control-bar_progress-control_seek-bar.js

/**
 * @file seek-bar.js
 */
import Slider from '../../slider/slider.js';
import Component from '../../component.js';
import {IS_IOS, IS_ANDROID} from '../../utils/browser.js';
import * as Dom from '../../utils/dom.js';
import * as Fn from '../../utils/fn.js';
import {formatTime} from '../../utils/time.js';
import {silencePromise} from '../../utils/promise';
import keycode from 'keycode';
import document from 'global/document';

import './load-progress-bar.js';
import './play-progress-bar.js';
import './mouse-time-display.js';

// The number of seconds the `step*` functions move the timeline.
const STEP_SECONDS = 5;

// The multiplier of STEP_SECONDS that PgUp/PgDown move the timeline.
const PAGE_KEY_MULTIPLIER = 12;

/**
 * Seek bar and container for the progress bars. Uses {@link PlayProgressBar}
 * as its `bar`.
 *
 * @extends Slider
 */
class SeekBar extends Slider {

  /**
   * Creates an instance of this class.
   *
   * @param { import('../../player').default } player
   *        The `Player` that this class should be attached to.
   *
   * @param {Object} [options]
   *        The key/value store of player options.
   */
  constructor(player, options) {
    super(player, options);
    this.setEventHandlers_();
  }

  /**
   * Sets the event handlers
   *
   * @private
   */
  setEventHandlers_() {
    this.update_ = Fn.bind_(this, this.update);
    this.update = Fn.throttle(this.update_, Fn.UPDATE_REFRESH_INTERVAL);

    this.on(this.player_, ['durationchange', 'timeupdate'], this.update);
    this.on(this.player_, ['ended'], this.update_);
    if (this.player_.liveTracker) {
      this.on(this.player_.liveTracker, 'liveedgechange', this.update);
    }

    // when playing, let's ensure we smoothly update the play progress bar
    // via an interval
    this.updateInterval = null;

    this.enableIntervalHandler_ = (e) => this.enableInterval_(e);
    this.disableIntervalHandler_ = (e) => this.disableInterval_(e);

    this.on(this.player_, ['playing'], this.enableIntervalHandler_);

    this.on(this.player_, ['ended', 'pause', 'waiting'], this.disableIntervalHandler_);

    // we don't need to update the play progress if the document is hidden,
    // also, this causes the CPU to spike and eventually crash the page on IE11.
    if ('hidden' in document && 'visibilityState' in document) {
      this.on(document, 'visibilitychange', this.toggleVisibility_);
    }
  }

  toggleVisibility_(e) {
    if (document.visibilityState === 'hidden') {
      this.cancelNamedAnimationFrame('SeekBar#update');
      this.cancelNamedAnimationFrame('Slider#update');
      this.disableInterval_(e);
    } else {
      if (!this.player_.ended() && !this.player_.paused()) {
        this.enableInterval_();
      }

      // we just switched back to the page and someone may be looking, so, update ASAP
      this.update();
    }
  }

  enableInterval_() {
    if (this.updateInterval) {
      return;

    }
    this.updateInterval = this.setInterval(this.update, Fn.UPDATE_REFRESH_INTERVAL);
  }

  disableInterval_(e) {
    if (this.player_.liveTracker && this.player_.liveTracker.isLive() && e && e.type !== 'ended') {
      return;
    }

    if (!this.updateInterval) {
      return;
    }

    this.clearInterval(this.updateInterval);
    this.updateInterval = null;
  }

  /**
   * Create the `Component`'s DOM element
   *
   * @return {Element}
   *         The element that was created.
   */
  createEl() {
    return super.createEl('div', {
      className: 'vjs-progress-holder'
    }, {
      'aria-label': this.localize('Progress Bar')
    });
  }

  /**
   * This function updates the play progress bar and accessibility
   * attributes to whatever is passed in.
   *
   * @param {Event} [event]
   *        The `timeupdate` or `ended` event that caused this to run.
   *
   * @listens Player#timeupdate
   *
   * @return {number}
   *          The current percent at a number from 0-1
   */
  update(event) {
    // ignore updates while the tab is hidden
    if (document.visibilityState === 'hidden') {
      return;
    }

    const percent = super.update();

    this.requestNamedAnimationFrame('SeekBar#update', () => {
      const currentTime = this.player_.ended() ?
        this.player_.duration() : this.getCurrentTime_();
      const liveTracker = this.player_.liveTracker;
      let duration = this.player_.duration();

      if (liveTracker && liveTracker.isLive()) {
        duration = this.player_.liveTracker.liveCurrentTime();
      }

      if (this.percent_ !== percent) {
        // machine readable value of progress bar (percentage complete)
        this.el_.setAttribute('aria-valuenow', (percent * 100).toFixed(2));
        this.percent_ = percent;
      }

      if (this.currentTime_ !== currentTime || this.duration_ !== duration) {
        // human readable value of progress bar (time complete)
        this.el_.setAttribute(
          'aria-valuetext',
          this.localize(
            'progress bar timing: currentTime={1} duration={2}',
            [formatTime(currentTime, duration),
              formatTime(duration, duration)],
            '{1} of {2}'
          )
        );

