconds the `step*` functions move the timeline. var STEP_SECONDS = 5; // The interval at which the bar should update as it progresses. var UPDATE_REFRESH_INTERVAL = 30; /** * Seek bar and container for the progress bars. Uses {@link PlayProgressBar} * as its `bar`. * * @extends Slider */ var SeekBar = function (_Slider) { inherits(SeekBar, _Slider); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function SeekBar(player, options) { classCallCheck(this, SeekBar); var _this = possibleConstructorReturn(this, _Slider.call(this, player, options)); _this.setEventHandlers_(); return _this; } /** * Sets the event handlers * * @private */ SeekBar.prototype.setEventHandlers_ = function setEventHandlers_() { var _this2 = this; this.update = throttle(bind(this, this.update), UPDATE_REFRESH_INTERVAL); this.on(this.player_, 'timeupdate', this.update); this.on(this.player_, 'ended', this.handleEnded); // when playing, let's ensure we smoothly update the play progress bar // via an interval this.updateInterval = null; this.on(this.player_, ['playing'], function () { _this2.clearInterval(_this2.updateInterval); _this2.updateInterval = _this2.setInterval(function () { _this2.requestAnimationFrame(function () { _this2.update(); }); }, UPDATE_REFRESH_INTERVAL); }); this.on(this.player_, ['ended', 'pause', 'waiting'], function () { _this2.clearInterval(_this2.updateInterval); }); this.on(this.player_, ['timeupdate', 'ended'], this.update); }; /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ SeekBar.prototype.createEl = function createEl$$1() { return _Slider.prototype.createEl.call(this, '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 {number} currentTime * The currentTime value that should be used for accessibility * * @param {number} percent * The percentage as a decimal that the bar should be filled from 0-1. * * @private */ SeekBar.prototype.update_ = function update_(currentTime, percent) { var duration = this.player_.duration(); // machine readable value of progress bar (percentage complete) this.el_.setAttribute('aria-valuenow', (percent * 100).toFixed(2)); // 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}')); // Update the `PlayProgressBar`. this.bar.update(getBoundingClientRect(this.el_), percent); }; /** * Update the seek bar's UI. * * @param {EventTarget~Event} [event] * The `timeupdate` or `ended` event that caused this to run. * * @listens Player#timeupdate * * @returns {number} * The current percent at a number from 0-1 */ SeekBar.prototype.update = function update(event) { var percent = _Slider.prototype.update.call(this); this.update_(this.getCurrentTime_(), percent); return percent; }; /** * 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 */ SeekBar.prototype.getCurrentTime_ = function getCurrentTime_() { return this.player_.scrubbing() ? this.player_.getCache().currentTime : this.player_.currentTime(); }; /** * We want the seek bar to be full on ended * no matter what the actual internal values are. so we force it. * * @param {EventTarget~Event} [event] * The `timeupdate` or `ended` event that caused this to run. * * @listens Player#ended */ SeekBar.prototype.handleEnded = function handleEnded(event) { this.update_(this.player_.duration(), 1); }; /** * Get the percentage of media played so far. * * @return {number} * The percentage of media played so far (0 to 1). */ SeekBar.prototype.getPercent = function getPercent() { var percent = this.getCurrentTime_() / this.player_.duration(); return percent >= 1 ? 1 : percent || 0; }; /** * Handle mouse down on seek bar * * @param {EventTarget~Event} event * The `mousedown` event that caused this to run. * * @listens mousedown */ SeekBar.prototype.handleMouseDown = function handleMouseDown(event) { if (!isSingleLeftClick(event)) { return; } // Stop event propagation to prevent double fire in progress-control.js event.stopPropagation(); this.player_.scrubbing(true); this.videoWasPlaying = !this.player_.paused(); this.player_.pause(); _Slider.prototype.handleMouseDown.call(this, event); }; /** * Handle mouse move on seek bar * * @param {EventTarget~Event} event * The `mousemove` event that caused this to run. * * @listens mousemove */ SeekBar.prototype.handleMouseMove = function handleMouseMove(event) { if (!isSingleLeftClick(event)) { return; } var newTime = this.calculateDistance(event) * this.player_.duration(); // Don't let video end while scrubbing. if (newTime === this.player_.duration()) { newTime = newTime - 0.1; } // Set new time (tell player to seek to new time) this.player_.currentTime(newTime); }; SeekBar.prototype.enable = function enable() { _Slider.prototype.enable.call(this); var mouseTimeDisplay = this.getChild('mouseTimeDisplay'); if (!mouseTimeDisplay) { return; } mouseTimeDisplay.show(); }; SeekBar.prototype.disable = function disable() { _Slider.prototype.disable.call(this); var mouseTimeDisplay = this.getChild('mouseTimeDisplay'); if (!mouseTimeDisplay) { return; } mouseTimeDisplay.hide(); }; /** * Handle mouse up on seek bar * * @param {EventTarget~Event} event * The `mouseup` event that caused this to run. * * @listens mouseup */ SeekBar.prototype.handleMouseUp = function handleMouseUp(event) { _Slider.prototype.handleMouseUp.call(this, 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 {EventTarget~Event} */ this.player_.trigger({ type: 'timeupdate', target: this, manuallyTriggered: true }); if (this.videoWasPlaying) { silencePromise(this.player_.play()); } }; /** * Move more quickly fast forward for keyboard-only users */ SeekBar.prototype.stepForward = function stepForward() { this.player_.currentTime(this.player_.currentTime() + STEP_SECONDS); }; /** * Move more quickly rewind for keyboard-only users */ SeekBar.prototype.stepBack = function stepBack() { this.player_.currentTime(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 {EventTarget~Event} event * The `keydown` event that caused this function to be called * */ SeekBar.prototype.handleAction = function 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. By * default it will call `this.handleAction` when the key is space or enter. * * @param {EventTarget~Event} event * The `keydown` event that caused this function to be called. * * @listens keydown */ SeekBar.prototype.handleKeyPress = function handleKeyPress(event) { // Support Space (32) or Enter (13) key operation to fire a click event if (event.which === 32 || event.which === 13) { event.preventDefault(); this.handleAction(event); } else if (_Slider.prototype.handleKeyPress) { // Pass keypress handling up for unsupported keys _Slider.prototype.handleKeyPress.call(this, event); } }; return SeekBar; }(Slider); /** * 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'); } /** * Call the update event for this Slider when this event happens on the player. * * @type {string} */ SeekBar.prototype.playerEvent = 'timeupdate'; Component.registerComponent('SeekBar', SeekBar); /** * @file progress-control.js */ /** * The Progress Control component contains the seek bar, load progress, * and play progress. * * @extends Component */ var ProgressControl = function (_Component) { inherits(ProgressControl, _Component); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function ProgressControl(player, options) { classCallCheck(this, ProgressControl); var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.handleMouseMove = throttle(bind(_this, _this.handleMouseMove), 25); _this.throttledHandleMouseSeek = throttle(bind(_this, _this.handleMouseSeek), 25); _this.enable(); return _this; } /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ ProgressControl.prototype.createEl = function createEl$$1() { return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-progress-control vjs-control' }); }; /** * When the mouse moves over the `ProgressControl`, the pointer position * gets passed down to the `MouseTimeDisplay` component. * * @param {EventTarget~Event} event * The `mousemove` event that caused this function to run. * * @listen mousemove */ ProgressControl.prototype.handleMouseMove = function handleMouseMove(event) { var seekBar = this.getChild('seekBar'); if (seekBar) { var mouseTimeDisplay = seekBar.getChild('mouseTimeDisplay'); var seekBarEl = seekBar.el(); var seekBarRect = getBoundingClientRect(seekBarEl); var seekBarPoint = getPointerPosition(seekBarEl, event).x; // The default skin has a gap on either side of the `SeekBar`. This means // that it's possible to trigger this behavior outside the boundaries of // the `SeekBar`. This ensures we stay within it at all times. if (seekBarPoint > 1) { seekBarPoint = 1; } else if (seekBarPoint < 0) { seekBarPoint = 0; } if (mouseTimeDisplay) { mouseTimeDisplay.update(seekBarRect, seekBarPoint); } } }; /** * A throttled version of the {@link ProgressControl#handleMouseSeek} listener. * * @method ProgressControl#throttledHandleMouseSeek * @param {EventTarget~Event} event * The `mousemove` event that caused this function to run. * * @listen mousemove * @listen touchmove */ /** * Handle `mousemove` or `touchmove` events on the `ProgressControl`. * * @param {EventTarget~Event} event * `mousedown` or `touchstart` event that triggered this function * * @listens mousemove * @listens touchmove */ ProgressControl.prototype.handleMouseSeek = function handleMouseSeek(event) { var seekBar = this.getChild('seekBar'); if (seekBar) { seekBar.handleMouseMove(event); } }; /** * Are controls are currently enabled for this progress control. * * @return {boolean} * true if controls are enabled, false otherwise */ ProgressControl.prototype.enabled = function enabled() { return this.enabled_; }; /** * Disable all controls on the progress control and its children */ ProgressControl.prototype.disable = function disable() { this.children().forEach(function (child) { return child.disable && child.disable(); }); if (!this.enabled()) { return; } this.off(['mousedown', 'touchstart'], this.handleMouseDown); this.off(this.el_, 'mousemove', this.handleMouseMove); this.handleMouseUp(); this.addClass('disabled'); this.enabled_ = false; }; /** * Enable all controls on the progress control and its children */ ProgressControl.prototype.enable = function enable() { this.children().forEach(function (child) { return child.enable && child.enable(); }); if (this.enabled()) { return; } this.on(['mousedown', 'touchstart'], this.handleMouseDown); this.on(this.el_, 'mousemove', this.handleMouseMove); this.removeClass('disabled'); this.enabled_ = true; }; /** * Handle `mousedown` or `touchstart` events on the `ProgressControl`. * * @param {EventTarget~Event} event * `mousedown` or `touchstart` event that triggered this function * * @listens mousedown * @listens touchstart */ ProgressControl.prototype.handleMouseDown = function handleMouseDown(event) { var doc = this.el_.ownerDocument; var seekBar = this.getChild('seekBar'); if (seekBar) { seekBar.handleMouseDown(event); } this.on(doc, 'mousemove', this.throttledHandleMouseSeek); this.on(doc, 'touchmove', this.throttledHandleMouseSeek); this.on(doc, 'mouseup', this.handleMouseUp); this.on(doc, 'touchend', this.handleMouseUp); }; /** * Handle `mouseup` or `touchend` events on the `ProgressControl`. * * @param {EventTarget~Event} event * `mouseup` or `touchend` event that triggered this function. * * @listens touchend * @listens mouseup */ ProgressControl.prototype.handleMouseUp = function handleMouseUp(event) { var doc = this.el_.ownerDocument; var seekBar = this.getChild('seekBar'); if (seekBar) { seekBar.handleMouseUp(event); } this.off(doc, 'mousemove', this.throttledHandleMouseSeek); this.off(doc, 'touchmove', this.throttledHandleMouseSeek); this.off(doc, 'mouseup', this.handleMouseUp); this.off(doc, 'touchend', this.handleMouseUp); }; return ProgressControl; }(Component); /** * Default options for `ProgressControl` * * @type {Object} * @private */ ProgressControl.prototype.options_ = { children: ['seekBar'] }; Component.registerComponent('ProgressControl', ProgressControl); /** * @file fullscreen-toggle.js */ /** * Toggle fullscreen video * * @extends Button */ var FullscreenToggle = function (_Button) { inherits(FullscreenToggle, _Button); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function FullscreenToggle(player, options) { classCallCheck(this, FullscreenToggle); var _this = possibleConstructorReturn(this, _Button.call(this, player, options)); _this.on(player, 'fullscreenchange', _this.handleFullscreenChange); if (document_1[FullscreenApi.fullscreenEnabled] === false) { _this.disable(); } return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ FullscreenToggle.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-fullscreen-control ' + _Button.prototype.buildCSSClass.call(this); }; /** * Handles fullscreenchange on the player and change control text accordingly. * * @param {EventTarget~Event} [event] * The {@link Player#fullscreenchange} event that caused this function to be * called. * * @listens Player#fullscreenchange */ FullscreenToggle.prototype.handleFullscreenChange = function handleFullscreenChange(event) { if (this.player_.isFullscreen()) { this.controlText('Non-Fullscreen'); } else { this.controlText('Fullscreen'); } }; /** * This gets called when an `FullscreenToggle` is "clicked". See * {@link ClickableComponent} for more detailed information on what a click can be. * * @param {EventTarget~Event} [event] * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ FullscreenToggle.prototype.handleClick = function handleClick(event) { if (!this.player_.isFullscreen()) { this.player_.requestFullscreen(); } else { this.player_.exitFullscreen(); } }; return FullscreenToggle; }(Button); /** * The text that should display over the `FullscreenToggle`s controls. Added for localization. * * @type {string} * @private */ FullscreenToggle.prototype.controlText_ = 'Fullscreen'; Component.registerComponent('FullscreenToggle', FullscreenToggle); /** * Check if volume control is supported and if it isn't hide the * `Component` that was passed using the `vjs-hidden` class. * * @param {Component} self * The component that should be hidden if volume is unsupported * * @param {Player} player * A reference to the player * * @private */ var checkVolumeSupport = function checkVolumeSupport(self, player) { // hide volume controls when they're not supported by the current tech if (player.tech_ && !player.tech_.featuresVolumeControl) { self.addClass('vjs-hidden'); } self.on(player, 'loadstart', function () { if (!player.tech_.featuresVolumeControl) { self.addClass('vjs-hidden'); } else { self.removeClass('vjs-hidden'); } }); }; /** * @file volume-level.js */ /** * Shows volume level * * @extends Component */ var VolumeLevel = function (_Component) { inherits(VolumeLevel, _Component); function VolumeLevel() { classCallCheck(this, VolumeLevel); return possibleConstructorReturn(this, _Component.apply(this, arguments)); } /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ VolumeLevel.prototype.createEl = function createEl() { return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-volume-level', innerHTML: '<span class="vjs-control-text"></span>' }); }; return VolumeLevel; }(Component); Component.registerComponent('VolumeLevel', VolumeLevel); /** * @file volume-bar.js */ /** * The bar that contains the volume level and can be clicked on to adjust the level * * @extends Slider */ var VolumeBar = function (_Slider) { inherits(VolumeBar, _Slider); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function VolumeBar(player, options) { classCallCheck(this, VolumeBar); var _this = possibleConstructorReturn(this, _Slider.call(this, player, options)); _this.on('slideractive', _this.updateLastVolume_); _this.on(player, 'volumechange', _this.updateARIAAttributes); player.ready(function () { return _this.updateARIAAttributes(); }); return _this; } /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ VolumeBar.prototype.createEl = function createEl$$1() { return _Slider.prototype.createEl.call(this, 'div', { className: 'vjs-volume-bar vjs-slider-bar' }, { 'aria-label': this.localize('Volume Level'), 'aria-live': 'polite' }); }; /** * Handle mouse down on volume bar * * @param {EventTarget~Event} event * The `mousedown` event that caused this to run. * * @listens mousedown */ VolumeBar.prototype.handleMouseDown = function handleMouseDown(event) { if (!isSingleLeftClick(event)) { return; } _Slider.prototype.handleMouseDown.call(this, event); }; /** * Handle movement events on the {@link VolumeMenuButton}. * * @param {EventTarget~Event} event * The event that caused this function to run. * * @listens mousemove */ VolumeBar.prototype.handleMouseMove = function handleMouseMove(event) { if (!isSingleLeftClick(event)) { return; } this.checkMuted(); this.player_.volume(this.calculateDistance(event)); }; /** * If the player is muted unmute it. */ VolumeBar.prototype.checkMuted = function checkMuted() { if (this.player_.muted()) { this.player_.muted(false); } }; /** * Get percent of volume level * * @return {number} * Volume level percent as a decimal number. */ VolumeBar.prototype.getPercent = function getPercent() { if (this.player_.muted()) { return 0; } return this.player_.volume(); }; /** * Increase volume level for keyboard users */ VolumeBar.prototype.stepForward = function stepForward() { this.checkMuted(); this.player_.volume(this.player_.volume() + 0.1); }; /** * Decrease volume level for keyboard users */ VolumeBar.prototype.stepBack = function stepBack() { this.checkMuted(); this.player_.volume(this.player_.volume() - 0.1); }; /** * Update ARIA accessibility attributes * * @param {EventTarget~Event} [event] * The `volumechange` event that caused this function to run. * * @listens Player#volumechange */ VolumeBar.prototype.updateARIAAttributes = function updateARIAAttributes(event) { var ariaValue = this.player_.muted() ? 0 : this.volumeAsPercentage_(); this.el_.setAttribute('aria-valuenow', ariaValue); this.el_.setAttribute('aria-valuetext', ariaValue + '%'); }; /** * Returns the current value of the player volume as a percentage * * @private */ VolumeBar.prototype.volumeAsPercentage_ = function volumeAsPercentage_() { return Math.round(this.player_.volume() * 100); }; /** * When user starts dragging the VolumeBar, store the volume and listen for * the end of the drag. When the drag ends, if the volume was set to zero, * set lastVolume to the stored volume. * * @listens slideractive * @private */ VolumeBar.prototype.updateLastVolume_ = function updateLastVolume_() { var _this2 = this; var volumeBeforeDrag = this.player_.volume(); this.one('sliderinactive', function () { if (_this2.player_.volume() === 0) { _this2.player_.lastVolume_(volumeBeforeDrag); } }); }; return VolumeBar; }(Slider); /** * Default options for the `VolumeBar` * * @type {Object} * @private */ VolumeBar.prototype.options_ = { children: ['volumeLevel'], barName: 'volumeLevel' }; /** * Call the update event for this Slider when this event happens on the player. * * @type {string} */ VolumeBar.prototype.playerEvent = 'volumechange'; Component.registerComponent('VolumeBar', VolumeBar); /** * @file volume-control.js */ /** * The component for controlling the volume level * * @extends Component */ var VolumeControl = function (_Component) { inherits(VolumeControl, _Component); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options={}] * The key/value store of player options. */ function VolumeControl(player) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; classCallCheck(this, VolumeControl); options.vertical = options.vertical || false; // Pass the vertical option down to the VolumeBar if // the VolumeBar is turned on. if (typeof options.volumeBar === 'undefined' || isPlain(options.volumeBar)) { options.volumeBar = options.volumeBar || {}; options.volumeBar.vertical = options.vertical; } // hide this control if volume support is missing var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); checkVolumeSupport(_this, player); _this.throttledHandleMouseMove = throttle(bind(_this, _this.handleMouseMove), 25); _this.on('mousedown', _this.handleMouseDown); _this.on('touchstart', _this.handleMouseDown); // while the slider is active (the mouse has been pressed down and // is dragging) or in focus we do not want to hide the VolumeBar _this.on(_this.volumeBar, ['focus', 'slideractive'], function () { _this.volumeBar.addClass('vjs-slider-active'); _this.addClass('vjs-slider-active'); _this.trigger('slideractive'); }); _this.on(_this.volumeBar, ['blur', 'sliderinactive'], function () { _this.volumeBar.removeClass('vjs-slider-active'); _this.removeClass('vjs-slider-active'); _this.trigger('sliderinactive'); }); return _this; } /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ VolumeControl.prototype.createEl = function createEl() { var orientationClass = 'vjs-volume-horizontal'; if (this.options_.vertical) { orientationClass = 'vjs-volume-vertical'; } return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-volume-control vjs-control ' + orientationClass }); }; /** * Handle `mousedown` or `touchstart` events on the `VolumeControl`. * * @param {EventTarget~Event} event * `mousedown` or `touchstart` event that triggered this function * * @listens mousedown * @listens touchstart */ VolumeControl.prototype.handleMouseDown = function handleMouseDown(event) { var doc = this.el_.ownerDocument; this.on(doc, 'mousemove', this.throttledHandleMouseMove); this.on(doc, 'touchmove', this.throttledHandleMouseMove); this.on(doc, 'mouseup', this.handleMouseUp); this.on(doc, 'touchend', this.handleMouseUp); }; /** * Handle `mouseup` or `touchend` events on the `VolumeControl`. * * @param {EventTarget~Event} event * `mouseup` or `touchend` event that triggered this function. * * @listens touchend * @listens mouseup */ VolumeControl.prototype.handleMouseUp = function handleMouseUp(event) { var doc = this.el_.ownerDocument; this.off(doc, 'mousemove', this.throttledHandleMouseMove); this.off(doc, 'touchmove', this.throttledHandleMouseMove); this.off(doc, 'mouseup', this.handleMouseUp); this.off(doc, 'touchend', this.handleMouseUp); }; /** * Handle `mousedown` or `touchstart` events on the `VolumeControl`. * * @param {EventTarget~Event} event * `mousedown` or `touchstart` event that triggered this function * * @listens mousedown * @listens touchstart */ VolumeControl.prototype.handleMouseMove = function handleMouseMove(event) { this.volumeBar.handleMouseMove(event); }; return VolumeControl; }(Component); /** * Default options for the `VolumeControl` * * @type {Object} * @private */ VolumeControl.prototype.options_ = { children: ['volumeBar'] }; Component.registerComponent('VolumeControl', VolumeControl); /** * Check if muting volume is supported and if it isn't hide the mute toggle * button. * * @param {Component} self * A reference to the mute toggle button * * @param {Player} player * A reference to the player * * @private */ var checkMuteSupport = function checkMuteSupport(self, player) { // hide mute toggle button if it's not supported by the current tech if (player.tech_ && !player.tech_.featuresMuteControl) { self.addClass('vjs-hidden'); } self.on(player, 'loadstart', function () { if (!player.tech_.featuresMuteControl) { self.addClass('vjs-hidden'); } else { self.removeClass('vjs-hidden'); } }); }; /** * @file mute-toggle.js */ /** * A button component for muting the audio. * * @extends Button */ var MuteToggle = function (_Button) { inherits(MuteToggle, _Button); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function MuteToggle(player, options) { classCallCheck(this, MuteToggle); // hide this control if volume support is missing var _this = possibleConstructorReturn(this, _Button.call(this, player, options)); checkMuteSupport(_this, player); _this.on(player, ['loadstart', 'volumechange'], _this.update); return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ MuteToggle.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-mute-control ' + _Button.prototype.buildCSSClass.call(this); }; /** * This gets called when an `MuteToggle` is "clicked". See * {@link ClickableComponent} for more detailed information on what a click can be. * * @param {EventTarget~Event} [event] * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ MuteToggle.prototype.handleClick = function handleClick(event) { var vol = this.player_.volume(); var lastVolume = this.player_.lastVolume_(); if (vol === 0) { var volumeToSet = lastVolume < 0.1 ? 0.1 : lastVolume; this.player_.volume(volumeToSet); this.player_.muted(false); } else { this.player_.muted(this.player_.muted() ? false : true); } }; /** * Update the `MuteToggle` button based on the state of `volume` and `muted` * on the player. * * @param {EventTarget~Event} [event] * The {@link Player#loadstart} event if this function was called * through an event. * * @listens Player#loadstart * @listens Player#volumechange */ MuteToggle.prototype.update = function update(event) { this.updateIcon_(); this.updateControlText_(); }; /** * Update the appearance of the `MuteToggle` icon. * * Possible states (given `level` variable below): * - 0: crossed out * - 1: zero bars of volume * - 2: one bar of volume * - 3: two bars of volume * * @private */ MuteToggle.prototype.updateIcon_ = function updateIcon_() { var vol = this.player_.volume(); var level = 3; // in iOS when a player is loaded with muted attribute // and volume is changed with a native mute button // we want to make sure muted state is updated if (IS_IOS) { this.player_.muted(this.player_.tech_.el_.muted); } if (vol === 0 || this.player_.muted()) { level = 0; } else if (vol < 0.33) { level = 1; } else if (vol < 0.67) { level = 2; } // TODO improve muted icon classes for (var i = 0; i < 4; i++) { removeClass(this.el_, 'vjs-vol-' + i); } addClass(this.el_, 'vjs-vol-' + level); }; /** * If `muted` has changed on the player, update the control text * (`title` attribute on `vjs-mute-control` element and content of * `vjs-control-text` element). * * @private */ MuteToggle.prototype.updateControlText_ = function updateControlText_() { var soundOff = this.player_.muted() || this.player_.volume() === 0; var text = soundOff ? 'Unmute' : 'Mute'; if (this.controlText() !== text) { this.controlText(text); } }; return MuteToggle; }(Button); /** * The text that should display over the `MuteToggle`s controls. Added for localization. * * @type {string} * @private */ MuteToggle.prototype.controlText_ = 'Mute'; Component.registerComponent('MuteToggle', MuteToggle); /** * @file volume-control.js */ /** * A Component to contain the MuteToggle and VolumeControl so that * they can work together. * * @extends Component */ var VolumePanel = function (_Component) { inherits(VolumePanel, _Component); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options={}] * The key/value store of player options. */ function VolumePanel(player) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; classCallCheck(this, VolumePanel); if (typeof options.inline !== 'undefined') { options.inline = options.inline; } else { options.inline = true; } // pass the inline option down to the VolumeControl as vertical if // the VolumeControl is on. if (typeof options.volumeControl === 'undefined' || isPlain(options.volumeControl)) { options.volumeControl = options.volumeControl || {}; options.volumeControl.vertical = !options.inline; } var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.on(player, ['loadstart'], _this.volumePanelState_); // while the slider is active (the mouse has been pressed down and // is dragging) we do not want to hide the VolumeBar _this.on(_this.volumeControl, ['slideractive'], _this.sliderActive_); _this.on(_this.volumeControl, ['sliderinactive'], _this.sliderInactive_); return _this; } /** * Add vjs-slider-active class to the VolumePanel * * @listens VolumeControl#slideractive * @private */ VolumePanel.prototype.sliderActive_ = function sliderActive_() { this.addClass('vjs-slider-active'); }; /** * Removes vjs-slider-active class to the VolumePanel * * @listens VolumeControl#sliderinactive * @private */ VolumePanel.prototype.sliderInactive_ = function sliderInactive_() { this.removeClass('vjs-slider-active'); }; /** * Adds vjs-hidden or vjs-mute-toggle-only to the VolumePanel * depending on MuteToggle and VolumeControl state * * @listens Player#loadstart * @private */ VolumePanel.prototype.volumePanelState_ = function volumePanelState_() { // hide volume panel if neither volume control or mute toggle // are displayed if (this.volumeControl.hasClass('vjs-hidden') && this.muteToggle.hasClass('vjs-hidden')) { this.addClass('vjs-hidden'); } // if only mute toggle is visible we don't want // volume panel expanding when hovered or active if (this.volumeControl.hasClass('vjs-hidden') && !this.muteToggle.hasClass('vjs-hidden')) { this.addClass('vjs-mute-toggle-only'); } }; /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ VolumePanel.prototype.createEl = function createEl() { var orientationClass = 'vjs-volume-panel-horizontal'; if (!this.options_.inline) { orientationClass = 'vjs-volume-panel-vertical'; } return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-volume-panel vjs-control ' + orientationClass }); }; return VolumePanel; }(Component); /** * Default options for the `VolumeControl` * * @type {Object} * @private */ VolumePanel.prototype.options_ = { children: ['muteToggle', 'volumeControl'] }; Component.registerComponent('VolumePanel', VolumePanel); /** * @file menu.js */ /** * The Menu component is used to build popup menus, including subtitle and * captions selection menus. * * @extends Component */ var Menu = function (_Component) { inherits(Menu, _Component); /** * Create an instance of this class. * * @param {Player} player * the player that this component should attach to * * @param {Object} [options] * Object of option names and values * */ function Menu(player, options) { classCallCheck(this, Menu); var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); if (options) { _this.menuButton_ = options.menuButton; } _this.focusedChild_ = -1; _this.on('keydown', _this.handleKeyPress); return _this; } /** * Add a {@link MenuItem} to the menu. * * @param {Object|string} component * The name or instance of the `MenuItem` to add. * */ Menu.prototype.addItem = function addItem(component) { this.addChild(component); component.on('click', bind(this, function (event) { // Unpress the associated MenuButton, and move focus back to it if (this.menuButton_) { this.menuButton_.unpressButton(); // don't focus menu button if item is a caption settings item // because focus will move elsewhere if (component.name() !== 'CaptionSettingsMenuItem') { this.menuButton_.focus(); } } })); }; /** * Create the `Menu`s DOM element. * * @return {Element} * the element that was created */ Menu.prototype.createEl = function createEl$$1() { var contentElType = this.options_.contentElType || 'ul'; this.contentEl_ = createEl(contentElType, { className: 'vjs-menu-content' }); this.contentEl_.setAttribute('role', 'menu'); var el = _Component.prototype.createEl.call(this, 'div', { append: this.contentEl_, className: 'vjs-menu' }); el.appendChild(this.contentEl_); // Prevent clicks from bubbling up. Needed for Menu Buttons, // where a click on the parent is significant on(el, 'click', function (event) { event.preventDefault(); event.stopImmediatePropagation(); }); return el; }; Menu.prototype.dispose = function dispose() { this.contentEl_ = null; _Component.prototype.dispose.call(this); }; /** * Handle a `keydown` event on this menu. This listener is added in the constructor. * * @param {EventTarget~Event} event * A `keydown` event that happened on the menu. * * @listens keydown */ Menu.prototype.handleKeyPress = function handleKeyPress(event) { // Left and Down Arrows if (event.which === 37 || event.which === 40) { event.preventDefault(); this.stepForward(); // Up and Right Arrows } else if (event.which === 38 || event.which === 39) { event.preventDefault(); this.stepBack(); } }; /** * Move to next (lower) menu item for keyboard users. */ Menu.prototype.stepForward = function stepForward() { var stepChild = 0; if (this.focusedChild_ !== undefined) { stepChild = this.focusedChild_ + 1; } this.focus(stepChild); }; /** * Move to previous (higher) menu item for keyboard users. */ Menu.prototype.stepBack = function stepBack() { var stepChild = 0; if (this.focusedChild_ !== undefined) { stepChild = this.focusedChild_ - 1; } this.focus(stepChild); }; /** * Set focus on a {@link MenuItem} in the `Menu`. * * @param {Object|string} [item=0] * Index of child item set focus on. */ Menu.prototype.focus = function focus() { var item = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; var children = this.children().slice(); var haveTitle = children.length && children[0].className && /vjs-menu-title/.test(children[0].className); if (haveTitle) { children.shift(); } if (children.length > 0) { if (item < 0) { item = 0; } else if (item >= children.length) { item = children.length - 1; } this.focusedChild_ = item; children[item].el_.focus(); } }; return Menu; }(Component); Component.registerComponent('Menu', Menu); /** * @file menu-button.js */ /** * A `MenuButton` class for any popup {@link Menu}. * * @extends Component */ var MenuButton = function (_Component) { inherits(MenuButton, _Component); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options={}] * The key/value store of player options. */ function MenuButton(player) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; classCallCheck(this, MenuButton); var _this = possibleConstructorReturn(this, _Component.call(this, player, options)); _this.menuButton_ = new Button(player, options); _this.menuButton_.controlText(_this.controlText_); _this.menuButton_.el_.setAttribute('aria-haspopup', 'true'); // Add buildCSSClass values to the button, not the wrapper var buttonClass = Button.prototype.buildCSSClass(); _this.menuButton_.el_.className = _this.buildCSSClass() + ' ' + buttonClass; _this.menuButton_.removeClass('vjs-control'); _this.addChild(_this.menuButton_); _this.update(); _this.enabled_ = true; _this.on(_this.menuButton_, 'tap', _this.handleClick); _this.on(_this.menuButton_, 'click', _this.handleClick); _this.on(_this.menuButton_, 'focus', _this.handleFocus); _this.on(_this.menuButton_, 'blur', _this.handleBlur); _this.on('keydown', _this.handleSubmenuKeyPress); return _this; } /** * Update the menu based on the current state of its items. */ MenuButton.prototype.update = function update() { var menu = this.createMenu(); if (this.menu) { this.menu.dispose(); this.removeChild(this.menu); } this.menu = menu; this.addChild(menu); /** * Track the state of the menu button * * @type {Boolean} * @private */ this.buttonPressed_ = false; this.menuButton_.el_.setAttribute('aria-expanded', 'false'); if (this.items && this.items.length <= this.hideThreshold_) { this.hide(); } else { this.show(); } }; /** * Create the menu and add all items to it. * * @return {Menu} * The constructed menu */ MenuButton.prototype.createMenu = function createMenu() { var menu = new Menu(this.player_, { menuButton: this }); /** * Hide the menu if the number of items is less than or equal to this threshold. This defaults * to 0 and whenever we add items which can be hidden to the menu we'll increment it. We list * it here because every time we run `createMenu` we need to reset the value. * * @protected * @type {Number} */ this.hideThreshold_ = 0; // Add a title list item to the top if (this.options_.title) { var title = createEl('li', { className: 'vjs-menu-title', innerHTML: toTitleCase(this.options_.title), tabIndex: -1 }); this.hideThreshold_ += 1; menu.children_.unshift(title); prependTo(title, menu.contentEl()); } this.items = this.createItems(); if (this.items) { // Add menu items to the menu for (var i = 0; i < this.items.length; i++) { menu.addItem(this.items[i]); } } return menu; }; /** * Create the list of menu items. Specific to each subclass. * * @abstract */ MenuButton.prototype.createItems = function createItems() {}; /** * Create the `MenuButtons`s DOM element. * * @return {Element} * The element that gets created. */ MenuButton.prototype.createEl = function createEl$$1() { return _Component.prototype.createEl.call(this, 'div', { className: this.buildWrapperCSSClass() }, {}); }; /** * Allow sub components to stack CSS class names for the wrapper element * * @return {string} * The constructed wrapper DOM `className` */ MenuButton.prototype.buildWrapperCSSClass = function buildWrapperCSSClass() { var menuButtonClass = 'vjs-menu-button'; // If the inline option is passed, we want to use different styles altogether. if (this.options_.inline === true) { menuButtonClass += '-inline'; } else { menuButtonClass += '-popup'; } // TODO: Fix the CSS so that this isn't necessary var buttonClass = Button.prototype.buildCSSClass(); return 'vjs-menu-button ' + menuButtonClass + ' ' + buttonClass + ' ' + _Component.prototype.buildCSSClass.call(this); }; /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ MenuButton.prototype.buildCSSClass = function buildCSSClass() { var menuButtonClass = 'vjs-menu-button'; // If the inline option is passed, we want to use different styles altogether. if (this.options_.inline === true) { menuButtonClass += '-inline'; } else { menuButtonClass += '-popup'; } return 'vjs-menu-button ' + menuButtonClass + ' ' + _Component.prototype.buildCSSClass.call(this); }; /** * Get or set the localized control text that will be used for accessibility. * * > NOTE: This will come from the internal `menuButton_` element. * * @param {string} [text] * Control text for element. * * @param {Element} [el=this.menuButton_.el()] * Element to set the title on. * * @return {string} * - The control text when getting */ MenuButton.prototype.controlText = function controlText(text) { var el = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this.menuButton_.el(); return this.menuButton_.controlText(text, el); }; /** * Handle a click on a `MenuButton`. * See {@link ClickableComponent#handleClick} for instances where this is called. * * @param {EventTarget~Event} event * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ MenuButton.prototype.handleClick = function handleClick(event) { // When you click the button it adds focus, which will show the menu. // So we'll remove focus when the mouse leaves the button. Focus is needed // for tab navigation. this.one(this.menu.contentEl(), 'mouseleave', bind(this, function (e) { this.unpressButton(); this.el_.blur(); })); if (this.buttonPressed_) { this.unpressButton(); } else { this.pressButton(); } }; /** * Set the focus to the actual button, not to this element */ MenuButton.prototype.focus = function focus() { this.menuButton_.focus(); }; /** * Remove the focus from the actual button, not this element */ MenuButton.prototype.blur = function blur() { this.menuButton_.blur(); }; /** * This gets called when a `MenuButton` gains focus via a `focus` event. * Turns on listening for `keydown` events. When they happen it * calls `this.handleKeyPress`. * * @param {EventTarget~Event} event * The `focus` event that caused this function to be called. * * @listens focus */ MenuButton.prototype.handleFocus = function handleFocus() { on(document_1, 'keydown', bind(this, this.handleKeyPress)); }; /** * Called when a `MenuButton` loses focus. Turns off the listener for * `keydown` events. Which Stops `this.handleKeyPress` from getting called. * * @param {EventTarget~Event} event * The `blur` event that caused this function to be called. * * @listens blur */ MenuButton.prototype.handleBlur = function handleBlur() { off(document_1, 'keydown', bind(this, this.handleKeyPress)); }; /** * Handle tab, escape, down arrow, and up arrow keys for `MenuButton`. See * {@link ClickableComponent#handleKeyPress} for instances where this is called. * * @param {EventTarget~Event} event * The `keydown` event that caused this function to be called. * * @listens keydown */ MenuButton.prototype.handleKeyPress = function handleKeyPress(event) { // Escape (27) key or Tab (9) key unpress the 'button' if (event.which === 27 || event.which === 9) { if (this.buttonPressed_) { this.unpressButton(); } // Don't preventDefault for Tab key - we still want to lose focus if (event.which !