bitmovin-player-ui
Version:
Bitmovin Player UI Framework
107 lines (106 loc) • 4.57 kB
JavaScript
"use strict";
var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
if (typeof b !== "function" && b !== null)
throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
exports.TvNoiseCanvas = void 0;
var Component_1 = require("./Component");
var DOM_1 = require("../DOM");
/**
* Animated analog TV static noise.
*
* @category Components
*/
var TvNoiseCanvas = /** @class */ (function (_super) {
__extends(TvNoiseCanvas, _super);
function TvNoiseCanvas(config) {
if (config === void 0) { config = {}; }
var _this = _super.call(this, config) || this;
_this.canvasWidth = 160;
_this.canvasHeight = 90;
_this.interferenceHeight = 50;
_this.lastFrameUpdate = 0;
_this.frameInterval = 60;
_this.useAnimationFrame = !!window.requestAnimationFrame;
_this.config = _this.mergeConfig(config, {
cssClass: 'ui-tvnoisecanvas',
}, _this.config);
return _this;
}
TvNoiseCanvas.prototype.toDomElement = function () {
return (this.canvas = new DOM_1.DOM('canvas', { class: this.getCssClasses() }, this));
};
TvNoiseCanvas.prototype.start = function () {
this.canvasElement = this.canvas.get(0);
this.canvasContext = this.canvasElement.getContext('2d');
this.noiseAnimationWindowPos = -this.canvasHeight;
this.lastFrameUpdate = 0;
this.canvasElement.width = this.canvasWidth;
this.canvasElement.height = this.canvasHeight;
this.renderFrame();
};
TvNoiseCanvas.prototype.stop = function () {
if (this.useAnimationFrame) {
cancelAnimationFrame(this.frameUpdateHandlerId);
}
else {
clearTimeout(this.frameUpdateHandlerId);
}
};
TvNoiseCanvas.prototype.renderFrame = function () {
// This code has been copied from the player controls.js and simplified
if (this.lastFrameUpdate + this.frameInterval > new Date().getTime()) {
// It's too early to render the next frame
this.scheduleNextRender();
return;
}
var currentPixelOffset;
var canvasWidth = this.canvasWidth;
var canvasHeight = this.canvasHeight;
// Create texture
var noiseImage = this.canvasContext.createImageData(canvasWidth, canvasHeight);
// Fill texture with noise
for (var y = 0; y < canvasHeight; y++) {
for (var x = 0; x < canvasWidth; x++) {
currentPixelOffset = canvasWidth * y * 4 + x * 4;
noiseImage.data[currentPixelOffset] = Math.random() * 255;
if (y < this.noiseAnimationWindowPos || y > this.noiseAnimationWindowPos + this.interferenceHeight) {
noiseImage.data[currentPixelOffset] *= 0.85;
}
noiseImage.data[currentPixelOffset + 1] = noiseImage.data[currentPixelOffset];
noiseImage.data[currentPixelOffset + 2] = noiseImage.data[currentPixelOffset];
noiseImage.data[currentPixelOffset + 3] = 50;
}
}
// Put texture onto canvas
this.canvasContext.putImageData(noiseImage, 0, 0);
this.lastFrameUpdate = new Date().getTime();
this.noiseAnimationWindowPos += 7;
if (this.noiseAnimationWindowPos > canvasHeight) {
this.noiseAnimationWindowPos = -canvasHeight;
}
this.scheduleNextRender();
};
TvNoiseCanvas.prototype.scheduleNextRender = function () {
if (this.useAnimationFrame) {
this.frameUpdateHandlerId = window.requestAnimationFrame(this.renderFrame.bind(this));
}
else {
this.frameUpdateHandlerId = window.setTimeout(this.renderFrame.bind(this), this.frameInterval);
}
};
return TvNoiseCanvas;
}(Component_1.Component));
exports.TvNoiseCanvas = TvNoiseCanvas;