        this.currentTime_ = currentTime;
        this.duration_ = duration;
      }

      // update the progress bar time tooltip with the current time
      if (this.bar) {
        this.bar.update(Dom.getBoundingClientRect(this.el()), this.getProgress());
      }
    });

    return percent;
  }

  /**
   * Prevent liveThreshold from causing seeks to seem like they
   * are not happening from a user perspective.
   *
   * @param {number} ct
   *        current time to seek to
   */
  userSeek_(ct) {
    if (this.player_.liveTracker && this.player_.liveTracker.isLive()) {
      this.player_.liveTracker.nextSeekedFromUser();
    }

    this.player_.currentTime(ct);
  }

  /**
   * Get the value of current time but allows for smooth scrubbing,
   * when player can't keep up.
   *
   * @return {number}
   *         The current time value to display
   *
   * @private
   */
  getCurrentTime_() {
    return (this.player_.scrubbing()) ?
      this.player_.getCache().currentTime :
      this.player_.currentTime();
  }

  /**
   * Get the percentage of media played so far.
   *
   * @return {number}
   *         The percentage of media played so far (0 to 1).
   */
  getPercent() {
    const currentTime = this.getCurrentTime_();
    let percent;
    const liveTracker = this.player_.liveTracker;

    if (liveTracker && liveTracker.isLive()) {
      percent = (currentTime - liveTracker.seekableStart()) / liveTracker.liveWindow();

      // prevent the percent from changing at the live edge
      if (liveTracker.atLiveEdge()) {
        percent = 1;
      }
    } else {
      percent = currentTime / this.player_.duration();
    }

    return percent;
  }

  /**
   * Handle mouse down on seek bar
   *
   * @param {MouseEvent} event
   *        The `mousedown` event that caused this to run.
   *
   * @listens mousedown
   */
  handleMouseDown(event) {
    if (!Dom.isSingleLeftClick(event)) {
      return;
    }

    // Stop event propagation to prevent double fire in progress-control.js
    event.stopPropagation();

    this.videoWasPlaying = !this.player_.paused();
    this.player_.pause();

    super.handleMouseDown(event);
  }

  /**
   * Handle mouse move on seek bar
   *
   * @param {MouseEvent} event
   *        The `mousemove` event that caused this to run.
   * @param {boolean} mouseDown this is a flag that should be set to true if `handleMouseMove` is called directly. It allows us to skip things that should not happen if coming from mouse down but should happen on regular mouse move handler. Defaults to false
   *
   * @listens mousemove
   */
  handleMouseMove(event, mouseDown = false) {
    if (!Dom.isSingleLeftClick(event) || isNaN(this.player_.duration())) {
      return;
    }

    if (!mouseDown && !this.player_.scrubbing()) {
      this.player_.scrubbing(true);
    }

    let newTime;
    const distance = this.calculateDistance(event);
    const liveTracker = this.player_.liveTracker;

    if (!liveTracker || !liveTracker.isLive()) {
      newTime = distance * this.player_.duration();

      // Don't let video end while scrubbing.
      if (newTime === this.player_.duration()) {
        newTime = newTime - 0.1;
      }
    } else {

      if (distance >= 0.99) {
        liveTracker.seekToLiveEdge();
        return;
      }
      const seekableStart = liveTracker.seekableStart();
      const seekableEnd = liveTracker.liveCurrentTime();

      newTime = seekableStart + (distance * liveTracker.liveWindow());

      // Don't let video end while scrubbing.
      if (newTime >= seekableEnd) {
        newTime = seekableEnd;
      }

      // Compensate for precision differences so that currentTime is not less
      // than seekable start
      if (newTime <= seekableStart) {
        newTime = seekableStart + 0.1;
      }

      // On android seekableEnd can be Infinity sometimes,
      // this will cause newTime to be Infinity, which is
      // not a valid currentTime.
      if (newTime === Infinity) {
        return;
      }
    }

    // Set new time (tell player to seek to new time)
    this.userSeek_(newTime);

    if (this.player_.options_.enableSmoothSeeking) {
      this.update();
    }
  }

  enable() {
    super.enable();
    const mouseTimeDisplay = this.getChild('mouseTimeDisplay');

    if (!mouseTimeDisplay) {
      return;
    }

    mouseTimeDisplay.show();
  }

  disable() {
    super.disable();
    const mouseTimeDisplay = this.getChild('mouseTimeDisplay');

    if (!mouseTimeDisplay) {
      return;
    }

    mouseTimeDisplay.hide();
  }

  /**
   * Handle mouse up on seek bar
   *
   * @param {MouseEvent} event
   *        The `mouseup` event that caused this to run.
   *
   * @listens mouseup
   */
  handleMouseUp(event) {
    super.handleMouseUp(event);

