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bitmovin-player-ui

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import { Component, ComponentConfig } from '../Component'; import { EventDispatcher, Event } from '../../EventDispatcher'; import { ArrayUtils } from '../../utils/ArrayUtils'; import { LocalizableText, i18n } from '../../localization/i18n'; /** * A map of items (key/value -> label} for a {@link ListSelector} in a {@link ListSelectorConfig}. */ export interface ListItem { key: string; label: LocalizableText; sortedInsert?: boolean; ariaLabel?: string; } /** * Filter function that can be used to filter out list items added through {@link ListSelector.addItem}. * * This is intended to be used in conjunction with subclasses that populate themselves automatically * via the player API, e.g. {@link SubtitleSelectBox}. */ export interface ListItemFilter { /** * Takes a list item and decides whether it should pass or be discarded. * @param {ListItem} listItem the item to apply the filter to * @returns {boolean} true to let the item pass through the filter, false to discard the item */ (listItem: ListItem): boolean; } /** * Translator function to translate labels of list items added through {@link ListSelector.addItem}. * * This is intended to be used in conjunction with subclasses that populate themselves automatically * via the player API, e.g. {@link SubtitleSelectBox}. */ export interface ListItemLabelTranslator { /** * Takes a list item, optionally changes the label, and returns the new label. * @param {ListItem} listItem the item to translate * @returns {string} the translated or original label */ (listItem: ListItem): string; } /** * Configuration interface for a {@link ListSelector}. * * @category Configs */ export interface ListSelectorConfig extends ComponentConfig { items?: ListItem[]; filter?: ListItemFilter; translator?: ListItemLabelTranslator; } export abstract class ListSelector<Config extends ListSelectorConfig> extends Component<ListSelectorConfig> { protected items: ListItem[]; protected selectedItem: string | null = null; private listSelectorEvents = { onItemAdded: new EventDispatcher<ListSelector<Config>, string>(), onItemRemoved: new EventDispatcher<ListSelector<Config>, string>(), onItemSelected: new EventDispatcher<ListSelector<Config>, string>(), onItemSelectionChanged: new EventDispatcher<ListSelector<Config>, string>(), }; constructor(config: ListSelectorConfig = {}) { super(config); this.config = this.mergeConfig( config, { items: [], cssClass: 'ui-listselector', }, this.config, ); this.items = this.config.items; } private getItemIndex(key: string): number { for (let i = 0; i < this.items.length; i++) { if (this.items[i].key === key) { return i; } } return -1; } /** * Returns all current items of this selector. * * @returns {ListItem[]} */ getItems(): ListItem[] { return this.items; } /** * Checks if the specified item is part of this selector. * @param key the key of the item to check * @returns {boolean} true if the item is part of this selector, else false */ hasItem(key: string): boolean { return this.getItemIndex(key) > -1; } /** * Adds an item to this selector by doing a sorted insert or by appending the element to the end of the list of items. * If an item with the specified key already exists, it is replaced. * @param key the key of the item to add * @param label the (human-readable) label of the item to add * @param sortedInsert whether the item should be added respecting the order of keys * @param ariaLabel custom aria label for the listItem */ addItem(key: string | null, label: LocalizableText, sortedInsert = false, ariaLabel = '') { const listItem = { key: key, label: i18n.performLocalization(label), ...(ariaLabel && { ariaLabel }) }; // Apply filter function if (this.config.filter && !this.config.filter(listItem)) { return; } // Apply translator function if (this.config.translator) { listItem.label = this.config.translator(listItem); } // Try to remove key first to get overwrite behavior and avoid duplicate keys this.removeItem(key); // This will trigger an ItemRemoved and an ItemAdded event // Add the item to the list if (sortedInsert) { const index = this.items.findIndex(entry => entry.key > key); if (index < 0) { this.items.push(listItem); } else { this.items.splice(index, 0, listItem); } } else { this.items.push(listItem); } this.onItemAddedEvent(key); } /** * Removes an item from this selector. * @param key the key of the item to remove * @returns {boolean} true if removal was successful, false if the item is not part of this selector */ removeItem(key: string): boolean { const index = this.getItemIndex(key); if (index > -1) { ArrayUtils.remove(this.items, this.items[index]); this.onItemRemovedEvent(key); return true; } return