mirror of
https://github.com/shaka-project/shaka-player.git
synced 2026-06-14 15:56:38 +03:00
67a49d45e3
This is a port of the internal changes: cl/329816039 Change-Id: If162e80e107ef7dc40956d6f4160d24f6d50858d
176 lines
4.4 KiB
JavaScript
176 lines
4.4 KiB
JavaScript
/*! @license
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* Shaka Player
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* Copyright 2016 Google LLC
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* SPDX-License-Identifier: Apache-2.0
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*/
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goog.provide('shaka.ui.RangeElement');
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goog.require('shaka.ui.Element');
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goog.require('shaka.util.Dom');
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goog.requireType('shaka.ui.Controls');
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/**
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* A range element, built to work across browsers.
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*
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* In particular, getting styles to work right on IE requires a specific
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* structure.
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*
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* This also handles the case where the range element is being manipulated and
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* updated at the same time. This can happen when seeking during playback or
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* when casting.
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*
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* @extends {shaka.ui.Element}
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* @export
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*/
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shaka.ui.RangeElement = class extends shaka.ui.Element {
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/**
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* @param {!HTMLElement} parent
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* @param {!shaka.ui.Controls} controls
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* @param {!Array.<string>} containerClassNames
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* @param {!Array.<string>} barClassNames
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*/
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constructor(parent, controls, containerClassNames, barClassNames) {
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super(parent, controls);
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/**
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* This container is to support IE 11. See detailed notes in
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* less/range_elements.less for a complete explanation.
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* @protected {!HTMLElement}
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*/
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this.container = shaka.util.Dom.createHTMLElement('div');
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this.container.classList.add('shaka-range-container');
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this.container.classList.add(...containerClassNames);
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/** @private {boolean} */
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this.isChanging_ = false;
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/** @protected {!HTMLInputElement} */
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this.bar =
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/** @type {!HTMLInputElement} */ (document.createElement('input'));
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this.bar.classList.add('shaka-range-element');
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this.bar.classList.add(...barClassNames);
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this.bar.type = 'range';
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// TODO(#2027): step=any causes keyboard nav problems on IE 11.
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this.bar.step = 'any';
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this.bar.min = '0';
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this.bar.max = '1';
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this.bar.value = '0';
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this.container.appendChild(this.bar);
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this.parent.appendChild(this.container);
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this.eventManager.listen(this.bar, 'mousedown', () => {
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this.isChanging_ = true;
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this.onChangeStart();
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});
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this.eventManager.listen(this.bar, 'touchstart', (e) => {
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this.isChanging_ = true;
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this.setBarValueForTouch_(e);
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this.onChangeStart();
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});
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this.eventManager.listen(this.bar, 'input', () => {
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this.onChange();
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});
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this.eventManager.listen(this.bar, 'touchmove', (e) => {
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this.setBarValueForTouch_(e);
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this.onChange();
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});
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this.eventManager.listen(this.bar, 'touchend', (e) => {
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this.isChanging_ = false;
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this.setBarValueForTouch_(e);
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this.onChangeEnd();
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});
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this.eventManager.listen(this.bar, 'mouseup', () => {
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this.isChanging_ = false;
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this.onChangeEnd();
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});
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}
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/**
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* @param {number} min
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* @param {number} max
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*/
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setRange(min, max) {
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this.bar.min = min;
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this.bar.max = max;
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}
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/**
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* Called when user interaction begins.
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* To be overridden by subclasses.
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*/
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onChangeStart() {}
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/**
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* Called when a new value is set by user interaction.
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* To be overridden by subclasses.
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*/
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onChange() {}
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/**
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* Called when user interaction ends.
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* To be overridden by subclasses.
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*/
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onChangeEnd() {}
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/** @return {number} */
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getValue() {
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return parseFloat(this.bar.value);
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}
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/** @param {number} value */
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setValue(value) {
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// The user interaction overrides any external values being pushed in.
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if (this.isChanging_) {
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return;
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}
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this.bar.value = value;
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}
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/**
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* Synchronize the touch position with the range value.
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* Comes in handy on iOS, where users have to grab the handle in order
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* to start seeking.
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* @param {Event} event
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* @private
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*/
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setBarValueForTouch_(event) {
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event.preventDefault();
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const changedTouch = /** @type {TouchEvent} */ (event).changedTouches[0];
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const rect = this.bar.getBoundingClientRect();
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const min = parseFloat(this.bar.min);
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const max = parseFloat(this.bar.max);
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// Calculate the range value based on the touch position.
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// Pixels from the left of the range element
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const touchPosition = changedTouch.clientX - rect.left;
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// Pixels per unit value of the range element.
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const scale = (max - min) / rect.width;
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// Touch position in units, which may be outside the allowed range.
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let value = min + scale * touchPosition;
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// Keep value within bounds.
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if (value < min) {
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value = min;
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} else if (value > max) {
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value = max;
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}
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this.bar.value = value;
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}
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};
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