phaser/src/gameobjects/video/Video.js
2020-09-29 20:14:30 +01:00

1779 lines
55 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var Clamp = require('../../math/Clamp');
var Components = require('../components');
var Events = require('../events');
var GameEvents = require('../../core/events/');
var InputEvents = require('../../input/events/');
var GameObject = require('../GameObject');
var SoundEvents = require('../../sound/events/');
var UUID = require('../../utils/string/UUID');
var VideoRender = require('./VideoRender');
var MATH_CONST = require('../../math/const');
/**
* @classdesc
* A Video Game Object.
*
* This Game Object is capable of handling playback of a previously loaded video from the Phaser Video Cache,
* or playing a video based on a given URL. Videos can be either local, or streamed.
*
* ```javascript
* preload () {
* this.load.video('pixar', 'nemo.mp4');
* }
*
* create () {
* this.add.video(400, 300, 'pixar');
* }
* ```
*
* To all intents and purposes, a video is a standard Game Object, just like a Sprite. And as such, you can do
* all the usual things to it, such as scaling, rotating, cropping, tinting, making interactive, giving a
* physics body, etc.
*
* Transparent videos are also possible via the WebM file format. Providing the video file has was encoded with
* an alpha channel, and providing the browser supports WebM playback (not all of them do), then it will render
* in-game with full transparency.
*
* ### Autoplaying Videos
*
* Videos can only autoplay if the browser has been unlocked with an interaction, or satisfies the MEI settings.
* The policies that control autoplaying are vast and vary between browser.
* You can, ahd should, read more about it here: https://developer.mozilla.org/en-US/docs/Web/Media/Autoplay_guide
*
* If your video doesn't contain any audio, then set the `noAudio` parameter to `true` when the video is _loaded_,
* and it will often allow the video to play immediately:
*
* ```javascript
* preload () {
* this.load.video('pixar', 'nemo.mp4', 'loadeddata', false, true);
* }
* ```
*
* The 5th parameter in the load call tells Phaser that the video doesn't contain any audio tracks. Video without
* audio can autoplay without requiring a user interaction. Video with audio cannot do this unless it satisfies
* the browsers MEI settings. See the MDN Autoplay Guide for further details.
*
* Note that due to a bug in IE11 you cannot play a video texture to a Sprite in WebGL. For IE11 force Canvas mode.
*
* More details about video playback and the supported media formats can be found on MDN:
*
* https://developer.mozilla.org/en-US/docs/Web/API/HTMLVideoElement
* https://developer.mozilla.org/en-US/docs/Web/Media/Formats
*
* @class Video
* @extends Phaser.GameObjects.GameObject
* @memberof Phaser.GameObjects
* @constructor
* @since 3.20.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.TextureCrop
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} [key] - Optional key of the Video this Game Object will play, as stored in the Video Cache.
*/
var Video = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
Components.Flip,
Components.GetBounds,
Components.Mask,
Components.Origin,
Components.Pipeline,
Components.ScrollFactor,
Components.Size,
Components.TextureCrop,
Components.Tint,
Components.Transform,
Components.Visible,
VideoRender
],
initialize:
function Video (scene, x, y, key)
{
GameObject.call(this, scene, 'Video');
/**
* A reference to the HTML Video Element this Video Game Object is playing.
* Will be `null` until a video is loaded for playback.
*
* @name Phaser.GameObjects.Video#video
* @type {?HTMLVideoElement}
* @since 3.20.0
*/
this.video = null;
/**
* The Phaser Texture this Game Object is using to render the video to.
* Will be `null` until a video is loaded for playback.
*
* @name Phaser.GameObjects.Video#videoTexture
* @type {?Phaser.Textures.Texture}
* @since 3.20.0
*/
this.videoTexture = null;
/**
* A reference to the TextureSource belong to the `videoTexture` Texture object.
* Will be `null` until a video is loaded for playback.
*
* @name Phaser.GameObjects.Video#videoTextureSource
* @type {?Phaser.Textures.TextureSource}
* @since 3.20.0
*/
this.videoTextureSource = null;
/**
* A Phaser CanvasTexture instance that holds the most recent snapshot taken from the video.
* This will only be set if `snapshot` or `snapshotArea` have been called, and will be `null` until that point.
*
* @name Phaser.GameObjects.Video#snapshotTexture
* @type {?Phaser.Textures.CanvasTexture}
* @since 3.20.0
*/
this.snapshotTexture = null;
/**
* If you have saved this video to a texture via the `saveTexture` method, this controls if the video
* is rendered with `flipY` in WebGL or not. You often need to set this if you wish to use the video texture
* as the input source for a shader. If you find your video is appearing upside down within a shader or
* custom pipeline, flip this property.
*
* @name Phaser.GameObjects.Video#flipY
* @type {boolean}
* @since 3.20.0
*/
this.flipY = false;
/**
* The key used by the texture as stored in the Texture Manager.
*
* @name Phaser.GameObjects.Video#_key
* @type {string}
* @private
* @since 3.20.0
*/
this._key = UUID();
/**
* An internal flag holding the current state of the video lock, should document interaction be required
* before playback can begin.
*
* @name Phaser.GameObjects.Video#touchLocked
* @type {boolean}
* @since 3.20.0
*/
this.touchLocked = true;
/**
* Should the video auto play when document interaction is required and happens?
*
* @name Phaser.GameObjects.Video#playWhenUnlocked
* @type {boolean}
* @since 3.20.0
*/
this.playWhenUnlocked = false;
/**
* When starting playback of a video Phaser will monitor its `readyState` using a `setTimeout` call.
