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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,
PanResponder,
StyleSheet,
Touchable,
Animated,
Easing,
Image,
View,
Text,
PixelRatio,
} from 'react-native';
import _ from 'lodash';
import Svg, { Polygon } from 'react-native-svg';
import Orientation from 'react-native-orientation';
export default class VideoPlayer extends Component {
constructor( props ) {
super( props );
/**
* All of our values that are updated by the
* methods and listeners in this class
*/
const isFullscreen = this.props.resizeMode === 'cover' || false;
this.state = {
// Video
resizeMode: this.props.resizeMode || 'contain',
paused: this.props.paused || false,
muted: this.props.muted || false,
volume: this.props.volume || 1,
rate: this.props.rate || 1,
// Controls
isFullscreen: isFullscreen,
showTimeRemaining: true,
volumeTrackWidth: 0,
showVolumeControl: false,
lastScreenPress: 0,
volumeFillWidth: 0,
seekerFillWidth: 0,
showControls: true,
volumePosition: 0,
seekerPosition: 0,
volumeOffset: 0,
seekerOffset: 0,
seeking: false,
loading: false,
currentTime: 0,
error: false,
duration: 0,
orientation: 'PORTRAIT',
};
/**
* Any options that can be set at init.
*/
this.opts = {
playWhenInactive: this.props.playWhenInactive || false,
playInBackground: this.props.playInBackground || false,
repeat: this.props.repeat || false,
title: this.props.title || '',
};
/**
* Our app listeners and associated methods
*/
this.events = {
onError: this.props.onError || this._onError.bind( this ),
onEnd: this.props.onEnd || this._onEnd.bind( this ),
onScreenPress: this._onScreenPress.bind( this ),
onLoadStart: this._onLoadStart.bind( this ),
onProgress: this._onProgress.bind( this ),
onPause: this.props.onPause || this._onPause.bind( this ),
onLoad: this._onLoad.bind( this ),
};
/**
* Functions used throughout the application
*/
this.methods = {
onBack: this.props.onBack || this._onBack.bind( this ),
toggleFullscreen: this._toggleFullscreen.bind( this ),
togglePlayPause: this._togglePlayPause.bind( this ),
toggleControls: this._toggleControls.bind( this ),
toggleTimer: this._toggleTimer.bind( this ),
toggleVolume: this._toggleVolume.bind( this ),
};
/**
* Player information
*/
this.player = {
controlTimeoutDelay: this.props.controlTimeout || 15000,
volumePanResponder: PanResponder,
seekPanResponder: PanResponder,
controlTimeout: null,
volumeWidth: 100,
seekWidth: 0,
ref: Video,
};
/**
* Various animations
*/
this.animations = {
bottomControl: {
marginBottom: new Animated.Value( 0 ),
opacity: new Animated.Value( 1 ),
},
topControl: {
marginTop: new Animated.Value( 0 ),
opacity: new Animated.Value( 1 ),
},
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 || {}
};
}
/*------------------------------------------------------
| 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();
if (this.props.onLoadStart) {
this.props.onLoadStart();
}
this.setState( state );
}
/**
* 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;
if (this.props.onLoad) {
this.props.onLoad(data);
}
this.setState( state );
if ( state.showControls ) {
this.setControlTimeout();
}
}
/**
* For onprogress we fire listeners that
* update our seekbar and timer.
*
* @param {object} data The video meta data
*/
_onProgress( data = {} ) {
let state = this.state;
state.currentTime = data.currentTime;
if ( ! state.seeking ) {
const position = this.calculateSeekerPosition();
this.setSeekerPosition( position );
}
if (this.props.onProgress) {
this.props.onProgress(data);
}
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() {}
_onPause() {}
/**
* 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, two toggles
* fullscreen mode.
*/
_onScreenPress() {
let state = this.state;
const time = new Date().getTime();
const delta = time - state.lastScreenPress;
if ( delta < 300 ) {
this.methods.toggleFullscreen();
}
this.methods.toggleControls();
state.lastScreenPress = time;
this.setState( state );
}
/*------------------------------------------------------
| 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 }
),
Animated.timing(
this.animations.topControl.marginTop,
{ toValue: -100 }
),
Animated.timing(
this.animations.bottomControl.opacity,
{ toValue: 0 }
),
Animated.timing(
this.animations.bottomControl.marginBottom,
{ toValue: -100 }
),
]).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 }
),
Animated.timing(
this.animations.topControl.marginTop,
{ toValue: 0 }
),
Animated.timing(
this.animations.bottomControl.opacity,
{ toValue: 1 }
),
Animated.timing(
this.animations.bottomControl.marginBottom,
{ toValue: 0 }
),
]).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,
}
),
Animated.timing(
this.animations.loader.rotate,
{
toValue: 0,
duration: 0,
easing: Easing.linear,
}
),
]).start( this.loadAnimation.bind( this ) );
}
}
/**
* Function to hide the controls. Sets our
* state then calls the animation.
