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VideoPlayer.js
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VideoPlayer.js
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import React, {Component} from 'react';
import Video from 'react-native-video';
import {
TouchableWithoutFeedback,
TouchableHighlight,
ImageBackground,
PanResponder,
StyleSheet,
Animated,
SafeAreaView,
Easing,
Image,
View,
Text,
} from 'react-native';
import padStart from 'lodash/padStart';
export default class VideoPlayer extends Component {
static defaultProps = {
toggleResizeModeOnFullscreen: true,
controlAnimationTiming: 500,
doubleTapTime: 130,
playInBackground: false,
playWhenInactive: false,
resizeMode: 'contain',
isFullscreen: false,
showOnStart: true,
paused: false,
repeat: false,
muted: false,
volume: 1,
title: '',
rate: 1,
showTimeRemaining: true,
showHours: false,
};
constructor(props) {
super(props);
/**
* All of our values that are updated by the
* methods and listeners in this class
*/
this.state = {
// Video
resizeMode: this.props.resizeMode,
paused: this.props.paused,
muted: this.props.muted,
volume: this.props.volume,
rate: this.props.rate,
// Controls
isFullscreen:
this.props.isFullScreen || this.props.resizeMode === 'cover' || false,
showTimeRemaining: this.props.showTimeRemaining,
showHours: this.props.showHours,
volumeTrackWidth: 0,
volumeFillWidth: 0,
seekerFillWidth: 0,
showControls: this.props.showOnStart,
volumePosition: 0,
seekerPosition: 0,
volumeOffset: 0,
seekerOffset: 0,
seeking: false,
originallyPaused: false,
scrubbing: false,
loading: false,
currentTime: 0,
error: false,
duration: 0,
};
/**
* Any options that can be set at init.
*/
this.opts = {
playWhenInactive: this.props.playWhenInactive,
playInBackground: this.props.playInBackground,
repeat: this.props.repeat,
title: this.props.title,
};
/**
* Our app listeners and associated methods
*/
this.events = {
onError: this.props.onError || this._onError.bind(this),
onBack: this.props.onBack || this._onBack.bind(this),
onEnd: this.props.onEnd || this._onEnd.bind(this),
onScreenTouch: this._onScreenTouch.bind(this),
onEnterFullscreen: this.props.onEnterFullscreen,
onExitFullscreen: this.props.onExitFullscreen,
onShowControls: this.props.onShowControls,
onHideControls: this.props.onHideControls,
onLoadStart: this._onLoadStart.bind(this),
onProgress: this._onProgress.bind(this),
onSeek: this._onSeek.bind(this),
onLoad: this._onLoad.bind(this),
onPause: this.props.onPause,
onPlay: this.props.onPlay,
};
/**
* Functions used throughout the application
*/
this.methods = {
toggleFullscreen: this._toggleFullscreen.bind(this),
togglePlayPause: this._togglePlayPause.bind(this),
toggleControls: this._toggleControls.bind(this),
toggleTimer: this._toggleTimer.bind(this),
};
/**
* Player information
*/
this.player = {
controlTimeoutDelay: this.props.controlTimeout || 15000,
volumePanResponder: PanResponder,
seekPanResponder: PanResponder,
controlTimeout: null,
tapActionTimeout: null,
volumeWidth: 150,
iconOffset: 0,
seekerWidth: 0,
ref: Video,
scrubbingTimeStep: this.props.scrubbing || 0,
tapAnywhereToPause: this.props.tapAnywhereToPause,
};
/**
* Various animations
*/
const initialValue = this.props.showOnStart ? 1 : 0;
this.animations = {
bottomControl: {
marginBottom: new Animated.Value(0),
opacity: new Animated.Value(initialValue),
},
topControl: {
marginTop: new Animated.Value(0),
opacity: new Animated.Value(initialValue),
},
video: {
opacity: new Animated.Value(1),
},
loader: {
rotate: new Animated.Value(0),
MAX_VALUE: 360,
},
};
/**
* Various styles that be added...