* The `setTimeout` happens once every `Video.retryInterval` ms. It will carry on monitoring the video
* state in this manner until the `retryLimit` is reached and then abort.
*
* @name Phaser.GameObjects.Video#retryLimit
* @type {integer}
* @since 3.20.0
*/
this.retryLimit = 20;
/**
* The current retry attempt.
*
* @name Phaser.GameObjects.Video#retry
* @type {integer}
* @since 3.20.0
*/
this.retry = 0;
/**
* The number of ms between each retry while monitoring the ready state of a downloading video.
*
* @name Phaser.GameObjects.Video#retryInterval
* @type {integer}
* @since 3.20.0
*/
this.retryInterval = 500;
/**
* The setTimeout callback ID.
*
* @name Phaser.GameObjects.Video#_retryID
* @type {integer}
* @private
* @since 3.20.0
*/
this._retryID = null;
/**
* The video was muted due to a system event, such as the game losing focus.
*
* @name Phaser.GameObjects.Video#_systemMuted
* @type {boolean}
* @private
* @since 3.20.0
*/
this._systemMuted = false;
/**
* The video was muted due to game code, not a system event.
*
* @name Phaser.GameObjects.Video#_codeMuted
* @type {boolean}
* @private
* @since 3.20.0
*/
this._codeMuted = false;
/**
* The video was paused due to a system event, such as the game losing focus.
*
* @name Phaser.GameObjects.Video#_systemPaused
* @type {boolean}
* @private
* @since 3.20.0
*/
this._systemPaused = false;
/**
* The video was paused due to game code, not a system event.
*
* @name Phaser.GameObjects.Video#_codePaused
* @type {boolean}
* @private
* @since 3.20.0
*/
this._codePaused = false;
/**
* The locally bound event callback handlers.
*
* @name Phaser.GameObjects.Video#_callbacks
* @type {any}
* @private
* @since 3.20.0
*/
this._callbacks = {
play: this.playHandler.bind(this),
error: this.loadErrorHandler.bind(this),
end: this.completeHandler.bind(this),
time: this.timeUpdateHandler.bind(this),
seeking: this.seekingHandler.bind(this),
seeked: this.seekedHandler.bind(this)
};
/**
* The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method.
*
* @name Phaser.GameObjects.Video#_crop
* @type {object}
* @private
* @since 3.20.0
*/
this._crop = this.resetCropObject();
/**
* An object containing in and out markers for sequence playback.
*
* @name Phaser.GameObjects.Video#markers
* @type {any}
* @since 3.20.0
*/
this.markers = {};
/**
* The in marker.
*
* @name Phaser.GameObjects.Video#_markerIn
* @type {integer}
* @private
* @since 3.20.0
*/
this._markerIn = -1;
/**
* The out marker.
*
* @name Phaser.GameObjects.Video#_markerOut
* @type {integer}
* @private
* @since 3.20.0
*/
this._markerOut = MATH_CONST.MAX_SAFE_INTEGER;
/**
* The last time the TextureSource was updated.
*
* @name Phaser.GameObjects.Video#_lastUpdate
* @type {integer}
* @private
* @since 3.20.0
*/
this._lastUpdate = 0;
/**
* The key of the video being played from the Video cache, if any.
*
* @name Phaser.GameObjects.Video#_cacheKey
* @type {string}
* @private
* @since 3.20.0
*/
this._cacheKey = '';
/**
* Is the video currently seeking?
*
* @name Phaser.GameObjects.Video#_isSeeking
* @type {boolean}
* @private
* @since 3.20.0
*/
this._isSeeking = false;
/**
* Should the Video element that this Video is using, be removed from the DOM
* when this Video is destroyed?
*
* @name Phaser.GameObjects.Video#removeVideoElementOnDestroy
* @type {boolean}
* @since 3.21.0
*/
this.removeVideoElementOnDestroy = false;
this.setPosition(x, y);
this.initPipeline();
if (key)
{
this.changeSource(key, false);
}
var game = scene.sys.game.events;
game.on(GameEvents.PAUSE, this.globalPause, this);
game.on(GameEvents.RESUME, this.globalResume, this);
var sound = scene.sys.sound;
if (sound)
{
sound.on(SoundEvents.GLOBAL_MUTE, this.globalMute, this);
}
this.on(Events.ADDED_TO_SCENE, this.addedToScene, this);
this.on(Events.REMOVED_FROM_SCENE, this.removedFromScene, this);
},
// Overrides Game Object method
addedToScene: function ()
{
this.scene.sys.updateList.add(this);
},
// Overrides Game Object method
removedFromScene: function ()
{
this.scene.sys.updateList.remove(this);
},
/**
* Starts this video playing.
*
* If the video is already playing, or has been queued to play with `changeSource` then this method just returns.
*
* Videos can only autoplay if the browser has been unlocked. This happens if you have interacted with the browser, i.e.
* by clicking on it or pressing a key, or due to server settings. The policies that control autoplaying are vast and
* vary between browser. You can read more here: https://developer.mozilla.org/en-US/docs/Web/Media/Autoplay_guide
*
* If your video doesn't contain any audio, then set the `noAudio` parameter to `true` when the video is loaded,
* and it will often allow the video to play immediately:
*
* ```javascript
* preload () {
* this.load.video('pixar', 'nemo.mp4', 'loadeddata', false, true);
* }
* ```
*
* The 5th parameter in the load call tells Phaser that the video doesn't contain any audio tracks. Video without
* audio can autoplay without requiring a user interaction. Video with audio cannot do this unless it satisfies
* the browsers MEI settings. See the MDN Autoplay Guide for details.
*
* If you need audio in your videos, then you'll have to consider the fact that the video cannot start playing until the
* user has interacted with the browser, into your game flow.