== 9) { event.preventDefault(); // Set focus back to the menu button's button this.menuButton_.el_.focus(); } // Up (38) key or Down (40) key press the 'button' } else if (event.which === 38 || event.which === 40) { if (!this.buttonPressed_) { this.pressButton(); event.preventDefault(); } } }; /** * Handle a `keydown` event on a sub-menu. The listener for this is added in * the constructor. * * @param {EventTarget~Event} event * Key press event * * @listens keydown */ MenuButton.prototype.handleSubmenuKeyPress = function handleSubmenuKeyPress(event) { // Escape (27) key or Tab (9) key unpress the 'button' if (event.which === 27 || event.which === 9) { if (this.buttonPressed_) { this.unpressButton(); } // Don't preventDefault for Tab key - we still want to lose focus if (event.which !== 9) { event.preventDefault(); // Set focus back to the menu button's button this.menuButton_.el_.focus(); } } }; /** * Put the current `MenuButton` into a pressed state. */ MenuButton.prototype.pressButton = function pressButton() { if (this.enabled_) { this.buttonPressed_ = true; this.menu.lockShowing(); this.menuButton_.el_.setAttribute('aria-expanded', 'true'); // set the focus into the submenu, except on iOS where it is resulting in // undesired scrolling behavior when the player is in an iframe if (IS_IOS && isInFrame()) { // Return early so that the menu isn't focused return; } this.menu.focus(); } }; /** * Take the current `MenuButton` out of a pressed state. */ MenuButton.prototype.unpressButton = function unpressButton() { if (this.enabled_) { this.buttonPressed_ = false; this.menu.unlockShowing(); this.menuButton_.el_.setAttribute('aria-expanded', 'false'); } }; /** * Disable the `MenuButton`. Don't allow it to be clicked. */ MenuButton.prototype.disable = function disable() { this.unpressButton(); this.enabled_ = false; this.addClass('vjs-disabled'); this.menuButton_.disable(); }; /** * Enable the `MenuButton`. Allow it to be clicked. */ MenuButton.prototype.enable = function enable() { this.enabled_ = true; this.removeClass('vjs-disabled'); this.menuButton_.enable(); }; return MenuButton; }(Component); Component.registerComponent('MenuButton', MenuButton); /** * @file track-button.js */ /** * The base class for buttons that toggle specific track types (e.g. subtitles). * * @extends MenuButton */ var TrackButton = function (_MenuButton) { inherits(TrackButton, _MenuButton); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function TrackButton(player, options) { classCallCheck(this, TrackButton); var tracks = options.tracks; var _this = possibleConstructorReturn(this, _MenuButton.call(this, player, options)); if (_this.items.length <= 1) { _this.hide(); } if (!tracks) { return possibleConstructorReturn(_this); } var updateHandler = bind(_this, _this.update); tracks.addEventListener('removetrack', updateHandler); tracks.addEventListener('addtrack', updateHandler); _this.player_.on('ready', updateHandler); _this.player_.on('dispose', function () { tracks.removeEventListener('removetrack', updateHandler); tracks.removeEventListener('addtrack', updateHandler); }); return _this; } return TrackButton; }(MenuButton); Component.registerComponent('TrackButton', TrackButton); /** * @file menu-item.js */ /** * The component for a menu item. `<li>` * * @extends ClickableComponent */ var MenuItem = function (_ClickableComponent) { inherits(MenuItem, _ClickableComponent); /** * Creates an instance of the this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options={}] * The key/value store of player options. * */ function MenuItem(player, options) { classCallCheck(this, MenuItem); var _this = possibleConstructorReturn(this, _ClickableComponent.call(this, player, options)); _this.selectable = options.selectable; _this.isSelected_ = options.selected || false; _this.multiSelectable = options.multiSelectable; _this.selected(_this.isSelected_); if (_this.selectable) { if (_this.multiSelectable) { _this.el_.setAttribute('role', 'menuitemcheckbox'); } else { _this.el_.setAttribute('role', 'menuitemradio'); } } else { _this.el_.setAttribute('role', 'menuitem'); } return _this; } /** * Create the `MenuItem's DOM element * * @param {string} [type=li] * Element's node type, not actually used, always set to `li`. * * @param {Object} [props={}] * An object of properties that should be set on the element * * @param {Object} [attrs={}] * An object of attributes that should be set on the element * * @return {Element} * The element that gets created. */ MenuItem.prototype.createEl = function createEl(type, props, attrs) { // The control is textual, not just an icon this.nonIconControl = true; return _ClickableComponent.prototype.createEl.call(this, 'li', assign({ className: 'vjs-menu-item', innerHTML: '<span class="vjs-menu-item-text">' + this.localize(this.options_.label) + '</span>', tabIndex: -1 }, props), attrs); }; /** * Any click on a `MenuItem` puts it into the selected state. * See {@link ClickableComponent#handleClick} for instances where this is called. * * @param {EventTarget~Event} event * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ MenuItem.prototype.handleClick = function handleClick(event) { this.selected(true); }; /** * Set the state for this menu item as selected or not. * * @param {boolean} selected * if the menu item is selected or not */ MenuItem.prototype.selected = function selected(_selected) { if (this.selectable) { if (_selected) { this.addClass('vjs-selected'); this.el_.setAttribute('aria-checked', 'true'); // aria-checked isn't fully supported by browsers/screen readers, // so indicate selected state to screen reader in the control text. this.controlText(', selected'); this.isSelected_ = true; } else { this.removeClass('vjs-selected'); this.el_.setAttribute('aria-checked', 'false'); // Indicate un-selected state to screen reader this.controlText(''); this.isSelected_ = false; } } }; return MenuItem; }(ClickableComponent); Component.registerComponent('MenuItem', MenuItem); /** * @file text-track-menu-item.js */ /** * The specific menu item type for selecting a language within a text track kind * * @extends MenuItem */ var TextTrackMenuItem = function (_MenuItem) { inherits(TextTrackMenuItem, _MenuItem); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function TextTrackMenuItem(player, options) { classCallCheck(this, TextTrackMenuItem); var track = options.track; var tracks = player.textTracks(); // Modify options for parent MenuItem class's init. options.label = track.label || track.language || 'Unknown'; options.selected = track.mode === 'showing'; var _this = possibleConstructorReturn(this, _MenuItem.call(this, player, options)); _this.track = track; var changeHandler = function changeHandler() { for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } _this.handleTracksChange.apply(_this, args); }; var selectedLanguageChangeHandler = function selectedLanguageChangeHandler() { for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) { args[_key2] = arguments[_key2]; } _this.handleSelectedLanguageChange.apply(_this, args); }; player.on(['loadstart', 'texttrackchange'], changeHandler); tracks.addEventListener('change', changeHandler); tracks.addEventListener('selectedlanguagechange', selectedLanguageChangeHandler); _this.on('dispose', function () { player.off(['loadstart', 'texttrackchange'], changeHandler); tracks.removeEventListener('change', changeHandler); tracks.removeEventListener('selectedlanguagechange', selectedLanguageChangeHandler); }); // iOS7 doesn't dispatch change events to TextTrackLists when an // associated track's mode changes. Without something like // Object.observe() (also not present on iOS7), it's not // possible to detect changes to the mode attribute and polyfill // the change event. As a poor substitute, we manually dispatch // change events whenever the controls modify the mode. if (tracks.onchange === undefined) { var event = void 0; _this.on(['tap', 'click'], function () { if (_typeof(window_1.Event) !== 'object') { // Android 2.3 throws an Illegal Constructor error for window.Event try { event = new window_1.Event('change'); } catch (err) { // continue regardless of error } } if (!event) { event = document_1.createEvent('Event'); event.initEvent('change', true, true); } tracks.dispatchEvent(event); }); } // set the default state based on current tracks _this.handleTracksChange(); return _this; } /** * This gets called when an `TextTrackMenuItem` is "clicked". See * {@link ClickableComponent} for more detailed information on what a click can be. * * @param {EventTarget~Event} event * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ TextTrackMenuItem.prototype.handleClick = function handleClick(event) { var kind = this.track.kind; var kinds = this.track.kinds; var tracks = this.player_.textTracks(); if (!kinds) { kinds = [kind]; } _MenuItem.prototype.handleClick.call(this, event); if (!tracks) { return; } for (var i = 0; i < tracks.length; i++) { var track = tracks[i]; if (track === this.track && kinds.indexOf(track.kind) > -1) { if (track.mode !== 'showing') { track.mode = 'showing'; } } else if (track.mode !== 'disabled') { track.mode = 'disabled'; } } }; /** * Handle text track list change * * @param {EventTarget~Event} event * The `change` event that caused this function to be called. * * @listens TextTrackList#change */ TextTrackMenuItem.prototype.handleTracksChange = function handleTracksChange(event) { var shouldBeSelected = this.track.mode === 'showing'; // Prevent redundant selected() calls because they may cause // screen readers to read the appended control text unnecessarily if (shouldBeSelected !== this.isSelected_) { this.selected(shouldBeSelected); } }; TextTrackMenuItem.prototype.handleSelectedLanguageChange = function handleSelectedLanguageChange(event) { if (this.track.mode === 'showing') { var selectedLanguage = this.player_.cache_.selectedLanguage; // Don't replace the kind of track across the same language if (selectedLanguage && selectedLanguage.enabled && selectedLanguage.language === this.track.language && selectedLanguage.kind !== this.track.kind) { return; } this.player_.cache_.selectedLanguage = { enabled: true, language: this.track.language, kind: this.track.kind }; } }; TextTrackMenuItem.prototype.dispose = function dispose() { // remove reference to track object on dispose this.track = null; _MenuItem.prototype.dispose.call(this); }; return TextTrackMenuItem; }(MenuItem); Component.registerComponent('TextTrackMenuItem', TextTrackMenuItem); /** * @file off-text-track-menu-item.js */ /** * A special menu item for turning of a specific type of text track * * @extends TextTrackMenuItem */ var OffTextTrackMenuItem = function (_TextTrackMenuItem) { inherits(OffTextTrackMenuItem, _TextTrackMenuItem); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function OffTextTrackMenuItem(player, options) { classCallCheck(this, OffTextTrackMenuItem); // Create pseudo track info // Requires options['kind'] options.track = { player: player, kind: options.kind, kinds: options.kinds, default: false, mode: 'disabled' }; if (!options.kinds) { options.kinds = [options.kind]; } if (options.label) { options.track.label = options.label; } else { options.track.label = options.kinds.join(' and ') + ' off'; } // MenuItem is selectable options.selectable = true; // MenuItem is NOT multiSelectable (i.e. only one can be marked "selected" at a time) options.multiSelectable = false; return possibleConstructorReturn(this, _TextTrackMenuItem.call(this, player, options)); } /** * Handle text track change * * @param {EventTarget~Event} event * The event that caused this function to run */ OffTextTrackMenuItem.prototype.handleTracksChange = function handleTracksChange(event) { var tracks = this.player().textTracks(); var shouldBeSelected = true; for (var i = 0, l = tracks.length; i < l; i++) { var track = tracks[i]; if (this.options_.kinds.indexOf(track.kind) > -1 && track.mode === 'showing') { shouldBeSelected = false; break; } } // Prevent redundant selected() calls because they may cause // screen readers to read the appended control text unnecessarily if (shouldBeSelected !== this.isSelected_) { this.selected(shouldBeSelected); } }; OffTextTrackMenuItem.prototype.handleSelectedLanguageChange = function handleSelectedLanguageChange(event) { var tracks = this.player().textTracks(); var allHidden = true; for (var i = 0, l = tracks.length; i < l; i++) { var track = tracks[i]; if (['captions', 'descriptions', 'subtitles'].indexOf(track.kind) > -1 && track.mode === 'showing') { allHidden = false; break; } } if (allHidden) { this.player_.cache_.selectedLanguage = { enabled: false }; } }; return OffTextTrackMenuItem; }(TextTrackMenuItem); Component.registerComponent('OffTextTrackMenuItem', OffTextTrackMenuItem); /** * @file text-track-button.js */ /** * The base class for buttons that toggle specific text track types (e.g. subtitles) * * @extends MenuButton */ var TextTrackButton = function (_TrackButton) { inherits(TextTrackButton, _TrackButton); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options={}] * The key/value store of player options. */ function TextTrackButton(player) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; classCallCheck(this, TextTrackButton); options.tracks = player.textTracks(); return possibleConstructorReturn(this, _TrackButton.call(this, player, options)); } /** * Create a menu item for each text track * * @param {TextTrackMenuItem[]} [items=[]] * Existing array of items to use during creation * * @return {TextTrackMenuItem[]} * Array of menu items that were created */ TextTrackButton.prototype.createItems = function createItems() { var items = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; var TrackMenuItem = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : TextTrackMenuItem; // Label is an override for the [track] off label // USed to localise captions/subtitles var label = void 0; if (this.label_) { label = this.label_ + ' off'; } // Add an OFF menu item to turn all tracks off items.push(new OffTextTrackMenuItem(this.player_, { kinds: this.kinds_, kind: this.kind_, label: label })); this.hideThreshold_ += 1; var tracks = this.player_.textTracks(); if (!Array.isArray(this.kinds_)) { this.kinds_ = [this.kind_]; } for (var i = 0; i < tracks.length; i++) { var track = tracks[i]; // only add tracks that are of an appropriate kind and have a label if (this.kinds_.indexOf(track.kind) > -1) { var item = new TrackMenuItem(this.player_, { track: track, // MenuItem is selectable selectable: true, // MenuItem is NOT multiSelectable (i.e. only one can be marked "selected" at a time) multiSelectable: false }); item.addClass('vjs-' + track.kind + '-menu-item'); items.push(item); } } return items; }; return TextTrackButton; }(TrackButton); Component.registerComponent('TextTrackButton', TextTrackButton); /** * @file chapters-track-menu-item.js */ /** * The chapter track menu item * * @extends MenuItem */ var ChaptersTrackMenuItem = function (_MenuItem) { inherits(ChaptersTrackMenuItem, _MenuItem); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function ChaptersTrackMenuItem(player, options) { classCallCheck(this, ChaptersTrackMenuItem); var track = options.track; var cue = options.cue; var currentTime = player.currentTime(); // Modify options for parent MenuItem class's init. options.selectable = true; options.multiSelectable = false; options.label = cue.text; options.selected = cue.startTime <= currentTime && currentTime < cue.endTime; var _this = possibleConstructorReturn(this, _MenuItem.call(this, player, options)); _this.track = track; _this.cue = cue; track.addEventListener('cuechange', bind(_this, _this.update)); return _this; } /** * This gets called when an `ChaptersTrackMenuItem` is "clicked". See * {@link ClickableComponent} for more detailed information on what a click can be. * * @param {EventTarget~Event} [event] * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ ChaptersTrackMenuItem.prototype.handleClick = function handleClick(event) { _MenuItem.prototype.handleClick.call(this); this.player_.currentTime(this.cue.startTime); this.update(this.cue.startTime); }; /** * Update chapter menu item * * @param {EventTarget~Event} [event] * The `cuechange` event that caused this function to run. * * @listens TextTrack#cuechange */ ChaptersTrackMenuItem.prototype.update = function update(event) { var cue = this.cue; var currentTime = this.player_.currentTime(); // vjs.log(currentTime, cue.startTime); this.selected(cue.startTime <= currentTime && currentTime < cue.endTime); }; return ChaptersTrackMenuItem; }(MenuItem); Component.registerComponent('ChaptersTrackMenuItem', ChaptersTrackMenuItem); /** * @file chapters-button.js */ /** * The button component for toggling and selecting chapters * Chapters act much differently than other text tracks * Cues are navigation vs. other tracks of alternative languages * * @extends TextTrackButton */ var ChaptersButton = function (_TextTrackButton) { inherits(ChaptersButton, _TextTrackButton); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. * * @param {Component~ReadyCallback} [ready] * The function to call when this function is ready. */ function ChaptersButton(player, options, ready) { classCallCheck(this, ChaptersButton); return possibleConstructorReturn(this, _TextTrackButton.call(this, player, options, ready)); } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ ChaptersButton.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-chapters-button ' + _TextTrackButton.prototype.buildCSSClass.call(this); }; ChaptersButton.prototype.buildWrapperCSSClass = function buildWrapperCSSClass() { return 'vjs-chapters-button ' + _TextTrackButton.prototype.buildWrapperCSSClass.call(this); }; /** * Update the menu based on the current state of its items. * * @param {EventTarget~Event} [event] * An event that triggered this function to run. * * @listens TextTrackList#addtrack * @listens TextTrackList#removetrack * @listens TextTrackList#change */ ChaptersButton.prototype.update = function update(event) { if (!this.track_ || event && (event.type === 'addtrack' || event.type === 'removetrack')) { this.setTrack(this.findChaptersTrack()); } _TextTrackButton.prototype.update.call(this); }; /** * Set the currently selected track for the chapters button. * * @param {TextTrack} track * The new track to select. Nothing will change if this is the currently selected * track. */ ChaptersButton.prototype.setTrack = function setTrack(track) { if (this.track_ === track) { return; } if (!this.updateHandler_) { this.updateHandler_ = this.update.bind(this); } // here this.track_ refers to the old track instance if (this.track_) { var remoteTextTrackEl = this.player_.remoteTextTrackEls().getTrackElementByTrack_(this.track_); if (remoteTextTrackEl) { remoteTextTrackEl.removeEventListener('load', this.updateHandler_); } this.track_ = null; } this.track_ = track; // here this.track_ refers to the new track instance if (this.track_) { this.track_.mode = 'hidden'; var _remoteTextTrackEl = this.player_.remoteTextTrackEls().getTrackElementByTrack_(this.track_); if (_remoteTextTrackEl) { _remoteTextTrackEl.addEventListener('load', this.updateHandler_); } } }; /** * Find the track object that is currently in use by this ChaptersButton * * @return {TextTrack|undefined} * The current track or undefined if none was found. */ ChaptersButton.prototype.findChaptersTrack = function findChaptersTrack() { var tracks = this.player_.textTracks() || []; for (var i = tracks.length - 1; i >= 0; i--) { // We will always choose the last track as our chaptersTrack var track = tracks[i]; if (track.kind === this.kind_) { return track; } } }; /** * Get the caption for the ChaptersButton based on the track label. This will also * use the current tracks localized kind as a fallback if a label does not exist. * * @return {string} * The tracks current label or the localized track kind. */ ChaptersButton.prototype.getMenuCaption = function getMenuCaption() { if (this.track_ && this.track_.label) { return this.track_.label; } return this.localize(toTitleCase(this.kind_)); }; /** * Create menu from chapter track * * @return {Menu} * New menu for the chapter buttons */ ChaptersButton.prototype.createMenu = function createMenu() { this.options_.title = this.getMenuCaption(); return _TextTrackButton.prototype.createMenu.call(this); }; /** * Create a menu item for each text track * * @return {TextTrackMenuItem[]} * Array of menu items */ ChaptersButton.prototype.createItems = function createItems() { var items = []; if (!this.track_) { return items; } var cues = this.track_.cues; if (!cues) { return items; } for (var i = 0, l = cues.length; i < l; i++) { var cue = cues[i]; var mi = new ChaptersTrackMenuItem(this.player_, { track: this.track_, cue: cue }); items.push(mi); } return items; }; return ChaptersButton; }(TextTrackButton); /** * `kind` of TextTrack to look for to associate it with this menu. * * @type {string} * @private */ ChaptersButton.prototype.kind_ = 'chapters'; /** * The text that should display over the `ChaptersButton`s controls. Added for localization. * * @type {string} * @private */ ChaptersButton.prototype.controlText_ = 'Chapters'; Component.registerComponent('ChaptersButton', ChaptersButton); /** * @file descriptions-button.js */ /** * The button component for toggling and selecting descriptions * * @extends TextTrackButton */ var DescriptionsButton = function (_TextTrackButton) { inherits(DescriptionsButton, _TextTrackButton); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. * * @param {Component~ReadyCallback} [ready] * The function to call when this component is ready. */ function DescriptionsButton(player, options, ready) { classCallCheck(this, DescriptionsButton); var _this = possibleConstructorReturn(this, _TextTrackButton.call(this, player, options, ready)); var tracks = player.textTracks(); var changeHandler = bind(_this, _this.handleTracksChange); tracks.addEventListener('change', changeHandler); _this.on('dispose', function () { tracks.removeEventListener('change', changeHandler); }); return _this; } /** * Handle text track change * * @param {EventTarget~Event} event * The event that caused this function to run * * @listens TextTrackList#change */ DescriptionsButton.prototype.handleTracksChange = function handleTracksChange(event) { var tracks = this.player().textTracks(); var disabled = false; // Check whether a track of a different kind is showing for (var i = 0, l = tracks.length; i < l; i++) { var track = tracks[i]; if (track.kind !== this.kind_ && track.mode === 'showing') { disabled = true; break; } } // If another track is showing, disable this menu button if (disabled) { this.disable(); } else { this.enable(); } }; /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ DescriptionsButton.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-descriptions-button ' + _TextTrackButton.prototype.buildCSSClass.call(this); }; DescriptionsButton.prototype.buildWrapperCSSClass = function buildWrapperCSSClass() { return 'vjs-descriptions-button ' + _TextTrackButton.prototype.buildWrapperCSSClass.call(this); }; return DescriptionsButton; }(TextTrackButton); /** * `kind` of TextTrack to look for to associate it with this menu. * * @type {string} * @private */ DescriptionsButton.prototype.kind_ = 'descriptions'; /** * The text that should display over the `DescriptionsButton`s controls. Added for localization. * * @type {string} * @private */ DescriptionsButton.prototype.controlText_ = 'Descriptions'; Component.registerComponent('DescriptionsButton', DescriptionsButton); /** * @file subtitles-button.js */ /** * The button component for toggling and selecting subtitles * * @extends TextTrackButton */ var SubtitlesButton = function (_TextTrackButton) { inherits(SubtitlesButton, _TextTrackButton); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. * * @param {Component~ReadyCallback} [ready] * The function to call when this component is ready. */ function SubtitlesButton(player, options, ready) { classCallCheck(this, SubtitlesButton); return possibleConstructorReturn(this, _TextTrackButton.call(this, player, options, ready)); } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ SubtitlesButton.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-subtitles-button ' + _TextTrackButton.prototype.buildCSSClass.call(this); }; SubtitlesButton.prototype.buildWrapperCSSClass = function buildWrapperCSSClass() { return 'vjs-subtitles-button ' + _TextTrackButton.prototype.buildWrapperCSSClass.call(this); }; return SubtitlesButton; }(TextTrackButton); /** * `kind` of TextTrack to look for to associate it with this menu. * * @type {string} * @private */ SubtitlesButton.prototype.kind_ = 'subtitles'; /** * The text that should display over the `SubtitlesButton`s controls. Added for localization. * * @type {string} * @private */ SubtitlesButton.prototype.controlText_ = 'Subtitles'; Component.registerComponent('SubtitlesButton', SubtitlesButton); /** * @file caption-settings-menu-item.js */ /** * The menu item for caption track settings menu * * @extends TextTrackMenuItem */ var CaptionSettingsMenuItem = function (_TextTrackMenuItem) { inherits(CaptionSettingsMenuItem, _TextTrackMenuItem); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function CaptionSettingsMenuItem(player, options) { classCallCheck(this, CaptionSettingsMenuItem); options.track = { player: player, kind: options.kind, label: options.kind + ' settings', selectable: false, default: false, mode: 'disabled' }; // CaptionSettingsMenuItem has no concept of 'selected' options.selectable = false; options.name = 'CaptionSettingsMenuItem'; var _this = possibleConstructorReturn(this, _TextTrackMenuItem.call(this, player, options)); _this.addClass('vjs-texttrack-settings'); _this.controlText(', opens ' + options.kind + ' settings dialog'); return _this; } /** * This gets called when an `CaptionSettingsMenuItem` is "clicked". See * {@link ClickableComponent} for more detailed information on what a click can be. * * @param {EventTarget~Event} [event] * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ CaptionSettingsMenuItem.prototype.handleClick = function handleClick(event) { this.player().getChild('textTrackSettings').open(); }; return CaptionSettingsMenuItem; }(TextTrackMenuItem); Component.registerComponent('CaptionSettingsMenuItem', CaptionSettingsMenuItem); /** * @file captions-button.js */ /** * The button component for toggling and selecting captions * * @extends TextTrackButton */ var CaptionsButton = function (_TextTrackButton) { inherits(CaptionsButton, _TextTrackButton); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. * * @param {Component~ReadyCallback} [ready] * The function to call when this component is ready. */ function CaptionsButton(player, options, ready) { classCallCheck(this, CaptionsButton); return possibleConstructorReturn(this, _TextTrackButton.call(this, player, options, ready)); } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ CaptionsButton.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-captions-button ' + _TextTrackButton.prototype.buildCSSClass.call(this); }; CaptionsButton.prototype.buildWrapperCSSClass = function buildWrapperCSSClass() { return 'vjs-captions-button ' + _TextTrackButton.prototype.buildWrapperCSSClass.call(this); }; /** * Create caption menu items * * @return {CaptionSettingsMenuItem[]} * The array of current menu items. */ CaptionsButton.prototype.createItems = function createItems() { var items = []; if (!(this.player().tech_ && this.player().tech_.featuresNativeTextTracks) && this.player().getChild('textTrackSettings')) { items.push(new CaptionSettingsMenuItem(this.player_, { kind: this.kind_ })); this.hideThreshold_ += 1; } return _TextTrackButton.prototype.createItems.call(this, items); }; return CaptionsButton; }(TextTrackButton); /** * `kind` of TextTrack to look for to associate it with this menu. * * @type {string} * @private */ CaptionsButton.prototype.kind_ = 'captions'; /** * The text that should display over the `CaptionsButton`s controls. Added for localization. * * @type {string} * @private */ CaptionsButton.prototype.controlText_ = 'Captions'; Component.registerComponent('CaptionsButton', CaptionsButton); /** * @file subs-caps-menu-item.js */ /** * SubsCapsMenuItem has an [cc] icon to distinguish captions from subtitles * in the SubsCapsMenu. * * @extends TextTrackMenuItem */ var SubsCapsMenuItem = function (_TextTrackMenuItem) { inherits(SubsCapsMenuItem, _TextTrackMenuItem); function SubsCapsMenuItem() { classCallCheck(this, SubsCapsMenuItem); return possibleConstructorReturn(this, _TextTrackMenuItem.apply(this, arguments)); } SubsCapsMenuItem.prototype.createEl = function createEl(type, props, attrs) { var innerHTML = '<span class="vjs-menu-item-text">' + this.localize(this.options_.label); if (this.options_.track.kind === 'captions') { innerHTML += '\n <span aria-hidden="true" class="vjs-icon-placeholder"></span>\n <span class="vjs-control-text"> ' + this.localize('Captions') + '</span>\n '; } innerHTML += '</span>'; var el = _TextTrackMenuItem.prototype.createEl.call(this, type, assign({ innerHTML: innerHTML }, props), attrs); return el; }; return SubsCapsMenuItem; }(TextTrackMenuItem); Component.registerComponent('SubsCapsMenuItem', SubsCapsMenuItem); /** * @file sub-caps-button.js */ /** * The button component for toggling and selecting captions and/or subtitles * * @extends TextTrackButton */ var SubsCapsButton = function (_TextTrackButton) { inherits(SubsCapsButton, _TextTrackButton); function SubsCapsButton(player) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; classCallCheck(this, SubsCapsButton); // Although North America uses "captions" in most cases for // "captions and subtitles" other locales use "subtitles" var _this = possibleConstructorReturn(this, _TextTrackButton.call(this, player, options)); _this.label_ = 'subtitles'; if (['en', 'en-us', 'en-ca', 'fr-ca'].indexOf(_this.player_.language_) > -1) { _this.label_ = 'captions'; } _this.menuButton_.controlText(toTitleCase(_this.label_)); return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ SubsCapsButton.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-subs-caps-button ' + _TextTrackButton.prototype.buildCSSClass.call(this); }; SubsCapsButton.prototype.buildWrapperCSSClass = function buildWrapperCSSClass() { return 'vjs-subs-caps-button ' + _TextTrackButton.prototype.buildWrapperCSSClass.call(this); }; /** * Create caption/subtitles menu items * * @return {CaptionSettingsMenuItem[]} * The array of current menu items. */ SubsCapsButton.prototype.createItems = function createItems() { var items = []; if (!(this.player().tech_ && this.player().tech_.featuresNativeTextTracks) && this.player().getChild('textTrackSettings')) { items.push(new CaptionSettingsMenuItem(this.player_, { kind: this.label_ })); this.hideThreshold_ += 1; } items = _TextTrackButton.prototype.createItems.call(this, items, SubsCapsMenuItem); return items; }; return SubsCapsButton; }(TextTrackButton); /** * `kind`s of TextTrack to look for to associate it with this menu. * * @type {array} * @private */ SubsCapsButton.prototype.kinds_ = ['captions', 'subtitles']; /** * The text that should display over the `SubsCapsButton`s controls. * * * @type {string} * @private */ SubsCapsButton.prototype.controlText_ = 'Subtitles'; Component.registerComponent('SubsCapsButton', SubsCapsButton); /** * @file audio-track-menu-item.js */ /** * An {@link AudioTrack} {@link MenuItem} * * @extends MenuItem */ var AudioTrackMenuItem = function (_MenuItem) { inherits(AudioTrackMenuItem, _MenuItem); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function AudioTrackMenuItem(player, options) { classCallCheck(this, AudioTrackMenuItem); var track = options.track; var tracks = player.audioTracks(); // Modify options for parent MenuItem class's init. options.label = track.label || track.language || 'Unknown'; options.selected = track.enabled; var _this = possibleConstructorReturn(this, _MenuItem.call(this, player, options)); _this.track = track; _this.addClass('vjs-' + track.kind + '-menu-item'); var changeHandler = function changeHandler() { for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } _this.handleTracksChange.apply(_this, args); }; tracks.addEventListener('change', changeHandler); _this.on('dispose', function () { tracks.removeEventListener('change', changeHandler); }); return _this; } AudioTrackMenuItem.prototype.createEl = function createEl(type, props, attrs) { var innerHTML = '<span class="vjs-menu-item-text">' + this.localize(this.options_.label); if (this.options_.track.kind === 'main-desc') { innerHTML += '\n <span aria-hidden="true" class="vjs-icon-placeholder"></span>\n <span class="vjs-control-text"> ' + this.localize('Descriptions') + '</span>\n '; } innerHTML += '</span>'; var el = _MenuItem.prototype.createEl.call(this, type, assign({ innerHTML: innerHTML }, props), attrs); return el; }; /** * This gets called when an `AudioTrackMenuItem is "clicked". See {@link ClickableComponent} * for more detailed information on what a click can be. * * @param {EventTarget~Event} [event] * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ AudioTrackMenuItem.prototype.handleClick = function handleClick(event) { var tracks = this.player_.audioTracks(); _MenuItem.prototype.handleClick.call(this, event); for (var i = 0; i < tracks.length; i++) { var track = tracks[i]; track.enabled = track === this.track; } }; /** * Handle any {@link AudioTrack} change. * * @param {EventTarget~Event} [event] * The {@link AudioTrackList#change} event that caused this to run. * * @listens AudioTrackList#change */ AudioTrackMenuItem.prototype.handleTracksChange = function handleTracksChange(event) { this.selected(this.track.enabled); }; return AudioTrackMenuItem; }(MenuItem); Component.registerComponent('AudioTrackMenuItem', AudioTrackMenuItem); /** * @file audio-track-button.js */ /** * The base class for buttons that toggle specific {@link AudioTrack} types. * * @extends TrackButton */ var AudioTrackButton = function (_TrackButton) { inherits(AudioTrackButton, _TrackButton); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options={}] * The key/value store of player options. */ function AudioTrackButton(player) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; classCallCheck(this, AudioTrackButton); options.tracks = player.audioTracks(); return possibleConstructorReturn(this, _TrackButton.call(this, player, options)); } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ AudioTrackButton.