750 lines
25 KiB
JavaScript
750 lines
25 KiB
JavaScript
// ==========================================================================
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// Plyr Event Listeners
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// ==========================================================================
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import controls from './controls';
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import ui from './ui';
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import { repaint } from './utils/animation';
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import browser from './utils/browser';
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import { getElement, getElements, hasClass, matches, toggleClass, toggleHidden } from './utils/elements';
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import { on, once, toggleListener, triggerEvent } from './utils/events';
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import is from './utils/is';
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class Listeners {
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constructor(player) {
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this.player = player;
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this.lastKey = null;
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this.focusTimer = null;
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this.lastKeyDown = null;
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this.handleKey = this.handleKey.bind(this);
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this.toggleMenu = this.toggleMenu.bind(this);
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this.setTabFocus = this.setTabFocus.bind(this);
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this.firstTouch = this.firstTouch.bind(this);
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}
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// Handle key presses
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handleKey(event) {
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const { player } = this;
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const code = event.keyCode ? event.keyCode : event.which;
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const pressed = event.type === 'keydown';
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const repeat = pressed && code === this.lastKey;
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// Bail if a modifier key is set
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if (event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) {
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return;
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}
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// If the event is bubbled from the media element
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// Firefox doesn't get the keycode for whatever reason
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if (!is.number(code)) {
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return;
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}
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// Seek by the number keys
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const seekByKey = () => {
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// Divide the max duration into 10th's and times by the number value
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player.currentTime = player.duration / 10 * (code - 48);
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};
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// Handle the key on keydown
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// Reset on keyup
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if (pressed) {
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// Check focused element
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// and if the focused element is not editable (e.g. text input)
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// and any that accept key input http://webaim.org/techniques/keyboard/
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const focused = document.activeElement;
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if (is.element(focused)) {
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const { editable } = player.config.selectors;
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const { seek } = player.elements.inputs;
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if (focused !== seek && matches(focused, editable)) {
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return;
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}
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if (event.which === 32 && matches(focused, 'button, [role^="menuitem"]')) {
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return;
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}
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}
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// Which keycodes should we prevent default
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const preventDefault = [32, 37, 38, 39, 40, 48, 49, 50, 51, 52, 53, 54, 56, 57, 67, 70, 73, 75, 76, 77, 79];
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// If the code is found prevent default (e.g. prevent scrolling for arrows)
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if (preventDefault.includes(code)) {
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event.preventDefault();
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event.stopPropagation();
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}
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switch (code) {
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case 48:
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case 49:
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case 50:
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case 51:
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case 52:
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case 53:
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case 54:
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case 55:
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case 56:
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case 57:
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// 0-9
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if (!repeat) {
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seekByKey();
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}
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break;
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case 32:
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case 75:
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// Space and K key
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if (!repeat) {
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player.togglePlay();
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}
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break;
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case 38:
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// Arrow up
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player.increaseVolume(0.1);
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break;
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case 40:
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// Arrow down
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player.decreaseVolume(0.1);
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break;
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case 77:
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// M key
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if (!repeat) {
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player.muted = !player.muted;
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}
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break;
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case 39:
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// Arrow forward
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player.forward();
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break;
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case 37:
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// Arrow back
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player.rewind();
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break;
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case 70:
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// F key
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player.fullscreen.toggle();