*
* @method Phaser.GameObjects.Video#play
* @since 3.20.0
*
* @param {boolean} [loop=false] - Should the video loop automatically when it reaches the end? Please note that not all browsers support _seamless_ video looping for all encoding formats.
* @param {integer} [markerIn] - Optional in marker time, in seconds, for playback of a sequence of the video.
* @param {integer} [markerOut] - Optional out marker time, in seconds, for playback of a sequence of the video.
*
* @return {this} This Video Game Object for method chaining.
*/
play: function (loop, markerIn, markerOut)
{
if ((this.touchLocked && this.playWhenUnlocked) || this.isPlaying())
{
return this;
}
var video = this.video;
if (!video)
{
console.warn('Video not loaded');
return this;
}
if (loop === undefined) { loop = video.loop; }
var sound = this.scene.sys.sound;
if (sound && sound.mute)
{
// Mute will be set based on the global mute state of the Sound Manager (if there is one)
this.setMute(true);
}
if (!isNaN(markerIn))
{
this._markerIn = markerIn;
}
if (!isNaN(markerOut) && markerOut > markerIn)
{
this._markerOut = markerOut;
}
video.loop = loop;
var callbacks = this._callbacks;
var playPromise = video.play();
if (playPromise !== undefined)
{
playPromise.then(this.playPromiseSuccessHandler.bind(this)).catch(this.playPromiseErrorHandler.bind(this));
}
else
{
// Old-school browsers with no Promises
video.addEventListener('playing', callbacks.play, true);
// If video hasn't downloaded properly yet ...
if (video.readyState < 2)
{
this.retry = this.retryLimit;
this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);
}
}
// Set these _after_ calling `play` or they don't fire (useful, thanks browsers)
video.addEventListener('ended', callbacks.end, true);
video.addEventListener('timeupdate', callbacks.time, true);
video.addEventListener('seeking', callbacks.seeking, true);
video.addEventListener('seeked', callbacks.seeked, true);
return this;
},
/**
* This method allows you to change the source of the current video element. It works by first stopping the
* current video, if playing. Then deleting the video texture, if one has been created. Finally, it makes a
* new video texture and starts playback of the new source through the existing video element.
*
* The reason you may wish to do this is because videos that require interaction to unlock, remain in an unlocked
* state, even if you change the source of the video. By changing the source to a new video you avoid having to
* go through the unlock process again.
*
* @method Phaser.GameObjects.Video#changeSource
* @since 3.20.0
*
* @param {string} key - The key of the Video this Game Object will swap to playing, as stored in the Video Cache.
* @param {boolean} [autoplay=true] - Should the video start playing immediately, once the swap is complete?
* @param {boolean} [loop=false] - Should the video loop automatically when it reaches the end? Please note that not all browsers support _seamless_ video looping for all encoding formats.
* @param {integer} [markerIn] - Optional in marker time, in seconds, for playback of a sequence of the video.
* @param {integer} [markerOut] - Optional out marker time, in seconds, for playback of a sequence of the video.
*
* @return {this} This Video Game Object for method chaining.
*/
changeSource: function (key, autoplay, loop, markerIn, markerOut)
{
if (autoplay === undefined) { autoplay = true; }
var currentVideo = this.video;
if (currentVideo)
{
this.stop();
}
var newVideo = this.scene.sys.cache.video.get(key);
if (newVideo)
{
this.video = newVideo;
this._cacheKey = key;
this._codePaused = newVideo.paused;
this._codeMuted = newVideo.muted;
if (this.videoTexture)
{
this.scene.sys.textures.remove(this._key);
this.videoTexture = this.scene.sys.textures.create(this._key, newVideo, newVideo.videoWidth, newVideo.videoHeight);
this.videoTextureSource = this.videoTexture.source[0];
this.videoTexture.add('__BASE', 0, 0, 0, newVideo.videoWidth, newVideo.videoHeight);
this.setTexture(this.videoTexture);
this.setSizeToFrame();
this.updateDisplayOrigin();
this.emit(Events.VIDEO_CREATED, this, newVideo.videoWidth, newVideo.videoHeight);
}
else
{
this.updateTexture();
}
newVideo.currentTime = 0;
this._lastUpdate = 0;
if (autoplay)
{
this.play(loop, markerIn, markerOut);
}
}
else
{
this.video = null;
}
return this;
},
/**
* Adds a sequence marker to this video.
*
* Markers allow you to split a video up into sequences, delineated by a start and end time, given in seconds.
*
* You can then play back specific markers via the `playMarker` method.
*
* Note that marker timing is _not_ frame-perfect. You should construct your videos in such a way that you allow for
* plenty of extra padding before and after each sequence to allow for discrepancies in browser seek and currentTime accuracy.
*
* See https://github.com/w3c/media-and-entertainment/issues/4 for more details about this issue.
*
* @method Phaser.GameObjects.Video#addMarker
* @since 3.20.0
*
* @param {string} key - A unique name to give this marker.
* @param {integer} markerIn - The time, in seconds, representing the start of this marker.
* @param {integer} markerOut - The time, in seconds, representing the end of this marker.
*
* @return {this} This Video Game Object for method chaining.
*/
addMarker: function (key, markerIn, markerOut)
{
if (!isNaN(markerIn) && markerIn >= 0 && !isNaN(markerOut))
{
this.markers[key] = [ markerIn, markerOut ];
}
return this;
},
/**
* Plays a pre-defined sequence in this video.
*
* Markers allow you to split a video up into sequences, delineated by a start and end time, given in seconds and
* specified via the `addMarker` method.