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-audio-button ' + _TrackButton.prototype.buildCSSClass.call(this); }; AudioTrackButton.prototype.buildWrapperCSSClass = function buildWrapperCSSClass() { return 'vjs-audio-button ' + _TrackButton.prototype.buildWrapperCSSClass.call(this); }; /** * Create a menu item for each audio track * * @param {AudioTrackMenuItem[]} [items=[]] * An array of existing menu items to use. * * @return {AudioTrackMenuItem[]} * An array of menu items */ AudioTrackButton.prototype.createItems = function createItems() { var items = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; // if there's only one audio track, there no point in showing it this.hideThreshold_ = 1; var tracks = this.player_.audioTracks(); for (var i = 0; i < tracks.length; i++) { var track = tracks[i]; items.push(new AudioTrackMenuItem(this.player_, { track: track, // MenuItem is selectable selectable: true, // MenuItem is NOT multiSelectable (i.e. only one can be marked "selected" at a time) multiSelectable: false })); } return items; }; return AudioTrackButton; }(TrackButton); /** * The text that should display over the `AudioTrackButton`s controls. Added for localization. * * @type {string} * @private */ AudioTrackButton.prototype.controlText_ = 'Audio Track'; Component.registerComponent('AudioTrackButton', AudioTrackButton); /** * @file playback-rate-menu-item.js */ /** * The specific menu item type for selecting a playback rate. * * @extends MenuItem */ var PlaybackRateMenuItem = function (_MenuItem) { inherits(PlaybackRateMenuItem, _MenuItem); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function PlaybackRateMenuItem(player, options) { classCallCheck(this, PlaybackRateMenuItem); var label = options.rate; var rate = parseFloat(label, 10); // Modify options for parent MenuItem class's init. options.label = label; options.selected = rate === 1; options.selectable = true; options.multiSelectable = false; var _this = possibleConstructorReturn(this, _MenuItem.call(this, player, options)); _this.label = label; _this.rate = rate; _this.on(player, 'ratechange', _this.update); return _this; } /** * This gets called when an `PlaybackRateMenuItem` is "clicked". See * {@link ClickableComponent} for more detailed information on what a click can be. * * @param {EventTarget~Event} [event] * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ PlaybackRateMenuItem.prototype.handleClick = function handleClick(event) { _MenuItem.prototype.handleClick.call(this); this.player().playbackRate(this.rate); }; /** * Update the PlaybackRateMenuItem when the playbackrate changes. * * @param {EventTarget~Event} [event] * The `ratechange` event that caused this function to run. * * @listens Player#ratechange */ PlaybackRateMenuItem.prototype.update = function update(event) { this.selected(this.player().playbackRate() === this.rate); }; return PlaybackRateMenuItem; }(MenuItem); /** * The text that should display over the `PlaybackRateMenuItem`s controls. Added for localization. * * @type {string} * @private */ PlaybackRateMenuItem.prototype.contentElType = 'button'; Component.registerComponent('PlaybackRateMenuItem', PlaybackRateMenuItem); /** * @file playback-rate-menu-button.js */ /** * The component for controlling the playback rate. * * @extends MenuButton */ var PlaybackRateMenuButton = function (_MenuButton) { inherits(PlaybackRateMenuButton, _MenuButton); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function PlaybackRateMenuButton(player, options) { classCallCheck(this, PlaybackRateMenuButton); var _this = possibleConstructorReturn(this, _MenuButton.call(this, player, options)); _this.updateVisibility(); _this.updateLabel(); _this.on(player, 'loadstart', _this.updateVisibility); _this.on(player, 'ratechange', _this.updateLabel); return _this; } /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ PlaybackRateMenuButton.prototype.createEl = function createEl$$1() { var el = _MenuButton.prototype.createEl.call(this); this.labelEl_ = createEl('div', { className: 'vjs-playback-rate-value', innerHTML: '1x' }); el.appendChild(this.labelEl_); return el; }; PlaybackRateMenuButton.prototype.dispose = function dispose() { this.labelEl_ = null; _MenuButton.prototype.dispose.call(this); }; /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ PlaybackRateMenuButton.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-playback-rate ' + _MenuButton.prototype.buildCSSClass.call(this); }; PlaybackRateMenuButton.prototype.buildWrapperCSSClass = function buildWrapperCSSClass() { return 'vjs-playback-rate ' + _MenuButton.prototype.buildWrapperCSSClass.call(this); }; /** * Create the playback rate menu * * @return {Menu} * Menu object populated with {@link PlaybackRateMenuItem}s */ PlaybackRateMenuButton.prototype.createMenu = function createMenu() { var menu = new Menu(this.player()); var rates = this.playbackRates(); if (rates) { for (var i = rates.length - 1; i >= 0; i--) { menu.addChild(new PlaybackRateMenuItem(this.player(), { rate: rates[i] + 'x' })); } } return menu; }; /** * Updates ARIA accessibility attributes */ PlaybackRateMenuButton.prototype.updateARIAAttributes = function updateARIAAttributes() { // Current playback rate this.el().setAttribute('aria-valuenow', this.player().playbackRate()); }; /** * This gets called when an `PlaybackRateMenuButton` is "clicked". See * {@link ClickableComponent} for more detailed information on what a click can be. * * @param {EventTarget~Event} [event] * The `keydown`, `tap`, or `click` event that caused this function to be * called. * * @listens tap * @listens click */ PlaybackRateMenuButton.prototype.handleClick = function handleClick(event) { // select next rate option var currentRate = this.player().playbackRate(); var rates = this.playbackRates(); // this will select first one if the last one currently selected var newRate = rates[0]; for (var i = 0; i < rates.length; i++) { if (rates[i] > currentRate) { newRate = rates[i]; break; } } this.player().playbackRate(newRate); }; /** * Get possible playback rates * * @return {Array} * All possible playback rates */ PlaybackRateMenuButton.prototype.playbackRates = function playbackRates() { return this.options_.playbackRates || this.options_.playerOptions && this.options_.playerOptions.playbackRates; }; /** * Get whether playback rates is supported by the tech * and an array of playback rates exists * * @return {boolean} * Whether changing playback rate is supported */ PlaybackRateMenuButton.prototype.playbackRateSupported = function playbackRateSupported() { return this.player().tech_ && this.player().tech_.featuresPlaybackRate && this.playbackRates() && this.playbackRates().length > 0; }; /** * Hide playback rate controls when they're no playback rate options to select * * @param {EventTarget~Event} [event] * The event that caused this function to run. * * @listens Player#loadstart */ PlaybackRateMenuButton.prototype.updateVisibility = function updateVisibility(event) { if (this.playbackRateSupported()) { this.removeClass('vjs-hidden'); } else { this.addClass('vjs-hidden'); } }; /** * Update button label when rate changed * * @param {EventTarget~Event} [event] * The event that caused this function to run. * * @listens Player#ratechange */ PlaybackRateMenuButton.prototype.updateLabel = function updateLabel(event) { if (this.playbackRateSupported()) { this.labelEl_.innerHTML = this.player().playbackRate() + 'x'; } }; return PlaybackRateMenuButton; }(MenuButton); /** * The text that should display over the `FullscreenToggle`s controls. Added for localization. * * @type {string} * @private */ PlaybackRateMenuButton.prototype.controlText_ = 'Playback Rate'; Component.registerComponent('PlaybackRateMenuButton', PlaybackRateMenuButton); /** * @file spacer.js */ /** * Just an empty spacer element that can be used as an append point for plugins, etc. * Also can be used to create space between elements when necessary. * * @extends Component */ var Spacer = function (_Component) { inherits(Spacer, _Component); function Spacer() { classCallCheck(this, Spacer); return possibleConstructorReturn(this, _Component.apply(this, arguments)); } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ Spacer.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-spacer ' + _Component.prototype.buildCSSClass.call(this); }; /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ Spacer.prototype.createEl = function createEl() { return _Component.prototype.createEl.call(this, 'div', { className: this.buildCSSClass() }); }; return Spacer; }(Component); Component.registerComponent('Spacer', Spacer); /** * @file custom-control-spacer.js */ /** * Spacer specifically meant to be used as an insertion point for new plugins, etc. * * @extends Spacer */ var CustomControlSpacer = function (_Spacer) { inherits(CustomControlSpacer, _Spacer); function CustomControlSpacer() { classCallCheck(this, CustomControlSpacer); return possibleConstructorReturn(this, _Spacer.apply(this, arguments)); } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. */ CustomControlSpacer.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-custom-control-spacer ' + _Spacer.prototype.buildCSSClass.call(this); }; /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ CustomControlSpacer.prototype.createEl = function createEl() { var el = _Spacer.prototype.createEl.call(this, { className: this.buildCSSClass() }); // No-flex/table-cell mode requires there be some content // in the cell to fill the remaining space of the table. el.innerHTML = '\xA0'; return el; }; return CustomControlSpacer; }(Spacer); Component.registerComponent('CustomControlSpacer', CustomControlSpacer); /** * @file control-bar.js */ /** * Container of main controls. * * @extends Component */ var ControlBar = function (_Component) { inherits(ControlBar, _Component); function ControlBar() { classCallCheck(this, ControlBar); return possibleConstructorReturn(this, _Component.apply(this, arguments)); } /** * Create the `Component`'s DOM element * * @return {Element} * The element that was created. */ ControlBar.prototype.createEl = function createEl() { return _Component.prototype.createEl.call(this, 'div', { className: 'vjs-control-bar', dir: 'ltr' }); }; return ControlBar; }(Component); /** * Default options for `ControlBar` * * @type {Object} * @private */ ControlBar.prototype.options_ = { children: ['playToggle', 'volumePanel', 'currentTimeDisplay', 'timeDivider', 'durationDisplay', 'progressControl', 'liveDisplay', 'remainingTimeDisplay', 'customControlSpacer', 'playbackRateMenuButton', 'chaptersButton', 'descriptionsButton', 'subsCapsButton', 'audioTrackButton', 'fullscreenToggle'] }; Component.registerComponent('ControlBar', ControlBar); /** * @file error-display.js */ /** * A display that indicates an error has occurred. This means that the video * is unplayable. * * @extends ModalDialog */ var ErrorDisplay = function (_ModalDialog) { inherits(ErrorDisplay, _ModalDialog); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function ErrorDisplay(player, options) { classCallCheck(this, ErrorDisplay); var _this = possibleConstructorReturn(this, _ModalDialog.call(this, player, options)); _this.on(player, 'error', _this.open); return _this; } /** * Builds the default DOM `className`. * * @return {string} * The DOM `className` for this object. * * @deprecated Since version 5. */ ErrorDisplay.prototype.buildCSSClass = function buildCSSClass() { return 'vjs-error-display ' + _ModalDialog.prototype.buildCSSClass.call(this); }; /** * Gets the localized error message based on the `Player`s error. * * @return {string} * The `Player`s error message localized or an empty string. */ ErrorDisplay.prototype.content = function content() { var error = this.player().error(); return error ? this.localize(error.message) : ''; }; return ErrorDisplay; }(ModalDialog); /** * The default options for an `ErrorDisplay`. * * @private */ ErrorDisplay.prototype.options_ = mergeOptions(ModalDialog.prototype.options_, { pauseOnOpen: false, fillAlways: true, temporary: false, uncloseable: true }); Component.registerComponent('ErrorDisplay', ErrorDisplay); /** * @file text-track-settings.js */ var LOCAL_STORAGE_KEY = 'vjs-text-track-settings'; var COLOR_BLACK = ['#000', 'Black']; var COLOR_BLUE = ['#00F', 'Blue']; var COLOR_CYAN = ['#0FF', 'Cyan']; var COLOR_GREEN = ['#0F0', 'Green']; var COLOR_MAGENTA = ['#F0F', 'Magenta']; var COLOR_RED = ['#F00', 'Red']; var COLOR_WHITE = ['#FFF', 'White']; var COLOR_YELLOW = ['#FF0', 'Yellow']; var OPACITY_OPAQUE = ['1', 'Opaque']; var OPACITY_SEMI = ['0.5', 'Semi-Transparent']; var OPACITY_TRANS = ['0', 'Transparent']; // Configuration for the various <select> elements in the DOM of this component. // // Possible keys include: // // `default`: // The default option index. Only needs to be provided if not zero. // `parser`: // A function which is used to parse the value from the selected option in // a customized way. // `selector`: // The selector used to find the associated <select> element. var selectConfigs = { backgroundColor: { selector: '.vjs-bg-color > select', id: 'captions-background-color-%s', label: 'Color', options: [COLOR_BLACK, COLOR_WHITE, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_YELLOW, COLOR_MAGENTA, COLOR_CYAN] }, backgroundOpacity: { selector: '.vjs-bg-opacity > select', id: 'captions-background-opacity-%s', label: 'Transparency', options: [OPACITY_OPAQUE, OPACITY_SEMI, OPACITY_TRANS] }, color: { selector: '.vjs-fg-color > select', id: 'captions-foreground-color-%s', label: 'Color', options: [COLOR_WHITE, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_YELLOW, COLOR_MAGENTA, COLOR_CYAN] }, edgeStyle: { selector: '.vjs-edge-style > select', id: '%s', label: 'Text Edge Style', options: [['none', 'None'], ['raised', 'Raised'], ['depressed', 'Depressed'], ['uniform', 'Uniform'], ['dropshadow', 'Dropshadow']] }, fontFamily: { selector: '.vjs-font-family > select', id: 'captions-font-family-%s', label: 'Font Family', options: [['proportionalSansSerif', 'Proportional Sans-Serif'], ['monospaceSansSerif', 'Monospace Sans-Serif'], ['proportionalSerif', 'Proportional Serif'], ['monospaceSerif', 'Monospace Serif'], ['casual', 'Casual'], ['script', 'Script'], ['small-caps', 'Small Caps']] }, fontPercent: { selector: '.vjs-font-percent > select', id: 'captions-font-size-%s', label: 'Font Size', options: [['0.50', '50%'], ['0.75', '75%'], ['1.00', '100%'], ['1.25', '125%'], ['1.50', '150%'], ['1.75', '175%'], ['2.00', '200%'], ['3.00', '300%'], ['4.00', '400%']], default: 2, parser: function parser(v) { return v === '1.00' ? null : Number(v); } }, textOpacity: { selector: '.vjs-text-opacity > select', id: 'captions-foreground-opacity-%s', label: 'Transparency', options: [OPACITY_OPAQUE, OPACITY_SEMI] }, // Options for this object are defined below. windowColor: { selector: '.vjs-window-color > select', id: 'captions-window-color-%s', label: 'Color' }, // Options for this object are defined below. windowOpacity: { selector: '.vjs-window-opacity > select', id: 'captions-window-opacity-%s', label: 'Transparency', options: [OPACITY_TRANS, OPACITY_SEMI, OPACITY_OPAQUE] } }; selectConfigs.windowColor.options = selectConfigs.backgroundColor.options; /** * Get the actual value of an option. * * @param {string} value * The value to get * * @param {Function} [parser] * Optional function to adjust the value. * * @return {Mixed} * - Will be `undefined` if no value exists * - Will be `undefined` if the given value is "none". * - Will be the actual value otherwise. * * @private */ function parseOptionValue(value, parser) { if (parser) { value = parser(value); } if (value && value !== 'none') { return value; } } /** * Gets the value of the selected <option> element within a <select> element. * * @param {Element} el * the element to look in * * @param {Function} [parser] * Optional function to adjust the value. * * @return {Mixed} * - Will be `undefined` if no value exists * - Will be `undefined` if the given value is "none". * - Will be the actual value otherwise. * * @private */ function getSelectedOptionValue(el, parser) { var value = el.options[el.options.selectedIndex].value; return parseOptionValue(value, parser); } /** * Sets the selected <option> element within a <select> element based on a * given value. * * @param {Element} el * The element to look in. * * @param {string} value * the property to look on. * * @param {Function} [parser] * Optional function to adjust the value before comparing. * * @private */ function setSelectedOption(el, value, parser) { if (!value) { return; } for (var i = 0; i < el.options.length; i++) { if (parseOptionValue(el.options[i].value, parser) === value) { el.selectedIndex = i; break; } } } /** * Manipulate Text Tracks settings. * * @extends ModalDialog */ var TextTrackSettings = function (_ModalDialog) { inherits(TextTrackSettings, _ModalDialog); /** * Creates an instance of this class. * * @param {Player} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of player options. */ function TextTrackSettings(player, options) { classCallCheck(this, TextTrackSettings); options.temporary = false; var _this = possibleConstructorReturn(this, _ModalDialog.call(this, player, options)); _this.updateDisplay = bind(_this, _this.updateDisplay); // fill the modal and pretend we have opened it _this.fill(); _this.hasBeenOpened_ = _this.hasBeenFilled_ = true; _this.endDialog = createEl('p', { className: 'vjs-control-text', textContent: _this.localize('End of dialog window.') }); _this.el().appendChild(_this.endDialog); _this.setDefaults(); // Grab `persistTextTrackSettings` from the player options if not passed in child options if (options.persistTextTrackSettings === undefined) { _this.options_.persistTextTrackSettings = _this.options_.playerOptions.persistTextTrackSettings; } _this.on(_this.$('.vjs-done-button'), 'click', function () { _this.saveSettings(); _this.close(); }); _this.on(_this.$('.vjs-default-button'), 'click', function () { _this.setDefaults(); _this.updateDisplay(); }); each(selectConfigs, function (config) { _this.on(_this.$(config.selector), 'change', _this.updateDisplay); }); if (_this.options_.persistTextTrackSettings) { _this.restoreSettings(); } return _this; } TextTrackSettings.prototype.dispose = function dispose() { this.endDialog = null; _ModalDialog.prototype.dispose.call(this); }; /** * Create a <select> element with configured options. * * @param {string} key * Configuration key to use during creation. * * @return {string} * An HTML string. * * @private */ TextTrackSettings.prototype.createElSelect_ = function createElSelect_(key) { var _this2 = this; var legendId = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : ''; var type = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'label'; var config = selectConfigs[key]; var id = config.id.replace('%s', this.id_); var selectLabelledbyIds = [legendId, id].join(' ').trim(); return ['<' + type + ' id="' + id + '" class="' + (type === 'label' ? 'vjs-label' : '') + '">', this.localize(config.label), '</' + type + '>', '<select aria-labelledby="' + selectLabelledbyIds + '">'].concat(config.options.map(function (o) { var optionId = id + '-' + o[1].replace(/\W+/g, ''); return ['<option id="' + optionId + '" value="' + o[0] + '" ', 'aria-labelledby="' + selectLabelledbyIds + ' ' + optionId + '">', _this2.localize(o[1]), '</option>'].join(''); })).concat('</select>').join(''); }; /** * Create foreground color element for the component * * @return {string} * An HTML string. * * @private */ TextTrackSettings.prototype.createElFgColor_ = function createElFgColor_() { var legendId = 'captions-text-legend-' + this.id_; return ['<fieldset class="vjs-fg-color vjs-track-setting">', '<legend id="' + legendId + '">', this.localize('Text'), '</legend>', this.createElSelect_('color', legendId), '<span class="vjs-text-opacity vjs-opacity">', this.createElSelect_('textOpacity', legendId), '</span>', '</fieldset>'].join(''); }; /** * Create background color element for the component * * @return {string} * An HTML string. * * @private */ TextTrackSettings.prototype.createElBgColor_ = function createElBgColor_() { var legendId = 'captions-background-' + this.id_; return ['<fieldset class="vjs-bg-color vjs-track-setting">', '<legend id="' + legendId + '">', this.localize('Background'), '</legend>', this.createElSelect_('backgroundColor', legendId), '<span class="vjs-bg-opacity vjs-opacity">', this.createElSelect_('backgroundOpacity', legendId), '</span>', '</fieldset>'].join(''); }; /** * Create window color element for the component * * @return {string} * An HTML string. * * @private */ TextTrackSettings.prototype.createElWinColor_ = function createElWinColor_() { var legendId = 'captions-window-' + this.id_; return ['<fieldset class="vjs-window-color vjs-track-setting">', '<legend id="' + legendId + '">', this.localize('Window'), '</legend>', this.createElSelect_('windowColor', legendId), '<span class="vjs-window-opacity vjs-opacity">', this.createElSelect_('windowOpacity', legendId), '</span>', '</fieldset>'].join(''); }; /** * Create color elements for the component * * @return {Element} * The element that was created * * @private */ TextTrackSettings.prototype.createElColors_ = function createElColors_() { return createEl('div', { className: 'vjs-track-settings-colors', innerHTML: [this.createElFgColor_(), this.createElBgColor_(), this.createElWinColor_()].join('') }); }; /** * Create font elements for the component * * @return {Element} * The element that was created. * * @private */ TextTrackSettings.prototype.createElFont_ = function createElFont_() { return createEl('div', { className: 'vjs-track-settings-font', innerHTML: ['<fieldset class="vjs-font-percent vjs-track-setting">', this.createElSelect_('fontPercent', '', 'legend'), '</fieldset>', '<fieldset class="vjs-edge-style vjs-track-setting">', this.createElSelect_('edgeStyle', '', 'legend'), '</fieldset>', '<fieldset class="vjs-font-family vjs-track-setting">', this.createElSelect_('fontFamily', '', 'legend'), '</fieldset>'].join('') }); }; /** * Create controls for the component * * @return {Element} * The element that was created. * * @private */ TextTrackSettings.prototype.createElControls_ = function createElControls_() { var defaultsDescription = this.localize('restore all settings to the default values'); return createEl('div', { className: 'vjs-track-settings-controls', innerHTML: ['<button class="vjs-default-button" title="' + defaultsDescription + '">', this.localize('Reset'), '<span class="vjs-control-text"> ' + defaultsDescription + '</span>', '</button>', '<button class="vjs-done-button">' + this.localize('Done') + '</button>'].join('') }); }; TextTrackSettings.prototype.content = function content() { return [this.createElColors_(), this.createElFont_(), this.createElControls_()]; }; TextTrackSettings.prototype.label = function label() { return this.localize('Caption Settings Dialog'); }; TextTrackSettings.prototype.description = function description() { return this.localize('Beginning of dialog window. Escape will cancel and close the window.'); }; TextTrackSettings.prototype.buildCSSClass = function buildCSSClass() { return _ModalDialog.prototype.buildCSSClass.call(this) + ' vjs-text-track-settings'; }; /** * Gets an object of text track settings (or null). * * @return {Object} * An object with config values parsed from the DOM or localStorage. */ TextTrackSettings.prototype.getValues = function getValues() { var _this3 = this; return reduce(selectConfigs, function (accum, config, key) { var value = getSelectedOptionValue(_this3.$(config.selector), config.parser); if (value !== undefined) { accum[key] = value; } return accum; }, {}); }; /** * Sets text track settings from an object of values. * * @param {Object} values * An object with config values parsed from the DOM or localStorage. */ TextTrackSettings.prototype.setValues = function setValues(values) { var _this4 = this; each(selectConfigs, function (config, key) { setSelectedOption(_this4.$(config.selector), values[key], config.parser); }); }; /** * Sets all `<select>` elements to their default values. */ TextTrackSettings.prototype.setDefaults = function setDefaults() { var _this5 = this; each(selectConfigs, function (config) { var index = config.hasOwnProperty('default') ? config.default : 0; _this5.$(config.selector).selectedIndex = index; }); }; /** * Restore texttrack settings from localStorage */ TextTrackSettings.prototype.restoreSettings = function restoreSettings() { var values = void 0; try { values = JSON.parse(window_1.localStorage.getItem(LOCAL_STORAGE_KEY)); } catch (err) { log$1.warn(err); } if (values) { this.setValues(values); } }; /** * Save text track settings to localStorage */ TextTrackSettings.prototype.saveSettings = function saveSettings() { if (!this.options_.persistTextTrackSettings) { return; } var values = this.getValues(); try { if (Object.keys(values).length) { window_1.localStorage.setItem(LOCAL_STORAGE_KEY, JSON.stringify(values)); } else { window_1.localStorage.removeItem(LOCAL_STORAGE_KEY); } } catch (err) { log$1.warn(err); } }; /** * Update display of text track settings */ TextTrackSettings.prototype.updateDisplay = function updateDisplay() { var ttDisplay = this.player_.getChild('textTrackDisplay'); if (ttDisplay) { ttDisplay.updateDisplay(); } }; /** * conditionally blur the element and refocus the captions button * * @private */ TextTrackSettings.prototype.conditionalBlur_ = function conditionalBlur_() { this.previouslyActiveEl_ = null; this.off(document_1, 'keydown', this.handleKeyDown); var cb = this.player_.controlBar; var subsCapsBtn = cb && cb.subsCapsButton; var ccBtn = cb && cb.captionsButton; if (subsCapsBtn) { subsCapsBtn.focus(); } else if (ccBtn) { ccBtn.focus(); } }; return TextTrackSettings; }(ModalDialog); Component.registerComponent('TextTrackSettings', TextTrackSettings); /** * @file resize-manager.js */ /** * A Resize Manager. It is in charge of triggering `playerresize` on the player in the right conditions. * * It'll either create an iframe and use a debounced resize handler on it or use the new {@link https://wicg.github.io/ResizeObserver/|ResizeObserver}. * * If the ResizeObserver is available natively, it will be used. A polyfill can be passed in as an option. * If a `playerresize` event is not needed, the ResizeManager component can be removed from the player, see the example below. * @example <caption>How to disable the resize manager</caption> * const player = videojs('#vid', { * resizeManager: false * }); * * @see {@link https://wicg.github.io/ResizeObserver/|ResizeObserver specification} * * @extends Component */ var ResizeManager = function (_Component) { inherits(ResizeManager, _Component); /** * Create the ResizeManager. * * @param {Object} player * The `Player` that this class should be attached to. * * @param {Object} [options] * The key/value store of ResizeManager options. * * @param {Object} [options.ResizeObserver] * A polyfill for ResizeObserver can be passed in here. * If this is set to null it will ignore the native ResizeObserver and fall back to the iframe fallback. */ function ResizeManager(player, options) { classCallCheck(this, ResizeManager); var RESIZE_OBSERVER_AVAILABLE = options.ResizeObserver || window_1.ResizeObserver; // if `null` was passed, we want to disable the ResizeObserver if (options.ResizeObserver === null) { RESIZE_OBSERVER_AVAILABLE = false; } // Only create an element when ResizeObserver isn't available var options_ = mergeOptions({ createEl: !RESIZE_OBSERVER_AVAILABLE, reportTouchActivity: false }, options); var _this = possibleConstructorReturn(this, _Component.call(this, player, options_)); _this.ResizeObserver = options.ResizeObserver || window_1.ResizeObserver; _this.loadListener_ = null; _this.resizeObserver_ = null; _this.debouncedHandler_ = debounce(function () { _this.resizeHandler(); }, 100, false, _this); if (RESIZE_OBSERVER_AVAILABLE) { _this.resizeObserver_ = new _this.ResizeObserver(_this.debouncedHandler_); _this.resizeObserver_.observe(player.el()); } else { _this.loadListener_ = function () { if (!_this.el_ || !_this.el_.contentWindow) { return; } on(_this.el_.contentWindow, 'resize', _this.debouncedHandler_); }; _this.one('load', _this.loadListener_); } return _this; } ResizeManager.prototype.createEl = function createEl() { return _Component.prototype.createEl.call(this, 'iframe', { className: 'vjs-resize-manager' }); }; /** * Called when a resize is triggered on the iframe or a resize is observed via the ResizeObserver * * @fires Player#playerresize */ ResizeManager.prototype.resizeHandler = function resizeHandler() { /** * Called when the player size has changed * * @event Player#playerresize * @type {EventTarget~Event} */ // make sure player is still around to trigger // prevents this from causing an error after dispose if (!this.player_ || !this.player_.trigger) { return; } this.player_.trigger('playerresize'); }; ResizeManager.prototype.dispose = function dispose() { if (this.debouncedHandler_) { this.debouncedHandler_.cancel(); } if (this.resizeObserver_) { if (this.player_.el()) { this.resizeObserver_.unobserve(this.player_.el()); } this.resizeObserver_.disconnect(); } if (this.el_ && this.el_.contentWindow) { off(this.el_.contentWindow, 'resize', this.debouncedHandler_); } if (this.loadListener_) { this.off('load', this.loadListener_); } this.ResizeObserver = null; this.resizeObserver = null; this.debouncedHandler_ = null; this.loadListener_ = null; }; return ResizeManager; }(Component); Component.registerComponent('ResizeManager', ResizeManager); /** * This function is used to fire a sourceset when there is something * similar to `mediaEl.load()` being called. It will try to find the source via * the `src` attribute and then the `<source>` elements. It will then fire `sourceset` * with the source that was found or empty string if we cannot know. If it cannot * find a source then `sourceset` will not be fired. * * @param {Html5} tech * The tech object that sourceset was setup on * * @return {boolean} * returns false if the sourceset was not fired and true otherwise. */ var sourcesetLoad = function sourcesetLoad(tech) { var el = tech.el(); // if `el.src` is set, that source will be loaded. if (el.hasAttribute('src')) { tech.triggerSourceset(el.src); return true; } /** * Since there isn't a src property on the media element, source elements will be used for * implementing the source selection algorithm. This happens asynchronously and * for most cases were there is more than one source we cannot tell what source will * be loaded, without re-implementing the source selection algorithm. At this time we are not * going to do that. There are three special cases that we do handle here though: * * 1. If there are no sources, do not fire `sourceset`. * 2. If there is only one `<source>` with a `src` property/attribute that is our `src` * 3. If there is more than one `<source>` but all of them have the same `src` url. * That will be our src. */ var sources = tech.$$('source'); var srcUrls = []; var src = ''; // if there are no sources, do not fire sourceset if (!sources.length) { return false; } // only count valid/non-duplicate source elements for (var i = 0; i < sources.length; i++) { var url = sources[i].src; if (url && srcUrls.indexOf(url) === -1) { srcUrls.push(url); } } // there were no valid sources if (!srcUrls.length) { return false; } // there is only one valid source element url // use that if (srcUrls.length === 1) { src = srcUrls[0]; } tech.triggerSourceset(src); return true; }; /** * our implementation of an `innerHTML` descriptor for browsers * that do not have one. */ var innerHTMLDescriptorPolyfill = Object.defineProperty({}, 'innerHTML', { get: function get() { return this.cloneNode(true).innerHTML; }, set: function set(v) { // make a dummy node to use innerHTML on var dummy = document_1.createElement(this.nodeName.toLowerCase()); // set innerHTML to the value provided dummy.innerHTML = v; // make a document fragment to hold the nodes from dummy var docFrag = document_1.createDocumentFragment(); // copy all of the nodes created by the innerHTML on dummy // to the document fragment while (dummy.childNodes.length) { docFrag.appendChild(dummy.childNodes[0]); } // remove content this.innerText = ''; // now we add all of that html in one by appending the // document fragment. This is how innerHTML does it. window_1.Element.prototype.appendChild.call(this, docFrag); // then return the result that innerHTML's setter would return this.innerHTML; } }); /** * Get a property descriptor given a list of priorities and the * property to get. */ var getDescriptor = function getDescriptor(priority, prop) { var descriptor = {}; for (var i = 0; i < priority.length; i++) { descriptor = Object.getOwnPropertyDescriptor(priority[i], prop); if (descriptor && descriptor.set && descriptor.get) { break; } } descriptor.enumerable = true; descriptor.configurable = true; return descriptor; }; var getInnerHTMLDescriptor = function getInnerHTMLDescriptor(tech) { return getDescriptor([tech.el(), window_1.HTMLMediaElement.prototype, window_1.Element.prototype, innerHTMLDescriptorPolyfill], 'innerHTML'); }; /** * Patches browser internal functions so that we can tell synchronously * if a `<source>` was appended to the media element. For some reason this * causes a `sourceset` if the the media element is ready and has no source. * This happens when: * - The page has just loaded and the media element does not have a source. * - The media element was emptied of all sources, then `load()` was called. * * It does this by patching the following functions/properties when they are supported: * * - `append()` - can be used to add a `<source>` element to the media element * - `appendChild()` - can be used to add a `<source>` element to the media element * - `insertAdjacentHTML()` - can be used to add a `<source>` element to the media element * - `innerHTML` - can be used to add a `<source>` element to the media element * * @param {Html5} tech * The tech object that sourceset is being setup on. */ var firstSourceWatch = function firstSourceWatch(tech) { var el = tech.el(); // make sure firstSourceWatch isn't setup twice. if (el.resetSourceWatch_) { return; } var old = {}; var innerDescriptor = getInnerHTMLDescriptor(tech); var appendWrapper = function appendWrapper(appendFn) { return function () { for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } var retval = appendFn.apply(el, args); sourcesetLoad(tech); return retval; }; }; ['append', 'appendChild', 'insertAdjacentHTML'].forEach(function (k) { if (!el[k]) { return; } // store the old function old[k] = el[k]; // call the old function with a sourceset if a source // was loaded el[k] = appendWrapper(old[k]); }); Object.defineProperty(el, 'innerHTML', mergeOptions(innerDescriptor, { set: appendWrapper(innerDescriptor.set) })); el.resetSourceWatch_ = function () { el.resetSourceWatch_ = null; Object.keys(old).forEach(function (k) { el[k] = old[k]; }); Object.defineProperty(el, 'innerHTML', innerDescriptor); }; // on the first sourceset, we need to revert our changes tech.one('sourceset', el.resetSourceWatch_); }; /** * our implementation of a `src` descriptor for browsers * that do not have one. */ var srcDescriptorPolyfill = Object.defineProperty({}, 'src', { get: function get() { if (this.hasAttribute('src')) { return getAbsoluteURL(window_1.Element.prototype.getAttribute.call(this, 'src')); } return ''; }, set: function set(v) { window_1.Element.prototype.setAttribute.call(this, 'src', v); return v; } }); var getSrcDescriptor = function getSrcDescriptor(tech) { return getDescriptor([tech.el(), window_1.HTMLMediaElement.prototype, srcDescriptorPolyfill], 'src'); }; /** * setup `sourceset` handling on the `Html5` tech. This function * patches the following element properties/functions: * * - `src` - to determine when `src` is set * - `setAttribute()` - to determine when `src` is set * - `load()` - this re-triggers the source selection algorithm, and can * cause a sourceset. * * If there is no source when we are adding `sourceset` support or during a `load()` * we also patch the functions listed in `firstSourceWatch`. * * @param {Html5} tech * The tech to patch */ var setupSourceset = function setupSourceset(tech) { if (!tech.featuresSourceset) { return; } var el = tech.el(); // make sure sourceset isn't setup twice. if (el.resetSourceset_) { return; } var srcDescriptor = getSrcDescriptor(tech); var oldSetAttribute = el.setAttribute; var oldLoad = el.load; Object.defineProperty(el, 'src', mergeOptions(srcDescriptor, { set: function set(v) { var retval = srcDescriptor.set.call(el, v); // we use the getter here to get the actual value set on src tech.triggerSourceset(el.src); return retval; } })); el.setAttribute = function (n, v) { var retval = oldSetAttribute.call(el, n, v); if (/src/i.test(n)) { tech.triggerSourceset(el.src); } return retval; }; el.load = function () { var retval = oldLoad.call(el); // if load was called, but there was no source to fire // sourceset on. We have to watch for a source append // as that can trigger a `sourceset` when the media element // has no source if (!sourcesetLoad(tech)) { tech.triggerSourceset(''); firstSourceWatch(tech); } return retval; }; if (el.currentSrc) { tech.triggerSourceset(el.currentSrc); } else if (!sourcesetLoad(tech)) { firstSourceWatch(tech); } el.resetSourceset_ = function () { el.resetSourceset_ = null; el.load = oldLoad; el.setAttribute = oldSetAttribute; Object.defineProperty(el, 'src', srcDescriptor); if (el.resetSourceWatch_) { el.resetSourceWatch_(); } }; }; var _templateObject$1 = taggedTemplateLiteralLoose(['Text Tracks are being loaded from another origin but the crossorigin attribute isn\'t used.\n This may prevent text tracks from loading.'], ['Text Tracks are being loaded from another origin but the crossorigin attribute isn\'t used.\n This may prevent text tracks from loading.']); /** * HTML5 Media Controller - Wrapper for HTML5 Media API * * @mixes Tech~SourceHandlerAdditions * @extends Tech */ var Html5 = function (_Tech) { inherits(Html5, _Tech); /** * Create an instance of this Tech. * * @param {Object} [options] * The key/value store of player options. * * @param {Component~ReadyCallback} ready * Callback function to call when the `HTML5` Tech is ready. */ function Html5(options, ready) { classCallCheck(this, Html5); var _this = possibleConstructorReturn(this, _Tech.call(this, options, ready)); var source = options.source; var crossoriginTracks = false; // Set the source if one is provided // 1) Check if the source is new (if not, we want to keep the original so playback isn't interrupted) // 2) Check to see if the network state of the tag was failed at init, and if so, reset the source // anyway so the error gets fired. if (source && (_this.el_.currentSrc !