false; } /** * Selects an item from the items in this selector. * * This represents an actual value change in the UI state. It should be used when the * selection is updated based on the current player/component state (e.g. from a player event), * not as a user-intent signal. * * @param key the key of the item to select * @returns {boolean} true is the selection was successful, false if the selected item is not part of the selector */ selectItem(key: string): boolean { if (key === this.selectedItem) { // itemConfig is already selected, suppress any further action return true; } const index = this.getItemIndex(key); if (index > -1) { this.selectedItem = key; this.onItemSelectedEvent(key); return true; } return false; } /** * Returns the key of the selected item. * @returns {string} the key of the selected item or null if no item is selected */ getSelectedItem(): string | null { return this.selectedItem; } /** * Returns the items for the given key or undefined if no item with the given key exists. * @param key the key of the item to return * @returns {ListItem} the item with the requested key. Undefined if no item with the given key exists. */ getItemForKey(key: string): ListItem | null { return this.items.find(item => item.key === key); } /** * Synchronize the current items of this selector with the given ones. This will remove and add items selectively. * For each removed item the ItemRemovedEvent and for each added item the ItemAddedEvent will be triggered. Favour * this method over using clearItems and adding all items again afterwards. * @param newItems */ synchronizeItems(newItems: ListItem[]): void { newItems .filter(item => !this.hasItem(item.key)) .forEach(item => this.addItem(item.key, item.label, item.sortedInsert, item.ariaLabel)); this.items .filter(item => newItems.filter(i => i.key === item.key).length === 0) .forEach(item => this.removeItem(item.key)); } /** * Removes all items from this selector. */ clearItems() { // local copy for iteration after clear const items = this.items; // clear items this.items = []; // clear the selection as the selected item is also removed this.selectedItem = null; // fire events for (const item of items) { this.onItemRemovedEvent(item.key); } } /** * Returns the number of items in this selector. * @returns {number} */ itemCount(): number { return Object.keys(this.items).length; } protected onItemAddedEvent(key: string) { this.listSelectorEvents.onItemAdded.dispatch(this, key); } protected onItemRemovedEvent(key: string) { this.listSelectorEvents.onItemRemoved.dispatch(this, key); } protected onItemSelectedEvent(key: string) { this.listSelectorEvents.onItemSelected.dispatch(this, key); } protected onItemSelectionChangedEvent(key: string) { this.listSelectorEvents.onItemSelectionChanged.dispatch(this, key); } /** * Dispatches a selection-changed event and optionally updates the selected item. * * This is the entry point for user-driven interactions. It exists separately from {@link selectItem} * so we can distinguish intent (user interaction that should call into the e.g. player or other components) * from actual value changes (state updates originating from the player). * * @param key the key of the item to select * @param updateSelectedItem when true, updates the selected item */ dispatchItemSelectionChanged(key: string, updateSelectedItem: boolean = true): void { if (updateSelectedItem) { this.selectItem(key); } this.onItemSelectionChangedEvent(key); } /** * Gets the event that is fired when an item is added to the list of items. * @returns {Event<ListSelector<Config>, string>} */ get onItemAdded(): Event<ListSelector<Config>, string> { return this.listSelectorEvents.onItemAdded.getEvent(); } /** * Gets the event that is fired when an item is removed from the list of items. * @returns {Event<ListSelector<Config>, string>} */ get onItemRemoved(): Event<ListSelector<Config>, string> { return this.listSelectorEvents.onItemRemoved.getEvent(); } /** * Gets the event that is fired when the selected item value changes. * * Use this to react to actual value changes (e.g. player state updates). This should not * trigger new player calls to avoid feedback loops. * * @returns {Event<ListSelector<Config>, string>} */ get onItemSelected(): Event<ListSelector<Config>, string> { return this.listSelectorEvents.onItemSelected.getEvent(); } /** * Gets the event that is fired when a selection change is requested. * * Use this to react to user interaction and call into the player or other components. * It intentionally does not represent a confirmed value change. * * @returns {Event<ListSelector<Config>, string>} */ get onItemSelectionChanged(): Event<ListSelector<Config>, string> { return this.listSelectorEvents.onItemSelectionChanged.getEvent(); } }