*
* Note that marker timing is _not_ frame-perfect. You should construct your videos in such a way that you allow for
* plenty of extra padding before and after each sequence to allow for discrepancies in browser seek and currentTime accuracy.
*
* See https://github.com/w3c/media-and-entertainment/issues/4 for more details about this issue.
*
* @method Phaser.GameObjects.Video#playMarker
* @since 3.20.0
*
* @param {string} key - The name of the marker sequence to play.
* @param {boolean} [loop=false] - Should the video loop automatically when it reaches the end? Please note that not all browsers support _seamless_ video looping for all encoding formats.
*
* @return {this} This Video Game Object for method chaining.
*/
playMarker: function (key, loop)
{
var marker = this.markers[key];
if (marker)
{
this.play(loop, marker[0], marker[1]);
}
return this;
},
/**
* Removes a previously set marker from this video.
*
* If the marker is currently playing it will _not_ stop playback.
*
* @method Phaser.GameObjects.Video#removeMarker
* @since 3.20.0
*
* @param {string} key - The name of the marker to remove.
*
* @return {this} This Video Game Object for method chaining.
*/
removeMarker: function (key)
{
delete this.markers[key];
return this;
},
/**
* Takes a snapshot of the current frame of the video and renders it to a CanvasTexture object,
* which is then returned. You can optionally resize the grab by passing a width and height.
*
* This method returns a reference to the `Video.snapshotTexture` object. Calling this method
* multiple times will overwrite the previous snapshot with the most recent one.
*
* @method Phaser.GameObjects.Video#snapshot
* @since 3.20.0
*
* @param {integer} [width] - The width of the resulting CanvasTexture.
* @param {integer} [height] - The height of the resulting CanvasTexture.
*
* @return {Phaser.Textures.CanvasTexture}
*/
snapshot: function (width, height)
{
if (width === undefined) { width = this.width; }
if (height === undefined) { height = this.height; }
return this.snapshotArea(0, 0, this.width, this.height, width, height);
},
/**
* Takes a snapshot of the specified area of the current frame of the video and renders it to a CanvasTexture object,
* which is then returned. You can optionally resize the grab by passing a different `destWidth` and `destHeight`.
*
* This method returns a reference to the `Video.snapshotTexture` object. Calling this method
* multiple times will overwrite the previous snapshot with the most recent one.
*
* @method Phaser.GameObjects.Video#snapshotArea
* @since 3.20.0
*
* @param {integer} [x=0] - The horizontal location of the top-left of the area to grab from.
* @param {integer} [y=0] - The vertical location of the top-left of the area to grab from.
* @param {integer} [srcWidth] - The width of area to grab from the video. If not given it will grab the full video dimensions.
* @param {integer} [srcHeight] - The height of area to grab from the video. If not given it will grab the full video dimensions.
* @param {integer} [destWidth] - The destination width of the grab, allowing you to resize it.
* @param {integer} [destHeight] - The destination height of the grab, allowing you to resize it.
*
* @return {Phaser.Textures.CanvasTexture}
*/
snapshotArea: function (x, y, srcWidth, srcHeight, destWidth, destHeight)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (srcWidth === undefined) { srcWidth = this.width; }
if (srcHeight === undefined) { srcHeight = this.height; }
if (destWidth === undefined) { destWidth = srcWidth; }
if (destHeight === undefined) { destHeight = srcHeight; }
var video = this.video;
var snap = this.snapshotTexture;
if (!snap)
{
snap = this.scene.sys.textures.createCanvas(UUID(), destWidth, destHeight);
this.snapshotTexture = snap;
if (video)
{
snap.context.drawImage(video, x, y, srcWidth, srcHeight, 0, 0, destWidth, destHeight);
}
}
else
{
snap.setSize(destWidth, destHeight);
if (video)
{
snap.context.drawImage(video, x, y, srcWidth, srcHeight, 0, 0, destWidth, destHeight);
}
}
return snap.update();
},
/**
* Stores a copy of this Videos `snapshotTexture` in the Texture Manager using the given key.
*
* This texture is created when the `snapshot` or `snapshotArea` methods are called.
*
* After doing this, any texture based Game Object, such as a Sprite, can use the contents of the
* snapshot by using the texture key:
*
* ```javascript
* var vid = this.add.video(0, 0, 'intro');
*
* vid.snapshot();
*
* vid.saveSnapshotTexture('doodle');
*
* this.add.image(400, 300, 'doodle');
* ```
*
* Updating the contents of the `snapshotTexture`, for example by calling `snapshot` again,
* will automatically update _any_ Game Object that is using it as a texture.
* Calling `saveSnapshotTexture` again will not save another copy of the same texture,
* it will just rename the existing one.
*
* By default it will create a single base texture. You can add frames to the texture
* by using the `Texture.add` method. After doing this, you can then allow Game Objects
* to use a specific frame.
*
* @method Phaser.GameObjects.Video#saveSnapshotTexture
* @since 3.20.0
*
* @param {string} key - The unique key to store the texture as within the global Texture Manager.
*
* @return {Phaser.Textures.CanvasTexture} The Texture that was saved.
*/
saveSnapshotTexture: function (key)
{
if (this.snapshotTexture)
{
this.scene.sys.textures.renameTexture(this.snapshotTexture.key, key);
}
else
{
this.snapshotTexture = this.scene.sys.textures.createCanvas(key, this.width, this.height);
}
return this.snapshotTexture;
},
/**
* Loads a Video from the given URL, ready for playback with the `Video.play` method.
*
* You can control at what point the browser determines the video as being ready for playback via
* the `loadEvent` parameter. See https://developer.mozilla.org/en-US/docs/Web/API/HTMLVideoElement
* for more details.
