When using typescript and listening for youtube statechange event, it is missing the code property definition inside the event (even though it is provided in the code).
By making events a map of key-value, we can add easily custom event type for specific event name. Since YouTube "statechange" event differs from the basic PlyrEvent, I added a new Event Type "PlyrStateChangeEvent" having a code property corresponding to a YoutubeState enum defined by the YouTube API documentation.
This pattern follows how addEventListener in the lib.dom.d.ts is defined.
These changes bring Plyr captions download behaviour in line with that of the default video element in major browsers. Specifically text tracks only download as they are required for display. Previously all text tracks would download when the Plyr instance was instantiated - which could become an issue when e.g. many translations are available.
For a track to be downloaded it must either be the default track, the active track when captions are toggled on, or selected from the captions menu.
Example use-cases include:
- display of video title or other metadata (see the included demo)
- alternative access to menu items, such as a searchable captions list (in cases where many hundreds of languages are available)
- custom share dialogs
- integrated playlists with 'playing next' overlays
This approach / PR is just an example of how this feature could work and aims to keep Plyr complexity to a minimum (while enabling some fairly interesting integrations). It utilises a single config option, and does away with the need for injecting bespoke APIs or elements into the player context on a per-project basis. Or trying to mess with what is a pretty slick, but tightly coupled system.
For the user: A new `fullscreen.container` attribute is used to provide a container selector. The container must be an ancestor of the player, otherwise it's ignored. When toggling fullscreen mode, this container is now used in place of the player. Hovering over any children of the container is the same as hovering over the controls. The exception is where the player and the child share a common ancestor (that's not the fullscreen container) ... sounds complex but it's not. You can also gain pretty fine control this way with pointer events.
Under the hood: it adds a `utils/elements/closest` helper method to find the right ancestor. If found this is returned as the fullscreen target in place of the player container. Fullscreen is instantiated slightly earlier in the setup so this container is available for the `listeners.controls` call. In here we add some more 'mouseenter/mouseleave' listeners to any direct descendants of the container, that aren't also ancestors of the player. And that's it. No extra classes, nothing else. There are some style changes to the demo (top margin on the player) but these would be project specific.
Thanks for reading.