== source.src || options.tag && options.tag.initNetworkState_ === 3)) { _this.setSource(source); } else { _this.handleLateInit_(_this.el_); } // setup sourceset after late sourceset/init if (options.enableSourceset) { _this.setupSourcesetHandling_(); } if (_this.el_.hasChildNodes()) { var nodes = _this.el_.childNodes; var nodesLength = nodes.length; var removeNodes = []; while (nodesLength--) { var node = nodes[nodesLength]; var nodeName = node.nodeName.toLowerCase(); if (nodeName === 'track') { if (!_this.featuresNativeTextTracks) { // Empty video tag tracks so the built-in player doesn't use them also. // This may not be fast enough to stop HTML5 browsers from reading the tags // so we'll need to turn off any default tracks if we're manually doing // captions and subtitles. videoElement.textTracks removeNodes.push(node); } else { // store HTMLTrackElement and TextTrack to remote list _this.remoteTextTrackEls().addTrackElement_(node); _this.remoteTextTracks().addTrack(node.track); _this.textTracks().addTrack(node.track); if (!crossoriginTracks && !_this.el_.hasAttribute('crossorigin') && isCrossOrigin(node.src)) { crossoriginTracks = true; } } } } for (var i = 0; i < removeNodes.length; i++) { _this.el_.removeChild(removeNodes[i]); } } _this.proxyNativeTracks_(); if (_this.featuresNativeTextTracks && crossoriginTracks) { log$1.warn(tsml(_templateObject$1)); } // prevent iOS Safari from disabling metadata text tracks during native playback _this.restoreMetadataTracksInIOSNativePlayer_(); // Determine if native controls should be used // Our goal should be to get the custom controls on mobile solid everywhere // so we can remove this all together. Right now this will block custom // controls on touch enabled laptops like the Chrome Pixel if ((TOUCH_ENABLED || IS_IPHONE || IS_NATIVE_ANDROID) && options.nativeControlsForTouch === true) { _this.setControls(true); } // on iOS, we want to proxy `webkitbeginfullscreen` and `webkitendfullscreen` // into a `fullscreenchange` event _this.proxyWebkitFullscreen_(); _this.triggerReady(); return _this; } /** * Dispose of `HTML5` media element and remove all tracks. */ Html5.prototype.dispose = function dispose() { if (this.el_ && this.el_.resetSourceset_) { this.el_.resetSourceset_(); } Html5.disposeMediaElement(this.el_); this.options_ = null; // tech will handle clearing of the emulated track list _Tech.prototype.dispose.call(this); }; /** * Modify the media element so that we can detect when * the source is changed. Fires `sourceset` just after the source has changed */ Html5.prototype.setupSourcesetHandling_ = function setupSourcesetHandling_() { setupSourceset(this); }; /** * When a captions track is enabled in the iOS Safari native player, all other * tracks are disabled (including metadata tracks), which nulls all of their * associated cue points. This will restore metadata tracks to their pre-fullscreen * state in those cases so that cue points are not needlessly lost. * * @private */ Html5.prototype.restoreMetadataTracksInIOSNativePlayer_ = function restoreMetadataTracksInIOSNativePlayer_() { var textTracks = this.textTracks(); var metadataTracksPreFullscreenState = void 0; // captures a snapshot of every metadata track's current state var takeMetadataTrackSnapshot = function takeMetadataTrackSnapshot() { metadataTracksPreFullscreenState = []; for (var i = 0; i < textTracks.length; i++) { var track = textTracks[i]; if (track.kind === 'metadata') { metadataTracksPreFullscreenState.push({ track: track, storedMode: track.mode }); } } }; // snapshot each metadata track's initial state, and update the snapshot // each time there is a track 'change' event takeMetadataTrackSnapshot(); textTracks.addEventListener('change', takeMetadataTrackSnapshot); this.on('dispose', function () { return textTracks.removeEventListener('change', takeMetadataTrackSnapshot); }); var restoreTrackMode = function restoreTrackMode() { for (var i = 0; i < metadataTracksPreFullscreenState.length; i++) { var storedTrack = metadataTracksPreFullscreenState[i]; if (storedTrack.track.mode === 'disabled' && storedTrack.track.mode !== storedTrack.storedMode) { storedTrack.track.mode = storedTrack.storedMode; } } // we only want this handler to be executed on the first 'change' event textTracks.removeEventListener('change', restoreTrackMode); }; // when we enter fullscreen playback, stop updating the snapshot and // restore all track modes to their pre-fullscreen state this.on('webkitbeginfullscreen', function () { textTracks.removeEventListener('change', takeMetadataTrackSnapshot); // remove the listener before adding it just in case it wasn't previously removed textTracks.removeEventListener('change', restoreTrackMode); textTracks.addEventListener('change', restoreTrackMode); }); // start updating the snapshot again after leaving fullscreen this.on('webkitendfullscreen', function () { // remove the listener before adding it just in case it wasn't previously removed textTracks.removeEventListener('change', takeMetadataTrackSnapshot); textTracks.addEventListener('change', takeMetadataTrackSnapshot); // remove the restoreTrackMode handler in case it wasn't triggered during fullscreen playback textTracks.removeEventListener('change', restoreTrackMode); }); }; /** * Attempt to force override of tracks for the given type * * @param {String} type - Track type to override, possible values include 'Audio', * 'Video', and 'Text'. * @param {Boolean} override - If set to true native audio/video will be overridden, * otherwise native audio/video will potentially be used. * @private */ Html5.prototype.overrideNative_ = function overrideNative_(type, override) { var _this2 = this; // If there is no behavioral change don't add/remove listeners if (override !== this['featuresNative' + type + 'Tracks']) { return; } var lowerCaseType = type.toLowerCase(); if (this[lowerCaseType + 'TracksListeners_']) { Object.keys(this[lowerCaseType + 'TracksListeners_']).forEach(function (eventName) { var elTracks = _this2.el()[lowerCaseType + 'Tracks']; elTracks.removeEventListener(eventName, _this2[lowerCaseType + 'TracksListeners_'][eventName]); }); } this['featuresNative' + type + 'Tracks'] = !override; this[lowerCaseType + 'TracksListeners_'] = null; this.proxyNativeTracksForType_(lowerCaseType); }; /** * Attempt to force override of native audio tracks. * * @param {Boolean} override - If set to true native audio will be overridden, * otherwise native audio will potentially be used. */ Html5.prototype.overrideNativeAudioTracks = function overrideNativeAudioTracks(override) { this.overrideNative_('Audio', override); }; /** * Attempt to force override of native video tracks. * * @param {Boolean} override - If set to true native video will be overridden, * otherwise native video will potentially be used. */ Html5.prototype.overrideNativeVideoTracks = function overrideNativeVideoTracks(override) { this.overrideNative_('Video', override); }; /** * Proxy native track list events for the given type to our track * lists if the browser we are playing in supports that type of track list. * * @param {string} name - Track type; values include 'audio', 'video', and 'text' * @private */ Html5.prototype.proxyNativeTracksForType_ = function proxyNativeTracksForType_(name) { var _this3 = this; var props = NORMAL[name]; var elTracks = this.el()[props.getterName]; var techTracks = this[props.getterName](); if (!this['featuresNative' + props.capitalName + 'Tracks'] || !elTracks || !elTracks.addEventListener) { return; } var listeners = { change: function change(e) { techTracks.trigger({ type: 'change', target: techTracks, currentTarget: techTracks, srcElement: techTracks }); }, addtrack: function addtrack(e) { techTracks.addTrack(e.track); }, removetrack: function removetrack(e) { techTracks.removeTrack(e.track); } }; var removeOldTracks = function removeOldTracks() { var removeTracks = []; for (var i = 0; i < techTracks.length; i++) { var found = false; for (var j = 0; j < elTracks.length; j++) { if (elTracks[j] === techTracks[i]) { found = true; break; } } if (!found) { removeTracks.push(techTracks[i]); } } while (removeTracks.length) { techTracks.removeTrack(removeTracks.shift()); } }; this[props.getterName + 'Listeners_'] = listeners; Object.keys(listeners).forEach(function (eventName) { var listener = listeners[eventName]; elTracks.addEventListener(eventName, listener); _this3.on('dispose', function (e) { return elTracks.removeEventListener(eventName, listener); }); }); // Remove (native) tracks that are not used anymore this.on('loadstart', removeOldTracks); this.on('dispose', function (e) { return _this3.off('loadstart', removeOldTracks); }); }; /** * Proxy all native track list events to our track lists if the browser we are playing * in supports that type of track list. * * @private */ Html5.prototype.proxyNativeTracks_ = function proxyNativeTracks_() { var _this4 = this; NORMAL.names.forEach(function (name) { _this4.proxyNativeTracksForType_(name); }); }; /** * Create the `Html5` Tech's DOM element. * * @return {Element} * The element that gets created. */ Html5.prototype.createEl = function createEl$$1() { var el = this.options_.tag; // Check if this browser supports moving the element into the box. // On the iPhone video will break if you move the element, // So we have to create a brand new element. // If we ingested the player div, we do not need to move the media element. if (!el || !(this.options_.playerElIngest || this.movingMediaElementInDOM)) { // If the original tag is still there, clone and remove it. if (el) { var clone = el.cloneNode(true); if (el.parentNode) { el.parentNode.insertBefore(clone, el); } Html5.disposeMediaElement(el); el = clone; } else { el = document_1.createElement('video'); // determine if native controls should be used var tagAttributes = this.options_.tag && getAttributes(this.options_.tag); var attributes = mergeOptions({}, tagAttributes); if (!TOUCH_ENABLED || this.options_.nativeControlsForTouch !== true) { delete attributes.controls; } setAttributes(el, assign(attributes, { id: this.options_.techId, class: 'vjs-tech' })); } el.playerId = this.options_.playerId; } if (typeof this.options_.preload !== 'undefined') { setAttribute(el, 'preload', this.options_.preload); } // Update specific tag settings, in case they were overridden // `autoplay` has to be *last* so that `muted` and `playsinline` are present // when iOS/Safari or other browsers attempt to autoplay. var settingsAttrs = ['loop', 'muted', 'playsinline', 'autoplay']; for (var i = 0; i < settingsAttrs.length; i++) { var attr = settingsAttrs[i]; var value = this.options_[attr]; if (typeof value !== 'undefined') { if (value) { setAttribute(el, attr, attr); } else { removeAttribute(el, attr); } el[attr] = value; } } return el; }; /** * This will be triggered if the loadstart event has already fired, before videojs was * ready. Two known examples of when this can happen are: * 1. If we're loading the playback object after it has started loading * 2. The media is already playing the (often with autoplay on) then * * This function will fire another loadstart so that videojs can catchup. * * @fires Tech#loadstart * * @return {undefined} * returns nothing. */ Html5.prototype.handleLateInit_ = function handleLateInit_(el) { if (el.networkState === 0 || el.networkState === 3) { // The video element hasn't started loading the source yet // or didn't find a source return; } if (el.readyState === 0) { // NetworkState is set synchronously BUT loadstart is fired at the // end of the current stack, usually before setInterval(fn, 0). // So at this point we know loadstart may have already fired or is // about to fire, and either way the player hasn't seen it yet. // We don't want to fire loadstart prematurely here and cause a // double loadstart so we'll wait and see if it happens between now // and the next loop, and fire it if not. // HOWEVER, we also want to make sure it fires before loadedmetadata // which could also happen between now and the next loop, so we'll // watch for that also. var loadstartFired = false; var setLoadstartFired = function setLoadstartFired() { loadstartFired = true; }; this.on('loadstart', setLoadstartFired); var triggerLoadstart = function triggerLoadstart() { // We did miss the original loadstart. Make sure the player // sees loadstart before loadedmetadata if (!loadstartFired) { this.trigger('loadstart'); } }; this.on('loadedmetadata', triggerLoadstart); this.ready(function () { this.off('loadstart', setLoadstartFired); this.off('loadedmetadata', triggerLoadstart); if (!loadstartFired) { // We did miss the original native loadstart. Fire it now. this.trigger('loadstart'); } }); return; } // From here on we know that loadstart already fired and we missed it. // The other readyState events aren't as much of a problem if we double // them, so not going to go to as much trouble as loadstart to prevent // that unless we find reason to. var eventsToTrigger = ['loadstart']; // loadedmetadata: newly equal to HAVE_METADATA (1) or greater eventsToTrigger.push('loadedmetadata'); // loadeddata: newly increased to HAVE_CURRENT_DATA (2) or greater if (el.readyState >= 2) { eventsToTrigger.push('loadeddata'); } // canplay: newly increased to HAVE_FUTURE_DATA (3) or greater if (el.readyState >= 3) { eventsToTrigger.push('canplay'); } // canplaythrough: newly equal to HAVE_ENOUGH_DATA (4) if (el.readyState >= 4) { eventsToTrigger.push('canplaythrough'); } // We still need to give the player time to add event listeners this.ready(function () { eventsToTrigger.forEach(function (type) { this.trigger(type); }, this); }); }; /** * Set current time for the `HTML5` tech. * * @param {number} seconds * Set the current time of the media to this. */ Html5.prototype.setCurrentTime = function setCurrentTime(seconds) { try { this.el_.currentTime = seconds; } catch (e) { log$1(e, 'Video is not ready. (Video.js)'); // this.warning(VideoJS.warnings.videoNotReady); } }; /** * Get the current duration of the HTML5 media element. * * @return {number} * The duration of the media or 0 if there is no duration. */ Html5.prototype.duration = function duration() { var _this5 = this; // Android Chrome will report duration as Infinity for VOD HLS until after // playback has started, which triggers the live display erroneously. // Return NaN if playback has not started and trigger a durationupdate once // the duration can be reliably known. if (this.el_.duration === Infinity && IS_ANDROID && IS_CHROME && this.el_.currentTime === 0) { // Wait for the first `timeupdate` with currentTime > 0 - there may be // several with 0 var checkProgress = function checkProgress() { if (_this5.el_.currentTime > 0) { // Trigger durationchange for genuinely live video if (_this5.el_.duration === Infinity) { _this5.trigger('durationchange'); } _this5.off('timeupdate', checkProgress); } }; this.on('timeupdate', checkProgress); return NaN; } return this.el_.duration || NaN; }; /** * Get the current width of the HTML5 media element. * * @return {number} * The width of the HTML5 media element. */ Html5.prototype.width = function width() { return this.el_.offsetWidth; }; /** * Get the current height of the HTML5 media element. * * @return {number} * The height of the HTML5 media element. */ Html5.prototype.height = function height() { return this.el_.offsetHeight; }; /** * Proxy iOS `webkitbeginfullscreen` and `webkitendfullscreen` into * `fullscreenchange` event. * * @private * @fires fullscreenchange * @listens webkitendfullscreen * @listens webkitbeginfullscreen * @listens webkitbeginfullscreen */ Html5.prototype.proxyWebkitFullscreen_ = function proxyWebkitFullscreen_() { var _this6 = this; if (!('webkitDisplayingFullscreen' in this.el_)) { return; } var endFn = function endFn() { this.trigger('fullscreenchange', { isFullscreen: false }); }; var beginFn = function beginFn() { if ('webkitPresentationMode' in this.el_ && this.el_.webkitPresentationMode !== 'picture-in-picture') { this.one('webkitendfullscreen', endFn); this.trigger('fullscreenchange', { isFullscreen: true }); } }; this.on('webkitbeginfullscreen', beginFn); this.on('dispose', function () { _this6.off('webkitbeginfullscreen', beginFn); _this6.off('webkitendfullscreen', endFn); }); }; /** * Check if fullscreen is supported on the current playback device. * * @return {boolean} * - True if fullscreen is supported. * - False if fullscreen is not supported. */ Html5.prototype.supportsFullScreen = function supportsFullScreen() { if (typeof this.el_.webkitEnterFullScreen === 'function') { var userAgent = window_1.navigator && window_1.navigator.userAgent || ''; // Seems to be broken in Chromium/Chrome && Safari in Leopard if (/Android/.test(userAgent) || !/Chrome|Mac OS X 10.5/.test(userAgent)) { return true; } } return false; }; /** * Request that the `HTML5` Tech enter fullscreen. */ Html5.prototype.enterFullScreen = function enterFullScreen() { var video = this.el_; if (video.paused && video.networkState <= video.HAVE_METADATA) { // attempt to prime the video element for programmatic access // this isn't necessary on the desktop but shouldn't hurt this.el_.play(); // playing and pausing synchronously during the transition to fullscreen // can get iOS ~6.1 devices into a play/pause loop this.setTimeout(function () { video.pause(); video.webkitEnterFullScreen(); }, 0); } else { video.webkitEnterFullScreen(); } }; /** * Request that the `HTML5` Tech exit fullscreen. */ Html5.prototype.exitFullScreen = function exitFullScreen() { this.el_.webkitExitFullScreen(); }; /** * A getter/setter for the `Html5` Tech's source object. * > Note: Please use {@link Html5#setSource} * * @param {Tech~SourceObject} [src] * The source object you want to set on the `HTML5` techs element. * * @return {Tech~SourceObject|undefined} * - The current source object when a source is not passed in. * - undefined when setting * * @deprecated Since version 5. */ Html5.prototype.src = function src(_src) { if (_src === undefined) { return this.el_.src; } // Setting src through `src` instead of `setSrc` will be deprecated this.setSrc(_src); }; /** * Reset the tech by removing all sources and then calling * {@link Html5.resetMediaElement}. */ Html5.prototype.reset = function reset() { Html5.resetMediaElement(this.el_); }; /** * Get the current source on the `HTML5` Tech. Falls back to returning the source from * the HTML5 media element. * * @return {Tech~SourceObject} * The current source object from the HTML5 tech. With a fallback to the * elements source. */ Html5.prototype.currentSrc = function currentSrc() { if (this.currentSource_) { return this.currentSource_.src; } return this.el_.currentSrc; }; /** * Set controls attribute for the HTML5 media Element. * * @param {string} val * Value to set the controls attribute to */ Html5.prototype.setControls = function setControls(val) { this.el_.controls = !!val; }; /** * Create and returns a remote {@link TextTrack} object. * * @param {string} kind * `TextTrack` kind (subtitles, captions, descriptions, chapters, or metadata) * * @param {string} [label] * Label to identify the text track * * @param {string} [language] * Two letter language abbreviation * * @return {TextTrack} * The TextTrack that gets created. */ Html5.prototype.addTextTrack = function addTextTrack(kind, label, language) { if (!this.featuresNativeTextTracks) { return _Tech.prototype.addTextTrack.call(this, kind, label, language); } return this.el_.addTextTrack(kind, label, language); }; /** * Creates either native TextTrack or an emulated TextTrack depending * on the value of `featuresNativeTextTracks` * * @param {Object} options * The object should contain the options to initialize the TextTrack with. * * @param {string} [options.kind] * `TextTrack` kind (subtitles, captions, descriptions, chapters, or metadata). * * @param {string} [options.label] * Label to identify the text track * * @param {string} [options.language] * Two letter language abbreviation. * * @param {boolean} [options.default] * Default this track to on. * * @param {string} [options.id] * The internal id to assign this track. * * @param {string} [options.src] * A source url for the track. * * @return {HTMLTrackElement} * The track element that gets created. */ Html5.prototype.createRemoteTextTrack = function createRemoteTextTrack(options) { if (!this.featuresNativeTextTracks) { return _Tech.prototype.createRemoteTextTrack.call(this, options); } var htmlTrackElement = document_1.createElement('track'); if (options.kind) { htmlTrackElement.kind = options.kind; } if (options.label) { htmlTrackElement.label = options.label; } if (options.language || options.srclang) { htmlTrackElement.srclang = options.language || options.srclang; } if (options.default) { htmlTrackElement.default = options.default; } if (options.id) { htmlTrackElement.id = options.id; } if (options.src) { htmlTrackElement.src = options.src; } return htmlTrackElement; }; /** * Creates a remote text track object and returns an html track element. * * @param {Object} options The object should contain values for * kind, language, label, and src (location of the WebVTT file) * @param {Boolean} [manualCleanup=true] if set to false, the TextTrack will be * automatically removed from the video element whenever the source changes * @return {HTMLTrackElement} An Html Track Element. * This can be an emulated {@link HTMLTrackElement} or a native one. * @deprecated The default value of the "manualCleanup" parameter will default * to "false" in upcoming versions of Video.js */ Html5.prototype.addRemoteTextTrack = function addRemoteTextTrack(options, manualCleanup) { var htmlTrackElement = _Tech.prototype.addRemoteTextTrack.call(this, options, manualCleanup); if (this.featuresNativeTextTracks) { this.el().appendChild(htmlTrackElement); } return htmlTrackElement; }; /** * Remove remote `TextTrack` from `TextTrackList` object * * @param {TextTrack} track * `TextTrack` object to remove */ Html5.prototype.removeRemoteTextTrack = function removeRemoteTextTrack(track) { _Tech.prototype.removeRemoteTextTrack.call(this, track); if (this.featuresNativeTextTracks) { var tracks = this.$$('track'); var i = tracks.length; while (i--) { if (track === tracks[i] || track === tracks[i].track) { this.el().removeChild(tracks[i]); } } } }; /** * Gets available media playback quality metrics as specified by the W3C's Media * Playback Quality API. * * @see [Spec]{@link https://wicg.github.io/media-playback-quality} * * @return {Object} * An object with supported media playback quality metrics */ Html5.prototype.getVideoPlaybackQuality = function getVideoPlaybackQuality() { if (typeof this.el().getVideoPlaybackQuality === 'function') { return this.el().getVideoPlaybackQuality(); } var videoPlaybackQuality = {}; if (typeof this.el().webkitDroppedFrameCount !== 'undefined' && typeof this.el().webkitDecodedFrameCount !== 'undefined') { videoPlaybackQuality.droppedVideoFrames = this.el().webkitDroppedFrameCount; videoPlaybackQuality.totalVideoFrames = this.el().webkitDecodedFrameCount; } if (window_1.performance && typeof window_1.performance.now === 'function') { videoPlaybackQuality.creationTime = window_1.performance.now(); } else if (window_1.performance && window_1.performance.timing && typeof window_1.performance.timing.navigationStart === 'number') { videoPlaybackQuality.creationTime = window_1.Date.now() - window_1.performance.timing.navigationStart; } return videoPlaybackQuality; }; return Html5; }(Tech); /* HTML5 Support Testing ---------------------------------------------------- */ if (isReal()) { /** * Element for testing browser HTML5 media capabilities * * @type {Element} * @constant * @private */ Html5.TEST_VID = document_1.createElement('video'); var track = document_1.createElement('track'); track.kind = 'captions'; track.srclang = 'en'; track.label = 'English'; Html5.TEST_VID.appendChild(track); } /** * Check if HTML5 media is supported by this browser/device. * * @return {boolean} * - True if HTML5 media is supported. * - False if HTML5 media is not supported. */ Html5.isSupported = function () { // IE with no Media Player is a LIAR! (#984) try { Html5.TEST_VID.volume = 0.5; } catch (e) { return false; } return !!(Html5.TEST_VID && Html5.TEST_VID.canPlayType); }; /** * Check if the tech can support the given type * * @param {string} type * The mimetype to check * @return {string} 'probably', 'maybe', or '' (empty string) */ Html5.canPlayType = function (type) { return Html5.TEST_VID.canPlayType(type); }; /** * Check if the tech can support the given source * @param {Object} srcObj * The source object * @param {Object} options * The options passed to the tech * @return {string} 'probably', 'maybe', or '' (empty string) */ Html5.canPlaySource = function (srcObj, options) { return Html5.canPlayType(srcObj.type); }; /** * Check if the volume can be changed in this browser/device. * Volume cannot be changed in a lot of mobile devices. * Specifically, it can't be changed from 1 on iOS. * * @return {boolean} * - True if volume can be controlled * - False otherwise */ Html5.canControlVolume = function () { // IE will error if Windows Media Player not installed #3315 try { var volume = Html5.TEST_VID.volume; Html5.TEST_VID.volume = volume / 2 + 0.1; return volume !== Html5.TEST_VID.volume; } catch (e) { return false; } }; /** * Check if the volume can be muted in this browser/device. * Some devices, e.g. iOS, don't allow changing volume * but permits muting/unmuting. * * @return {bolean} * - True if volume can be muted * - False otherwise */ Html5.canMuteVolume = function () { try { var muted = Html5.TEST_VID.muted; // in some versions of iOS muted property doesn't always // work, so we want to set both property and attribute Html5.TEST_VID.muted = !muted; if (Html5.TEST_VID.muted) { setAttribute(Html5.TEST_VID, 'muted', 'muted'); } else { removeAttribute(Html5.TEST_VID, 'muted', 'muted'); } return muted !== Html5.TEST_VID.muted; } catch (e) { return false; } }; /** * Check if the playback rate can be changed in this browser/device. * * @return {boolean} * - True if playback rate can be controlled * - False otherwise */ Html5.canControlPlaybackRate = function () { // Playback rate API is implemented in Android Chrome, but doesn't do anything // https://github.com/videojs/video.js/issues/3180 if (IS_ANDROID && IS_CHROME && CHROME_VERSION < 58) { return false; } // IE will error if Windows Media Player not installed #3315 try { var playbackRate = Html5.TEST_VID.playbackRate; Html5.TEST_VID.playbackRate = playbackRate / 2 + 0.1; return playbackRate !== Html5.TEST_VID.playbackRate; } catch (e) { return false; } }; /** * Check if we can override a video/audio elements attributes, with * Object.defineProperty. * * @return {boolean} * - True if builtin attributes can be overridden * - False otherwise */ Html5.canOverrideAttributes = function () { // if we cannot overwrite the src/innerHTML property, there is no support // iOS 7 safari for instance cannot do this. try { var noop = function noop() {}; Object.defineProperty(document_1.createElement('video'), 'src', { get: noop, set: noop }); Object.defineProperty(document_1.createElement('audio'), 'src', { get: noop, set: noop }); Object.defineProperty(document_1.createElement('video'), 'innerHTML', { get: noop, set: noop }); Object.defineProperty(document_1.createElement('audio'), 'innerHTML', { get: noop, set: noop }); } catch (e) { return false; } return true; }; /** * Check to see if native `TextTrack`s are supported by this browser/device. * * @return {boolean} * - True if native `TextTrack`s are supported. * - False otherwise */ Html5.supportsNativeTextTracks = function () { return IS_ANY_SAFARI || IS_IOS && IS_CHROME; }; /** * Check to see if native `VideoTrack`s are supported by this browser/device * * @return {boolean} * - True if native `VideoTrack`s are supported. * - False otherwise */ Html5.supportsNativeVideoTracks = function () { return !!(Html5.TEST_VID && Html5.TEST_VID.videoTracks); }; /** * Check to see if native `AudioTrack`s are supported by this browser/device * * @return {boolean} * - True if native `AudioTrack`s are supported. * - False otherwise */ Html5.supportsNativeAudioTracks = function () { return !!(Html5.TEST_VID && Html5.TEST_VID.audioTracks); }; /** * An array of events available on the Html5 tech. * * @private * @type {Array} */ Html5.Events = ['loadstart', 'suspend', 'abort', 'error', 'emptied', 'stalled', 'loadedmetadata', 'loadeddata', 'canplay', 'canplaythrough', 'playing', 'waiting', 'seeking', 'seeked', 'ended', 'durationchange', 'timeupdate', 'progress', 'play', 'pause', 'ratechange', 'resize', 'volumechange']; /** * Boolean indicating whether the `Tech` supports volume control. * * @type {boolean} * @default {@link Html5.canControlVolume} */ Html5.prototype.featuresVolumeControl = Html5.canControlVolume(); /** * Boolean indicating whether the `Tech` supports muting volume. * * @type {bolean} * @default {@link Html5.canMuteVolume} */ Html5.prototype.featuresMuteControl = Html5.canMuteVolume(); /** * Boolean indicating whether the `Tech` supports changing the speed at which the media * plays. Examples: * - Set player to play 2x (twice) as fast * - Set player to play 0.5x (half) as fast * * @type {boolean} * @default {@link Html5.canControlPlaybackRate} */ Html5.prototype.featuresPlaybackRate = Html5.canControlPlaybackRate(); /** * Boolean indicating whether the `Tech` supports the `sourceset` event. * * @type {boolean} * @default */ Html5.prototype.featuresSourceset = Html5.canOverrideAttributes(); /** * Boolean indicating whether the `HTML5` tech currently supports the media element * moving in the DOM. iOS breaks if you move the media element, so this is set this to * false there. Everywhere else this should be true. * * @type {boolean} * @default */ Html5.prototype.movingMediaElementInDOM = !IS_IOS; // TODO: Previous comment: No longer appears to be used. Can probably be removed. // Is this true? /** * Boolean indicating whether the `HTML5` tech currently supports automatic media resize * when going into fullscreen. * * @type {boolean} * @default */ Html5.prototype.featuresFullscreenResize = true; /** * Boolean indicating whether the `HTML5` tech currently supports the progress event. * If this is false, manual `progress` events will be triggered instead. * * @type {boolean} * @default */ Html5.prototype.featuresProgressEvents = true; /** * Boolean indicating whether the `HTML5` tech currently supports the timeupdate event. * If this is false, manual `timeupdate` events will be triggered instead. * * @default */ Html5.prototype.featuresTimeupdateEvents = true; /** * Boolean indicating whether the `HTML5` tech currently supports native `TextTrack`s. * * @type {boolean} * @default {@link Html5.supportsNativeTextTracks} */ Html5.prototype.featuresNativeTextTracks = Html5.supportsNativeTextTracks(); /** * Boolean indicating whether the `HTML5` tech currently supports native `VideoTrack`s. * * @type {boolean} * @default {@link Html5.supportsNativeVideoTracks} */ Html5.prototype.featuresNativeVideoTracks = Html5.supportsNativeVideoTracks(); /** * Boolean indicating whether the `HTML5` tech currently supports native `AudioTrack`s. * * @type {boolean} * @default {@link Html5.supportsNativeAudioTracks} */ Html5.prototype.featuresNativeAudioTracks = Html5.supportsNativeAudioTracks(); // HTML5 Feature detection and Device Fixes --------------------------------- // var canPlayType = Html5.TEST_VID && Html5.TEST_VID.constructor.prototype.canPlayType; var mpegurlRE = /^application\/(?:x-|vnd\.apple\.)mpegurl/i; Html5.patchCanPlayType = function () { // Android 4.0 and above can play HLS to some extent but it reports being unable to do so // Firefox and Chrome report correctly if (ANDROID_VERSION >= 4.0 && !IS_FIREFOX && !IS_CHROME) { Html5.TEST_VID.constructor.prototype.canPlayType = function (type) { if (type && mpegurlRE.test(type)) { return 'maybe'; } return canPlayType.call(this, type); }; } }; Html5.unpatchCanPlayType = function () { var r = Html5.TEST_VID.constructor.prototype.canPlayType; Html5.TEST_VID.constructor.prototype.canPlayType = canPlayType; return r; }; // by default, patch the media element Html5.patchCanPlayType(); Html5.disposeMediaElement = function (el) { if (!el) { return; } if (el.parentNode) { el.parentNode.removeChild(el); } // remove any child track or source nodes to prevent their loading while (el.hasChildNodes()) { el.removeChild(el.firstChild); } // remove any src reference. not setting `src=''` because that causes a warning // in firefox el.removeAttribute('src'); // force the media element to update its loading state by calling load() // however IE on Windows 7N has a bug that throws an error so need a try/catch (#793) if (typeof el.load === 'function') { // wrapping in an iife so it's not deoptimized (#1060#discussion_r10324473) (function () { try { el.load(); } catch (e) { // not supported } })(); } }; Html5.resetMediaElement = function (el) { if (!el) { return; } var sources = el.querySelectorAll('source'); var i = sources.length; while (i--) { el.removeChild(sources[i]); } // remove any src reference. // not setting `src=''` because that throws an error el.removeAttribute('src'); if (typeof el.load === 'function') { // wrapping in an iife so it's not deoptimized (#1060#discussion_r10324473) (function () { try { el.load(); } catch (e) { // satisfy linter } })(); } }; /* Native HTML5 element property wrapping ----------------------------------- */ // Wrap native boolean attributes with getters that check both property and attribute // The list is as followed: // muted, defaultMuted, autoplay, controls, loop, playsinline [ /** * Get the value of `muted` from the media element. `muted` indicates * that the volume for the media should be set to silent. This does not actually change * the `volume` attribute. * * @method Html5#muted * @return {boolean} * - True if the value of `volume` should be ignored and the audio set to silent. * - False if the value of `volume` should be used. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-muted} */ 'muted', /** * Get the value of `defaultMuted` from the media element. `defaultMuted` indicates * whether the media should start muted or not. Only changes the default state of the * media. `muted` and `defaultMuted` can have different values. {@link Html5#muted} indicates the * current state. * * @method Html5#defaultMuted * @return {boolean} * - The value of `defaultMuted` from the media element. * - True indicates that the media should start muted. * - False indicates that the media should not start muted * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-defaultmuted} */ 'defaultMuted', /** * Get the value of `autoplay` from the media element. `autoplay` indicates * that the media should start to play as soon as the page is ready. * * @method Html5#autoplay * @return {boolean} * - The value of `autoplay` from the media element. * - True indicates that the media should start as soon as the page loads. * - False indicates that the media should not start as soon as the page loads. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#attr-media-autoplay} */ 'autoplay', /** * Get the value of `controls` from the media element. `controls` indicates * whether the native media controls should be shown or hidden. * * @method Html5#controls * @return {boolean} * - The value of `controls` from the media element. * - True indicates that native controls should be showing. * - False indicates that native controls should be hidden. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#attr-media-controls} */ 'controls', /** * Get the value of `loop` from the media element. `loop` indicates * that the media should return to the start of the media and continue playing once * it reaches the end. * * @method Html5#loop * @return {boolean} * - The value of `loop` from the media element. * - True indicates that playback should seek back to start once * the end of a media is reached. * - False indicates that playback should not loop back to the start when the * end of the media is reached. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#attr-media-loop} */ 'loop', /** * Get the value of `playsinline` from the media element. `playsinline` indicates * to the browser that non-fullscreen playback is preferred when fullscreen * playback is the native default, such as in iOS Safari. * * @method Html5#playsinline * @return {boolean} * - The value of `playsinline` from the media element. * - True indicates that the media should play inline. * - False indicates that the media should not play inline. * * @see [Spec]{@link https://html.spec.whatwg.org/#attr-video-playsinline} */ 'playsinline'].forEach(function (prop) { Html5.prototype[prop] = function () { return this.el_[prop] || this.el_.hasAttribute(prop); }; }); // Wrap native boolean attributes with setters that set both property and attribute // The list is as followed: // setMuted, setDefaultMuted, setAutoplay, setLoop, setPlaysinline // setControls is special-cased above [ /** * Set the value of `muted` on the media element. `muted` indicates that the current * audio level should be silent. * * @method Html5#setMuted * @param {boolean} muted * - True if the audio should be set to silent * - False otherwise * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-muted} */ 'muted', /** * Set the value of `defaultMuted` on the media element. `defaultMuted` indicates that the current * audio level should be silent, but will only effect the muted level on intial playback.. * * @method Html5.prototype.setDefaultMuted * @param {boolean} defaultMuted * - True if the audio should be set to silent * - False otherwise * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-defaultmuted} */ 'defaultMuted', /** * Set the value of `autoplay` on the media element. `autoplay` indicates * that the media should start to play as soon as the page is ready. * * @method Html5#setAutoplay * @param {boolean} autoplay * - True indicates that the media should start as soon as the page loads. * - False indicates that the media should not start as soon as the page loads. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#attr-media-autoplay} */ 'autoplay', /** * Set the value of `loop` on the media element. `loop` indicates * that the media should return to the start of the media and continue playing once * it reaches the end. * * @method Html5#setLoop * @param {boolean} loop * - True indicates that playback should seek back to start once * the end of a media is reached. * - False indicates that playback should not loop back to the start when the * end of the media is reached. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#attr-media-loop} */ 'loop', /** * Set the value of `playsinline` from the media element. `playsinline` indicates * to the browser that non-fullscreen playback is preferred when fullscreen * playback is the native default, such as in iOS Safari. * * @method Html5#setPlaysinline * @param {boolean} playsinline * - True indicates that the media should play inline. * - False indicates that the media should not play inline. * * @see [Spec]{@link https://html.spec.whatwg.org/#attr-video-playsinline} */ 'playsinline'].forEach(function (prop) { Html5.prototype['set' + toTitleCase(prop)] = function (v) { this.el_[prop] = v; if (v) { this.el_.setAttribute(prop, prop); } else { this.el_.removeAttribute(prop); } }; }); // Wrap native properties with a getter // The list is as followed // paused, currentTime, buffered, volume, poster, preload, error, seeking // seekable, ended, playbackRate, defaultPlaybackRate, played, networkState // readyState, videoWidth, videoHeight [ /** * Get the value of `paused` from the media element. `paused` indicates whether the media element * is currently paused or not. * * @method Html5#paused * @return {boolean} * The value of `paused` from the media element. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-paused} */ 'paused', /** * Get the value of `currentTime` from the media element. `currentTime` indicates * the current second that the media is at in playback. * * @method Html5#currentTime * @return {number} * The value of `currentTime` from the media element. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-currenttime} */ 'currentTime', /** * Get the value of `buffered` from the media element. `buffered` is a `TimeRange` * object that represents the parts of the media that are already downloaded and * available for playback. * * @method Html5#buffered * @return {TimeRange} * The value of `buffered` from the media element. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-buffered} */ 'buffered', /** * Get the value of `volume` from the media element. `volume` indicates * the current playback volume of audio for a media. `volume` will be a value from 0 * (silent) to 1 (loudest and default). * * @method Html5#volume * @return {number} * The value of `volume` from the media element. Value will be between 0-1. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-a-volume} */ 'volume', /** * Get the value of `poster` from the media element. `poster` indicates * that the url of an image file that can/will be shown when no media data is available. * * @method Html5#poster * @return {string} * The value of `poster` from the media element. Value will be a url to an * image. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#attr-video-poster} */ 'poster', /** * Get the value of `preload` from the media element. `preload` indicates * what should download before the media is interacted with. It can have the following * values: * - none: nothing should be downloaded * - metadata: poster and the first few frames of the media may be downloaded to get * media dimensions and other metadata * - auto: allow the media and metadata for the media to be downloaded before * interaction * * @method Html5#preload * @return {string} * The value of `preload` from the media element. Will be 'none', 'metadata', * or 'auto'. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#attr-media-preload} */ 'preload', /** * Get the value of the `error` from the media element. `error` indicates any * MediaError that may have occurred during playback. If error returns null there is no * current error. * * @method Html5#error * @return {MediaError|null} * The value of `error` from the media element. Will be `MediaError` if there * is a current error and null otherwise. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-error} */ 'error', /** * Get the value of `seeking` from the media element. `seeking` indicates whether the * media is currently seeking to a new position or not. * * @method Html5#seeking * @return {boolean} * - The value of `seeking` from the media element. * - True indicates that the media is currently seeking to a new position. * - False indicates that the media is not seeking to a new position at this time. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-seeking} */ 'seeking', /** * Get the value of `seekable` from the media element. `seekable` returns a * `TimeRange` object indicating ranges of time that can currently be `seeked` to. * * @method Html5#seekable * @return {TimeRange} * The value of `seekable` from the media element. A `TimeRange` object * indicating the current ranges of time that can be seeked to. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-seekable} */ 'seekable', /** * Get the value of `ended` from the media element. `ended` indicates whether * the media has reached the end or not. * * @method Html5#ended * @return {boolean} * - The value of `ended` from the media element. * - True indicates that the media has ended. * - False indicates that the media has not ended. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-ended} */ 'ended', /** * Get the value of `playbackRate` from the media element. `playbackRate` indicates * the rate at which the media is currently playing back. Examples: * - if playbackRate is set to 2, media will play twice as fast. * - if playbackRate is set to 0.5, media will play half as fast. * * @method Html5#playbackRate * @return {number} * The value of `playbackRate` from the media element. A number indicating * the current playback speed of the media, where 1 is normal speed. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-playbackrate} */ 'playbackRate', /** * Get the value of `defaultPlaybackRate` from the media element. `defaultPlaybackRate` indicates * the rate at which the media is currently playing back. This value will not indicate the current * `playbackRate` after playback has started, use {@link Html5#playbackRate} for that. * * Examples: * - if defaultPlaybackRate is set to 2, media will play twice as fast. * - if defaultPlaybackRate is set to 0.5, media will play half as fast. * * @method Html5.prototype.defaultPlaybackRate * @return {number} * The value of `defaultPlaybackRate` from the media element. A number indicating * the current playback speed of the media, where 1 is normal speed. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-playbackrate} */ 'defaultPlaybackRate', /** * Get the value of `played` from the media element. `played` returns a `TimeRange` * object representing points in the media timeline that have been played. * * @method Html5#played * @return {TimeRange} * The value of `played` from the media element. A `TimeRange` object indicating * the ranges of time that have been played. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-played} */ 'played', /** * Get the value of `networkState` from the media element. `networkState` indicates * the current network state. It returns an enumeration from the following list: * - 0: NETWORK_EMPTY * - 1: NETWORK_IDLE * - 2: NETWORK_LOADING * - 3: NETWORK_NO_SOURCE * * @method Html5#networkState * @return {number} * The value of `networkState` from the media element. This will be a number * from the list in the description. * * @see [Spec] {@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-networkstate} */ 'networkState', /** * Get the value of `readyState` from the media element. `readyState` indicates * the current state of the media element. It returns an enumeration from the * following list: * - 0: HAVE_NOTHING * - 1: HAVE_METADATA * - 2: HAVE_CURRENT_DATA * - 3: HAVE_FUTURE_DATA * - 4: HAVE_ENOUGH_DATA * * @method Html5#readyState * @return {number} * The value of `readyState` from the media element. This will be a number * from the list in the description. * * @see [Spec] {@link https://www.w3.org/TR/html5/embedded-content-0.html#ready-states} */ 'readyState', /** * Get the value of `videoWidth` from the video element. `videoWidth` indicates * the current width of the video in css pixels. * * @method Html5#videoWidth * @return {number} * The value of `videoWidth` from the video element. This will be a number * in css pixels. * * @see [Spec] {@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-video-videowidth} */ 'videoWidth', /** * Get the value of `videoHeight` from the video element. `videoHeight` indicates * the current height of the video in css pixels. * * @method Html5#videoHeight * @return {number} * The value of `videoHeight` from the video element. This will be a number * in css pixels. * * @see [Spec] {@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-video-videowidth} */ 'videoHeight'].forEach(function (prop) { Html5.prototype[prop] = function () { return this.el_[prop]; }; }); // Wrap native properties with a setter in this format: // set + toTitleCase(name) // The list is as follows: // setVolume, setSrc, setPoster, setPreload, setPlaybackRate, setDefaultPlaybackRate [ /** * Set the value of `volume` on the media element. `volume` indicates the current * audio level as a percentage in decimal form. This means that 1 is 100%, 0.5 is 50%, and * so on. * * @method Html5#setVolume * @param {number} percentAsDecimal * The volume percent as a decimal. Valid range is from 0-1. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-a-volume} */ 'volume', /** * Set the value of `src` on the media element. `src` indicates the current * {@link Tech~SourceObject} for the media. * * @method Html5#setSrc * @param {Tech~SourceObject} src * The source object to set as the current source. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-src} */ 'src', /** * Set the value of `poster` on the media element. `poster` is the url to * an image file that can/will be shown when no media data is available. * * @method Html5#setPoster * @param {string} poster * The url to an image that should be used as the `poster` for the media * element. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#attr-media-poster} */ 'poster', /** * Set the value of `preload` on the media element. `preload` indicates * what should download before the media is interacted with. It can have the following * values: * - none: nothing should be downloaded * - metadata: poster and the first few frames of the media may be downloaded to get * media dimensions and other metadata * - auto: allow the media and metadata for the media to be downloaded before * interaction * * @method Html5#setPreload * @param {string} preload * The value of `preload` to set on the media element. Must be 'none', 'metadata', * or 'auto'. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#attr-media-preload} */ 'preload', /** * Set the value of `playbackRate` on the media element. `playbackRate` indicates * the rate at which the media should play back. Examples: * - if playbackRate is set to 2, media will play twice as fast. * - if playbackRate is set to 0.5, media will play half as fast. * * @method Html5#setPlaybackRate * @return {number} * The value of `playbackRate` from the media element. A number indicating * the current playback speed of the media, where 1 is normal speed. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-playbackrate} */ 'playbackRate', /** * Set the value of `defaultPlaybackRate` on the media element. `defaultPlaybackRate` indicates * the rate at which the media should play back upon initial startup. Changing this value * after a video has started will do nothing. Instead you should used {@link Html5#setPlaybackRate}. * * Example Values: * - if playbackRate is set to 2, media will play twice as fast. * - if playbackRate is set to 0.5, media will play half as fast. * * @method Html5.prototype.setDefaultPlaybackRate * @return {number} * The value of `defaultPlaybackRate` from the media element. A number indicating * the current playback speed of the media, where 1 is normal speed. * * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-defaultplaybackrate} */ 'defaultPlaybackRate'].forEach(function (prop) { Html5.prototype['set' + toTitleCase(prop)] = function (v) { this.el_[prop] = v; }; }); // wrap native functions with a function // The list is as follows: // pause, load, play [ /** * A wrapper around the media elements `pause` function. This will call the `HTML5` * media elements `pause` function. * * @method Html5#pause * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-pause} */ 'pause', /** * A wrapper around the media elements `load` function. This will call the `HTML5`s * media element `load` function. * * @method Html5#load * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-load} */ 'load', /** * A wrapper around the media elements `play` function. This will call the `HTML5`s * media element `play` function. * * @method Html5#play * @see [Spec]{@link https://www.w3.org/TR/html5/embedded-content-0.html#dom-media-play} */ 'play'].forEach(function (prop) { Html5.prototype[prop] = function () { return this.el_[prop](); }; }); Tech.withSourceHandlers(Html5); /** * Native source handler for Html5, simply passes the source to the media element. * * @property {Tech~SourceObject} source * The source object * * @property {Html5} tech * The instance of the HTML5 tech. */ Html5.nativeSourceHandler = {}; /** * Check if the media element can play the given mime type. * * @param {string} type * The mimetype to check * * @return {string} * 'probably', 'maybe', or '' (empty string) */ Html5.nativeSourceHandler.canPlayType = function (type) { // IE without MediaPlayer throws an error (#519) try { return Html5.TEST_VID.canPlayType(type); } catch (e) { return ''; } }; /** * Check if the media element can handle a source natively. * * @param {Tech~SourceObject} source * The source object * * @param {Object} [options] * Options to be passed to the tech. * * @return {string} * 'probably', 'maybe', or '' (empty string). */ Html5.nativeSourceHandler.canHandleSource = function (source, options) { // If a type was provided we should rely on that if (source.type) { return Html5.nativeSourceHandler.canPlayType(source.type); // If no type, fall back to checking 'video/[EXTENSION]' } else if (source.src) { var ext = getFileExtension(source.src); return Html5.nativeSourceHandler.canPlayType('video/' + ext); } return ''; }; /** * Pass the source to the native media element. * * @param {Tech~SourceObject} source * The source object * * @param {Html5} tech * The instance of the Html5 tech * * @param {Object} [options] * The options to pass to the source */ Html5.nativeSourceHandler.handleSource = function (source, tech, options) { tech.setSrc(source.src); }; /** * A noop for the native dispose function, as cleanup is not needed. */ Html5.nativeSourceHandler.dispose = function () {}; // Register the native source handler Html5.registerSourceHandler(Html5.nativeSourceHandler); Tech.registerTech('Html5', Html5); var _templateObject$2 = taggedTemplateLiteralLoose(['\n Using the tech directly can be dangerous. I hope you know what you\'re doing.\n See https://github.com/videojs/video.js/issues/2617 for more info.\n '], ['\n Using the tech directly can be dangerous. I hope you know what you\'re doing.\n See https://github.com/videojs/video.js/issues/2617 for more info.\n ']); // The following tech events are simply re-triggered // on the player when they happen var TECH_EVENTS_RETRIGGER = [ /** * Fired while the user agent is downloading media data. * * @event Player#progress * @type {EventTarget~Event} */ /** * Retrigger the `progress` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechProgress_ * @fires Player#progress * @listens Tech#progress */ 'progress', /** * Fires when the loading of an audio/video is aborted. * * @event Player#abort * @type {EventTarget~Event} */ /** * Retrigger the `abort` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechAbort_ * @fires Player#abort * @listens Tech#abort */ 'abort', /** * Fires when the browser is intentionally not getting media data. * * @event Player#suspend * @type {EventTarget~Event} */ /** * Retrigger the `suspend` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechSuspend_ * @fires Player#suspend * @listens Tech#suspend */ 'suspend', /** * Fires when the current playlist is empty. * * @event Player#emptied * @type {EventTarget~Event} */ /** * Retrigger the `emptied` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechEmptied_ * @fires Player#emptied * @listens Tech#emptied */ 'emptied', /** * Fires when the browser is trying to get media data, but data is not available. * * @event Player#stalled * @type {EventTarget~Event} */ /** * Retrigger the `stalled` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechStalled_ * @fires Player#stalled * @listens Tech#stalled */ 'stalled', /** * Fires when the browser has loaded meta data for the audio/video. * * @event Player#loadedmetadata * @type {EventTarget~Event} */ /** * Retrigger the `stalled` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechLoadedmetadata_ * @fires Player#loadedmetadata * @listens Tech#loadedmetadata */ 'loadedmetadata', /** * Fires when the browser has loaded the current frame of the audio/video. * * @event Player#loadeddata * @type {event} */ /** * Retrigger the `loadeddata` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechLoaddeddata_ * @fires Player#loadeddata * @listens Tech#loadeddata */ 'loadeddata', /** * Fires when the current playback position has changed. * * @event Player#timeupdate * @type {event} */ /** * Retrigger the `timeupdate` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechTimeUpdate_ * @fires Player#timeupdate * @listens Tech#timeupdate */ 'timeupdate', /** * Fires when the video's intrinsic dimensions change * * @event Player#resize * @type {event} */ /** * Retrigger the `resize` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechResize_ * @fires Player#resize * @listens Tech#resize */ 'resize', /** * Fires when the volume has been changed * * @event Player#volumechange * @type {event} */ /** * Retrigger the `volumechange` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechVolumechange_ * @fires Player#volumechange * @listens Tech#volumechange */ 'volumechange', /** * Fires when the text track has been changed * * @event Player#texttrackchange * @type {event} */ /** * Retrigger the `texttrackchange` event that was triggered by the {@link Tech}. * * @private * @method Player#handleTechTexttrackchange_ * @fires Player#texttrackchange * @listens Tech#texttrackchange */ 'texttrackchange']; // events to queue when playback rate is zero // this is a hash for the sole purpose of mapping non-camel-cased event names // to camel-cased function names var TECH_EVENTS_QUEUE = { canplay: 'CanPlay', canplaythrough: 'CanPlayThrough', playing: 'Playing', seeked: 'Seeked' }; /** * An instance of the `Player` class is created when any of the Video.js setup methods * are used to initialize a video. * * After an instance has been created it can be accessed globally in two ways: * 1. By calling `videojs('example_video_1');` * 2. By using it directly via `videojs.players.example_video_1;` * * @extends Component */ var Player = function (_Component) { inherits(Player, _Component); /** * Create an instance of this class. * * @param {Element} tag * The original video DOM element used for configuring options. * * @param {Object} [options] * Object of option names and values. * * @param {Component~ReadyCallback} [ready] * Ready callback function. */ function Player(tag, options, ready) { classCallCheck(this, Player); // Make sure tag ID exists tag.id = tag.id || options.id || 'vjs_video_' + newGUID(); // Set Options // The options argument overrides options set in the video tag // which overrides globally set options. // This latter part coincides with the load order // (tag must exist before Player) options = assign(Player.getTagSettings(tag), options); // Delay the initialization of children because we need to set up // player properties first, and can't use `this` before `super()` options.initChildren = false; // Same with creating the element options.createEl = false; // don't auto mixin the evented mixin options.evented = false; // we don't want the player to report touch activity on itself // see enableTouchActivity in Component options.reportTouchActivity = false; // If language is not set, get the closest lang attribute if (!options.language) { if (typeof tag.closest === 'function') { var closest = tag.closest('[lang]'); if (closest && closest.getAttribute) { options.language = closest.getAttribute('lang'); } } else { var element = tag; while (element && element.nodeType === 1) { if (getAttributes(element).hasOwnProperty('lang')) { options.language = element.getAttribute('lang'); break; } element = element.parentNode; } } } // Run base component initializing with new options // Tracks when a tech changes the poster var _this = possibleConstructorReturn(this, _Component.call(this, null, options, ready)); _this.isPosterFromTech_ = false; // Holds callback info that gets queued when playback rate is zero // and a seek is happening _this.queuedCallbacks_ = []; // Turn off API access because we're loading a new tech that might load asynchronously _this.isReady_ = false; // Init state hasStarted_ _this.hasStarted_ = false; // Init state userActive_ _this.userActive_ = false; // if the global option object was accidentally blown away by // someone, bail early with an informative error if (!_this.options_ || !_this.options_.techOrder || !_this.options_.techOrder.length) { throw new Error('No techOrder specified. Did you overwrite ' + 'videojs.options instead of just changing the ' + 'properties you want to override?'); } // Store the original tag used to set options _this.tag = tag; // Store the tag attributes used to restore html5 element _this.tagAttributes = tag && getAttributes(tag); // Update current language _this.language(_this.options_.language); // Update Supported Languages if (options.languages) { // Normalise player option languages to lowercase var languagesToLower = {}; Object.getOwnPropertyNames(options.languages).forEach(function (name$$1) { languagesToLower[name$$1.toLowerCase()] = options.languages[name$$1]; }); _this.languages_ = languagesToLower; } else { _this.languages_ = Player.prototype.options_.languages; } // Cache for video property values. _this.cache_ = {}; // Set poster _this.poster_ = options.poster || ''; // Set controls _this.controls_ = !!options.controls; // Set default values for lastVolume _this.cache_.lastVolume = 1; // Original tag settings stored in options // now remove immediately so native controls don't flash. // May be turned back on by HTML5 tech if nativeControlsForTouch is true tag.controls = false; tag.removeAttribute('controls'); // the attribute overrides the option if (tag.hasAttribute('autoplay')) { _this.options_.autoplay = true; } else { // otherwise use the setter to validate and // set the correct value. _this.autoplay(_this.options_.autoplay); } /* * Store the internal state of scrubbing * * @private * @return {Boolean} True if the user is scrubbing */ _this.scrubbing_ = false; _this.el_ = _this.createEl(); // Set default value for lastPlaybackRate _this.cache_.lastPlaybackRate = _this.defaultPlaybackRate(); // Make this an evented object and use `el_` as its event bus. evented(_this, { eventBusKey: 'el_' }); // We also want to pass the original player options to each component and plugin // as well so they don't need to reach back into the player for options later. // We also need to do another copy of this.options_ so we don't end up with // an infinite loop. var playerOptionsCopy = mergeOptions(_this.options_); // Load plugins if (options.plugins) { var plugins = options.plugins; Object.keys(plugins).forEach(function (name$$1) { if (typeof this[name$$1] === 'function') { this[name$$1](plugins[name$$1]); } else { throw new Error('plugin "' + name$$1 + '" does not exist'); } }, _this); } _this.options_.playerOptions = playerOptionsCopy; _this.middleware_ = []; _this.initChildren(); // Set isAudio based on whether or not an audio tag was used _this.isAudio(tag.nodeName.toLowerCase() === 'audio'); // Update controls className. Can't do this when the controls are initially // set because the element doesn't exist yet. if (_this.controls()) { _this.addClass('vjs-controls-enabled'); } else { _this.addClass('vjs-controls-disabled'); } // Set ARIA label and region role depending on player type _this.el_.setAttribute('role', 'region'); if (_this.isAudio()) { _this.el_.setAttribute('aria-label', _this.localize('Audio Player')); } else { _this.el_.setAttribute('aria-label', _this.localize('Video Player')); } if (_this.isAudio()) { _this.addClass('vjs-audio'); } if (_this.flexNotSupported_()) { _this.addClass('vjs-no-flex'); } // TODO: Make this smarter. Toggle user state between touching/mousing // using events, since devices can have both touch and mouse events. // if (browser.TOUCH_ENABLED) { // this.addClass('vjs-touch-enabled'); // } // iOS Safari has broken hover handling if (!IS_IOS) { _this.addClass('vjs-workinghover'); } // Make player easily findable by ID Player.players[_this.id_] = _this; // Add a major version class to aid css in plugins var majorVersion = version.split('.')[0]; _this.addClass('vjs-v' + majorVersion); // When the player is first initialized, trigger activity so components // like the control bar show themselves if needed _this.userActive(true); _this.reportUserActivity(); _this.one('play', _this.listenForUserActivity_); _this.on('fullscreenchange', _this.handleFullscreenChange_); _this.on('stageclick', _this.handleStageClick_); _this.changingSrc_ = false; _this.playWaitingForReady_ = false; _this.playOnLoadstart_ = null; return _this; } /** * Destroys the video player and does any necessary cleanup. * * This is especially helpful if you are dynamically adding and removing videos * to/from the DOM. * * @fires Player#dispose */ Player.prototype.dispose = function dispose() { /** * Called when the player is being disposed of. * * @event Player#dispose * @type {EventTarget~Event} */ this.trigger('dispose'); // prevent dispose from being called twice this.off('dispose'); if (this.styleEl_ && this.styleEl_.parentNode) { this.styleEl_.parentNode.removeChild(this.styleEl_); this.styleEl_ = null; } // Kill reference to this player Player.players[this.id_] = null; if (this.tag && this.tag.player) { this.tag.player = null; } if (this.el_ && this.el_.player) { this.el_.player = null; } if (this.tech_) { this.tech_.dispose(); this.isPosterFromTech_ = false; this.poster_ = ''; } if (this.playerElIngest_) { this.playerElIngest_ = null; } if (this.tag) { this.tag = null; } clearCacheForPlayer(this); // the actual .el_ is removed here _Component.prototype.dispose.call(this); }; /** * Create the `Player`'s DOM element. * * @return {Element} * The DOM element that gets created. */ Player.prototype.createEl = function createEl$$1() { var tag = this.tag; var el = void 0; var playerElIngest = this.playerElIngest_ = tag.parentNode && tag.parentNode.hasAttribute && tag.parentNode.hasAttribute('data-vjs-player'); var divEmbed = this.tag.tagName.toLowerCase() === 'video-js'; if (playerElIngest) { el = this.el_ = tag.parentNode; } else if (!divEmbed) { el = this.el_ = _Component.prototype.createEl.call(this, 'div'); } // Copy over all the attributes from the tag, including ID and class // ID will now reference player box, not the video tag var attrs = getAttributes(tag); if (divEmbed) { el = this.el_ = tag; tag = this.tag = document_1.createElement('video'); while (el.children.length) { tag.appendChild(el.firstChild); } if (!hasClass(el, 'video-js')) { addClass(el, 'video-js'); } el.appendChild(tag); playerElIngest = this.playerElIngest_ = el; // move properties over from our custom `video-js` element // to our new `video` element. This will move things like // `src` or `controls` that were set via js before the player // was initialized. Object.keys(el).forEach(function (k) { tag[k] = el[k]; }); } // set tabindex to -1 to remove the video element from the focus order tag.setAttribute('tabindex', '-1'); attrs.tabindex = '-1'; // Workaround for #4583 (JAWS+IE doesn't announce BPB or play button) // See https://github.com/FreedomScientific/VFO-standards-support/issues/78 // Note that we can't detect if JAWS is being used, but this ARIA attribute // doesn't change behavior of IE11 if JAWS is not being used if (IE_VERSION) { tag.setAttribute('role', 'application'); attrs.role = 'application'; } // Remove width/height attrs from tag so CSS can make it 100% width/height tag.removeAttribute('width'); tag.removeAttribute('height'); if ('width' in attrs) { delete attrs.width; } if ('height' in attrs) { delete attrs.height; } Object.getOwnPropertyNames(attrs).forEach(function (attr) { // don't copy over the class attribute to the player element when we're in a div embed // the class is already set up properly in the divEmbed case // and we want to make sure that the `video-js` class doesn't get lost if (!(divEmbed && attr === 'class')) { el.setAttribute(attr, attrs[attr]); } if (divEmbed) { tag.setAttribute(attr, attrs[attr]); } }); // Update tag id/class for use as HTML5 playback tech // Might think we should do this after embedding in container so .vjs-tech class // doesn't flash 100% width/height, but class only applies with .video-js parent tag.playerId = tag.id; tag.id += '_html5_api'; tag.className = 'vjs-tech'; // Make player findable on elements tag.player = el.player = this; // Default state of video is paused this.addClass('vjs-paused'); // Add a style element in the player that we'll use to set the width/height // of the player in a way that's still overrideable by CSS, just like the // video element if (window_1.VIDEOJS_NO_DYNAMIC_STYLE !== true) { this.styleEl_ = createStyleElement('vjs-styles-dimensions'); var defaultsStyleEl = $('.vjs-styles-defaults'); var head = $('head'); head.insertBefore(this.styleEl_, defaultsStyleEl ? defaultsStyleEl.nextSibling : head.firstChild); } // Pass in the width/height/aspectRatio options which will update the style el this.width(this.options_.width); this.height(this.options_.height); this.fluid(this.options_.fluid); this.aspectRatio(this.options_.aspectRatio); // Hide any links within the video/audio tag, // because IE doesn't hide them completely from screen readers. var links = tag.getElementsByTagName('a'); for (var i = 0; i < links.length; i++) { var linkEl = links.item(i); addClass(linkEl, 'vjs-hidden'); linkEl.setAttribute('hidden', 'hidden'); } // insertElFirst seems to cause the networkState to flicker from 3 to 2, so // keep track of the original for later so we can know if the source originally failed tag.initNetworkState_ = tag.networkState; // Wrap video tag in div (el/box) container if (tag.parentNode && !playerElIngest) { tag.parentNode.insertBefore(el, tag); } // insert the tag as the first child of the player element // then manually add it to the children array so that this.addChild // will work properly for other components // // Breaks iPhone, fixed in HTML5 setup. prependTo(tag, el); this.children_.unshift(tag); // Set lang attr on player to ensure CSS :lang() in consistent with player // if it's been set to something different to the doc this.el_.setAttribute('lang', this.language_); this.el_ = el; return el; }; /** * A getter/setter for the `Player`'s width. Returns the player's configured value. * To get the current width use `currentWidth()`. * * @param {number} [value] * The value to set the `Player`'s width to. * * @return {number} * The current width of the `Player` when getting. */ Player.prototype.width = function width(value) { return this.dimension('width', value); }; /** * A getter/setter for the `Player`'s height. Returns the player's configured value. * To get the current height use `currentheight()`. * * @param {number} [value] * The value to set the `Player`'s heigth to. * * @return {number} * The current height of the `Player` when getting. */ Player.prototype.height = function height(value) { return this.dimension('height', value); }; /** * A getter/setter for the `Player`'s width & height. * * @param {string} dimension * This string can be: * - 'width' * - 'height' * * @param {number} [value] * Value for dimension specified in the first argument. * * @return {number} * The dimension arguments value when getting (width/height). */ Player.prototype.dimension = function dimension(_dimension, value) { var privDimension = _dimension + '_'; if (value === undefined) { return this[privDimension] || 0; } if (value === '') { // If an empty string is given, reset the dimension to be automatic this[privDimension] = undefined; this.updateStyleEl_(); return; } var parsedVal = parseFloat(value); if (isNaN(parsedVal)) { log$1.error('Improper value "' + value + '" supplied for for ' + _dimension); return; } this[privDimension] = parsedVal; this.updateStyleEl_(); }; /** * A getter/setter/toggler for the vjs-fluid `className` on the `Player`. * * @param {boolean} [bool] * - A value of true adds the class. * - A value of false removes the class. * - No value will toggle the fluid class. * * @return {boolean|undefined} * - The value of fluid when getting. * - `undefined` when setting. */ Player.prototype.fluid = function fluid(bool) { if (bool === undefined) { return !!this.fluid_; } this.fluid_ = !!bool; if (bool) { this.addClass('vjs-fluid'); } else { this.removeClass('vjs-fluid'); } this.updateStyleEl_(); }; /** * Get/Set the aspect ratio * * @param {string} [ratio] * Aspect ratio for player * * @return {string|undefined} * returns the current aspect ratio when getting */ /** * A getter/setter for the `Player`'s aspect ratio. * * @param {string} [ratio] * The value to set the `Player's aspect ratio to. * * @return {string|undefined} * - The current aspect ratio of the `Player` when getting. * - undefined when setting */ Player.prototype.aspectRatio = function aspectRatio(ratio) { if (ratio === undefined) { return this.aspectRatio_; } // Check for width:height format if (!/^\d+\:\d+$/.test(ratio)) { throw new Error('Improper value supplied for aspect ratio. The format should be width:height, for example 16:9.'); } this.aspectRatio_ = ratio; // We're assuming if you set an aspect ratio you want fluid mode, // because in fixed mode you could calculate width and height yourself. this.fluid(true); this.updateStyleEl_(); }; /** * Update styles of the `Player` element (height, width and aspect ratio). * * @private * @listens Tech#loadedmetadata */ Player.prototype.updateStyleEl_ = function updateStyleEl_() { if (window_1.VIDEOJS_NO_DYNAMIC_STYLE === true) { var _width = typeof this.width_ === 'number' ? this.width_ : this.options_.width; var _height = typeof this.height_ === 'number' ? this.height_ : this.options_.height; var techEl = this.tech_ && this.tech_.el(); if (techEl) { if (_width >= 0) { techEl.width = _width; } if (_height >= 0) { techEl.height = _height; } } return; } var width = void 0; var height = void 0; var aspectRatio = void 0; var idClass = void 0; // The aspect ratio is either used directly or to calculate width and height. if (this.aspectRatio_ !== undefined && this.aspectRatio_ !== 'auto') { // Use any aspectRatio that's been specifically set aspectRatio = this.aspectRatio_; } else if (this.videoWidth() > 0) { // Otherwise try to get the aspect ratio from the video metadata aspectRatio = this.videoWidth() + ':' + this.videoHeight(); } else { // Or use a default. The video element's is 2:1, but 16:9 is more common. aspectRatio = '16:9'; } // Get the ratio as a decimal we can use to calculate dimensions var ratioParts = aspectRatio.split(':'); var ratioMultiplier = ratioParts[1] / ratioParts[0]; if (this.width_ !== undefined) { // Use any width that's been specifically set width = this.width_; } else if (this.height_ !== undefined) { // Or calulate the width from the aspect ratio if a height has been set width = this.height_ / ratioMultiplier; } else { // Or use the video's metadata, or use the video el's default of 300 width = this.videoWidth() || 300; } if (this.height_ !