*
* @method Phaser.GameObjects.Video#loadURL
* @since 3.20.0
*
* @param {string} url - The URL of the video to load or be streamed.
* @param {string} [loadEvent='loadeddata'] - The load event to listen for. Either `loadeddata`, `canplay` or `canplaythrough`.
* @param {boolean} [noAudio=false] - Does the video have an audio track? If not you can enable auto-playing on it.
*
* @return {this} This Video Game Object for method chaining.
*/
loadURL: function (url, loadEvent, noAudio)
{
if (loadEvent === undefined) { loadEvent = 'loadeddata'; }
if (noAudio === undefined) { noAudio = false; }
if (this.video)
{
this.stop();
}
if (this.videoTexture)
{
this.scene.sys.textures.remove(this._key);
}
var video = document.createElement('video');
video.controls = false;
if (noAudio)
{
video.muted = true;
video.defaultMuted = true;
video.setAttribute('autoplay', 'autoplay');
}
video.setAttribute('playsinline', 'playsinline');
video.setAttribute('preload', 'auto');
video.addEventListener('error', this._callbacks.error, true);
video.src = url;
video.load();
this.video = video;
return this;
},
/**
* This internal method is called automatically if the playback Promise resolves successfully.
*
* @method Phaser.GameObjects.Video#playPromiseSuccessHandler
* @fires Phaser.GameObjects.Events#VIDEO_PLAY
* @private
* @since 3.20.0
*/
playPromiseSuccessHandler: function ()
{
this.touchLocked = false;
this.emit(Events.VIDEO_PLAY, this);
if (this._markerIn > -1)
{
this.video.currentTime = this._markerIn;
}
},
/**
* This internal method is called automatically if the playback Promise fails to resolve.
*
* @method Phaser.GameObjects.Video#playPromiseErrorHandler
* @fires Phaser.GameObjects.Events#VIDEO_ERROR
* @private
* @since 3.20.0
*
* @param {any} error - The Promise resolution error.
*/
playPromiseErrorHandler: function (error)
{
this.scene.sys.input.once(InputEvents.POINTER_DOWN, this.unlockHandler, this);
this.touchLocked = true;
this.playWhenUnlocked = true;
this.emit(Events.VIDEO_ERROR, this, error);
},
/**
* Called when the video emits a `playing` event during load.
*
* This is only listened for if the browser doesn't support Promises.
*
* @method Phaser.GameObjects.Video#playHandler
* @fires Phaser.GameObjects.Events#VIDEO_PLAY
* @since 3.20.0
*/
playHandler: function ()
{
this.touchLocked = false;
this.emit(Events.VIDEO_PLAY, this);
this.video.removeEventListener('playing', this._callbacks.play, true);
},
/**
* This internal method is called automatically if the video fails to load.
*
* @method Phaser.GameObjects.Video#loadErrorHandler
* @fires Phaser.GameObjects.Events#VIDEO_ERROR
* @private
* @since 3.20.0
*
* @param {Event} event - The error Event.
*/
loadErrorHandler: function (event)
{
this.stop();
this.emit(Events.VIDEO_ERROR, this, event);
},
/**
* This internal method is called if the video couldn't be played because it was interaction locked
* by the browser, but an input event has since been received.
*
* @method Phaser.GameObjects.Video#unlockHandler
* @fires Phaser.GameObjects.Events#VIDEO_UNLOCKED
* @fires Phaser.GameObjects.Events#VIDEO_PLAY
* @private
* @since 3.20.0
*
* @param {any} error - The Promise resolution error.
*/
unlockHandler: function ()
{
this.touchLocked = false;
this.playWhenUnlocked = false;
this.emit(Events.VIDEO_UNLOCKED, this);
if (this._markerIn > -1)
{
this.video.currentTime = this._markerIn;
}
this.video.play();
this.emit(Events.VIDEO_PLAY, this);
},
/**
* Called when the video completes playback, i.e. reaches an `ended` state.
*
* This will never happen if the video is coming from a live stream, where the duration is `Infinity`.
*
* @method Phaser.GameObjects.Video#completeHandler
* @fires Phaser.GameObjects.Events#VIDEO_COMPLETE
* @since 3.20.0
*/
completeHandler: function ()
{
this.emit(Events.VIDEO_COMPLETE, this);
},
/**
* Called when the video emits a `timeUpdate` event during playback.
*
* This event is too slow and irregular to be used for actual video timing or texture updating,
* but we can use it to determine if a video has looped.
*
* @method Phaser.GameObjects.Video#timeUpdateHandler
* @fires Phaser.GameObjects.Events#VIDEO_LOOP
* @since 3.20.0
*/
timeUpdateHandler: function ()
{
if (this.video && this.video.currentTime < this._lastUpdate)
{
this.emit(Events.VIDEO_LOOP, this);
this._lastUpdate = 0;
}
},
/**
* The internal update step.
*
* @method Phaser.GameObjects.Video#preUpdate
* @private
* @since 3.20.0
*/
preUpdate: function ()
{
var video = this.video;
if (video)
{
var currentTime = video.currentTime;
// Don't render a new frame unless the video has actually changed time
if (currentTime !== this._lastUpdate)
{
this._lastUpdate = currentTime;
this.updateTexture();
if (currentTime >= this._markerOut)
{
if (video.loop)
{
video.currentTime = this._markerIn;
this.updateTexture();
this._lastUpdate = currentTime;
this.emit(Events.VIDEO_LOOP, this);
}
else
{
this.emit(Events.VIDEO_COMPLETE, this);
this.stop();
}
}
}
}
},
/**
* Internal callback that monitors the download progress of a video after changing its source.
