1
0
Fork 0
why-cant-we-deploy-today/js/components/playback.js

152 lines
4.0 KiB
JavaScript

/**
* UI component that lets the use control auto-slide
* playback via play/pause.
*/
export default class Playback {
/**
* @param {HTMLElement} container The component will append
* itself to this
* @param {function} progressCheck A method which will be
* called frequently to get the current playback progress on
* a range of 0-1
*/
constructor(container, progressCheck) {
// Cosmetics
this.diameter = 100;
this.diameter2 = this.diameter / 2;
this.thickness = 6;
// Flags if we are currently playing
this.playing = false;
// Current progress on a 0-1 range
this.progress = 0;
// Used to loop the animation smoothly
this.progressOffset = 1;
this.container = container;
this.progressCheck = progressCheck;
this.canvas = document.createElement("canvas");
this.canvas.className = "playback";
this.canvas.width = this.diameter;
this.canvas.height = this.diameter;
this.canvas.style.width = this.diameter2 + "px";
this.canvas.style.height = this.diameter2 + "px";
this.context = this.canvas.getContext("2d");
this.container.appendChild(this.canvas);
this.render();
}
setPlaying(value) {
const wasPlaying = this.playing;
this.playing = value;
// Start repainting if we weren't already
if (!wasPlaying && this.playing) {
this.animate();
} else {
this.render();
}
}
animate() {
const progressBefore = this.progress;
this.progress = this.progressCheck();
// When we loop, offset the progress so that it eases
// smoothly rather than immediately resetting
if (progressBefore > 0.8 && this.progress < 0.2) {
this.progressOffset = this.progress;
}
this.render();
if (this.playing) {
requestAnimationFrame(this.animate.bind(this));
}
}
/**
* Renders the current progress and playback state.
*/
render() {
let progress = this.playing ? this.progress : 0,
radius = this.diameter2 - this.thickness,
x = this.diameter2,
y = this.diameter2,
iconSize = 28;
// Ease towards 1
this.progressOffset += (1 - this.progressOffset) * 0.1;
const endAngle = -Math.PI / 2 + progress * (Math.PI * 2);
const startAngle = -Math.PI / 2 + this.progressOffset * (Math.PI * 2);
this.context.save();
this.context.clearRect(0, 0, this.diameter, this.diameter);
// Solid background color
this.context.beginPath();
this.context.arc(x, y, radius + 4, 0, Math.PI * 2, false);
this.context.fillStyle = "rgba( 0, 0, 0, 0.4 )";
this.context.fill();
// Draw progress track
this.context.beginPath();
this.context.arc(x, y, radius, 0, Math.PI * 2, false);
this.context.lineWidth = this.thickness;
this.context.strokeStyle = "rgba( 255, 255, 255, 0.2 )";
this.context.stroke();
if (this.playing) {
// Draw progress on top of track
this.context.beginPath();
this.context.arc(x, y, radius, startAngle, endAngle, false);
this.context.lineWidth = this.thickness;
this.context.strokeStyle = "#fff";
this.context.stroke();
}
this.context.translate(x - iconSize / 2, y - iconSize / 2);
// Draw play/pause icons
if (this.playing) {
this.context.fillStyle = "#fff";
this.context.fillRect(0, 0, iconSize / 2 - 4, iconSize);
this.context.fillRect(iconSize / 2 + 4, 0, iconSize / 2 - 4, iconSize);
} else {
this.context.beginPath();
this.context.translate(4, 0);
this.context.moveTo(0, 0);
this.context.lineTo(iconSize - 4, iconSize / 2);
this.context.lineTo(0, iconSize);
this.context.fillStyle = "#fff";
this.context.fill();
}
this.context.restore();
}
on(type, listener) {
this.canvas.addEventListener(type, listener, false);
}
off(type, listener) {
this.canvas.removeEventListener(type, listener, false);
}
destroy() {
this.playing = false;
if (this.canvas.parentNode) {
this.container.removeChild(this.canvas);
}
}
}