== undefined) { // Use any height that's been specifically set height = this.height_; } else { // Otherwise calculate the height from the ratio and the width height = width * ratioMultiplier; } // Ensure the CSS class is valid by starting with an alpha character if (/^[^a-zA-Z]/.test(this.id())) { idClass = 'dimensions-' + this.id(); } else { idClass = this.id() + '-dimensions'; } // Ensure the right class is still on the player for the style element this.addClass(idClass); setTextContent(this.styleEl_, '\n .' + idClass + ' {\n width: ' + width + 'px;\n height: ' + height + 'px;\n }\n\n .' + idClass + '.vjs-fluid {\n padding-top: ' + ratioMultiplier * 100 + '%;\n }\n '); }; /** * Load/Create an instance of playback {@link Tech} including element * and API methods. Then append the `Tech` element in `Player` as a child. * * @param {string} techName * name of the playback technology * * @param {string} source * video source * * @private */ Player.prototype.loadTech_ = function loadTech_(techName, source) { var _this2 = this; // Pause and remove current playback technology if (this.tech_) { this.unloadTech_(); } var titleTechName = toTitleCase(techName); var camelTechName = techName.charAt(0).toLowerCase() + techName.slice(1); // get rid of the HTML5 video tag as soon as we are using another tech if (titleTechName !== 'Html5' && this.tag) { Tech.getTech('Html5').disposeMediaElement(this.tag); this.tag.player = null; this.tag = null; } this.techName_ = titleTechName; // Turn off API access because we're loading a new tech that might load asynchronously this.isReady_ = false; // if autoplay is a string we pass false to the tech // because the player is going to handle autoplay on `loadstart` var autoplay = typeof this.autoplay() === 'string' ? false : this.autoplay(); // Grab tech-specific options from player options and add source and parent element to use. var techOptions = { source: source, autoplay: autoplay, 'nativeControlsForTouch': this.options_.nativeControlsForTouch, 'playerId': this.id(), 'techId': this.id() + '_' + camelTechName + '_api', 'playsinline': this.options_.playsinline, 'preload': this.options_.preload, 'loop': this.options_.loop, 'muted': this.options_.muted, 'poster': this.poster(), 'language': this.language(), 'playerElIngest': this.playerElIngest_ || false, 'vtt.js': this.options_['vtt.js'], 'canOverridePoster': !!this.options_.techCanOverridePoster, 'enableSourceset': this.options_.enableSourceset }; ALL.names.forEach(function (name$$1) { var props = ALL[name$$1]; techOptions[props.getterName] = _this2[props.privateName]; }); assign(techOptions, this.options_[titleTechName]); assign(techOptions, this.options_[camelTechName]); assign(techOptions, this.options_[techName.toLowerCase()]); if (this.tag) { techOptions.tag = this.tag; } if (source && source.src === this.cache_.src && this.cache_.currentTime > 0) { techOptions.startTime = this.cache_.currentTime; } // Initialize tech instance var TechClass = Tech.getTech(techName); if (!TechClass) { throw new Error('No Tech named \'' + titleTechName + '\' exists! \'' + titleTechName + '\' should be registered using videojs.registerTech()\''); } this.tech_ = new TechClass(techOptions); // player.triggerReady is always async, so don't need this to be async this.tech_.ready(bind(this, this.handleTechReady_), true); textTrackConverter.jsonToTextTracks(this.textTracksJson_ || [], this.tech_); // Listen to all HTML5-defined events and trigger them on the player TECH_EVENTS_RETRIGGER.forEach(function (event) { _this2.on(_this2.tech_, event, _this2['handleTech' + toTitleCase(event) + '_']); }); Object.keys(TECH_EVENTS_QUEUE).forEach(function (event) { _this2.on(_this2.tech_, event, function (eventObj) { if (_this2.tech_.playbackRate() === 0 && _this2.tech_.seeking()) { _this2.queuedCallbacks_.push({ callback: _this2['handleTech' + TECH_EVENTS_QUEUE[event] + '_'].bind(_this2), event: eventObj }); return; } _this2['handleTech' + TECH_EVENTS_QUEUE[event] + '_'](eventObj); }); }); this.on(this.tech_, 'loadstart', this.handleTechLoadStart_); this.on(this.tech_, 'sourceset', this.handleTechSourceset_); this.on(this.tech_, 'waiting', this.handleTechWaiting_); this.on(this.tech_, 'ended', this.handleTechEnded_); this.on(this.tech_, 'seeking', this.handleTechSeeking_); this.on(this.tech_, 'play', this.handleTechPlay_); this.on(this.tech_, 'firstplay', this.handleTechFirstPlay_); this.on(this.tech_, 'pause', this.handleTechPause_); this.on(this.tech_, 'durationchange', this.handleTechDurationChange_); this.on(this.tech_, 'fullscreenchange', this.handleTechFullscreenChange_); this.on(this.tech_, 'error', this.handleTechError_); this.on(this.tech_, 'loadedmetadata', this.updateStyleEl_); this.on(this.tech_, 'posterchange', this.handleTechPosterChange_); this.on(this.tech_, 'textdata', this.handleTechTextData_); this.on(this.tech_, 'ratechange', this.handleTechRateChange_); this.usingNativeControls(this.techGet_('controls')); if (this.controls() && !this.usingNativeControls()) { this.addTechControlsListeners_(); } // Add the tech element in the DOM if it was not already there // Make sure to not insert the original video element if using Html5 if (this.tech_.el().parentNode !== this.el() && (titleTechName !== 'Html5' || !this.tag)) { prependTo(this.tech_.el(), this.el()); } // Get rid of the original video tag reference after the first tech is loaded if (this.tag) { this.tag.player = null; this.tag = null; } }; /** * Unload and dispose of the current playback {@link Tech}. * * @private */ Player.prototype.unloadTech_ = function unloadTech_() { var _this3 = this; // Save the current text tracks so that we can reuse the same text tracks with the next tech ALL.names.forEach(function (name$$1) { var props = ALL[name$$1]; _this3[props.privateName] = _this3[props.getterName](); }); this.textTracksJson_ = textTrackConverter.textTracksToJson(this.tech_); this.isReady_ = false; this.tech_.dispose(); this.tech_ = false; if (this.isPosterFromTech_) { this.poster_ = ''; this.trigger('posterchange'); } this.isPosterFromTech_ = false; }; /** * Return a reference to the current {@link Tech}. * It will print a warning by default about the danger of using the tech directly * but any argument that is passed in will silence the warning. * * @param {*} [safety] * Anything passed in to silence the warning * * @return {Tech} * The Tech */ Player.prototype.tech = function tech(safety) { if (safety === undefined) { log$1.warn(tsml(_templateObject$2)); } return this.tech_; }; /** * Set up click and touch listeners for the playback element * * - On desktops: a click on the video itself will toggle playback * - On mobile devices: a click on the video toggles controls * which 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 * * @private */ Player.prototype.addTechControlsListeners_ = function addTechControlsListeners_() { // Make sure to remove all the previous listeners in case we are called multiple times. this.removeTechControlsListeners_(); // 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(this.tech_, 'mousedown', this.handleTechClick_); this.on(this.tech_, 'dblclick', this.handleTechDoubleClick_); // 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(this.tech_, 'touchstart', this.handleTechTouchStart_); this.on(this.tech_, 'touchmove', this.handleTechTouchMove_); this.on(this.tech_, 'touchend', this.handleTechTouchEnd_); // The tap listener needs to come after the touchend listener because the tap // listener cancels out any reportedUserActivity when setting userActive(false) this.on(this.tech_, 'tap', this.handleTechTap_); }; /** * Remove the listeners used for click and tap controls. This is needed for * toggling to controls disabled, where a tap/touch should do nothing. * * @private */ Player.prototype.removeTechControlsListeners_ = function removeTechControlsListeners_() { // We don't want to just use `this.off()` because there might be other needed // listeners added by techs that extend this. this.off(this.tech_, 'tap', this.handleTechTap_); this.off(this.tech_, 'touchstart', this.handleTechTouchStart_); this.off(this.tech_, 'touchmove', this.handleTechTouchMove_); this.off(this.tech_, 'touchend', this.handleTechTouchEnd_); this.off(this.tech_, 'mousedown', this.handleTechClick_); this.off(this.tech_, 'dblclick', this.handleTechDoubleClick_); }; /** * Player waits for the tech to be ready * * @private */ Player.prototype.handleTechReady_ = function handleTechReady_() { this.triggerReady(); // Keep the same volume as before if (this.cache_.volume) { this.techCall_('setVolume', this.cache_.volume); } // Look if the tech found a higher resolution poster while loading this.handleTechPosterChange_(); // Update the duration if available this.handleTechDurationChange_(); }; /** * Retrigger the `loadstart` event that was triggered by the {@link Tech}. This * function will also trigger {@link Player#firstplay} if it is the first loadstart * for a video. * * @fires Player#loadstart * @fires Player#firstplay * @listens Tech#loadstart * @private */ Player.prototype.handleTechLoadStart_ = function handleTechLoadStart_() { // TODO: Update to use `emptied` event instead. See #1277. this.removeClass('vjs-ended'); this.removeClass('vjs-seeking'); // reset the error state this.error(null); // If it's already playing we want to trigger a firstplay event now. // The firstplay event relies on both the play and loadstart events // which can happen in any order for a new source if (!this.paused()) { /** * Fired when the user agent begins looking for media data * * @event Player#loadstart * @type {EventTarget~Event} */ this.trigger('loadstart'); this.trigger('firstplay'); } else { // reset the hasStarted state this.hasStarted(false); this.trigger('loadstart'); } // autoplay happens after loadstart for the browser, // so we mimic that behavior this.manualAutoplay_(this.autoplay()); }; /** * Handle autoplay string values, rather than the typical boolean * values that should be handled by the tech. Note that this is not * part of any specification. Valid values and what they do can be * found on the autoplay getter at Player#autoplay() */ Player.prototype.manualAutoplay_ = function manualAutoplay_(type) { var _this4 = this; if (!this.tech_ || typeof type !== 'string') { return; } var muted = function muted() { var previouslyMuted = _this4.muted(); _this4.muted(true); var playPromise = _this4.play(); if (!playPromise || !playPromise.then || !playPromise.catch) { return; } return playPromise.catch(function (e) { // restore old value of muted on failure _this4.muted(previouslyMuted); }); }; var promise = void 0; if (type === 'any') { promise = this.play(); if (promise && promise.then && promise.catch) { promise.catch(function () { return muted(); }); } } else if (type === 'muted') { promise = muted(); } else { promise = this.play(); } if (!promise || !promise.then || !promise.catch) { return; } return promise.then(function () { _this4.trigger({ type: 'autoplay-success', autoplay: type }); }).catch(function (e) { _this4.trigger({ type: 'autoplay-failure', autoplay: type }); }); }; /** * Update the internal source caches so that we return the correct source from * `src()`, `currentSource()`, and `currentSources()`. * * > Note: `currentSources` will not be updated if the source that is passed in exists * in the current `currentSources` cache. * * * @param {Tech~SourceObject} srcObj * A string or object source to update our caches to. */ Player.prototype.updateSourceCaches_ = function updateSourceCaches_() { var srcObj = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ''; var src = srcObj; var type = ''; if (typeof src !== 'string') { src = srcObj.src; type = srcObj.type; } // if we are a blob url, don't update the source cache // blob urls can arise when playback is done via Media Source Extension (MSE) // such as m3u8 sources with @videojs/http-streaming (VHS) if (/^blob:/.test(src)) { return; } // make sure all the caches are set to default values // to prevent null checking this.cache_.source = this.cache_.source || {}; this.cache_.sources = this.cache_.sources || []; // try to get the type of the src that was passed in if (src && !type) { type = findMimetype(this, src); } // update `currentSource` cache always this.cache_.source = mergeOptions({}, srcObj, { src: src, type: type }); var matchingSources = this.cache_.sources.filter(function (s) { return s.src && s.src === src; }); var sourceElSources = []; var sourceEls = this.$$('source'); var matchingSourceEls = []; for (var i = 0; i < sourceEls.length; i++) { var sourceObj = getAttributes(sourceEls[i]); sourceElSources.push(sourceObj); if (sourceObj.src && sourceObj.src === src) { matchingSourceEls.push(sourceObj.src); } } // if we have matching source els but not matching sources // the current source cache is not up to date if (matchingSourceEls.length && !matchingSources.length) { this.cache_.sources = sourceElSources; // if we don't have matching source or source els set the // sources cache to the `currentSource` cache } else if (!matchingSources.length) { this.cache_.sources = [this.cache_.source]; } // update the tech `src` cache this.cache_.src = src; }; /** * *EXPERIMENTAL* Fired when the source is set or changed on the {@link Tech} * causing the media element to reload. * * It will fire for the initial source and each subsequent source. * This event is a custom event from Video.js and is triggered by the {@link Tech}. * * The event object for this event contains a `src` property that will contain the source * that was available when the event was triggered. This is generally only necessary if Video.js * is switching techs while the source was being changed. * * It is also fired when `load` is called on the player (or media element) * because the {@link https://html.spec.whatwg.org/multipage/media.html#dom-media-load|specification for `load`} * says that the resource selection algorithm needs to be aborted and restarted. * In this case, it is very likely that the `src` property will be set to the * empty string `""` to indicate we do not know what the source will be but * that it is changing. * * *This event is currently still experimental and may change in minor releases.* * __To use this, pass `enableSourceset` option to the player.__ * * @event Player#sourceset * @type {EventTarget~Event} * @prop {string} src * The source url available when the `sourceset` was triggered. * It will be an empty string if we cannot know what the source is * but know that the source will change. */ /** * Retrigger the `sourceset` event that was triggered by the {@link Tech}. * * @fires Player#sourceset * @listens Tech#sourceset * @private */ Player.prototype.handleTechSourceset_ = function handleTechSourceset_(event) { var _this5 = this; // only update the source cache when the source // was not updated using the player api if (!this.changingSrc_) { // update the source to the intial source right away // in some cases this will be empty string this.updateSourceCaches_(event.src); // if the `sourceset` `src` was an empty string // wait for a `loadstart` to update the cache to `currentSrc`. // If a sourceset happens before a `loadstart`, we reset the state // as this function will be called again. if (!event.src) { var updateCache = function updateCache(e) { if (e.type !== 'sourceset') { _this5.updateSourceCaches_(_this5.techGet_('currentSrc')); } _this5.tech_.off(['sourceset', 'loadstart'], updateCache); }; this.tech_.one(['sourceset', 'loadstart'], updateCache); } } this.trigger({ src: event.src, type: 'sourceset' }); }; /** * Add/remove the vjs-has-started class * * @fires Player#firstplay * * @param {boolean} request * - true: adds the class * - false: remove the class * * @return {boolean} * the boolean value of hasStarted_ */ Player.prototype.hasStarted = function hasStarted(request) { if (request === undefined) { // act as getter, if we have no request to change return this.hasStarted_; } if (request === this.hasStarted_) { return; } this.hasStarted_ = request; if (this.hasStarted_) { this.addClass('vjs-has-started'); this.trigger('firstplay'); } else { this.removeClass('vjs-has-started'); } }; /** * Fired whenever the media begins or resumes playback * * @see [Spec]{@link https://html.spec.whatwg.org/multipage/embedded-content.html#dom-media-play} * @fires Player#play * @listens Tech#play * @private */ Player.prototype.handleTechPlay_ = function handleTechPlay_() { this.removeClass('vjs-ended'); this.removeClass('vjs-paused'); this.addClass('vjs-playing'); // hide the poster when the user hits play this.hasStarted(true); /** * Triggered whenever an {@link Tech#play} event happens. Indicates that * playback has started or resumed. * * @event Player#play * @type {EventTarget~Event} */ this.trigger('play'); }; /** * Retrigger the `ratechange` event that was triggered by the {@link Tech}. * * If there were any events queued while the playback rate was zero, fire * those events now. * * @private * @method Player#handleTechRateChange_ * @fires Player#ratechange * @listens Tech#ratechange */ Player.prototype.handleTechRateChange_ = function handleTechRateChange_() { if (this.tech_.playbackRate() > 0 && this.cache_.lastPlaybackRate === 0) { this.queuedCallbacks_.forEach(function (queued) { return queued.callback(queued.event); }); this.queuedCallbacks_ = []; } this.cache_.lastPlaybackRate = this.tech_.playbackRate(); /** * Fires when the playing speed of the audio/video is changed * * @event Player#ratechange * @type {event} */ this.trigger('ratechange'); }; /** * Retrigger the `waiting` event that was triggered by the {@link Tech}. * * @fires Player#waiting * @listens Tech#waiting * @private */ Player.prototype.handleTechWaiting_ = function handleTechWaiting_() { var _this6 = this; this.addClass('vjs-waiting'); /** * A readyState change on the DOM element has caused playback to stop. * * @event Player#waiting * @type {EventTarget~Event} */ this.trigger('waiting'); this.one('timeupdate', function () { return _this6.removeClass('vjs-waiting'); }); }; /** * Retrigger the `canplay` event that was triggered by the {@link Tech}. * > Note: This is not consistent between browsers. See #1351 * * @fires Player#canplay * @listens Tech#canplay * @private */ Player.prototype.handleTechCanPlay_ = function handleTechCanPlay_() { this.removeClass('vjs-waiting'); /** * The media has a readyState of HAVE_FUTURE_DATA or greater. * * @event Player#canplay * @type {EventTarget~Event} */ this.trigger('canplay'); }; /** * Retrigger the `canplaythrough` event that was triggered by the {@link Tech}. * * @fires Player#canplaythrough * @listens Tech#canplaythrough * @private */ Player.prototype.handleTechCanPlayThrough_ = function handleTechCanPlayThrough_() { this.removeClass('vjs-waiting'); /** * The media has a readyState of HAVE_ENOUGH_DATA or greater. This means that the * entire media file can be played without buffering. * * @event Player#canplaythrough * @type {EventTarget~Event} */ this.trigger('canplaythrough'); }; /** * Retrigger the `playing` event that was triggered by the {@link Tech}. * * @fires Player#playing * @listens Tech#playing * @private */ Player.prototype.handleTechPlaying_ = function handleTechPlaying_() { this.removeClass('vjs-waiting'); /** * The media is no longer blocked from playback, and has started playing. * * @event Player#playing * @type {EventTarget~Event} */ this.trigger('playing'); }; /** * Retrigger the `seeking` event that was triggered by the {@link Tech}. * * @fires Player#seeking * @listens Tech#seeking * @private */ Player.prototype.handleTechSeeking_ = function handleTechSeeking_() { this.addClass('vjs-seeking'); /** * Fired whenever the player is jumping to a new time * * @event Player#seeking * @type {EventTarget~Event} */ this.trigger('seeking'); }; /** * Retrigger the `seeked` event that was triggered by the {@link Tech}. * * @fires Player#seeked * @listens Tech#seeked * @private */ Player.prototype.handleTechSeeked_ = function handleTechSeeked_() { this.removeClass('vjs-seeking'); /** * Fired when the player has finished jumping to a new time * * @event Player#seeked * @type {EventTarget~Event} */ this.trigger('seeked'); }; /** * Retrigger the `firstplay` event that was triggered by the {@link Tech}. * * @fires Player#firstplay * @listens Tech#firstplay * @deprecated As of 6.0 firstplay event is deprecated. * As of 6.0 passing the `starttime` option to the player and the firstplay event are deprecated. * @private */ Player.prototype.handleTechFirstPlay_ = function handleTechFirstPlay_() { // If the first starttime attribute is specified // then we will start at the given offset in seconds if (this.options_.starttime) { log$1.warn('Passing the `starttime` option to the player will be deprecated in 6.0'); this.currentTime(this.options_.starttime); } this.addClass('vjs-has-started'); /** * Fired the first time a video is played. Not part of the HLS spec, and this is * probably not the best implementation yet, so use sparingly. If you don't have a * reason to prevent playback, use `myPlayer.one('play');` instead. * * @event Player#firstplay * @deprecated As of 6.0 firstplay event is deprecated. * @type {EventTarget~Event} */ this.trigger('firstplay'); }; /** * Retrigger the `pause` event that was triggered by the {@link Tech}. * * @fires Player#pause * @listens Tech#pause * @private */ Player.prototype.handleTechPause_ = function handleTechPause_() { this.removeClass('vjs-playing'); this.addClass('vjs-paused'); /** * Fired whenever the media has been paused * * @event Player#pause * @type {EventTarget~Event} */ this.trigger('pause'); }; /** * Retrigger the `ended` event that was triggered by the {@link Tech}. * * @fires Player#ended * @listens Tech#ended * @private */ Player.prototype.handleTechEnded_ = function handleTechEnded_() { this.addClass('vjs-ended'); if (this.options_.loop) { this.currentTime(0); this.play(); } else if (!this.paused()) { this.pause(); } /** * Fired when the end of the media resource is reached (currentTime == duration) * * @event Player#ended * @type {EventTarget~Event} */ this.trigger('ended'); }; /** * Fired when the duration of the media resource is first known or changed * * @listens Tech#durationchange * @private */ Player.prototype.handleTechDurationChange_ = function handleTechDurationChange_() { this.duration(this.techGet_('duration')); }; /** * Handle a click on the media element to play/pause * * @param {EventTarget~Event} event * the event that caused this function to trigger * * @listens Tech#mousedown * @private */ Player.prototype.handleTechClick_ = function handleTechClick_(event) { if (!isSingleLeftClick(event)) { return; } // When controls are disabled a click should not toggle playback because // the click is considered a control if (!this.controls_) { return; } if (this.paused()) { silencePromise(this.play()); } else { this.pause(); } }; /** * Handle a double-click on the media element to enter/exit fullscreen * * @param {EventTarget~Event} event * the event that caused this function to trigger * * @listens Tech#dblclick * @private */ Player.prototype.handleTechDoubleClick_ = function handleTechDoubleClick_(event) { if (!this.controls_) { return; } // we do not want to toggle fullscreen state // when double-clicking inside a control bar or a modal var inAllowedEls = Array.prototype.some.call(this.$$('.vjs-control-bar, .vjs-modal-dialog'), function (el) { return el.contains(event.target); }); if (!inAllowedEls) { if (this.isFullscreen()) { this.exitFullscreen(); } else { this.requestFullscreen(); } } }; /** * Handle a tap on the media element. It will toggle the user * activity state, which hides and shows the controls. * * @listens Tech#tap * @private */ Player.prototype.handleTechTap_ = function handleTechTap_() { this.userActive(!this.userActive()); }; /** * Handle touch to start * * @listens Tech#touchstart * @private */ Player.prototype.handleTechTouchStart_ = function handleTechTouchStart_() { this.userWasActive = this.userActive(); }; /** * Handle touch to move * * @listens Tech#touchmove * @private */ Player.prototype.handleTechTouchMove_ = function handleTechTouchMove_() { if (this.userWasActive) { this.reportUserActivity(); } }; /** * Handle touch to end * * @param {EventTarget~Event} event * the touchend event that triggered * this function * * @listens Tech#touchend * @private */ Player.prototype.handleTechTouchEnd_ = function handleTechTouchEnd_(event) { // Stop the mouse events from also happening event.preventDefault(); }; /** * Fired when the player switches in or out of fullscreen mode * * @private * @listens Player#fullscreenchange */ Player.prototype.handleFullscreenChange_ = function handleFullscreenChange_() { if (this.isFullscreen()) { this.addClass('vjs-fullscreen'); } else { this.removeClass('vjs-fullscreen'); } }; /** * native click events on the SWF aren't triggered on IE11, Win8.1RT * use stageclick events triggered from inside the SWF instead * * @private * @listens stageclick */ Player.prototype.handleStageClick_ = function handleStageClick_() { this.reportUserActivity(); }; /** * Handle Tech Fullscreen Change * * @param {EventTarget~Event} event * the fullscreenchange event that triggered this function * * @param {Object} data * the data that was sent with the event * * @private * @listens Tech#fullscreenchange * @fires Player#fullscreenchange */ Player.prototype.handleTechFullscreenChange_ = function handleTechFullscreenChange_(event, data) { if (data) { this.isFullscreen(data.isFullscreen); } /** * Fired when going in and out of fullscreen. * * @event Player#fullscreenchange * @type {EventTarget~Event} */ this.trigger('fullscreenchange'); }; /** * Fires when an error occurred during the loading of an audio/video. * * @private * @listens Tech#error */ Player.prototype.handleTechError_ = function handleTechError_() { var error = this.tech_.error(); this.error(error); }; /** * Retrigger the `textdata` event that was triggered by the {@link Tech}. * * @fires Player#textdata * @listens Tech#textdata * @private */ Player.prototype.handleTechTextData_ = function handleTechTextData_() { var data = null; if (arguments.length > 1) { data = arguments[1]; } /** * Fires when we get a textdata event from tech * * @event Player#textdata * @type {EventTarget~Event} */ this.trigger('textdata', data); }; /** * Get object for cached values. * * @return {Object} * get the current object cache */ Player.prototype.getCache = function getCache() { return this.cache_; }; /** * Pass values to the playback tech * * @param {string} [method] * the method to call * * @param {Object} arg * the argument to pass * * @private */ Player.prototype.techCall_ = function techCall_(method, arg) { // If it's not ready yet, call method when it is this.ready(function () { if (method in allowedSetters) { return set$1(this.middleware_, this.tech_, method, arg); } else if (method in allowedMediators) { return mediate(this.middleware_, this.tech_, method, arg); } try { if (this.tech_) { this.tech_[method](arg); } } catch (e) { log$1(e); throw e; } }, true); }; /** * Get calls can't wait for the tech, and sometimes don't need to. * * @param {string} method * Tech method * * @return {Function|undefined} * the method or undefined * * @private */ Player.prototype.techGet_ = function techGet_(method) { if (!this.tech_ || !this.tech_.isReady_) { return; } if (method in allowedGetters) { return get$1(this.middleware_, this.tech_, method); } else if (method in allowedMediators) { return mediate(this.middleware_, this.tech_, method); } // Flash likes to die and reload when you hide or reposition it. // In these cases the object methods go away and we get errors. // When that happens we'll catch the errors and inform tech that it's not ready any more. try { return this.tech_[method](); } catch (e) { // When building additional tech libs, an expected method may not be defined yet if (this.tech_[method] === undefined) { log$1('Video.js: ' + method + ' method not defined for ' + this.techName_ + ' playback technology.', e); throw e; } // When a method isn't available on the object it throws a TypeError if (e.name === 'TypeError') { log$1('Video.js: ' + method + ' unavailable on ' + this.techName_ + ' playback technology element.', e); this.tech_.isReady_ = false; throw e; } // If error unknown, just log and throw log$1(e); throw e; } }; /** * Attempt to begin playback at the first opportunity. * * @return {Promise|undefined} * Returns a promise if the browser supports Promises (or one * was passed in as an option). This promise will be resolved on * the return value of play. If this is undefined it will fulfill the * promise chain otherwise the promise chain will be fulfilled when * the promise from play is fulfilled. */ Player.prototype.play = function play() { var _this7 = this; var PromiseClass = this.options_.Promise || window_1.Promise; if (PromiseClass) { return new PromiseClass(function (resolve) { _this7.play_(resolve); }); } return this.play_(); }; /** * The actual logic for play, takes a callback that will be resolved on the * return value of play. This allows us to resolve to the play promise if there * is one on modern browsers. * * @private * @param {Function} [callback] * The callback that should be called when the techs play is actually called */ Player.prototype.play_ = function play_() { var _this8 = this; var callback = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : silencePromise; // If this is called while we have a play queued up on a loadstart, remove // that listener to avoid getting in a potentially bad state. if (this.playOnLoadstart_) { this.off('loadstart', this.playOnLoadstart_); } // If the player/tech is not ready, queue up another call to `play()` for // when it is. This will loop back into this method for another attempt at // playback when the tech is ready. if (!this.isReady_) { // Bail out if we're already waiting for `ready`! if (this.playWaitingForReady_) { return; } this.playWaitingForReady_ = true; this.ready(function () { _this8.playWaitingForReady_ = false; callback(_this8.play()); }); // If the player/tech is ready and we have a source, we can attempt playback. } else if (!this.changingSrc_ && (this.src() || this.currentSrc())) { callback(this.techGet_('play')); return; // If the tech is ready, but we do not have a source, we'll need to wait // for both the `ready` and a `loadstart` when the source is finally // resolved by middleware and set on the player. // // This can happen if `play()` is called while changing sources or before // one has been set on the player. } else { this.playOnLoadstart_ = function () { _this8.playOnLoadstart_ = null; callback(_this8.play()); }; this.one('loadstart', this.playOnLoadstart_); } }; /** * Pause the video playback * * @return {Player} * A reference to the player object this function was called on */ Player.prototype.pause = function pause() { this.techCall_('pause'); }; /** * Check if the player is paused or has yet to play * * @return {boolean} * - false: if the media is currently playing * - true: if media is not currently playing */ Player.prototype.paused = function paused() { // The initial state of paused should be true (in Safari it's actually false) return this.techGet_('paused') === false ? false : true; }; /** * Get a TimeRange object representing the current ranges of time that the user * has played. * * @return {TimeRange} * A time range object that represents all the increments of time that have * been played. */ Player.prototype.played = function played() { return this.techGet_('played') || createTimeRanges(0, 0); }; /** * Returns whether or not the user is "scrubbing". Scrubbing is * when the user has clicked the progress bar handle and is * dragging it along the progress bar. * * @param {boolean} [isScrubbing] * whether the user is or is not scrubbing * * @return {boolean} * The value of scrubbing when getting */ Player.prototype.scrubbing = function scrubbing(isScrubbing) { if (typeof isScrubbing === 'undefined') { return this.scrubbing_; } this.scrubbing_ = !!isScrubbing; if (isScrubbing) { this.addClass('vjs-scrubbing'); } else { this.removeClass('vjs-scrubbing'); } }; /** * Get or set the current time (in seconds) * * @param {number|string} [seconds] * The time to seek to in seconds * * @return {number} * - the current time in seconds when getting */ Player.prototype.currentTime = function currentTime(seconds) { if (typeof seconds !== 'undefined') { if (seconds < 0) { seconds = 0; } this.techCall_('setCurrentTime', seconds); return; } // cache last currentTime and return. default to 0 seconds // // Caching the currentTime is meant to prevent a massive amount of reads on the tech's // currentTime when scrubbing, but may not provide much performance benefit afterall. // Should be tested. Also something has to read the actual current time or the cache will // never get updated. this.cache_.currentTime = this.techGet_('currentTime') || 0; return this.cache_.currentTime; }; /** * Normally gets the length in time of the video in seconds; * in all but the rarest use cases an argument will NOT be passed to the method * * > **NOTE**: The video must have started loading before the duration can be * known, and in the case of Flash, may not be known until the video starts * playing. * * @fires Player#durationchange * * @param {number} [seconds] * The duration of the video to set in seconds * * @return {number} * - The duration of the video in seconds when getting */ Player.prototype.duration = function duration(seconds) { if (seconds === undefined) { // return NaN if the duration is not known return this.cache_.duration !== undefined ? this.cache_.duration : NaN; } seconds = parseFloat(seconds); // Standardize on Infinity for signaling video is live if (seconds < 0) { seconds = Infinity; } if (seconds !== this.cache_.duration) { // Cache the last set value for optimized scrubbing (esp. Flash) this.cache_.duration = seconds; if (seconds === Infinity) { this.addClass('vjs-live'); } else { this.removeClass('vjs-live'); } /** * @event Player#durationchange * @type {EventTarget~Event} */ this.trigger('durationchange'); } }; /** * Calculates how much time is left in the video. Not part * of the native video API. * * @return {number} * The time remaining in seconds */ Player.prototype.remainingTime = function remainingTime() { return this.duration() - this.currentTime(); }; /** * A remaining time function that is intented to be used when * the time is to be displayed directly to the user. * * @return {number} * The rounded time remaining in seconds */ Player.prototype.remainingTimeDisplay = function remainingTimeDisplay() { return Math.floor(this.duration()) - Math.floor(this.currentTime()); }; // // Kind of like an array of portions of the video that have been downloaded. /** * Get a TimeRange object with an array of the times of the video * that have been downloaded. If you just want the percent of the * video that's been downloaded, use bufferedPercent. * * @see [Buffered Spec]{@link http://dev.w3.org/html5/spec/video.html#dom-media-buffered} * * @return {TimeRange} * A mock TimeRange object (following HTML spec) */ Player.prototype.buffered = function buffered() { var buffered = this.techGet_('buffered'); if (!buffered || !buffered.length) { buffered = createTimeRanges(0, 0); } return buffered; }; /** * Get the percent (as a decimal) of the video that's been downloaded. * This method is not a part of the native HTML video API. * * @return {number} * A decimal between 0 and 1 representing the percent * that is buffered 0 being 0% and 1 being 100% */ Player.prototype.bufferedPercent = function bufferedPercent$$1() { return bufferedPercent(this.buffered(), this.duration()); }; /** * Get the ending time of the last buffered time range * This is used in the progress bar to encapsulate all time ranges. * * @return {number} * The end of the last buffered time range */ Player.prototype.bufferedEnd = function bufferedEnd() { var buffered = this.buffered(); var duration = this.duration(); var end = buffered.end(buffered.length - 1); if (end > duration) { end = duration; } return end; }; /** * Get or set the current volume of the media * * @param {number} [percentAsDecimal] * The new volume as a decimal percent: * - 0 is muted/0%/off * - 1.0 is 100%/full * - 0.5 is half volume or 50% * * @return {number} * The current volume as a percent when getting */ Player.prototype.volume = function volume(percentAsDecimal) { var vol = void 0; if (percentAsDecimal !== undefined) { // Force value to between 0 and 1 vol = Math.max(0, Math.min(1, parseFloat(percentAsDecimal))); this.cache_.volume = vol; this.techCall_('setVolume', vol); if (vol > 0) { this.lastVolume_(vol); } return; } // Default to 1 when returning current volume. vol = parseFloat(this.techGet_('volume')); return isNaN(vol) ? 1 : vol; }; /** * Get the current muted state, or turn mute on or off * * @param {boolean} [muted] * - true to mute * - false to unmute * * @return {boolean} * - true if mute is on and getting * - false if mute is off and getting */ Player.prototype.muted = function muted(_muted) { if (_muted !== undefined) { this.techCall_('setMuted', _muted); return; } return this.techGet_('muted') || false; }; /** * Get the current defaultMuted state, or turn defaultMuted on or off. defaultMuted * indicates the state of muted on initial playback. * * ```js * var myPlayer = videojs('some-player-id'); * * myPlayer.src("http://www.example.com/path/to/video.mp4"); * * // get, should be false * console.log(myPlayer.defaultMuted()); * // set to true * myPlayer.defaultMuted(true); * // get should be true * console.log(myPlayer.defaultMuted()); * ``` * * @param {boolean} [defaultMuted] * - true to mute * - false to unmute * * @return {boolean|Player} * - true if defaultMuted is on and getting * - false if defaultMuted is off and getting * - A reference to the current player when setting */ Player.prototype.defaultMuted = function defaultMuted(_defaultMuted) { if (_defaultMuted !