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break;
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case 67:
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// C key
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if (!repeat) {
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player.toggleCaptions();
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}
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break;
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case 76:
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// L key
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player.loop = !player.loop;
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break;
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/* case 73:
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this.setLoop('start');
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break;
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case 76:
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this.setLoop();
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break;
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case 79:
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this.setLoop('end');
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break; */
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default:
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break;
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}
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// Escape is handle natively when in full screen
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// So we only need to worry about non native
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if (!player.fullscreen.enabled && player.fullscreen.active && code === 27) {
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player.fullscreen.toggle();
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}
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// Store last code for next cycle
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this.lastKey = code;
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} else {
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this.lastKey = null;
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}
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}
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// Toggle menu
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toggleMenu(event) {
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controls.toggleMenu.call(this.player, event);
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}
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// Device is touch enabled
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firstTouch() {
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const { player } = this;
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player.touch = true;
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// Add touch class
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toggleClass(player.elements.container, player.config.classNames.isTouch, true);
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}
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setTabFocus(event) {
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const { player } = this;
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clearTimeout(this.focusTimer);
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// Ignore any key other than tab
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if (event.type === 'keydown' && event.which !== 9) {
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return;
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}
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// Store reference to event timeStamp
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if (event.type === 'keydown') {
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this.lastKeyDown = event.timeStamp;
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}
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// Remove current classes
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const removeCurrent = () => {
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const className = player.config.classNames.tabFocus;
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const current = getElements.call(player, `.${className}`);
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toggleClass(current, className, false);
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};
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// Determine if a key was pressed to trigger this event
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const wasKeyDown = event.timeStamp - this.lastKeyDown <= 20;
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// Ignore focus events if a key was pressed prior
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if (event.type === 'focus' && !wasKeyDown) {
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return;
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}
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// Remove all current
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removeCurrent();
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// Delay the adding of classname until the focus has changed
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// This event fires before the focusin event
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this.focusTimer = setTimeout(() => {
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const focused = document.activeElement;
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// Ignore if current focus element isn't inside the player
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if (!player.elements.container.contains(focused)) {
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return;
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}
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toggleClass(document.activeElement, player.config.classNames.tabFocus, true);
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}, 10);
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}
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// Global window & document listeners
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global(toggle = true) {
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const { player } = this;
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// Keyboard shortcuts
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if (player.config.keyboard.global) {
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toggleListener.call(player, window, 'keydown keyup', this.handleKey, toggle, false);
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}
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// Click anywhere closes menu
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toggleListener.call(player, document.body, 'click', this.toggleMenu, toggle);
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// Detect touch by events
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once.call(player, document.body, 'touchstart', this.firstTouch);
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// Tab focus detection
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toggleListener.call(player, document.body, 'keydown focus blur', this.setTabFocus, toggle, false, true);
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}
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// Container listeners
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container() {
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const { player } = this;
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// Keyboard shortcuts
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if (!player.config.keyboard.global && player.config.keyboard.focused) {
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on.call(player, player.elements.container, 'keydown keyup', this.handleKey, false);
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}
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// Toggle controls on mouse events and entering fullscreen
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on.call(
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player,
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player.elements.container,
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'mousemove mouseleave touchstart touchmove enterfullscreen exitfullscreen',
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event => {
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const { controls } = player.elements;
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// Remove button states for fullscreen
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if (event.type === 'enterfullscreen') {