*/
this.styles = {
videoStyle: this.props.videoStyle || {},
containerStyle: this.props.style || {},
};
}
componentDidUpdate = prevProps => {
const {isFullscreen} = this.props;
if (prevProps.isFullscreen !== isFullscreen) {
this.setState({
isFullscreen,
});
}
};
/**
| -------------------------------------------------------
| Events
| -------------------------------------------------------
|
| These are the events that the <Video> component uses
| and can be overridden by assigning it as a prop.
| It is suggested that you override onEnd.
|
*/
/**
* When load starts we display a loading icon
* and show the controls.
*/
_onLoadStart() {
let state = this.state;
state.loading = true;
this.loadAnimation();
this.setState(state);
if (typeof this.props.onLoadStart === 'function') {
this.props.onLoadStart(...arguments);
}
}
/**
* When load is finished we hide the load icon
* and hide the controls. We also set the
* video duration.
*
* @param {object} data The video meta data
*/
_onLoad(data = {}) {
let state = this.state;
state.duration = data.duration;
state.loading = false;
this.setState(state);
if (state.showControls) {
this.setControlTimeout();
}
if (typeof this.props.onLoad === 'function') {
this.props.onLoad(...arguments);
}
if (this.props.initialSeekTo) {
this.seekTo(this.props.initialSeekTo);
}
}
/**
* For onprogress we fire listeners that
* update our seekbar and timer.
*
* @param {object} data The video meta data
*/
_onProgress(data = {}) {
let state = this.state;
if (!state.scrubbing) {
state.currentTime = data.currentTime;
if (!state.seeking) {
const position = this.calculateSeekerPosition();
this.setSeekerPosition(position);
}
if (typeof this.props.onProgress === 'function') {
this.props.onProgress(...arguments);
}
this.setState(state);
}
}
/**
* For onSeek we clear scrubbing if set.
*
* @param {object} data The video meta data
*/
_onSeek(data = {}) {
let state = this.state;
if (state.scrubbing) {
state.scrubbing = false;
state.currentTime = data.currentTime;
// Seeking may be false here if the user released the seek bar while the player was still processing
// the last seek command. In this case, perform the steps that have been postponed.
if (!state.seeking) {
this.setControlTimeout();
state.paused = state.originallyPaused;
}
this.setState(state);
}
}
/**
* It is suggested that you override this
* command so your app knows what to do.
* Either close the video or go to a
* new page.
*/
_onEnd() {}
/**
* Set the error state to true which then
* changes our renderError function
*
* @param {object} err Err obj returned from <Video> component
*/
_onError(err) {
let state = this.state;
state.error = true;
state.loading = false;
this.setState(state);
}
/**
* This is a single and double tap listener
* when the user taps the screen anywhere.
* One tap toggles controls and/or toggles pause,
* two toggles fullscreen mode.
*/
_onScreenTouch() {
if (this.player.tapActionTimeout) {
clearTimeout(this.player.tapActionTimeout);
this.player.tapActionTimeout = 0;
this.methods.toggleFullscreen();
const state = this.state;
if (state.showControls) {
this.resetControlTimeout();
}
} else {
this.player.tapActionTimeout = setTimeout(() => {
const state = this.state;
if (this.player.tapAnywhereToPause && state.showControls) {
this.methods.togglePlayPause();
this.resetControlTimeout();
} else {
this.methods.toggleControls();
}
this.player.tapActionTimeout = 0;
}, this.props.doubleTapTime);
}
}
/**
| -------------------------------------------------------
| Methods
| -------------------------------------------------------
|
| These are all of our functions that interact with
| various parts of the class. Anything from
| calculating time remaining in a video
| to handling control operations.
|
*/
/**
* Set a timeout when the controls are shown
* that hides them after a length of time.