== undefined) { return this.techCall_('setDefaultMuted', _defaultMuted); } return this.techGet_('defaultMuted') || false; }; /** * Get the last volume, or set it * * @param {number} [percentAsDecimal] * The new last volume as a decimal percent: * - 0 is muted/0%/off * - 1.0 is 100%/full * - 0.5 is half volume or 50% * * @return {number} * the current value of lastVolume as a percent when getting * * @private */ Player.prototype.lastVolume_ = function lastVolume_(percentAsDecimal) { if (percentAsDecimal !== undefined && percentAsDecimal !== 0) { this.cache_.lastVolume = percentAsDecimal; return; } return this.cache_.lastVolume; }; /** * Check if current tech can support native fullscreen * (e.g. with built in controls like iOS, so not our flash swf) * * @return {boolean} * if native fullscreen is supported */ Player.prototype.supportsFullScreen = function supportsFullScreen() { return this.techGet_('supportsFullScreen') || false; }; /** * Check if the player is in fullscreen mode or tell the player that it * is or is not in fullscreen mode. * * > NOTE: As of the latest HTML5 spec, isFullscreen is no longer an official * property and instead document.fullscreenElement is used. But isFullscreen is * still a valuable property for internal player workings. * * @param {boolean} [isFS] * Set the players current fullscreen state * * @return {boolean} * - true if fullscreen is on and getting * - false if fullscreen is off and getting */ Player.prototype.isFullscreen = function isFullscreen(isFS) { if (isFS !== undefined) { this.isFullscreen_ = !!isFS; return; } return !!this.isFullscreen_; }; /** * Increase the size of the video to full screen * In some browsers, full screen is not supported natively, so it enters * "full window mode", where the video fills the browser window. * In browsers and devices that support native full screen, sometimes the * browser's default controls will be shown, and not the Video.js custom skin. * This includes most mobile devices (iOS, Android) and older versions of * Safari. * * @fires Player#fullscreenchange */ Player.prototype.requestFullscreen = function requestFullscreen() { var fsApi = FullscreenApi; this.isFullscreen(true); if (fsApi.requestFullscreen) { // the browser supports going fullscreen at the element level so we can // take the controls fullscreen as well as the video // Trigger fullscreenchange event after change // We have to specifically add this each time, and remove // when canceling fullscreen. Otherwise if there's multiple // players on a page, they would all be reacting to the same fullscreen // events on(document_1, fsApi.fullscreenchange, bind(this, function documentFullscreenChange(e) { this.isFullscreen(document_1[fsApi.fullscreenElement]); // If cancelling fullscreen, remove event listener. if (this.isFullscreen() === false) { off(document_1, fsApi.fullscreenchange, documentFullscreenChange); } /** * @event Player#fullscreenchange * @type {EventTarget~Event} */ this.trigger('fullscreenchange'); })); this.el_[fsApi.requestFullscreen](); } else if (this.tech_.supportsFullScreen()) { // we can't take the video.js controls fullscreen but we can go fullscreen // with native controls this.techCall_('enterFullScreen'); } else { // fullscreen isn't supported so we'll just stretch the video element to // fill the viewport this.enterFullWindow(); /** * @event Player#fullscreenchange * @type {EventTarget~Event} */ this.trigger('fullscreenchange'); } }; /** * Return the video to its normal size after having been in full screen mode * * @fires Player#fullscreenchange */ Player.prototype.exitFullscreen = function exitFullscreen() { var fsApi = FullscreenApi; this.isFullscreen(false); // Check for browser element fullscreen support if (fsApi.requestFullscreen) { document_1[fsApi.exitFullscreen](); } else if (this.tech_.supportsFullScreen()) { this.techCall_('exitFullScreen'); } else { this.exitFullWindow(); /** * @event Player#fullscreenchange * @type {EventTarget~Event} */ this.trigger('fullscreenchange'); } }; /** * When fullscreen isn't supported we can stretch the * video container to as wide as the browser will let us. * * @fires Player#enterFullWindow */ Player.prototype.enterFullWindow = function enterFullWindow() { this.isFullWindow = true; // Storing original doc overflow value to return to when fullscreen is off this.docOrigOverflow = document_1.documentElement.style.overflow; // Add listener for esc key to exit fullscreen on(document_1, 'keydown', bind(this, this.fullWindowOnEscKey)); // Hide any scroll bars document_1.documentElement.style.overflow = 'hidden'; // Apply fullscreen styles addClass(document_1.body, 'vjs-full-window'); /** * @event Player#enterFullWindow * @type {EventTarget~Event} */ this.trigger('enterFullWindow'); }; /** * Check for call to either exit full window or * full screen on ESC key * * @param {string} event * Event to check for key press */ Player.prototype.fullWindowOnEscKey = function fullWindowOnEscKey(event) { if (event.keyCode === 27) { if (this.isFullscreen() === true) { this.exitFullscreen(); } else { this.exitFullWindow(); } } }; /** * Exit full window * * @fires Player#exitFullWindow */ Player.prototype.exitFullWindow = function exitFullWindow() { this.isFullWindow = false; off(document_1, 'keydown', this.fullWindowOnEscKey); // Unhide scroll bars. document_1.documentElement.style.overflow = this.docOrigOverflow; // Remove fullscreen styles removeClass(document_1.body, 'vjs-full-window'); // Resize the box, controller, and poster to original sizes // this.positionAll(); /** * @event Player#exitFullWindow * @type {EventTarget~Event} */ this.trigger('exitFullWindow'); }; /** * Check whether the player can play a given mimetype * * @see https://www.w3.org/TR/2011/WD-html5-20110113/video.html#dom-navigator-canplaytype * * @param {string} type * The mimetype to check * * @return {string} * 'probably', 'maybe', or '' (empty string) */ Player.prototype.canPlayType = function canPlayType(type) { var can = void 0; // Loop through each playback technology in the options order for (var i = 0, j = this.options_.techOrder; i < j.length; i++) { var techName = j[i]; var tech = Tech.getTech(techName); // Support old behavior of techs being registered as components. // Remove once that deprecated behavior is removed. if (!tech) { tech = Component.getComponent(techName); } // Check if the current tech is defined before continuing if (!tech) { log$1.error('The "' + techName + '" tech is undefined. Skipped browser support check for that tech.'); continue; } // Check if the browser supports this technology if (tech.isSupported()) { can = tech.canPlayType(type); if (can) { return can; } } } return ''; }; /** * Select source based on tech-order or source-order * Uses source-order selection if `options.sourceOrder` is truthy. Otherwise, * defaults to tech-order selection * * @param {Array} sources * The sources for a media asset * * @return {Object|boolean} * Object of source and tech order or false */ Player.prototype.selectSource = function selectSource(sources) { var _this9 = this; // Get only the techs specified in `techOrder` that exist and are supported by the // current platform var techs = this.options_.techOrder.map(function (techName) { return [techName, Tech.getTech(techName)]; }).filter(function (_ref) { var techName = _ref[0], tech = _ref[1]; // Check if the current tech is defined before continuing if (tech) { // Check if the browser supports this technology return tech.isSupported(); } log$1.error('The "' + techName + '" tech is undefined. Skipped browser support check for that tech.'); return false; }); // Iterate over each `innerArray` element once per `outerArray` element and execute // `tester` with both. If `tester` returns a non-falsy value, exit early and return // that value. var findFirstPassingTechSourcePair = function findFirstPassingTechSourcePair(outerArray, innerArray, tester) { var found = void 0; outerArray.some(function (outerChoice) { return innerArray.some(function (innerChoice) { found = tester(outerChoice, innerChoice); if (found) { return true; } }); }); return found; }; var foundSourceAndTech = void 0; var flip = function flip(fn) { return function (a, b) { return fn(b, a); }; }; var finder = function finder(_ref2, source) { var techName = _ref2[0], tech = _ref2[1]; if (tech.canPlaySource(source, _this9.options_[techName.toLowerCase()])) { return { source: source, tech: techName }; } }; // Depending on the truthiness of `options.sourceOrder`, we swap the order of techs and sources // to select from them based on their priority. if (this.options_.sourceOrder) { // Source-first ordering foundSourceAndTech = findFirstPassingTechSourcePair(sources, techs, flip(finder)); } else { // Tech-first ordering foundSourceAndTech = findFirstPassingTechSourcePair(techs, sources, finder); } return foundSourceAndTech || false; }; /** * Get or set the video source. * * @param {Tech~SourceObject|Tech~SourceObject[]|string} [source] * A SourceObject, an array of SourceObjects, or a string referencing * a URL to a media source. It is _highly recommended_ that an object * or array of objects is used here, so that source selection * algorithms can take the `type` into account. * * If not provided, this method acts as a getter. * * @return {string|undefined} * If the `source` argument is missing, returns the current source * URL. Otherwise, returns nothing/undefined. */ Player.prototype.src = function src(source) { var _this10 = this; // getter usage if (typeof source === 'undefined') { return this.cache_.src || ''; } // filter out invalid sources and turn our source into // an array of source objects var sources = filterSource(source); // if a source was passed in then it is invalid because // it was filtered to a zero length Array. So we have to // show an error if (!sources.length) { this.setTimeout(function () { this.error({ code: 4, message: this.localize(this.options_.notSupportedMessage) }); }, 0); return; } // intial sources this.changingSrc_ = true; this.cache_.sources = sources; this.updateSourceCaches_(sources[0]); // middlewareSource is the source after it has been changed by middleware setSource(this, sources[0], function (middlewareSource, mws) { _this10.middleware_ = mws; // since sourceSet is async we have to update the cache again after we select a source since // the source that is selected could be out of order from the cache update above this callback. _this10.cache_.sources = sources; _this10.updateSourceCaches_(middlewareSource); var err = _this10.src_(middlewareSource); if (err) { if (sources.length > 1) { return _this10.src(sources.slice(1)); } _this10.changingSrc_ = false; // We need to wrap this in a timeout to give folks a chance to add error event handlers _this10.setTimeout(function () { this.error({ code: 4, message: this.localize(this.options_.notSupportedMessage) }); }, 0); // we could not find an appropriate tech, but let's still notify the delegate that this is it // this needs a better comment about why this is needed _this10.triggerReady(); return; } setTech(mws, _this10.tech_); }); }; /** * Set the source object on the tech, returns a boolean that indicates whether * there is a tech that can play the source or not * * @param {Tech~SourceObject} source * The source object to set on the Tech * * @return {Boolean} * - True if there is no Tech to playback this source * - False otherwise * * @private */ Player.prototype.src_ = function src_(source) { var _this11 = this; var sourceTech = this.selectSource([source]); if (!sourceTech) { return true; } if (!titleCaseEquals(sourceTech.tech, this.techName_)) { this.changingSrc_ = true; // load this technology with the chosen source this.loadTech_(sourceTech.tech, sourceTech.source); this.tech_.ready(function () { _this11.changingSrc_ = false; }); return false; } // wait until the tech is ready to set the source // and set it synchronously if possible (#2326) this.ready(function () { // The setSource tech method was added with source handlers // so older techs won't support it // We need to check the direct prototype for the case where subclasses // of the tech do not support source handlers if (this.tech_.constructor.prototype.hasOwnProperty('setSource')) { this.techCall_('setSource', source); } else { this.techCall_('src', source.src); } this.changingSrc_ = false; }, true); return false; }; /** * Begin loading the src data. */ Player.prototype.load = function load() { this.techCall_('load'); }; /** * Reset the player. Loads the first tech in the techOrder, * and calls `reset` on the tech`. */ Player.prototype.reset = function reset() { if (this.tech_) { this.tech_.clearTracks('text'); } this.loadTech_(this.options_.techOrder[0], null); this.techCall_('reset'); }; /** * Returns all of the current source objects. * * @return {Tech~SourceObject[]} * The current source objects */ Player.prototype.currentSources = function currentSources() { var source = this.currentSource(); var sources = []; // assume `{}` or `{ src }` if (Object.keys(source).length !== 0) { sources.push(source); } return this.cache_.sources || sources; }; /** * Returns the current source object. * * @return {Tech~SourceObject} * The current source object */ Player.prototype.currentSource = function currentSource() { return this.cache_.source || {}; }; /** * Returns the fully qualified URL of the current source value e.g. http://mysite.com/video.mp4 * Can be used in conjunction with `currentType` to assist in rebuilding the current source object. * * @return {string} * The current source */ Player.prototype.currentSrc = function currentSrc() { return this.currentSource() && this.currentSource().src || ''; }; /** * Get the current source type e.g. video/mp4 * This can allow you rebuild the current source object so that you could load the same * source and tech later * * @return {string} * The source MIME type */ Player.prototype.currentType = function currentType() { return this.currentSource() && this.currentSource().type || ''; }; /** * Get or set the preload attribute * * @param {boolean} [value] * - true means that we should preload * - false means that we should not preload * * @return {string} * The preload attribute value when getting */ Player.prototype.preload = function preload(value) { if (value !== undefined) { this.techCall_('setPreload', value); this.options_.preload = value; return; } return this.techGet_('preload'); }; /** * Get or set the autoplay option. When this is a boolean it will * modify the attribute on the tech. When this is a string the attribute on * the tech will be removed and `Player` will handle autoplay on loadstarts. * * @param {boolean|string} [value] * - true: autoplay using the browser behavior * - false: do not autoplay * - 'play': call play() on every loadstart * - 'muted': call muted() then play() on every loadstart * - 'any': call play() on every loadstart. if that fails call muted() then play(). * - *: values other than those listed here will be set `autoplay` to true * * @return {boolean|string} * The current value of autoplay when getting */ Player.prototype.autoplay = function autoplay(value) { // getter usage if (value === undefined) { return this.options_.autoplay || false; } var techAutoplay = void 0; // if the value is a valid string set it to that if (typeof value === 'string' && /(any|play|muted)/.test(value)) { this.options_.autoplay = value; this.manualAutoplay_(value); techAutoplay = false; // any falsy value sets autoplay to false in the browser, // lets do the same } else if (!value) { this.options_.autoplay = false; // any other value (ie truthy) sets autoplay to true } else { this.options_.autoplay = true; } techAutoplay = techAutoplay || this.options_.autoplay; // if we don't have a tech then we do not queue up // a setAutoplay call on tech ready. We do this because the // autoplay option will be passed in the constructor and we // do not need to set it twice if (this.tech_) { this.techCall_('setAutoplay', techAutoplay); } }; /** * Set or unset the playsinline attribute. * Playsinline tells the browser that non-fullscreen playback is preferred. * * @param {boolean} [value] * - true means that we should try to play inline by default * - false means that we should use the browser's default playback mode, * which in most cases is inline. iOS Safari is a notable exception * and plays fullscreen by default. * * @return {string|Player} * - the current value of playsinline * - the player when setting * * @see [Spec]{@link https://html.spec.whatwg.org/#attr-video-playsinline} */ Player.prototype.playsinline = function playsinline(value) { if (value !== undefined) { this.techCall_('setPlaysinline', value); this.options_.playsinline = value; return this; } return this.techGet_('playsinline'); }; /** * Get or set the loop attribute on the video element. * * @param {boolean} [value] * - true means that we should loop the video * - false means that we should not loop the video * * @return {string} * The current value of loop when getting */ Player.prototype.loop = function loop(value) { if (value !== undefined) { this.techCall_('setLoop', value); this.options_.loop = value; return; } return this.techGet_('loop'); }; /** * Get or set the poster image source url * * @fires Player#posterchange * * @param {string} [src] * Poster image source URL * * @return {string} * The current value of poster when getting */ Player.prototype.poster = function poster(src) { if (src === undefined) { return this.poster_; } // The correct way to remove a poster is to set as an empty string // other falsey values will throw errors if (!src) { src = ''; } if (src === this.poster_) { return; } // update the internal poster variable this.poster_ = src; // update the tech's poster this.techCall_('setPoster', src); this.isPosterFromTech_ = false; // alert components that the poster has been set /** * This event fires when the poster image is changed on the player. * * @event Player#posterchange * @type {EventTarget~Event} */ this.trigger('posterchange'); }; /** * Some techs (e.g. YouTube) can provide a poster source in an * asynchronous way. We want the poster component to use this * poster source so that it covers up the tech's controls. * (YouTube's play button). However we only want to use this * source if the player user hasn't set a poster through * the normal APIs. * * @fires Player#posterchange * @listens Tech#posterchange * @private */ Player.prototype.handleTechPosterChange_ = function handleTechPosterChange_() { if ((!this.poster_ || this.options_.techCanOverridePoster) && this.tech_ && this.tech_.poster) { var newPoster = this.tech_.poster() || ''; if (newPoster !== this.poster_) { this.poster_ = newPoster; this.isPosterFromTech_ = true; // Let components know the poster has changed this.trigger('posterchange'); } } }; /** * Get or set whether or not the controls are showing. * * @fires Player#controlsenabled * * @param {boolean} [bool] * - true to turn controls on * - false to turn controls off * * @return {boolean} * The current value of controls when getting */ Player.prototype.controls = function controls(bool) { if (bool === undefined) { return !!this.controls_; } bool = !!bool; // Don't trigger a change event unless it actually changed if (this.controls_ === bool) { return; } this.controls_ = bool; if (this.usingNativeControls()) { this.techCall_('setControls', bool); } if (this.controls_) { this.removeClass('vjs-controls-disabled'); this.addClass('vjs-controls-enabled'); /** * @event Player#controlsenabled * @type {EventTarget~Event} */ this.trigger('controlsenabled'); if (!this.usingNativeControls()) { this.addTechControlsListeners_(); } } else { this.removeClass('vjs-controls-enabled'); this.addClass('vjs-controls-disabled'); /** * @event Player#controlsdisabled * @type {EventTarget~Event} */ this.trigger('controlsdisabled'); if (!this.usingNativeControls()) { this.removeTechControlsListeners_(); } } }; /** * Toggle native controls on/off. Native controls are the controls built into * devices (e.g. default iPhone controls), Flash, or other techs * (e.g. Vimeo Controls) * **This should only be set by the current tech, because only the tech knows * if it can support native controls** * * @fires Player#usingnativecontrols * @fires Player#usingcustomcontrols * * @param {boolean} [bool] * - true to turn native controls on * - false to turn native controls off * * @return {boolean} * The current value of native controls when getting */ Player.prototype.usingNativeControls = function usingNativeControls(bool) { if (bool === undefined) { return !!this.usingNativeControls_; } bool = !!bool; // Don't trigger a change event unless it actually changed if (this.usingNativeControls_ === bool) { return; } this.usingNativeControls_ = bool; if (this.usingNativeControls_) { this.addClass('vjs-using-native-controls'); /** * player is using the native device controls * * @event Player#usingnativecontrols * @type {EventTarget~Event} */ this.trigger('usingnativecontrols'); } else { this.removeClass('vjs-using-native-controls'); /** * player is using the custom HTML controls * * @event Player#usingcustomcontrols * @type {EventTarget~Event} */ this.trigger('usingcustomcontrols'); } }; /** * Set or get the current MediaError * * @fires Player#error * * @param {MediaError|string|number} [err] * A MediaError or a string/number to be turned * into a MediaError * * @return {MediaError|null} * The current MediaError when getting (or null) */ Player.prototype.error = function error(err) { if (err === undefined) { return this.error_ || null; } // restoring to default if (err === null) { this.error_ = err; this.removeClass('vjs-error'); if (this.errorDisplay) { this.errorDisplay.close(); } return; } this.error_ = new MediaError(err); // add the vjs-error classname to the player this.addClass('vjs-error'); // log the name of the error type and any message // IE11 logs "[object object]" and required you to expand message to see error object log$1.error('(CODE:' + this.error_.code + ' ' + MediaError.errorTypes[this.error_.code] + ')', this.error_.message, this.error_); /** * @event Player#error * @type {EventTarget~Event} */ this.trigger('error'); return; }; /** * Report user activity * * @param {Object} event * Event object */ Player.prototype.reportUserActivity = function reportUserActivity(event) { this.userActivity_ = true; }; /** * Get/set if user is active * * @fires Player#useractive * @fires Player#userinactive * * @param {boolean} [bool] * - true if the user is active * - false if the user is inactive * * @return {boolean} * The current value of userActive when getting */ Player.prototype.userActive = function userActive(bool) { if (bool === undefined) { return this.userActive_; } bool = !!bool; if (bool === this.userActive_) { return; } this.userActive_ = bool; if (this.userActive_) { this.userActivity_ = true; this.removeClass('vjs-user-inactive'); this.addClass('vjs-user-active'); /** * @event Player#useractive * @type {EventTarget~Event} */ this.trigger('useractive'); return; } // Chrome/Safari/IE have bugs where when you change the cursor it can // trigger a mousemove event. This causes an issue when you're hiding // the cursor when the user is inactive, and a mousemove signals user // activity. Making it impossible to go into inactive mode. Specifically // this happens in fullscreen when we really need to hide the cursor. // // When this gets resolved in ALL browsers it can be removed // https://code.google.com/p/chromium/issues/detail?id=103041 if (this.tech_) { this.tech_.one('mousemove', function (e) { e.stopPropagation(); e.preventDefault(); }); } this.userActivity_ = false; this.removeClass('vjs-user-active'); this.addClass('vjs-user-inactive'); /** * @event Player#userinactive * @type {EventTarget~Event} */ this.trigger('userinactive'); }; /** * Listen for user activity based on timeout value * * @private */ Player.prototype.listenForUserActivity_ = function listenForUserActivity_() { var mouseInProgress = void 0; var lastMoveX = void 0; var lastMoveY = void 0; var handleActivity = bind(this, this.reportUserActivity); var handleMouseMove = function handleMouseMove(e) { // #1068 - Prevent mousemove spamming // Chrome Bug: https://code.google.com/p/chromium/issues/detail?id=366970 if (e.screenX !== lastMoveX || e.screenY !== lastMoveY) { lastMoveX = e.screenX; lastMoveY = e.screenY; handleActivity(); } }; var handleMouseDown = function handleMouseDown() { handleActivity(); // For as long as the they are touching the device or have their mouse down, // we consider them active even if they're not moving their finger or mouse. // So we want to continue to update that they are active this.clearInterval(mouseInProgress); // Setting userActivity=true now and setting the interval to the same time // as the activityCheck interval (250) should ensure we never miss the // next activityCheck mouseInProgress = this.setInterval(handleActivity, 250); }; var handleMouseUp = function handleMouseUp(event) { handleActivity(); // Stop the interval that maintains activity if the mouse/touch is down this.clearInterval(mouseInProgress); }; // Any mouse movement will be considered user activity this.on('mousedown', handleMouseDown); this.on('mousemove', handleMouseMove); this.on('mouseup', handleMouseUp); // Listen for keyboard navigation // Shouldn't need to use inProgress interval because of key repeat this.on('keydown', handleActivity); this.on('keyup', handleActivity); // Run an interval every 250 milliseconds instead of stuffing everything into // the mousemove/touchmove function itself, to prevent performance degradation. // `this.reportUserActivity` simply sets this.userActivity_ to true, which // then gets picked up by this loop // http://ejohn.org/blog/learning-from-twitter/ var inactivityTimeout = void 0; this.setInterval(function () { // Check to see if mouse/touch activity has happened if (!this.userActivity_) { return; } // Reset the activity tracker this.userActivity_ = false; // If the user state was inactive, set the state to active this.userActive(true); // Clear any existing inactivity timeout to start the timer over this.clearTimeout(inactivityTimeout); var timeout = this.options_.inactivityTimeout; if (timeout <= 0) { return; } // In <timeout> milliseconds, if no more activity has occurred the // user will be considered inactive inactivityTimeout = this.setTimeout(function () { // Protect against the case where the inactivityTimeout can trigger just // before the next user activity is picked up by the activity check loop // causing a flicker if (!this.userActivity_) { this.userActive(false); } }, timeout); }, 250); }; /** * Gets or sets the current playback rate. A playback rate of * 1.0 represents normal speed and 0.5 would indicate half-speed * playback, for instance. * * @see https://html.spec.whatwg.org/multipage/embedded-content.html#dom-media-playbackrate * * @param {number} [rate] * New playback rate to set. * * @return {number} * The current playback rate when getting or 1.0 */ Player.prototype.playbackRate = function playbackRate(rate) { if (rate !== undefined) { // NOTE: this.cache_.lastPlaybackRate is set from the tech handler // that is registered above this.techCall_('setPlaybackRate', rate); return; } if (this.tech_ && this.tech_.featuresPlaybackRate) { return this.cache_.lastPlaybackRate || this.techGet_('playbackRate'); } return 1.0; }; /** * Gets or sets the current default playback rate. A default playback rate of * 1.0 represents normal speed and 0.5 would indicate half-speed playback, for instance. * defaultPlaybackRate will only represent what the initial playbackRate of a video was, not * not the current playbackRate. * * @see https://html.spec.whatwg.org/multipage/embedded-content.html#dom-media-defaultplaybackrate * * @param {number} [rate] * New default playback rate to set. * * @return {number|Player} * - The default playback rate when getting or 1.0 * - the player when setting */ Player.prototype.defaultPlaybackRate = function defaultPlaybackRate(rate) { if (rate !== undefined) { return this.techCall_('setDefaultPlaybackRate', rate); } if (this.tech_ && this.tech_.featuresPlaybackRate) { return this.techGet_('defaultPlaybackRate'); } return 1.0; }; /** * Gets or sets the audio flag * * @param {boolean} bool * - true signals that this is an audio player * - false signals that this is not an audio player * * @return {boolean} * The current value of isAudio when getting */ Player.prototype.isAudio = function isAudio(bool) { if (bool !== undefined) { this.isAudio_ = !!bool; return; } return !!this.isAudio_; }; /** * A helper method for adding a {@link TextTrack} to our * {@link TextTrackList}. * * In addition to the W3C settings we allow adding additional info through options. * * @see http://www.w3.org/html/wg/drafts/html/master/embedded-content-0.html#dom-media-addtexttrack * * @param {string} [kind] * the kind of TextTrack you are adding * * @param {string} [label] * the label to give the TextTrack label * * @param {string} [language] * the language to set on the TextTrack * * @return {TextTrack|undefined} * the TextTrack that was added or undefined * if there is no tech */ Player.prototype.addTextTrack = function addTextTrack(kind, label, language) { if (this.tech_) { return this.tech_.addTextTrack(kind, label, language); } }; /** * Create a remote {@link TextTrack} and an {@link HTMLTrackElement}. It will * automatically removed from the video element whenever the source changes, unless * manualCleanup is set to false. * * @param {Object} options * Options to pass to {@link HTMLTrackElement} during creation. See * {@link HTMLTrackElement} for object properties that you should use. * * @param {boolean} [manualCleanup=true] if set to false, the TextTrack will be * * @return {HtmlTrackElement} * the HTMLTrackElement that was created and added * to the HtmlTrackElementList and the remote * TextTrackList * * @deprecated The default value of the "manualCleanup" parameter will default * to "false" in upcoming versions of Video.js */ Player.prototype.addRemoteTextTrack = function addRemoteTextTrack(options, manualCleanup) { if (this.tech_) { return this.tech_.addRemoteTextTrack(options, manualCleanup); } }; /** * Remove a remote {@link TextTrack} from the respective * {@link TextTrackList} and {@link HtmlTrackElementList}. * * @param {Object} track * Remote {@link TextTrack} to remove * * @return {undefined} * does not return anything */ Player.prototype.removeRemoteTextTrack = function removeRemoteTextTrack() { var _ref3 = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}, _ref3$track = _ref3.track, track = _ref3$track === undefined ? arguments[0] : _ref3$track; // destructure the input into an object with a track argument, defaulting to arguments[0] // default the whole argument to an empty object if nothing was passed in if (this.tech_) { return this.tech_.removeRemoteTextTrack(track); } }; /** * Gets available media playback quality metrics as specified by the W3C's Media * Playback Quality API. * * @see [Spec]{@link https://wicg.github.io/media-playback-quality} * * @return {Object|undefined} * An object with supported media playback quality metrics or undefined if there * is no tech or the tech does not support it. */ Player.prototype.getVideoPlaybackQuality = function getVideoPlaybackQuality() { return this.techGet_('getVideoPlaybackQuality'); }; /** * Get video width * * @return {number} * current video width */ Player.prototype.videoWidth = function videoWidth() { return this.tech_ && this.tech_.videoWidth && this.tech_.videoWidth() || 0; }; /** * Get video height * * @return {number} * current video height */ Player.prototype.videoHeight = function videoHeight() { return this.tech_ && this.tech_.videoHeight && this.tech_.videoHeight() || 0; }; /** * The player's language code * NOTE: The language should be set in the player options if you want the * the controls to be built with a specific language. Changing the language * later will not update controls text. * * @param {string} [code] * the language code to set the player to * * @return {string} * The current language code when getting */ Player.prototype.language = function language(code) { if (code === undefined) { return this.language_; } this.language_ = String(code).toLowerCase(); }; /** * Get the player's language dictionary * Merge every time, because a newly added plugin might call videojs.addLanguage() at any time * Languages specified directly in the player options have precedence * * @return {Array} * An array of of supported languages */ Player.prototype.languages = function languages() { return mergeOptions(Player.prototype.options_.languages, this.languages_); }; /** * returns a JavaScript object reperesenting the current track * information. **DOES not return it as JSON** * * @return {Object} * Object representing the current of track info */ Player.prototype.toJSON = function toJSON() { var options = mergeOptions(this.options_); var tracks = options.tracks; options.tracks = []; for (var i = 0; i < tracks.length; i++) { var track = tracks[i]; // deep merge tracks and null out player so no circular references track = mergeOptions(track); track.player = undefined; options.tracks[i] = track; } return options; }; /** * Creates a simple modal dialog (an instance of the {@link ModalDialog} * component) that immediately overlays the player with arbitrary * content and removes itself when closed. * * @param {string|Function|Element|Array|null} content * Same as {@link ModalDialog#content}'s param of the same name. * The most straight-forward usage is to provide a string or DOM * element. * * @param {Object} [options] * Extra options which will be passed on to the {@link ModalDialog}. * * @return {ModalDialog} * the {@link ModalDialog} that was created */ Player.prototype.createModal = function createModal(content, options) { var _this12 = this; options = options || {}; options.content = content || ''; var modal = new ModalDialog(this, options); this.addChild(modal); modal.on('dispose', function () { _this12.removeChild(modal); }); modal.open(); return modal; }; /** * Gets tag settings * * @param {Element} tag * The player tag * * @return {Object} * An object containing all of the settings * for a player tag */ Player.getTagSettings = function getTagSettings(tag) { var baseOptions = { sources: [], tracks: [] }; var tagOptions = getAttributes(tag); var dataSetup = tagOptions['data-setup']; if (hasClass(tag, 'vjs-fluid')) { tagOptions.fluid = true; } // Check if data-setup attr exists. if (dataSetup !== null) { // Parse options JSON // If empty string, make it a parsable json object. var _safeParseTuple = tuple(dataSetup || '{}'), err = _safeParseTuple[0], data = _safeParseTuple[1]; if (err) { log$1.error(err); } assign(tagOptions, data); } assign(baseOptions, tagOptions); // Get tag children settings if (tag.hasChildNodes()) { var children = tag.childNodes; for (var i = 0, j = children.length; i < j; i++) { var child = children[i]; // Change case needed: http://ejohn.org/blog/nodename-case-sensitivity/ var childName = child.nodeName.toLowerCase(); if (childName === 'source') { baseOptions.sources.push(getAttributes(child)); } else if (childName === 'track') { baseOptions.tracks.push(getAttributes(child)); } } } return baseOptions; }; /** * Determine whether or not flexbox is supported * * @return {boolean} * - true if flexbox is supported * - false if flexbox is not supported */ Player.prototype.flexNotSupported_ = function flexNotSupported_() { var elem = document_1.createElement('i'); // Note: We don't actually use flexBasis (or flexOrder), but it's one of the more // common flex features that we can rely on when checking for flex support. return !