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