* Default is 15s
*/
setControlTimeout() {
this.player.controlTimeout = setTimeout(() => {
this._hideControls();
}, this.player.controlTimeoutDelay);
}
/**
* Clear the hide controls timeout.
*/
clearControlTimeout() {
clearTimeout(this.player.controlTimeout);
}
/**
* Reset the timer completely
*/
resetControlTimeout() {
this.clearControlTimeout();
this.setControlTimeout();
}
/**
* Animation to hide controls. We fade the
* display to 0 then move them off the
* screen so they're not interactable
*/
hideControlAnimation() {
Animated.parallel([
Animated.timing(this.animations.topControl.opacity, {
toValue: 0,
duration: this.props.controlAnimationTiming,
useNativeDriver: false,
}),
Animated.timing(this.animations.topControl.marginTop, {
toValue: -100,
duration: this.props.controlAnimationTiming,
useNativeDriver: false,
}),
Animated.timing(this.animations.bottomControl.opacity, {
toValue: 0,
duration: this.props.controlAnimationTiming,
useNativeDriver: false,
}),
Animated.timing(this.animations.bottomControl.marginBottom, {
toValue: -100,
duration: this.props.controlAnimationTiming,
useNativeDriver: false,
}),
]).start();
}
/**
* Animation to show controls...opposite of
* above...move onto the screen and then
* fade in.
*/
showControlAnimation() {
Animated.parallel([
Animated.timing(this.animations.topControl.opacity, {
toValue: 1,
useNativeDriver: false,
duration: this.props.controlAnimationTiming,
}),
Animated.timing(this.animations.topControl.marginTop, {
toValue: 0,
useNativeDriver: false,
duration: this.props.controlAnimationTiming,
}),
Animated.timing(this.animations.bottomControl.opacity, {
toValue: 1,
useNativeDriver: false,
duration: this.props.controlAnimationTiming,
}),
Animated.timing(this.animations.bottomControl.marginBottom, {
toValue: 0,
useNativeDriver: false,
duration: this.props.controlAnimationTiming,
}),
]).start();
}
/**
* Loop animation to spin loader icon. If not loading then stop loop.
*/
loadAnimation() {
if (this.state.loading) {
Animated.sequence([
Animated.timing(this.animations.loader.rotate, {
toValue: this.animations.loader.MAX_VALUE,
duration: 1500,
easing: Easing.linear,
useNativeDriver: false,
}),
Animated.timing(this.animations.loader.rotate, {
toValue: 0,
duration: 0,
easing: Easing.linear,
useNativeDriver: false,
}),
]).start(this.loadAnimation.bind(this));
}
}
/**
* Function to hide the controls. Sets our
* state then calls the animation.
*/
_hideControls() {
if (this.mounted) {
let state = this.state;
state.showControls = false;
this.hideControlAnimation();
typeof this.events.onHideControls === 'function' &&
this.events.onHideControls();
this.setState(state);
}
}
/**
* Function to toggle controls based on
* current state.
*/
_toggleControls() {
let state = this.state;
state.showControls = !state.showControls;
if (state.showControls) {
this.showControlAnimation();
this.setControlTimeout();
typeof this.events.onShowControls === 'function' &&
this.events.onShowControls();
} else {
this.hideControlAnimation();
this.clearControlTimeout();
typeof this.events.onHideControls === 'function' &&
this.events.onHideControls();
}
this.setState(state);
}
/**
* Toggle fullscreen changes resizeMode on
* the <Video> component then updates the
* isFullscreen state.