('flexBasis' in elem.style || 'webkitFlexBasis' in elem.style || 'mozFlexBasis' in elem.style || 'msFlexBasis' in elem.style || // IE10-specific (2012 flex spec), available for completeness 'msFlexOrder' in elem.style); }; return Player; }(Component); /** * Get the {@link VideoTrackList} * @link https://html.spec.whatwg.org/multipage/embedded-content.html#videotracklist * * @return {VideoTrackList} * the current video track list * * @method Player.prototype.videoTracks */ /** * Get the {@link AudioTrackList} * @link https://html.spec.whatwg.org/multipage/embedded-content.html#audiotracklist * * @return {AudioTrackList} * the current audio track list * * @method Player.prototype.audioTracks */ /** * Get the {@link TextTrackList} * * @link http://www.w3.org/html/wg/drafts/html/master/embedded-content-0.html#dom-media-texttracks * * @return {TextTrackList} * the current text track list * * @method Player.prototype.textTracks */ /** * Get the remote {@link TextTrackList} * * @return {TextTrackList} * The current remote text track list * * @method Player.prototype.remoteTextTracks */ /** * Get the remote {@link HtmlTrackElementList} tracks. * * @return {HtmlTrackElementList} * The current remote text track element list * * @method Player.prototype.remoteTextTrackEls */ ALL.names.forEach(function (name$$1) { var props = ALL[name$$1]; Player.prototype[props.getterName] = function () { if (this.tech_) { return this.tech_[props.getterName](); } // if we have not yet loadTech_, we create {video,audio,text}Tracks_ // these will be passed to the tech during loading this[props.privateName] = this[props.privateName] || new props.ListClass(); return this[props.privateName]; }; }); /** * Global player list * * @type {Object} */ Player.players = {}; var navigator = window_1.navigator; /* * Player instance options, surfaced using options * options = Player.prototype.options_ * Make changes in options, not here. * * @type {Object} * @private */ Player.prototype.options_ = { // Default order of fallback technology techOrder: Tech.defaultTechOrder_, html5: {}, flash: {}, // default inactivity timeout inactivityTimeout: 2000, // default playback rates playbackRates: [], // Add playback rate selection by adding rates // 'playbackRates': [0.5, 1, 1.5, 2], // Included control sets children: ['mediaLoader', 'posterImage', 'textTrackDisplay', 'loadingSpinner', 'bigPlayButton', 'controlBar', 'errorDisplay', 'textTrackSettings', 'resizeManager'], language: navigator && (navigator.languages && navigator.languages[0] || navigator.userLanguage || navigator.language) || 'en', // locales and their language translations languages: {}, // Default message to show when a video cannot be played. notSupportedMessage: 'No compatible source was found for this media.' }; [ /** * Returns whether or not the player is in the "ended" state. * * @return {Boolean} True if the player is in the ended state, false if not. * @method Player#ended */ 'ended', /** * Returns whether or not the player is in the "seeking" state. * * @return {Boolean} True if the player is in the seeking state, false if not. * @method Player#seeking */ 'seeking', /** * Returns the TimeRanges of the media that are currently available * for seeking to. * * @return {TimeRanges} the seekable intervals of the media timeline * @method Player#seekable */ 'seekable', /** * Returns the current state of network activity for the element, from * the codes in the list below. * - NETWORK_EMPTY (numeric value 0) * The element has not yet been initialised. All attributes are in * their initial states. * - NETWORK_IDLE (numeric value 1) * The element's resource selection algorithm is active and has * selected a resource, but it is not actually using the network at * this time. * - NETWORK_LOADING (numeric value 2) * The user agent is actively trying to download data. * - NETWORK_NO_SOURCE (numeric value 3) * The element's resource selection algorithm is active, but it has * not yet found a resource to use. * * @see https://html.spec.whatwg.org/multipage/embedded-content.html#network-states * @return {number} the current network activity state * @method Player#networkState */ 'networkState', /** * Returns a value that expresses the current state of the element * with respect to rendering the current playback position, from the * codes in the list below. * - HAVE_NOTHING (numeric value 0) * No information regarding the media resource is available. * - HAVE_METADATA (numeric value 1) * Enough of the resource has been obtained that the duration of the * resource is available. * - HAVE_CURRENT_DATA (numeric value 2) * Data for the immediate current playback position is available. * - HAVE_FUTURE_DATA (numeric value 3) * Data for the immediate current playback position is available, as * well as enough data for the user agent to advance the current * playback position in the direction of playback. * - HAVE_ENOUGH_DATA (numeric value 4) * The user agent estimates that enough data is available for * playback to proceed uninterrupted. * * @see https://html.spec.whatwg.org/multipage/embedded-content.html#dom-media-readystate * @return {number} the current playback rendering state * @method Player#readyState */ 'readyState'].forEach(function (fn) { Player.prototype[fn] = function () { return this.techGet_(fn); }; }); TECH_EVENTS_RETRIGGER.forEach(function (event) { Player.prototype['handleTech' + toTitleCase(event) + '_'] = function () { return this.trigger(event); }; }); /** * Fired when the player has initial duration and dimension information * * @event Player#loadedmetadata * @type {EventTarget~Event} */ /** * Fired when the player has downloaded data at the current playback position * * @event Player#loadeddata * @type {EventTarget~Event} */ /** * Fired when the current playback position has changed * * During playback this is fired every 15-250 milliseconds, depending on the * playback technology in use. * * @event Player#timeupdate * @type {EventTarget~Event} */ /** * Fired when the volume changes * * @event Player#volumechange * @type {EventTarget~Event} */ /** * Reports whether or not a player has a plugin available. * * This does not report whether or not the plugin has ever been initialized * on this player. For that, [usingPlugin]{@link Player#usingPlugin}. * * @method Player#hasPlugin * @param {string} name * The name of a plugin. * * @return {boolean} * Whether or not this player has the requested plugin available. */ /** * Reports whether or not a player is using a plugin by name. * * For basic plugins, this only reports whether the plugin has _ever_ been * initialized on this player. * * @method Player#usingPlugin * @param {string} name * The name of a plugin. * * @return {boolean} * Whether or not this player is using the requested plugin. */ Component.registerComponent('Player', Player); /** * @file plugin.js */ /** * The base plugin name. * * @private * @constant * @type {string} */ var BASE_PLUGIN_NAME = 'plugin'; /** * The key on which a player's active plugins cache is stored. * * @private * @constant * @type {string} */ var PLUGIN_CACHE_KEY = 'activePlugins_'; /** * Stores registered plugins in a private space. * * @private * @type {Object} */ var pluginStorage = {}; /** * Reports whether or not a plugin has been registered. * * @private * @param {string} name * The name of a plugin. * * @returns {boolean} * Whether or not the plugin has been registered. */ var pluginExists = function pluginExists(name) { return pluginStorage.hasOwnProperty(name); }; /** * Get a single registered plugin by name. * * @private * @param {string} name * The name of a plugin. * * @returns {Function|undefined} * The plugin (or undefined). */ var getPlugin = function getPlugin(name) { return pluginExists(name) ? pluginStorage[name] : undefined; }; /** * Marks a plugin as "active" on a player. * * Also, ensures that the player has an object for tracking active plugins. * * @private * @param {Player} player * A Video.js player instance. * * @param {string} name * The name of a plugin. */ var markPluginAsActive = function markPluginAsActive(player, name) { player[PLUGIN_CACHE_KEY] = player[PLUGIN_CACHE_KEY] || {}; player[PLUGIN_CACHE_KEY][name] = true; }; /** * Triggers a pair of plugin setup events. * * @private * @param {Player} player * A Video.js player instance. * * @param {Plugin~PluginEventHash} hash * A plugin event hash. * * @param {Boolean} [before] * If true, prefixes the event name with "before". In other words, * use this to trigger "beforepluginsetup" instead of "pluginsetup". */ var triggerSetupEvent = function triggerSetupEvent(player, hash, before) { var eventName = (before ? 'before' : '') + 'pluginsetup'; player.trigger(eventName, hash); player.trigger(eventName + ':' + hash.name, hash); }; /** * Takes a basic plugin function and returns a wrapper function which marks * on the player that the plugin has been activated. * * @private * @param {string} name * The name of the plugin. * * @param {Function} plugin * The basic plugin. * * @returns {Function} * A wrapper function for the given plugin. */ var createBasicPlugin = function createBasicPlugin(name, plugin) { var basicPluginWrapper = function basicPluginWrapper() { // We trigger the "beforepluginsetup" and "pluginsetup" events on the player // regardless, but we want the hash to be consistent with the hash provided // for advanced plugins. // // The only potentially counter-intuitive thing here is the `instance` in // the "pluginsetup" event is the value returned by the `plugin` function. triggerSetupEvent(this, { name: name, plugin: plugin, instance: null }, true); var instance = plugin.apply(this, arguments); markPluginAsActive(this, name); triggerSetupEvent(this, { name: name, plugin: plugin, instance: instance }); return instance; }; Object.keys(plugin).forEach(function (prop) { basicPluginWrapper[prop] = plugin[prop]; }); return basicPluginWrapper; }; /** * Takes a plugin sub-class and returns a factory function for generating * instances of it. * * This factory function will replace itself with an instance of the requested * sub-class of Plugin. * * @private * @param {string} name * The name of the plugin. * * @param {Plugin} PluginSubClass * The advanced plugin. * * @returns {Function} */ var createPluginFactory = function createPluginFactory(name, PluginSubClass) { // Add a `name` property to the plugin prototype so that each plugin can // refer to itself by name. PluginSubClass.prototype.name = name; return function () { triggerSetupEvent(this, { name: name, plugin: PluginSubClass, instance: null }, true); for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } var instance = new (Function.prototype.bind.apply(PluginSubClass, [null].concat([this].concat(args))))(); // The plugin is replaced by a function that returns the current instance. this[name] = function () { return instance; }; triggerSetupEvent(this, instance.getEventHash()); return instance; }; }; /** * Parent class for all advanced plugins. * * @mixes module:evented~EventedMixin * @mixes module:stateful~StatefulMixin * @fires Player#beforepluginsetup * @fires Player#beforepluginsetup:$name * @fires Player#pluginsetup * @fires Player#pluginsetup:$name * @listens Player#dispose * @throws {Error} * If attempting to instantiate the base {@link Plugin} class * directly instead of via a sub-class. */ var Plugin = function () { /** * Creates an instance of this class. * * Sub-classes should call `super` to ensure plugins are properly initialized. * * @param {Player} player * A Video.js player instance. */ function Plugin(player) { classCallCheck(this, Plugin); if (this.constructor === Plugin) { throw new Error('Plugin must be sub-classed; not directly instantiated.'); } this.player = player; // Make this object evented, but remove the added `trigger` method so we // use the prototype version instead. evented(this); delete this.trigger; stateful(this, this.constructor.defaultState); markPluginAsActive(player, this.name); // Auto-bind the dispose method so we can use it as a listener and unbind // it later easily. this.dispose = bind(this, this.dispose); // If the player is disposed, dispose the plugin. player.on('dispose', this.dispose); } /** * Get the version of the plugin that was set on <pluginName>.VERSION */ Plugin.prototype.version = function version() { return this.constructor.VERSION; }; /** * Each event triggered by plugins includes a hash of additional data with * conventional properties. * * This returns that object or mutates an existing hash. * * @param {Object} [hash={}] * An object to be used as event an event hash. * * @returns {Plugin~PluginEventHash} * An event hash object with provided properties mixed-in. */ Plugin.prototype.getEventHash = function getEventHash() { var hash = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; hash.name = this.name; hash.plugin = this.constructor; hash.instance = this; return hash; }; /** * Triggers an event on the plugin object and overrides * {@link module:evented~EventedMixin.trigger|EventedMixin.trigger}. * * @param {string|Object} event * An event type or an object with a type property. * * @param {Object} [hash={}] * Additional data hash to merge with a * {@link Plugin~PluginEventHash|PluginEventHash}. * * @returns {boolean} * Whether or not default was prevented. */ Plugin.prototype.trigger = function trigger$$1(event) { var hash = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; return trigger(this.eventBusEl_, event, this.getEventHash(hash)); }; /** * Handles "statechanged" events on the plugin. No-op by default, override by * subclassing. * * @abstract * @param {Event} e * An event object provided by a "statechanged" event. * * @param {Object} e.changes * An object describing changes that occurred with the "statechanged" * event. */ Plugin.prototype.handleStateChanged = function handleStateChanged(e) {}; /** * Disposes a plugin. * * Subclasses can override this if they want, but for the sake of safety, * it's probably best to subscribe the "dispose" event. * * @fires Plugin#dispose */ Plugin.prototype.dispose = function dispose() { var name = this.name, player = this.player; /** * Signals that a advanced plugin is about to be disposed. * * @event Plugin#dispose * @type {EventTarget~Event} */ this.trigger('dispose'); this.off(); player.off('dispose', this.dispose); // Eliminate any possible sources of leaking memory by clearing up // references between the player and the plugin instance and nulling out // the plugin's state and replacing methods with a function that throws. player[PLUGIN_CACHE_KEY][name] = false; this.player = this.state = null; // Finally, replace the plugin name on the player with a new factory // function, so that the plugin is ready to be set up again. player[name] = createPluginFactory(name, pluginStorage[name]); }; /** * Determines if a plugin is a basic plugin (i.e. not a sub-class of `Plugin`). * * @param {string|Function} plugin * If a string, matches the name of a plugin. If a function, will be * tested directly. * * @returns {boolean} * Whether or not a plugin is a basic plugin. */ Plugin.isBasic = function isBasic(plugin) { var p = typeof plugin === 'string' ? getPlugin(plugin) : plugin; return typeof p === 'function' && !Plugin.prototype.isPrototypeOf(p.prototype); }; /** * Register a Video.js plugin. * * @param {string} name * The name of the plugin to be registered. Must be a string and * must not match an existing plugin or a method on the `Player` * prototype. * * @param {Function} plugin * A sub-class of `Plugin` or a function for basic plugins. * * @returns {Function} * For advanced plugins, a factory function for that plugin. For * basic plugins, a wrapper function that initializes the plugin. */ Plugin.registerPlugin = function registerPlugin(name, plugin) { if (typeof name !== 'string') { throw new Error('Illegal plugin name, "' + name + '", must be a string, was ' + (typeof name === 'undefined' ? 'undefined' : _typeof(name)) + '.'); } if (pluginExists(name)) { log$1.warn('A plugin named "' + name + '" already exists. You may want to avoid re-registering plugins!'); } else if (Player.prototype.hasOwnProperty(name)) { throw new Error('Illegal plugin name, "' + name + '", cannot share a name with an existing player method!'); } if (typeof plugin !== 'function') { throw new Error('Illegal plugin for "' + name + '", must be a function, was ' + (typeof plugin === 'undefined' ? 'undefined' : _typeof(plugin)) + '.'); } pluginStorage[name] = plugin; // Add a player prototype method for all sub-classed plugins (but not for // the base Plugin class). if (name !== BASE_PLUGIN_NAME) { if (Plugin.isBasic(plugin)) { Player.prototype[name] = createBasicPlugin(name, plugin); } else { Player.prototype[name] = createPluginFactory(name, plugin); } } return plugin; }; /** * De-register a Video.js plugin. * * @param {string} name * The name of the plugin to be deregistered. */ Plugin.deregisterPlugin = function deregisterPlugin(name) { if (name === BASE_PLUGIN_NAME) { throw new Error('Cannot de-register base plugin.'); } if (pluginExists(name)) { delete pluginStorage[name]; delete Player.prototype[name]; } }; /** * Gets an object containing multiple Video.js plugins. * * @param {Array} [names] * If provided, should be an array of plugin names. Defaults to _all_ * plugin names. * * @returns {Object|undefined} * An object containing plugin(s) associated with their name(s) or * `undefined` if no matching plugins exist). */ Plugin.getPlugins = function getPlugins() { var names = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : Object.keys(pluginStorage); var result = void 0; names.forEach(function (name) { var plugin = getPlugin(name); if (plugin) { result = result || {}; result[name] = plugin; } }); return result; }; /** * Gets a plugin's version, if available * * @param {string} name * The name of a plugin. * * @returns {string} * The plugin's version or an empty string. */ Plugin.getPluginVersion = function getPluginVersion(name) { var plugin = getPlugin(name); return plugin && plugin.VERSION || ''; }; return Plugin; }(); /** * Gets a plugin by name if it exists. * * @static * @method getPlugin * @memberOf Plugin * @param {string} name * The name of a plugin. * * @returns {Function|undefined} * The plugin (or `undefined`). */ Plugin.getPlugin = getPlugin; /** * The name of the base plugin class as it is registered. * * @type {string} */ Plugin.BASE_PLUGIN_NAME = BASE_PLUGIN_NAME; Plugin.registerPlugin(BASE_PLUGIN_NAME, Plugin); /** * Documented in player.js * * @ignore */ Player.prototype.usingPlugin = function (name) { return !!this[PLUGIN_CACHE_KEY] && this[PLUGIN_CACHE_KEY][name] === true; }; /** * Documented in player.js * * @ignore */ Player.prototype.hasPlugin = function (name) { return !!pluginExists(name); }; /** * @file extend.js * @module extend */ /** * A combination of node inherits and babel's inherits (after transpile). * Both work the same but node adds `super_` to the subClass * and Bable adds the superClass as __proto__. Both seem useful. * * @param {Object} subClass * The class to inherit to * * @param {Object} superClass * The class to inherit from * * @private */ var _inherits = function _inherits(subClass, superClass) { if (typeof superClass !== 'function' && superClass !== null) { throw new TypeError('Super expression must either be null or a function, not ' + (typeof superClass === 'undefined' ? 'undefined' : _typeof(superClass))); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) { // node subClass.super_ = superClass; } }; /** * Function for subclassing using the same inheritance that * videojs uses internally * * @static * @const * * @param {Object} superClass * The class to inherit from * * @param {Object} [subClassMethods={}] * The class to inherit to * * @return {Object} * The new object with subClassMethods that inherited superClass. */ var extendFn = function extendFn(superClass) { var subClassMethods = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; var subClass = function subClass() { superClass.apply(this, arguments); }; var methods = {}; if ((typeof subClassMethods === 'undefined' ? 'undefined' : _typeof(subClassMethods)) === 'object') { if (subClassMethods.constructor !== Object.prototype.constructor) { subClass = subClassMethods.constructor; } methods = subClassMethods; } else if (typeof subClassMethods === 'function') { subClass = subClassMethods; } _inherits(subClass, superClass); // Extend subObj's prototype with functions and other properties from props for (var name in methods) { if (methods.hasOwnProperty(name)) { subClass.prototype[name] = methods[name]; } } return subClass; }; /** * @file video.js * @module videojs */ /** * Normalize an `id` value by trimming off a leading `#` * * @param {string} id * A string, maybe with a leading `#`. * * @returns {string} * The string, without any leading `#`. */ var normalizeId = function normalizeId(id) { return id.indexOf('#') === 0 ? id.slice(1) : id; }; /** * Doubles as the main function for users to create a player instance and also * the main library object. * The `videojs` function can be used to initialize or retrieve a player. * * @param {string|Element} id * Video element or video element ID * * @param {Object} [options] * Optional options object for config/settings * * @param {Component~ReadyCallback} [ready] * Optional ready callback * * @return {Player} * A player instance */ function videojs$1(id, options, ready) { var player = videojs$1.getPlayer(id); if (player) { if (options) { log$1.warn('Player "' + id + '" is already initialised. Options will not be applied.'); } if (ready) { player.ready(ready); } return player; } var el = typeof id === 'string' ? $('#' + normalizeId(id)) : id; if (!isEl(el)) { throw new TypeError('The element or ID supplied is not valid. (videojs)'); } if (!document_1.body.contains(el)) { log$1.warn('The element supplied is not included in the DOM'); } options = options || {}; videojs$1.hooks('beforesetup').forEach(function (hookFunction) { var opts = hookFunction(el, mergeOptions(options)); if (!isObject(opts) || Array.isArray(opts)) { log$1.error('please return an object in beforesetup hooks'); return; } options = mergeOptions(options, opts); }); // We get the current "Player" component here in case an integration has // replaced it with a custom player. var PlayerComponent = Component.getComponent('Player'); player = new PlayerComponent(el, options, ready); videojs$1.hooks('setup').forEach(function (hookFunction) { return hookFunction(player); }); return player; } /** * An Object that contains lifecycle hooks as keys which point to an array * of functions that are run when a lifecycle is triggered */ videojs$1.hooks_ = {}; /** * Get a list of hooks for a specific lifecycle * @function videojs.hooks * * @param {string} type * the lifecyle to get hooks from * * @param {Function|Function[]} [fn] * Optionally add a hook (or hooks) to the lifecycle that your are getting. * * @return {Array} * an array of hooks, or an empty array if there are none. */ videojs$1.hooks = function (type, fn) { videojs$1.hooks_[type] = videojs$1.hooks_[type] || []; if (fn) { videojs$1.hooks_[type] = videojs$1.hooks_[type].concat(fn); } return videojs$1.hooks_[type]; }; /** * Add a function hook to a specific videojs lifecycle. * * @param {string} type * the lifecycle to hook the function to. * * @param {Function|Function[]} * The function or array of functions to attach. */ videojs$1.hook = function (type, fn) { videojs$1.hooks(type, fn); }; /** * Add a function hook that will only run once to a specific videojs lifecycle. * * @param {string} type * the lifecycle to hook the function to. * * @param {Function|Function[]} * The function or array of functions to attach. */ videojs$1.hookOnce = function (type, fn) { videojs$1.hooks(type, [].concat(fn).map(function (original) { var wrapper = function wrapper() { videojs$1.removeHook(type, wrapper); return original.apply(undefined, arguments); }; return wrapper; })); }; /** * Remove a hook from a specific videojs lifecycle. * * @param {string} type * the lifecycle that the function hooked to * * @param {Function} fn * The hooked function to remove * * @return {boolean} * The function that was removed or undef */ videojs$1.removeHook = function (type, fn) { var index = videojs$1.hooks(type).indexOf(fn); if (index <= -1) { return false; } videojs$1.hooks_[type] = videojs$1.hooks_[type].slice(); videojs$1.hooks_[type].splice(index, 1); return true; }; // Add default styles if (window_1.VIDEOJS_NO_DYNAMIC_STYLE !== true && isReal()) { var style$1 = $('.vjs-styles-defaults'); if (!style$1) { style$1 = createStyleElement('vjs-styles-defaults'); var head = $('head'); if (head) { head.insertBefore(style$1, head.firstChild); } setTextContent(style$1, '\n .video-js {\n width: 300px;\n height: 150px;\n }\n\n .vjs-fluid {\n padding-top: 56.25%\n }\n '); } } // Run Auto-load players // You have to wait at least once in case this script is loaded after your // video in the DOM (weird behavior only with minified version) autoSetupTimeout(1, videojs$1); /** * Current software version. Follows semver. * * @type {string} */ videojs$1.VERSION = version; /** * The global options object. These are the settings that take effect * if no overrides are specified when the player is created. * * @type {Object} */ videojs$1.options = Player.prototype.options_; /** * Get an object with the currently created players, keyed by player ID * * @return {Object} * The created players */ videojs$1.getPlayers = function () { return Player.players; }; /** * Get a single player based on an ID or DOM element. * * This is useful if you want to check if an element or ID has an associated * Video.js player, but not create one if it doesn't. * * @param {string|Element} id * An HTML element - `<video>`, `<audio>`, or `<video-js>` - * or a string matching the `id` of such an element. * * @returns {Player|undefined} * A player instance or `undefined` if there is no player instance * matching the argument. */ videojs$1.getPlayer = function (id) { var players = Player.players; var tag = void 0; if (typeof id === 'string') { var nId = normalizeId(id); var player = players[nId]; if (player) { return player; } tag = $('#' + nId); } else { tag = id; } if (isEl(tag)) { var _tag = tag, _player = _tag.player, playerId = _tag.playerId; // Element may have a `player` property referring to an already created // player instance. If so, return that. if (_player || players[playerId]) { return _player || players[playerId]; } } }; /** * Returns an array of all current players. * * @return {Array} * An array of all players. The array will be in the order that * `Object.keys` provides, which could potentially vary between * JavaScript engines. * */ videojs$1.getAllPlayers = function () { return ( // Disposed players leave a key with a `null` value, so we need to make sure // we filter those out. Object.keys(Player.players).map(function (k) { return Player.players[k]; }).filter(Boolean) ); }; /** * Expose players object. * * @memberOf videojs * @property {Object} players */ videojs$1.players = Player.players; /** * Get a component class object by name * * @borrows Component.getComponent as videojs.getComponent */ videojs$1.getComponent = Component.getComponent; /** * Register a component so it can referred to by name. Used when adding to other * components, either through addChild `component.addChild('myComponent')` or through * default children options `{ children: ['myComponent'] }`. * * > NOTE: You could also just initialize the component before adding. * `component.addChild(new MyComponent());` * * @param {string} name * The class name of the component * * @param {Component} comp * The component class * * @return {Component} * The newly registered component */ videojs$1.registerComponent = function (name$$1, comp) { if (Tech.isTech(comp)) { log$1.warn('The ' + name$$1 + ' tech was registered as a component. It should instead be registered using videojs.registerTech(name, tech)'); } Component.registerComponent.call(Component, name$$1, comp); }; /** * Get a Tech class object by name * * @borrows Tech.getTech as videojs.getTech */ videojs$1.getTech = Tech.getTech; /** * Register a Tech so it can referred to by name. * This is used in the tech order for the player. * * @borrows Tech.registerTech as videojs.registerTech */ videojs$1.registerTech = Tech.registerTech; /** * Register a middleware to a source type. * * @param {String} type A string representing a MIME type. * @param {function(player):object} middleware A middleware factory that takes a player. */ videojs$1.use = use; /** * An object that can be returned by a middleware to signify * that the middleware is being terminated. * * @type {object} * @memberOf {videojs} * @property {object} middleware.TERMINATOR */ Object.defineProperty(videojs$1, 'middleware', { value: {}, writeable: false, enumerable: true }); Object.defineProperty(videojs$1.middleware, 'TERMINATOR', { value: TERMINATOR, writeable: false, enumerable: true }); /** * A suite of browser and device tests from {@link browser}. * * @type {Object} * @private */ videojs$1.browser = browser; /** * Whether or not the browser supports touch events. Included for backward * compatibility with 4.x, but deprecated. Use `videojs.browser.TOUCH_ENABLED` * instead going forward. * * @deprecated since version 5.0 * @type {boolean} */ videojs$1.TOUCH_ENABLED = TOUCH_ENABLED; /** * Subclass an existing class * Mimics ES6 subclassing with the `extend` keyword * * @borrows extend:extendFn as videojs.extend */ videojs$1.extend = extendFn; /** * Merge two options objects recursively * Performs a deep merge like lodash.merge but **only merges plain objects** * (not arrays, elements, anything else) * Other values will be copied directly from the second object. * * @borrows merge-options:mergeOptions as videojs.mergeOptions */ videojs$1.mergeOptions = mergeOptions; /** * Change the context (this) of a function * * > NOTE: as of v5.0 we require an ES5 shim, so you should use the native * `function() {}.bind(newContext);` instead of this. * * @borrows fn:bind as videojs.bind */ videojs$1.bind = bind; /** * Register a Video.js plugin. * * @borrows plugin:registerPlugin as videojs.registerPlugin * @method registerPlugin * * @param {string} name * The name of the plugin to be registered. Must be a string and * must not match an existing plugin or a method on the `Player` * prototype. * * @param {Function} plugin * A sub-class of `Plugin` or a function for basic plugins. * * @return {Function} * For advanced plugins, a factory function for that plugin. For * basic plugins, a wrapper function that initializes the plugin. */ videojs$1.registerPlugin = Plugin.registerPlugin; /** * Deregister a Video.js plugin. * * @borrows plugin:deregisterPlugin as videojs.deregisterPlugin * @method deregisterPlugin * * @param {string} name * The name of the plugin to be deregistered. Must be a string and * must match an existing plugin or a method on the `Player` * prototype. * */ videojs$1.deregisterPlugin = Plugin.deregisterPlugin; /** * Deprecated method to register a plugin with Video.js * * @deprecated * videojs.plugin() is deprecated; use videojs.registerPlugin() instead * * @param {string} name * The plugin name * * @param {Plugin|Function} plugin * The plugin sub-class or function */ videojs$1.plugin = function (name$$1, plugin) { log$1.warn('videojs.plugin() is deprecated; use videojs.registerPlugin() instead'); return Plugin.registerPlugin(name$$1, plugin); }; /** * Gets an object containing multiple Video.js plugins. * * @param {Array} [names] * If provided, should be an array of plugin names. Defaults to _all_ * plugin names. * * @return {Object|undefined} * An object containing plugin(s) associated with their name(s) or * `undefined` if no matching plugins exist). */ videojs$1.getPlugins = Plugin.getPlugins; /** * Gets a plugin by name if it exists. * * @param {string} name * The name of a plugin. * * @return {Function|undefined} * The plugin (or `undefined`). */ videojs$1.getPlugin = Plugin.getPlugin; /** * Gets a plugin's version, if available * * @param {string} name * The name of a plugin. * * @return {string} * The plugin's version or an empty string. */ videojs$1.getPluginVersion = Plugin.getPluginVersion; /** * Adding languages so that they're available to all players. * Example: `videojs.addLanguage('es', { 'Hello': 'Hola' });` * * @param {string} code * The language code or dictionary property * * @param {Object} data * The data values to be translated * * @return {Object} * The resulting language dictionary object */ videojs$1.addLanguage = function (code, data) { var _mergeOptions; code = ('' + code).toLowerCase(); videojs$1.options.languages = mergeOptions(videojs$1.options.languages, (_mergeOptions = {}, _mergeOptions[code] = data, _mergeOptions)); return videojs$1.options.languages[code]; }; /** * Log messages * * @borrows log:log as videojs.log */ videojs$1.log = log$1; /** * Creates an emulated TimeRange object. * * @borrows time-ranges:createTimeRanges as videojs.createTimeRange */ /** * @borrows time-ranges:createTimeRanges as videojs.createTimeRanges */ videojs$1.createTimeRange = videojs$1.createTimeRanges = createTimeRanges; /** * Format seconds as a time string, H:MM:SS or M:SS * Supplying a guide (in seconds) will force a number of leading zeros * to cover the length of the guide * * @borrows format-time:formatTime as videojs.formatTime */ videojs$1.formatTime = formatTime; /** * Replaces format-time with a custom implementation, to be used in place of the default. * * @borrows format-time:setFormatTime as videojs.setFormatTime * * @method setFormatTime * * @param {Function} customFn * A custom format-time function which will be called with the current time and guide (in seconds) as arguments. * Passed fn should return a string. */ videojs$1.setFormatTime = setFormatTime; /** * Resets format-time to the default implementation. * * @borrows format-time:resetFormatTime as videojs.resetFormatTime * * @method resetFormatTime */ videojs$1.resetFormatTime = resetFormatTime; /** * Resolve and parse the elements of a URL * * @borrows url:parseUrl as videojs.parseUrl * */ videojs$1.parseUrl = parseUrl; /** * Returns whether the url passed is a cross domain request or not. * * @borrows url:isCrossOrigin as videojs.isCrossOrigin */ videojs$1.isCrossOrigin = isCrossOrigin; /** * Event target class. * * @borrows EventTarget as videojs.EventTarget */ videojs$1.EventTarget = EventTarget; /** * Add an event listener to element * It stores the handler function in a separate cache object * and adds a generic handler to the element's event, * along with a unique id (guid) to the element. * * @borrows events:on as videojs.on */ videojs$1.on = on; /** * Trigger a listener only once for an event * * @borrows events:one as videojs.one */ videojs$1.one = one; /** * Removes event listeners from an element * * @borrows events:off as videojs.off */ videojs$1.off = off; /** * Trigger an event for an element * * @borrows events:trigger as videojs.trigger */ videojs$1.trigger = trigger; /** * A cross-browser XMLHttpRequest wrapper. Here's a simple example: * * @param {Object} options * settings for the request. * * @return {XMLHttpRequest|XDomainRequest} * The request object. * * @see https://github.com/Raynos/xhr */ videojs$1.xhr = xhr; /** * TextTrack class * * @borrows TextTrack as videojs.TextTrack */ videojs$1.TextTrack = TextTrack; /** * export the AudioTrack class so that source handlers can create * AudioTracks and then add them to the players AudioTrackList * * @borrows AudioTrack as videojs.AudioTrack */ videojs$1.AudioTrack = AudioTrack; /** * export the VideoTrack class so that source handlers can create * VideoTracks and then add them to the players VideoTrackList * * @borrows VideoTrack as videojs.VideoTrack */ videojs$1.VideoTrack = VideoTrack; /** * Determines, via duck typing, whether or not a value is a DOM element. * * @borrows dom:isEl as videojs.isEl * @deprecated Use videojs.dom.isEl() instead */ /** * Determines, via duck typing, whether or not a value is a text node. * * @borrows dom:isTextNode as videojs.isTextNode * @deprecated Use videojs.dom.isTextNode() instead */ /** * Creates an element and applies properties. * * @borrows dom:createEl as videojs.createEl * @deprecated Use videojs.dom.createEl() instead */ /** * Check if an element has a CSS class * * @borrows dom:hasElClass as videojs.hasClass * @deprecated Use videojs.dom.hasClass() instead */ /** * Add a CSS class name to an element * * @borrows dom:addElClass as videojs.addClass * @deprecated Use videojs.dom.addClass() instead */ /** * Remove a CSS class name from an element * * @borrows dom:removeElClass as videojs.removeClass * @deprecated Use videojs.dom.removeClass() instead */ /** * Adds or removes a CSS class name on an element depending on an optional * condition or the presence/absence of the class name. * * @borrows dom:toggleElClass as videojs.toggleClass * @deprecated Use videojs.dom.toggleClass() instead */ /** * Apply attributes to an HTML element. * * @borrows dom:setElAttributes as videojs.setAttribute * @deprecated Use videojs.dom.setAttributes() instead */ /** * Get an element's attribute values, as defined on the HTML tag * Attributes are not the same as properties. They're defined on the tag * or with setAttribute (which shouldn't be used with HTML) * This will return true or false for boolean attributes. * * @borrows dom:getElAttributes as videojs.getAttributes * @deprecated Use videojs.dom.getAttributes() instead */ /** * Empties the contents of an element. * * @borrows dom:emptyEl as videojs.emptyEl * @deprecated Use videojs.dom.emptyEl() instead */ /** * Normalizes and appends content to an element. * * The content for an element can be passed in multiple types and * combinations, whose behavior is as follows: * * - String * Normalized into a text node. * * - Element, TextNode * Passed through. * * - Array * A one-dimensional array of strings, elements, nodes, or functions (which * return single strings, elements, or nodes). * * - Function * If the sole argument, is expected to produce a string, element, * node, or array. * * @borrows dom:appendContents as videojs.appendContet * @deprecated Use videojs.dom.appendContent() instead */ /** * Normalizes and inserts content into an element; this is identical to * `appendContent()`, except it empties the element first. * * The content for an element can be passed in multiple types and * combinations, whose behavior is as follows: * * - String * Normalized into a text node. * * - Element, TextNode * Passed through. * * - Array * A one-dimensional array of strings, elements, nodes, or functions (which * return single strings, elements, or nodes). * * - Function * If the sole argument, is expected to produce a string, element, * node, or array. * * @borrows dom:insertContent as videojs.insertContent * @deprecated Use videojs.dom.insertContent() instead */ ['isEl', 'isTextNode', 'createEl', 'hasClass', 'addClass', 'removeClass', 'toggleClass', 'setAttributes', 'getAttributes', 'emptyEl', 'appendContent', 'insertContent'].forEach(function (k) { videojs$1[k] = function () { log$1.warn('videojs.' + k + '() is deprecated; use videojs.dom.' + k + '() instead'); return Dom[k].apply(null, arguments); }; }); /** * A safe getComputedStyle. * * This is because in Firefox, if the player is loaded in an iframe with `display:none`, * then `getComputedStyle` returns `null`, so, we do a null-check to make sure * that the player doesn't break in these cases. * See https://bugzilla.mozilla.org/show_bug.cgi?id=548397 for more details. * * @borrows computed-style:computedStyle as videojs.computedStyle */ videojs$1.computedStyle = computedStyle; /** * Export the Dom utilities for use in external plugins * and Tech's */ videojs$1.dom = Dom; /** * Export the Url utilities for use in external plugins * and Tech's */ videojs$1.url = Url; return videojs$1; })));