*
* @method Phaser.GameObjects.Video#checkVideoProgress
* @fires Phaser.GameObjects.Events#VIDEO_TIMEOUT
* @private
* @since 3.20.0
*/
checkVideoProgress: function ()
{
if (this.video.readyState >= 2)
{
// We've got enough data to update the texture for playback
this.updateTexture();
}
else
{
this.retry--;
if (this.retry > 0)
{
this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);
}
else
{
this.emit(Events.VIDEO_TIMEOUT, this);
}
}
},
/**
* Internal method that is called when enough video data has been received in order to create a texture
* from it. The texture is assigned to the `Video.videoTexture` property and given a base frame that
* encompases the whole video size.
*
* @method Phaser.GameObjects.Video#updateTexture
* @since 3.20.0
*/
updateTexture: function ()
{
var video = this.video;
var width = video.videoWidth;
var height = video.videoHeight;
if (!this.videoTexture)
{
this.videoTexture = this.scene.sys.textures.create(this._key, video, width, height);
this.videoTextureSource = this.videoTexture.source[0];
this.videoTexture.add('__BASE', 0, 0, 0, width, height);
this.setTexture(this.videoTexture);
this.setSizeToFrame();
this.updateDisplayOrigin();
this.emit(Events.VIDEO_CREATED, this, width, height);
}
else
{
var textureSource = this.videoTextureSource;
if (textureSource.source !== video)
{
textureSource.source = video;
textureSource.width = width;
textureSource.height = height;
}
textureSource.update();
}
},
/**
* Returns the key of the currently played video, as stored in the Video Cache.
* If the video did not come from the cache this will return an empty string.
*
* @method Phaser.GameObjects.Video#getVideoKey
* @since 3.20.0
*
* @return {string} The key of the video being played from the Video Cache, if any.
*/
getVideoKey: function ()
{
return this._cacheKey;
},
/**
* Seeks to a given point in the video. The value is given as a float between 0 and 1,
* where 0 represents the start of the video and 1 represents the end.
*
* Seeking only works if the video has a duration, so will not work for live streams.
*
* When seeking begins, this video will emit a `seeking` event. When the video completes
* seeking (i.e. reaches its designated timestamp) it will emit a `seeked` event.
*
* If you wish to seek based on time instead, use the `Video.setCurrentTime` method.
*
* @method Phaser.GameObjects.Video#seekTo
* @since 3.20.0
*
* @param {number} value - The point in the video to seek to. A value between 0 and 1.
*
* @return {this} This Video Game Object for method chaining.
*/
seekTo: function (value)
{
var video = this.video;
if (video)
{
var duration = video.duration;
if (duration !== Infinity && !isNaN(duration))
{
var seekTime = duration * value;
this.setCurrentTime(seekTime);
}
}
return this;
},
/**
* A double-precision floating-point value indicating the current playback time in seconds.
* If the media has not started to play and has not been seeked, this value is the media's initial playback time.
*
* @method Phaser.GameObjects.Video#getCurrentTime
* @since 3.20.0
*
* @return {number} A double-precision floating-point value indicating the current playback time in seconds.
*/
getCurrentTime: function ()
{
return (this.video) ? this.video.currentTime : 0;
},
/**
* Seeks to a given playback time in the video. The value is given in _seconds_ or as a string.
*
* Seeking only works if the video has a duration, so will not work for live streams.
*
* When seeking begins, this video will emit a `seeking` event. When the video completes
* seeking (i.e. reaches its designated timestamp) it will emit a `seeked` event.
*
* You can provide a string prefixed with either a `+` or a `-`, such as `+2.5` or `-2.5`.
* In this case it will seek to +/- the value given, relative to the _current time_.
*
* If you wish to seek based on a duration percentage instead, use the `Video.seekTo` method.
*
* @method Phaser.GameObjects.Video#setCurrentTime
* @since 3.20.0
*
* @param {(string|number)} value - The playback time to seek to in seconds. Can be expressed as a string, such as `+2` to seek 2 seconds ahead from the current time.
*
* @return {this} This Video Game Object for method chaining.
*/
setCurrentTime: function (value)
{
var video = this.video;
if (video)
{
if (typeof value === 'string')
{
var op = value[0];
var num = parseFloat(value.substr(1));
if (op === '+')
{
value = video.currentTime + num;
}
else if (op === '-')
{
value = video.currentTime - num;
}
}
video.currentTime = value;
this._lastUpdate = value;
}
return this;
},
/**
* Returns a boolean indicating if this Video is currently seeking, or not.
*
* @method Phaser.GameObjects.Video#isSeeking
* @since 3.20.0
*
* @return {boolean} A boolean indicating if this Video is currently seeking, or not.
*/
isSeeking: function ()
{
return this._isSeeking;
},
/**
* Internal seeking handler.
*
* @method Phaser.GameObjects.Video#seekingHandler
* @fires Phaser.GameObjects.Events#VIDEO_SEEKING
* @private
* @since 3.20.0
*/
seekingHandler: function ()
{
this._isSeeking = true;
this.emit(Events.VIDEO_SEEKING, this);
},
/**
* Internal seeked handler.
*
* @method Phaser.GameObjects.Video#seekedHandler
* @fires Phaser.GameObjects.Events#VIDEO_SEEKED
* @private
* @since 3.20.0
*/
seekedHandler: function ()
{
this._isSeeking = false;
this.emit(Events.VIDEO_SEEKED, this);
var video = this.video;
if (video)
{
this.updateTexture();
}
},
/**
* Returns the current progress of the video. Progress is defined as a value between 0 (the start)
* and 1 (the end).