*/
_toggleFullscreen() {
let state = this.state;
state.isFullscreen = !state.isFullscreen;
if (this.props.toggleResizeModeOnFullscreen) {
state.resizeMode = state.isFullscreen === true ? 'cover' : 'contain';
}
if (state.isFullscreen) {
typeof this.events.onEnterFullscreen === 'function' &&
this.events.onEnterFullscreen();
} else {
typeof this.events.onExitFullscreen === 'function' &&
this.events.onExitFullscreen();
}
this.setState(state);
}
/**
* Toggle playing state on <Video> component
*/
_togglePlayPause() {
let state = this.state;
state.paused = !state.paused;
if (state.paused) {
typeof this.events.onPause === 'function' && this.events.onPause();
} else {
typeof this.events.onPlay === 'function' && this.events.onPlay();
}
this.setState(state);
}
/**
* Toggle between showing time remaining or
* video duration in the timer control
*/
_toggleTimer() {
let state = this.state;
state.showTimeRemaining = !state.showTimeRemaining;
this.setState(state);
}
/**
* The default 'onBack' function pops the navigator
* and as such the video player requires a
* navigator prop by default.
*/
_onBack() {
if (this.props.navigator && this.props.navigator.pop) {
this.props.navigator.pop();
} else {
console.warn(
'Warning: _onBack requires navigator property to function. Either modify the onBack prop or pass a navigator prop',
);
}
}
/**
* Calculate the time to show in the timer area
* based on if they want to see time remaining
* or duration. Formatted to look as 00:00.
*/
calculateTime() {
if (this.state.showTimeRemaining) {
const time = this.state.duration - this.state.currentTime;
return `-${this.formatTime(time)}`;
}
return this.formatTime(this.state.currentTime);
}
/**
* Format a time string as mm:ss
*
* @param {int} time time in milliseconds
* @return {string} formatted time string in mm:ss format
*/
formatTime(time = 0) {
const symbol = this.state.showRemainingTime ? '-' : '';
time = Math.min(Math.max(time, 0), this.state.duration);
if (!this.state.showHours) {
const formattedMinutes = padStart(Math.floor(time / 60).toFixed(0), 2, 0);
const formattedSeconds = padStart(Math.floor(time % 60).toFixed(0), 2, 0);
return `${symbol}${formattedMinutes}:${formattedSeconds}`;
}
const formattedHours = padStart(Math.floor(time / 3600).toFixed(0), 2, 0);
const formattedMinutes = padStart(
(Math.floor(time / 60) % 60).toFixed(0),
2,
0,
);
const formattedSeconds = padStart(Math.floor(time % 60).toFixed(0), 2, 0);
return `${symbol}${formattedHours}:${formattedMinutes}:${formattedSeconds}`;
}
/**
* Set the position of the seekbar's components
* (both fill and handle) according to the
* position supplied.
*
* @param {float} position position in px of seeker handle}
*/
setSeekerPosition(position = 0) {
let state = this.state;
position = this.constrainToSeekerMinMax(position);
state.seekerFillWidth = position;
state.seekerPosition = position;
if (!state.seeking) {
state.seekerOffset = position;
}
this.setState(state);
}
/**
* Constrain the location of the seeker to the
* min/max value based on how big the
* seeker is.
*
* @param {float} val position of seeker handle in px
* @return {float} constrained position of seeker handle in px
*/
constrainToSeekerMinMax(val = 0) {
if (val <= 0) {
return 0;
} else if (val >= this.player.seekerWidth) {
return this.player.seekerWidth;
}
return val;
}
/**
* Calculate the position that the seeker should be
* at along its track.
*
* @return {float} position of seeker handle in px based on currentTime
*/
calculateSeekerPosition() {
const percent = this.state.currentTime / this.state.duration;
return this.player.seekerWidth * percent;
}
/**
* Return the time that the video should be at
* based on where the seeker handle is.
*
* @return {float} time in ms based on seekerPosition.
*/
calculateTimeFromSeekerPosition() {
const percent = this.state.seekerPosition / this.player.seekerWidth;
return this.state.duration * percent;
}
/**
* Seek to a time in the video.