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controls.pressed = false;
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controls.hover = false;
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}
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// Show, then hide after a timeout unless another control event occurs
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const show = ['touchstart', 'touchmove', 'mousemove'].includes(event.type);
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let delay = 0;
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if (show) {
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ui.toggleControls.call(player, true);
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// Use longer timeout for touch devices
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delay = player.touch ? 3000 : 2000;
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}
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// Clear timer
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clearTimeout(player.timers.controls);
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// Set new timer to prevent flicker when seeking
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player.timers.controls = setTimeout(() => ui.toggleControls.call(player, false), delay);
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},
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);
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}
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// Listen for media events
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media() {
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const { player } = this;
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// Time change on media
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on.call(player, player.media, 'timeupdate seeking seeked', event => controls.timeUpdate.call(player, event));
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// Display duration
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on.call(player, player.media, 'durationchange loadeddata loadedmetadata', event =>
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controls.durationUpdate.call(player, event),
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);
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// Check for audio tracks on load
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// We can't use `loadedmetadata` as it doesn't seem to have audio tracks at that point
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on.call(player, player.media, 'canplay', () => {
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toggleHidden(player.elements.volume, !player.hasAudio);
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toggleHidden(player.elements.buttons.mute, !player.hasAudio);
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});
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// Handle the media finishing
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on.call(player, player.media, 'ended', () => {
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// Show poster on end
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if (player.isHTML5 && player.isVideo && player.config.resetOnEnd) {
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// Restart
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player.restart();
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}
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});
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// Check for buffer progress
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on.call(player, player.media, 'progress playing seeking seeked', event =>
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controls.updateProgress.call(player, event),
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);
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// Handle volume changes
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on.call(player, player.media, 'volumechange', event => controls.updateVolume.call(player, event));
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// Handle play/pause
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on.call(player, player.media, 'playing play pause ended emptied timeupdate', event =>
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ui.checkPlaying.call(player, event),
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);
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// Loading state
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on.call(player, player.media, 'waiting canplay seeked playing', event => ui.checkLoading.call(player, event));
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// If autoplay, then load advertisement if required
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// TODO: Show some sort of loading state while the ad manager loads else there's a delay before ad shows
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on.call(player, player.media, 'playing', () => {
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if (!player.ads) {
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return;
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}
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// If ads are enabled, wait for them first
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if (player.ads.enabled && !player.ads.initialized) {
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// Wait for manager response
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player.ads.managerPromise.then(() => player.ads.play()).catch(() => player.play());
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}
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});
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// Click video
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if (player.supported.ui && player.config.clickToPlay && !player.isAudio) {
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// Re-fetch the wrapper
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const wrapper = getElement.call(player, `.${player.config.classNames.video}`);
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// Bail if there's no wrapper (this should never happen)
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if (!is.element(wrapper)) {
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return;
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}
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// On click play, pause ore restart
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on.call(player, player.elements.container, 'click touchstart', event => {
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const targets = [player.elements.container, wrapper];
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// Ignore if click if not container or in video wrapper
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if (!targets.includes(event.target) && !wrapper.contains(event.target)) {
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return;
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}
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// First touch on touch devices will just show controls (if we're hiding controls)
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// If controls are shown then it'll toggle like a pointer device
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if (
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player.config.hideControls &&
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player.touch &&
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hasClass(player.elements.container, player.config.classNames.hideControls)
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) {
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return;
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}
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if (player.ended) {
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player.restart();
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player.play();
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} else {
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player.togglePlay();
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}
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});
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}
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// Disable right click
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if (player.supported.ui && player.config.disableContextMenu) {
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on.call(
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player,
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player.elements.wrapper,