*
* Progress can only be returned if the video has a duration, otherwise it will always return zero.
*
* @method Phaser.GameObjects.Video#getProgress
* @since 3.20.0
*
* @return {number} The current progress of playback. If the video has no duration, will always return zero.
*/
getProgress: function ()
{
var video = this.video;
if (video)
{
var now = video.currentTime;
var duration = video.duration;
if (duration !== Infinity && !isNaN(duration))
{
return now / duration;
}
}
return 0;
},
/**
* A double-precision floating-point value which indicates the duration (total length) of the media in seconds,
* on the media's timeline. If no media is present on the element, or the media is not valid, the returned value is NaN.
*
* If the media has no known end (such as for live streams of unknown duration, web radio, media incoming from WebRTC,
* and so forth), this value is +Infinity.
*
* @method Phaser.GameObjects.Video#getDuration
* @since 3.20.0
*
* @return {number} A double-precision floating-point value indicating the duration of the media in seconds.
*/
getDuration: function ()
{
return (this.video) ? this.video.duration : 0;
},
/**
* Sets the muted state of the currently playing video, if one is loaded.
*
* @method Phaser.GameObjects.Video#setMute
* @since 3.20.0
*
* @param {boolean} [value=true] - The mute value. `true` if the video should be muted, otherwise `false`.
*
* @return {this} This Video Game Object for method chaining.
*/
setMute: function (value)
{
if (value === undefined) { value = true; }
this._codeMuted = value;
var video = this.video;
if (video)
{
video.muted = (this._systemMuted) ? true : value;
}
return this;
},
/**
* Returns a boolean indicating if this Video is currently muted.
*
* @method Phaser.GameObjects.Video#isMuted
* @since 3.20.0
*
* @return {boolean} A boolean indicating if this Video is currently muted, or not.
*/
isMuted: function ()
{
return this._codeMuted;
},
/**
* Internal global mute handler. Will mute the video, if playing, if the global sound system mutes.
*
* @method Phaser.GameObjects.Video#globalMute
* @private
* @since 3.20.0
*
* @param {(Phaser.Sound.WebAudioSoundManager|Phaser.Sound.HTML5AudioSoundManager)} soundManager - A reference to the Sound Manager that emitted the event.
* @param {boolean} mute - The mute value. `true` if the Sound Manager is now muted, otherwise `false`.
*/
globalMute: function (soundManager, value)
{
this._systemMuted = value;
var video = this.video;
if (video)
{
video.muted = (this._codeMuted) ? true : value;
}
},
/**
* Internal global pause handler. Will pause the video if the Game itself pauses.
*
* @method Phaser.GameObjects.Video#globalPause
* @private
* @since 3.20.0
*/
globalPause: function ()
{
this._systemPaused = true;
if (this.video)
{
this.video.pause();
}
},
/**
* Internal global resume handler. Will resume a paused video if the Game itself resumes.
*
* @method Phaser.GameObjects.Video#globalResume
* @private
* @since 3.20.0
*/
globalResume: function ()
{
this._systemPaused = false;
if (this.video && !this._codePaused)
{
this.video.play();
}
},
/**
* Sets the paused state of the currently loaded video.
*
* If the video is playing, calling this method with `true` will pause playback.
* If the video is paused, calling this method with `false` will resume playback.
*
* If no video is loaded, this method does nothing.
*
* @method Phaser.GameObjects.Video#setPaused
* @since 3.20.0
*
* @param {boolean} [value=true] - The paused value. `true` if the video should be paused, `false` to resume it.
*
* @return {this} This Video Game Object for method chaining.
*/
setPaused: function (value)
{
if (value === undefined) { value = true; }
var video = this.video;
this._codePaused = value;
if (video)
{
if (value)
{
if (!video.paused)
{
video.pause();
}
}
else if (!value)
{
if (video.paused && !this._systemPaused)
{
video.play();
}
}
}
return this;
},
/**
* Returns a double indicating the audio volume, from 0.0 (silent) to 1.0 (loudest).
*
* @method Phaser.GameObjects.Video#getVolume
* @since 3.20.0
*
* @return {number} A double indicating the audio volume, from 0.0 (silent) to 1.0 (loudest).
*/
getVolume: function ()
{
return (this.video) ? this.video.volume : 1;
},
/**
* Sets the volume of the currently playing video.
*
* The value given is a double indicating the audio volume, from 0.0 (silent) to 1.0 (loudest).
*
* @method Phaser.GameObjects.Video#setVolume
* @since 3.20.0
*
* @param {number} [value=1] - A double indicating the audio volume, from 0.0 (silent) to 1.0 (loudest).
*
* @return {this} This Video Game Object for method chaining.
*/
setVolume: function (value)
{
if (value === undefined) { value = 1; }
if (this.video)
{
this.video.volume = Clamp(value, 0, 1);
}
return this;
},
/**
* Returns a double that indicates the rate at which the media is being played back.
*
* @method Phaser.GameObjects.Video#getPlaybackRate
* @since 3.20.0
*
* @return {number} A double that indicates the rate at which the media is being played back.
*/
getPlaybackRate: function ()
{
return (this.video) ? this.video.playbackRate : 1;
},
/**
* Sets the playback rate of the current video.
*
* The value given is a double that indicates the rate at which the media is being played back.
*
* @method Phaser.GameObjects.Video#setPlaybackRate
* @since 3.20.0
*
* @param {number} [rate] - A double that indicates the rate at which the media is being played back.
*
* @return {this} This Video Game Object for method chaining.
*/
setPlaybackRate: function (rate)
{
if (this.video)
{
this.video.playbackRate = rate;
}
return this;
},
/**
* Returns a boolean which indicates whether the media element should start over when it reaches the end.