*
* @param {float} time time to seek to in ms
*/
seekTo(time = 0) {
let state = this.state;
state.currentTime = time;
this.player.ref.seek(time);
this.setState(state);
}
/**
* Set the position of the volume slider
*
* @param {float} position position of the volume handle in px
*/
setVolumePosition(position = 0) {
let state = this.state;
position = this.constrainToVolumeMinMax(position);
state.volumePosition = position + this.player.iconOffset;
state.volumeFillWidth = position;
state.volumeTrackWidth = this.player.volumeWidth - state.volumeFillWidth;
if (state.volumeFillWidth < 0) {
state.volumeFillWidth = 0;
}
if (state.volumeTrackWidth > 150) {
state.volumeTrackWidth = 150;
}
this.setState(state);
}
/**
* Constrain the volume bar to the min/max of
* its track's width.
*
* @param {float} val position of the volume handle in px
* @return {float} contrained position of the volume handle in px
*/
constrainToVolumeMinMax(val = 0) {
if (val <= 0) {
return 0;
} else if (val >= this.player.volumeWidth + 9) {
return this.player.volumeWidth + 9;
}
return val;
}
/**
* Get the volume based on the position of the
* volume object.
*
* @return {float} volume level based on volume handle position
*/
calculateVolumeFromVolumePosition() {
return this.state.volumePosition / this.player.volumeWidth;
}
/**
* Get the position of the volume handle based
* on the volume
*
* @return {float} volume handle position in px based on volume
*/
calculateVolumePositionFromVolume() {
return this.player.volumeWidth * this.state.volume;
}
/**
| -------------------------------------------------------
| React Component functions
| -------------------------------------------------------
|
| Here we're initializing our listeners and getting
| the component ready using the built-in React
| Component methods
|
*/
/**
* Before mounting, init our seekbar and volume bar
* pan responders.
*/
UNSAFE_componentWillMount() {
this.initSeekPanResponder();
this.initVolumePanResponder();
}
/**
* To allow basic playback management from the outside
* we have to handle possible props changes to state changes
*/
UNSAFE_componentWillReceiveProps(nextProps) {
if (this.state.paused !== nextProps.paused) {
this.setState({
paused: nextProps.paused,
});
}
if (this.styles.videoStyle !== nextProps.videoStyle) {
this.styles.videoStyle = nextProps.videoStyle;
}
if (this.styles.containerStyle !== nextProps.style) {
this.styles.containerStyle = nextProps.style;
}
}
/**
* Upon mounting, calculate the position of the volume
* bar based on the volume property supplied to it.
*/
componentDidMount() {
const position = this.calculateVolumePositionFromVolume();
let state = this.state;
this.setVolumePosition(position);
state.volumeOffset = position;
this.mounted = true;
this.setState(state);
}
/**
* When the component is about to unmount kill the
* timeout less it fire in the prev/next scene
*/
componentWillUnmount() {
this.mounted = false;
this.clearControlTimeout();
}
/**
* Get our seekbar responder going
*/
initSeekPanResponder() {
this.player.seekPanResponder = PanResponder.create({
// Ask to be the responder.
onStartShouldSetPanResponder: (evt, gestureState) => true,
onMoveShouldSetPanResponder: (evt, gestureState) => true,
/**
* When we start the pan tell the machine that we're
* seeking. This stops it from updating the seekbar
* position in the onProgress listener.
*/
onPanResponderGrant: (evt, gestureState) => {
let state = this.state;
this.clearControlTimeout();
const position = evt.nativeEvent.locationX;
this.setSeekerPosition(position);
state.seeking = true;
state.originallyPaused = state.paused;
state.scrubbing = false;
if (this.player.scrubbingTimeStep > 0) {
state.paused = true;
}
this.setState(state);
},
/**
* When panning, update the seekbar position, duh.