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'contextmenu',
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event => {
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event.preventDefault();
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},
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false,
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);
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}
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// Volume change
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on.call(player, player.media, 'volumechange', () => {
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// Save to storage
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player.storage.set({
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volume: player.volume,
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muted: player.muted,
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});
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});
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// Speed change
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on.call(player, player.media, 'ratechange', () => {
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// Update UI
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controls.updateSetting.call(player, 'speed');
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// Save to storage
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player.storage.set({ speed: player.speed });
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});
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// Quality request
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on.call(player, player.media, 'qualityrequested', event => {
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// Save to storage
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player.storage.set({ quality: event.detail.quality });
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});
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// Quality change
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on.call(player, player.media, 'qualitychange', event => {
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// Update UI
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controls.updateSetting.call(player, 'quality', null, event.detail.quality);
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});
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// Proxy events to container
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// Bubble up key events for Edge
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const proxyEvents = player.config.events.concat(['keyup', 'keydown']).join(' ');
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on.call(player, player.media, proxyEvents, event => {
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let { detail = {} } = event;
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// Get error details from media
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if (event.type === 'error') {
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detail = player.media.error;
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}
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triggerEvent.call(player, player.elements.container, event.type, true, detail);
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});
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}
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// Run default and custom handlers
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proxy(event, defaultHandler, customHandlerKey) {
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const { player } = this;
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const customHandler = player.config.listeners[customHandlerKey];
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const hasCustomHandler = is.function(customHandler);
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let returned = true;
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// Execute custom handler
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if (hasCustomHandler) {
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returned = customHandler.call(player, event);
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}
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// Only call default handler if not prevented in custom handler
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if (returned && is.function(defaultHandler)) {
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defaultHandler.call(player, event);
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}
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}
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// Trigger custom and default handlers
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bind(element, type, defaultHandler, customHandlerKey, passive = true) {
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const { player } = this;
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const customHandler = player.config.listeners[customHandlerKey];
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const hasCustomHandler = is.function(customHandler);
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on.call(
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player,
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element,
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type,
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event => this.proxy(event, defaultHandler, customHandlerKey),
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passive && !hasCustomHandler,
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);
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}
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// Listen for control events
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controls() {
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const { player } = this;
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// IE doesn't support input event, so we fallback to change
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const inputEvent = browser.isIE ? 'change' : 'input';
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// Play/pause toggle
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if (player.elements.buttons.play) {
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Array.from(player.elements.buttons.play).forEach(button => {
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this.bind(button, 'click', player.togglePlay, 'play');
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});
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}
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// Pause
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this.bind(player.elements.buttons.restart, 'click', player.restart, 'restart');
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// Rewind
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this.bind(player.elements.buttons.rewind, 'click', player.rewind, 'rewind');
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// Rewind
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this.bind(player.elements.buttons.fastForward, 'click', player.forward, 'fastForward');
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// Mute toggle
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this.bind(
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player.elements.buttons.mute,
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'click',
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() => {
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player.muted = !player.muted;
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},
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'mute',
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);
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// Captions toggle
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this.bind(player.elements.buttons.captions, 'click', () => player.toggleCaptions());
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// Fullscreen toggle
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this.bind(
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player.elements.buttons.fullscreen,
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'click',
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() => {
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player.fullscreen.toggle();
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},
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'fullscreen',
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);
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// Picture-in-Picture
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this.bind(