*
* @method Phaser.GameObjects.Video#getLoop
* @since 3.20.0
*
* @return {boolean} A boolean which indicates whether the media element will start over when it reaches the end.
*/
getLoop: function ()
{
return (this.video) ? this.video.loop : false;
},
/**
* Sets the loop state of the current video.
*
* The value given is a boolean which indicates whether the media element will start over when it reaches the end.
*
* Not all videos can loop, for example live streams.
*
* Please note that not all browsers support _seamless_ video looping for all encoding formats.
*
* @method Phaser.GameObjects.Video#setLoop
* @since 3.20.0
*
* @param {boolean} [value=true] - A boolean which indicates whether the media element will start over when it reaches the end.
*
* @return {this} This Video Game Object for method chaining.
*/
setLoop: function (value)
{
if (value === undefined) { value = true; }
if (this.video)
{
this.video.loop = value;
}
return this;
},
/**
* Returns a boolean which indicates whether the video is currently playing.
*
* @method Phaser.GameObjects.Video#isPlaying
* @since 3.20.0
*
* @return {boolean} A boolean which indicates whether the video is playing, or not.
*/
isPlaying: function ()
{
return (this.video) ? !(this.video.paused || this.video.ended) : false;
},
/**
* Returns a boolean which indicates whether the video is currently paused.
*
* @method Phaser.GameObjects.Video#isPaused
* @since 3.20.0
*
* @return {boolean} A boolean which indicates whether the video is paused, or not.
*/
isPaused: function ()
{
return ((this.video && this.video.paused) || this._codePaused || this._systemPaused);
},
/**
* Stores this Video in the Texture Manager using the given key as a dynamic texture,
* which any texture-based Game Object, such as a Sprite, can use as its texture:
*
* ```javascript
* var vid = this.add.video(0, 0, 'intro');
*
* vid.play();
*
* vid.saveTexture('doodle');
*
* this.add.image(400, 300, 'doodle');
* ```
*
* The saved texture is automatically updated as the video plays. If you pause this video,
* or change its source, then the saved texture updates instantly.
*
* Calling `saveTexture` again will not save another copy of the same texture, it will just rename the existing one.
*
* By default it will create a single base texture. You can add frames to the texture
* by using the `Texture.add` method. After doing this, you can then allow Game Objects
* to use a specific frame.
*
* If you intend to save the texture so you can use it as the input for a Shader, you may need to set the
* `flipY` parameter to `true` if you find the video renders upside down in your shader.
*
* @method Phaser.GameObjects.Video#saveTexture
* @since 3.20.0
*
* @param {string} key - The unique key to store the texture as within the global Texture Manager.
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y` during upload?
*
* @return {Phaser.Textures.Texture} The Texture that was saved.
*/
saveTexture: function (key, flipY)
{
if (flipY === undefined) { flipY = false; }
if (this.videoTexture)
{
this.scene.sys.textures.renameTexture(this._key, key);
}
this._key = key;
this.flipY = flipY;
if (this.videoTextureSource)
{
this.videoTextureSource.setFlipY(flipY);
}
return this.videoTexture;
},
/**
* Stops the video playing and clears all internal event listeners.
*
* If you only wish to pause playback of the video, and resume it a later time, use the `Video.pause` method instead.
*
* If the video hasn't finished downloading, calling this method will not abort the download. To do that you need to
* call `destroy` instead.
*
* @method Phaser.GameObjects.Video#stop
* @fires Phaser.GameObjects.Events#VIDEO_STOP
* @since 3.20.0
*
* @return {this} This Video Game Object for method chaining.
*/
stop: function ()
{
var video = this.video;
if (video)
{
var callbacks = this._callbacks;
for (var callback in callbacks)
{
video.removeEventListener(callback, callbacks[callback], true);
}
video.pause();
}
if (this._retryID)
{
window.clearTimeout(this._retryID);
}
this.emit(Events.VIDEO_STOP, this);
return this;
},
/**
* Removes the Video element from the DOM by calling parentNode.removeChild on itself.
*
* Also removes the autoplay and src attributes and nulls the Video reference.
*
* You should not call this method if you were playing a video from the Video Cache that
* you wish to play again in your game, or if another Video object is also using the same
* video.
*
* If you loaded an external video via `Video.loadURL` then you should call this function
* to clear up once you are done with the instance.
*
* @method Phaser.GameObjects.Video#removeVideoElement
* @since 3.20.0
*/
removeVideoElement: function ()
{
var video = this.video;
if (!video)
{
return;
}
if (video.parentNode)
{
video.parentNode.removeChild(video);
}
while (video.hasChildNodes())
{
video.removeChild(video.firstChild);
}
video.removeAttribute('autoplay');
video.removeAttribute('src');
this.video = null;
},
/**
* Handles the pre-destroy step for the Video object.
*
* This calls `Video.stop` and optionally `Video.removeVideoElement`.
*
* If any Sprites are using this Video as their texture it is up to you to manage those.
*
* @method Phaser.GameObjects.Video#preDestroy
* @private
* @since 3.21.0
*/
preDestroy: function ()
{
this.stop();
if (this.removeVideoElementOnDestroy)
{
this.removeVideoElement();
}
var game = this.scene.sys.game.events;
game.off(GameEvents.PAUSE, this.globalPause, this);
game.off(GameEvents.RESUME, this.globalResume, this);
var sound = this.scene.sys.sound;
if (sound)
{
sound.off(SoundEvents.GLOBAL_MUTE, this.globalMute, this);
}
if (this._retryID)
{
window.clearTimeout(this._retryID);
}
}
});
module.exports = Video;