*/
onPanResponderMove: (evt, gestureState) => {
const position = this.state.seekerOffset + gestureState.dx;
this.setSeekerPosition(position);
let state = this.state;
if (
this.player.scrubbingTimeStep > 0 &&
!state.loading &&
!state.scrubbing
) {
const time = this.calculateTimeFromSeekerPosition();
const timeDifference = Math.abs(state.currentTime - time) * 1000;
if (
time < state.duration &&
timeDifference >= this.player.scrubbingTimeStep
) {
state.scrubbing = true;
this.setState(state);
setTimeout(() => {
this.player.ref.seek(time, this.player.scrubbingTimeStep);
}, 1);
}
}
},
/**
* On release we update the time and seek to it in the video.
* If you seek to the end of the video we fire the
* onEnd callback
*/
onPanResponderRelease: (evt, gestureState) => {
const time = this.calculateTimeFromSeekerPosition();
let state = this.state;
if (time >= state.duration && !state.loading) {
state.paused = true;
this.events.onEnd();
} else if (state.scrubbing) {
state.seeking = false;
} else {
this.seekTo(time);
this.setControlTimeout();
state.paused = state.originallyPaused;
state.seeking = false;
}
this.setState(state);
},
});
}
/**
* Initialize the volume pan responder.
*/
initVolumePanResponder() {
this.player.volumePanResponder = PanResponder.create({
onStartShouldSetPanResponder: (evt, gestureState) => true,
onMoveShouldSetPanResponder: (evt, gestureState) => true,
onPanResponderGrant: (evt, gestureState) => {
this.clearControlTimeout();
},
/**
* Update the volume as we change the position.
* If we go to 0 then turn on the mute prop
* to avoid that weird static-y sound.
*/
onPanResponderMove: (evt, gestureState) => {
let state = this.state;
const position = this.state.volumeOffset + gestureState.dx;
this.setVolumePosition(position);
state.volume = this.calculateVolumeFromVolumePosition();
if (state.volume <= 0) {
state.muted = true;
} else {
state.muted = false;
}
this.setState(state);
},
/**
* Update the offset...
*/
onPanResponderRelease: (evt, gestureState) => {
let state = this.state;
state.volumeOffset = state.volumePosition;
this.setControlTimeout();
this.setState(state);
},
});
}
/**
| -------------------------------------------------------
| Rendering
| -------------------------------------------------------
|
| This section contains all of our render methods.
| In addition to the typical React render func
| we also have all the render methods for
| the controls.
|
*/
/**
* Standard render control function that handles
* everything except the sliders. Adds a
* consistent <TouchableHighlight>
* wrapper and styling.
*/
renderControl(children, callback, style = {}) {
return (
<TouchableHighlight
underlayColor="transparent"
activeOpacity={0.3}
onPress={() => {
this.resetControlTimeout();
callback();
}}
style={[styles.controls.control, style]}>
{children}
</TouchableHighlight>
);
}
/**
* Renders an empty control, used to disable a control without breaking the view layout.
*/
renderNullControl() {
return <View style={[styles.controls.control]} />;
}
/**
* Groups the top bar controls together in an animated
* view and spaces them out.
*/
renderTopControls() {
const backControl = this.props.disableBack
? this.renderNullControl()
: this.renderBack();
const volumeControl = this.props.disableVolume
? this.renderNullControl()
: this.renderVolume();
const fullscreenControl = this.props.disableFullscreen
? this.renderNullControl()
: this.renderFullscreen();
return (
<Animated.View
style={[
styles.controls.top,
{
opacity: this.animations.topControl.opacity,
marginTop: this.animations.topControl.marginTop,
},
]}>
<ImageBackground
source={require('./assets/img/top-vignette.png')}
style={[styles.controls.column]}
imageStyle={[styles.controls.vignette]}>
<SafeAreaView style={styles.controls.topControlGroup}>
{backControl}
<View style={styles.controls.pullRight}>
{volumeControl}
{fullscreenControl}
</View>
</SafeAreaView>
</ImageBackground>
</Animated.View>
);
}
/**
* Back button control
*/
renderBack() {
return this.renderControl(
<Image
source={require('./assets/img/back.png')}
style={styles.controls.back}
/>,
this.events.onBack,