control-bar_progress-control_time-tooltip.js
/**
* @file time-tooltip.js
*/
import Component from '../../component';
import * as Dom from '../../utils/dom.js';
import {formatTime} from '../../utils/time.js';
import * as Fn from '../../utils/fn.js';
/** @import Player from '../../player' */
/**
* Time tooltips display a time above the progress bar.
*
* @extends Component
*/
class TimeTooltip extends Component {
/**
* Creates an instance of this class.
*
* @param {Player} player
* The {@link Player} that this class should be attached to.
*
* @param {Object} [options]
* The key/value store of player options.
*/
constructor(player, options) {
super(player, options);
this.update = Fn.throttle(Fn.bind_(this, this.update), Fn.UPDATE_REFRESH_INTERVAL);
}
/**
* Create the time tooltip DOM element
*
* @return {Element}
* The element that was created.
*/
createEl() {
return super.createEl('div', {
className: 'vjs-time-tooltip'
}, {
'aria-hidden': 'true'
});
}
/**
* Updates the position of the time tooltip relative to the `SeekBar`.
*
* @param {Object} seekBarRect
* The `ClientRect` for the {@link SeekBar} element.
*
* @param {number} seekBarPoint
* A number from 0 to 1, representing a horizontal reference point
* from the left edge of the {@link SeekBar}
*/
update(seekBarRect, seekBarPoint, content) {
const tooltipRect = Dom.findPosition(this.el_);
const playerRect = Dom.getBoundingClientRect(this.player_.el());
const seekBarPointPx = seekBarRect.width * seekBarPoint;
// do nothing if either rect isn't available
// for example, if the player isn't in the DOM for testing
if (!playerRect || !tooltipRect) {
return;
}
// This is the space left of the `seekBarPoint` available within the bounds
// of the player. We calculate any gap between the left edge of the player
// and the left edge of the `SeekBar` and add the number of pixels in the
// `SeekBar` before hitting the `seekBarPoint`
let spaceLeftOfPoint = (seekBarRect.left - playerRect.left) + seekBarPointPx;
// This is the space right of the `seekBarPoint` available within the bounds
// of the player. We calculate the number of pixels from the `seekBarPoint`
// to the right edge of the `SeekBar` and add to that any gap between the
// right edge of the `SeekBar` and the player.
let spaceRightOfPoint = (seekBarRect.width - seekBarPointPx) +
(playerRect.right - seekBarRect.right);
// spaceRightOfPoint is always NaN for mouse time display
// because the seekbarRect does not have a right property. This causes
// the mouse tool tip to be truncated when it's close to the right edge of the player.
// In such cases, we ignore the `playerRect.right - seekBarRect.right` value when calculating.
// For the sake of consistency, we ignore seekBarRect.left - playerRect.left for the left edge.
if (!spaceRightOfPoint) {
spaceRightOfPoint = seekBarRect.width - seekBarPointPx;
spaceLeftOfPoint = seekBarPointPx;
}
// This is the number of pixels by which the tooltip will need to be pulled
// further to the right to center it over the `seekBarPoint`.
let pullTooltipBy = tooltipRect.width / 2;
// Adjust the `pullTooltipBy` distance to the left or right depending on
// the results of the space calculations above.
if (spaceLeftOfPoint < pullTooltipBy) {
pullTooltipBy += pullTooltipBy - spaceLeftOfPoint;
} else if (spaceRightOfPoint < pullTooltipBy) {
pullTooltipBy = spaceRightOfPoint;
}
// Due to the imprecision of decimal/ratio based calculations and varying
// rounding behaviors, there are cases where the spacing adjustment is off
// by a pixel or two. This adds insurance to these calculations.
if (pullTooltipBy < 0) {
pullTooltipBy = 0;
} else if (pullTooltipBy > tooltipRect.width) {
pullTooltipBy = tooltipRect.width;
}
// prevent small width fluctuations within 0.4px from
// changing the value below.
// This really helps for live to prevent the play
// progress time tooltip from jittering
pullTooltipBy = Math.round(pullTooltipBy);
this.el_.style.right = `-${pullTooltipBy}px`;
this.write(content);
}
/**
* Write the time to the tooltip DOM element.
*
* @param {string} content
* The formatted time for the tooltip.
*/
write(content) {
Dom.textContent(this.el_, content);
}
/**
* Updates the position of the time tooltip relative to the `SeekBar`.
*
* @param {Object} seekBarRect
* The `ClientRect` for the {@link SeekBar} element.
*
* @param {number} seekBarPoint
* A number from 0 to 1, representing a horizontal reference point
* from the left edge of the {@link SeekBar}
*
* @param {number} time
* The time to update the tooltip to, not used during live playback
*
* @param {Function} cb
* A function that will be called during the request animation frame
* for tooltips that need to do additional animations from the default
*/
updateTime(seekBarRect, seekBarPoint, time, cb) {
this.requestNamedAnimationFrame('TimeTooltip#updateTime', () => {
let content;
const duration = this.player_.duration();
if (this.player_.liveTracker && this.player_.liveTracker.isLive()) {
const liveWindow = this.player_.liveTracker.liveWindow();
const secondsBehind = liveWindow - (seekBarPoint * liveWindow);
content = (secondsBehind < 1 ? '' : '-') + formatTime(secondsBehind, liveWindow);
} else {
content = formatTime(time, duration);
}
this.update(seekBarRect, seekBarPoint, content);
if (cb) {
cb();
}
});
}
}
Component.registerComponent('TimeTooltip', TimeTooltip);
export default TimeTooltip;