plyr/src/js/listeners.js
2018-08-01 00:37:55 +10:00

931 lines
28 KiB
JavaScript

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