/**
 * @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;

})));