    // Stop event propagation to prevent double fire in progress-control.js
    if (event) {
      event.stopPropagation();
    }
    this.player_.scrubbing(false);

    /**
     * Trigger timeupdate because we're done seeking and the time has changed.
     * This is particularly useful for if the player is paused to time the time displays.
     *
     * @event Tech#timeupdate
     * @type {Event}
     */
    this.player_.trigger({ type: 'timeupdate', target: this, manuallyTriggered: true });
    if (this.videoWasPlaying) {
      silencePromise(this.player_.play());
    } else {
      // We're done seeking and the time has changed.
      // If the player is paused, make sure we display the correct time on the seek bar.
      this.update_();
    }
  }

  /**
   * Move more quickly fast forward for keyboard-only users
   */
  stepForward() {
    this.userSeek_(this.player_.currentTime() + STEP_SECONDS);
  }

  /**
   * Move more quickly rewind for keyboard-only users
   */
  stepBack() {
    this.userSeek_(this.player_.currentTime() - STEP_SECONDS);
  }

  /**
   * Toggles the playback state of the player
   * This gets called when enter or space is used on the seekbar
   *
   * @param {KeyboardEvent} event
   *        The `keydown` event that caused this function to be called
   *
   */
  handleAction(event) {
    if (this.player_.paused()) {
      this.player_.play();
    } else {
      this.player_.pause();
    }
  }

  /**
   * Called when this SeekBar has focus and a key gets pressed down.
   * Supports the following keys:
   *
   *   Space or Enter key fire a click event
   *   Home key moves to start of the timeline
   *   End key moves to end of the timeline
   *   Digit "0" through "9" keys move to 0%, 10% ... 80%, 90% of the timeline
   *   PageDown key moves back a larger step than ArrowDown
   *   PageUp key moves forward a large step
   *
   * @param {KeyboardEvent} event
   *        The `keydown` event that caused this function to be called.
   *
   * @listens keydown
   */
  handleKeyDown(event) {
    const liveTracker = this.player_.liveTracker;

    if (keycode.isEventKey(event, 'Space') || keycode.isEventKey(event, 'Enter')) {
      event.preventDefault();
      event.stopPropagation();
      this.handleAction(event);
    } else if (keycode.isEventKey(event, 'Home')) {
      event.preventDefault();
      event.stopPropagation();
      this.userSeek_(0);
    } else if (keycode.isEventKey(event, 'End')) {
      event.preventDefault();
      event.stopPropagation();
      if (liveTracker && liveTracker.isLive()) {
        this.userSeek_(liveTracker.liveCurrentTime());
      } else {
        this.userSeek_(this.player_.duration());
      }
    } else if (/^[0-9]$/.test(keycode(event))) {
      event.preventDefault();
      event.stopPropagation();
      const gotoFraction = (keycode.codes[keycode(event)] - keycode.codes['0']) * 10.0 / 100.0;

      if (liveTracker && liveTracker.isLive()) {
        this.userSeek_(liveTracker.seekableStart() + (liveTracker.liveWindow() * gotoFraction));
      } else {
        this.userSeek_(this.player_.duration() * gotoFraction);
      }
    } else if (keycode.isEventKey(event, 'PgDn')) {
      event.preventDefault();
      event.stopPropagation();
      this.userSeek_(this.player_.currentTime() - (STEP_SECONDS * PAGE_KEY_MULTIPLIER));
    } else if (keycode.isEventKey(event, 'PgUp')) {
      event.preventDefault();
      event.stopPropagation();
      this.userSeek_(this.player_.currentTime() + (STEP_SECONDS * PAGE_KEY_MULTIPLIER));
    } else {
      // Pass keydown handling up for unsupported keys
      super.handleKeyDown(event);
    }
  }

  dispose() {
    this.disableInterval_();

    this.off(this.player_, ['durationchange', 'timeupdate'], this.update);
    this.off(this.player_, ['ended'], this.update_);
    if (this.player_.liveTracker) {
      this.off(this.player_.liveTracker, 'liveedgechange', this.update);
    }

    this.off(this.player_, ['playing'], this.enableIntervalHandler_);
    this.off(this.player_, ['ended', 'pause', 'waiting'], this.disableIntervalHandler_);

    // we don't need to update the play progress if the document is hidden,
    // also, this causes the CPU to spike and eventually crash the page on IE11.
    if ('hidden' in document && 'visibilityState' in document) {
      this.off(document, 'visibilitychange', this.toggleVisibility_);
    }

    super.dispose();
  }
}

/**
 * Default options for the `SeekBar`
 *
 * @type {Object}
 * @private
 */
SeekBar.prototype.options_ = {
  children: [
    'loadProgressBar',
    'playProgressBar'
  ],
  barName: 'playProgressBar'
};

// MouseTimeDisplay tooltips should not be added to a player on mobile devices
if (!IS_IOS && !IS_ANDROID) {
  SeekBar.prototype.options_.children.splice(1, 0, 'mouseTimeDisplay');
}

Component.registerComponent('SeekBar', SeekBar);
export default SeekBar;