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player.elements.buttons.pip,
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'click',
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() => {
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player.pip = 'toggle';
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},
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'pip',
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);
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// Airplay
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this.bind(player.elements.buttons.airplay, 'click', player.airplay, 'airplay');
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// Settings menu - click toggle
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this.bind(player.elements.buttons.settings, 'click', event => {
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controls.toggleMenu.call(player, event);
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});
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// Settings menu - keyboard toggle
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// We have to bind to keyup otherwise Firefox triggers a click when a keydown event handler shifts focus
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// https://bugzilla.mozilla.org/show_bug.cgi?id=1220143
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this.bind(
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player.elements.buttons.settings,
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'keyup',
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event => {
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// We only care about space and return
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if (event.which !== 32 && event.which !== 13) {
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return;
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}
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// Prevent scroll
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event.preventDefault();
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// Prevent playing video (Firefox)
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if (event.which === 32) {
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event.stopPropagation();
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}
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// Toggle menu
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controls.toggleMenu.call(player, event);
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},
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null,
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false,
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);
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// Set range input alternative "value", which matches the tooltip time (#954)
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this.bind(player.elements.inputs.seek, 'mousedown mousemove', event => {
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const rect = player.elements.progress.getBoundingClientRect();
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const percent = 100 / rect.width * (event.pageX - rect.left);
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event.currentTarget.setAttribute('seek-value', percent);
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});
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// Pause while seeking
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this.bind(player.elements.inputs.seek, 'mousedown mouseup keydown keyup touchstart touchend', event => {
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const seek = event.currentTarget;
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const code = event.keyCode ? event.keyCode : event.which;
|
|
const eventType = event.type;
|
|
const attribute = 'play-on-seeked';
|
|
|
|
if ((eventType === 'keydown' || eventType === 'keyup') && (code !== 39 && code !== 37)) {
|
|
return;
|
|
}
|
|
// Was playing before?
|
|
const play = seek.hasAttribute(attribute);
|
|
|
|
// Done seeking
|
|
const done = ['mouseup', 'touchend', 'keyup'].includes(event.type);
|
|
|
|
// If we're done seeking and it was playing, resume playback
|
|
if (play && done) {
|
|
seek.removeAttribute(attribute);
|
|
player.play();
|
|
} else if (!done && player.playing) {
|
|
seek.setAttribute(attribute, '');
|
|
player.pause();
|
|
}
|
|
});
|
|
|
|
// Fix range inputs on iOS
|
|
// Super weird iOS bug where after you interact with an <input type="range">,
|
|
// it takes over further interactions on the page. This is a hack
|
|
if (browser.isIos) {
|
|
const inputs = getElements.call(player, 'input[type="range"]');
|
|
|
|
Array.from(inputs).forEach(input => this.bind(input, inputEvent, event => repaint(event.target)));
|
|
}
|
|
|
|
// Seek
|
|
this.bind(
|
|
player.elements.inputs.seek,
|
|
inputEvent,
|
|
event => {
|
|
const seek = event.currentTarget;
|
|
|
|
// If it exists, use seek-value instead of "value" for consistency with tooltip time (#954)
|
|
let seekTo = seek.getAttribute('seek-value');
|
|
|
|
if (is.empty(seekTo)) {
|
|
seekTo = seek.value;
|
|
}
|
|
|
|
seek.removeAttribute('seek-value');
|
|
|
|
player.currentTime = seekTo / seek.max * player.duration;
|
|
},
|
|
'seek',
|
|
);
|
|
|
|
// Current time invert
|
|
// Only if one time element is used for both currentTime and duration
|
|
if (player.config.toggleInvert && !is.element(player.elements.display.duration)) {
|
|
this.bind(player.elements.display.currentTime, 'click', () => {
|
|
// Do nothing if we're at the start
|
|
if (player.currentTime === 0) {
|
|
return;
|
|
}
|
|
|
|
player.config.invertTime = !player.config.invertTime;
|
|
|
|
controls.timeUpdate.call(player);
|
|
});
|
|
}
|
|
|
|
// Volume
|
|
this.bind(
|
|
player.elements.inputs.volume,
|
|
inputEvent,
|
|
event => {
|
|
player.volume = event.target.value;
|
|
},
|
|
'volume',
|
|
);
|
|
|
|
// Polyfill for lower fill in <input type="range"> for webkit
|
|
if (browser.isWebkit) {
|
|
Array.from(getElements.call(player, 'input[type="range"]')).forEach(element => {
|
|
this.bind(element, 'input', event => controls.updateRangeFill.call(player, event.target));
|
|
});
|
|
}
|
|
|
|
// Seek tooltip
|
|
this.bind(player.elements.progress, 'mouseenter mouseleave mousemove', event =>
|
|
controls.updateSeekTooltip.call(player, event),
|
|
);
|
|
|
|
// Update controls.hover state (used for ui.toggleControls to avoid hiding when interacting)
|
|
this.bind(player.elements.controls, 'mouseenter mouseleave', event => {
|
|
player.elements.controls.hover = !player.touch && event.type === 'mouseenter';
|
|
});
|
|
|
|
// Update controls.pressed state (used for ui.toggleControls to avoid hiding when interacting)
|
|
this.bind(player.elements.controls, 'mousedown mouseup touchstart touchend touchcancel', event => {
|
|
player.elements.controls.pressed = ['mousedown', 'touchstart'].includes(event.type);
|
|
});
|
|
|
|
// Focus in/out on controls
|
|
this.bind(player.elements.controls, 'focusin focusout', event => {
|
|
const { config, elements, timers } = player;
|
|
const isFocusIn = event.type === 'focusin';
|
|
|
|
// Skip transition to prevent focus from scrolling the parent element
|
|
toggleClass(elements.controls, config.classNames.noTransition, isFocusIn);
|
|
|
|
// Toggle
|
|
ui.toggleControls.call(player, isFocusIn);
|
|
|
|
// If focusin, hide again after delay
|
|
if (isFocusIn) {
|
|
// Restore transition
|
|
setTimeout(() => {
|
|
toggleClass(elements.controls, config.classNames.noTransition, false);
|
|
}, 0);
|
|
|
|
// Delay a little more for keyboard users
|
|
const delay = this.touch ? 3000 : 4000;
|
|
|
|
// Clear timer
|
|
clearTimeout(timers.controls);
|
|
|
|
// Hide
|
|
timers.controls = setTimeout(() => ui.toggleControls.call(player, false), delay);
|
|
}
|
|
});
|
|
|
|
// Mouse wheel for volume
|
|
this.bind(
|
|
player.elements.inputs.volume,
|
|
'wheel',
|
|
event => {
|
|
// Detect "natural" scroll - suppored on OS X Safari only
|
|
// Other browsers on OS X will be inverted until support improves
|
|
const inverted = event.webkitDirectionInvertedFromDevice;
|
|
|
|
// Get delta from event. Invert if `inverted` is true
|
|
const [x, y] = [event.deltaX, -event.deltaY].map(value => (inverted ? -value : value));
|
|
|
|
// Using the biggest delta, normalize to 1 or -1 (or 0 if no delta)
|
|
const direction = Math.sign(Math.abs(x) > Math.abs(y) ? x : y);
|
|
|
|
// Change the volume by 2%
|
|
player.increaseVolume(direction / 50);
|
|
|
|
// Don't break page scrolling at max and min
|
|
const { volume } = player.media;
|
|
if ((direction === 1 && volume < 1) || (direction === -1 && volume > 0)) {
|
|
event.preventDefault();
|
|
}
|
|
},
|
|
'volume',
|
|
false,
|
|
);
|
|
}
|
|
}
|
|
|
|
export default Listeners;
|