*/
_hideControls() {
let state = this.state;
state.showControls = false;
this.hideControlAnimation();
this.setState( state );
}
/**
* Function to toggle controls based on
* current state.
*/
_toggleControls() {
let state = this.state;
state.showControls = ! state.showControls;
state.showVolumeControl = false;
if ( state.showControls ) {
this.showControlAnimation();
this.setControlTimeout();
}
else {
this.hideControlAnimation();
this.clearControlTimeout();
}
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;
state.resizeMode = state.isFullscreen === true ? 'cover' : 'contain';
this.setState( state );
}
/**
* Toggle playing state on <Video> component
*/
_togglePlayPause() {
let state = this.state;
state.paused = ! state.paused;
this.events.onPause(state.paused);
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 );
}
_toggleVolume() {
let state = this.state;
state.showVolumeControl = ! state.showVolumeControl;
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' );
}
}
_orientationDidChange = (orientation) => {
this.setState({ orientation });
}
getFlexValuesByOrientation = () => {
if (this.state.orientation === 'LANDSCAPE') {
return [0.08, 0.10, 0.64, 0.10, 0.08];
}
return [0.12, 0.15, 0.46, 0.15, 0.12];
}
/**
* 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(remaining) {
if ( remaining ) {
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
);
const minutes = time / 60;
const seconds = time % 60;
const formattedMinutes = _.padStart( Math.floor(minutes).toFixed( 0 ), 2, 0 );
const formattedSeconds = _.padStart( seconds.toFixed( 0 ), 2 , 0 );
return `${ symbol }${ 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 ) {
position = this.constrainToSeekerMinMax( position );
let state = this.state;
state.seekerFillWidth = position;
state.seekerPosition = position;
if ( ! state.seeking ) {
state.seekerOffset = position;
}
this.setState( state );
}
/**
* Contrain 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} contrained 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;
state.volumeFillWidth = position;
state.volumeTrackWidth = this.player.volumeWidth - state.volumeFillWidth;
if ( state.volumeFillWidth < 0 ) {
state.volumeFillWidth = 0;
}
if ( state.volumeTrackWidth < 0 ) {
state.volumeTrackWidth = 0;
}
if ( state.volumeTrackWidth > 100 ) {
state.volumeTrackWidth = 100;
}
if ( state.volumeFillWidth > 100 ) {
state.volumeFillWidth = 100;
}
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.
*/
componentWillMount() {
this.initSeekPanResponder();
this.initVolumePanResponder();
}
/**
* 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.setState( state );
Orientation.addOrientationListener(this._orientationDidChange);
}
/**
* When the component is about to unmount kill the
* timeout less it fire in the prev/next scene
*/
componentWillUnmount() {
Orientation.removeOrientationListener(this._orientationDidChange);
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();
state.seeking = true;
this.setState( state );
},
/**
* When panning, update the seekbar position, duh.
*/
onPanResponderMove: ( evt, gestureState ) => {
const position = this.state.seekerOffset + gestureState.dx;
this.setSeekerPosition( position );
},
/**
* 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 {
this.seekTo( time );
this.setControlTimeout();
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();
let state = this.state;
const touchPosition = evt.nativeEvent.locationX;
this.setVolumePosition( touchPosition );
state.volumeOffset = touchPosition;
state.volume = this.calculateVolumeFromVolumePosition();
if ( state.volume <= 0 ) {
state.muted = true;
} else {
state.muted = false;
}
this.setState( state );
},
/**
* 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 touchPosition = state.volumeOffset + gestureState.dx;
this.setVolumePosition( touchPosition );
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.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 = {}, label ) {
return (
<TouchableHighlight
underlayColor="transparent"
activeOpacity={ 1 }
onPress={()=>{
this.resetControlTimeout();
callback();
}}
style={[
styles.controls.control,
style
]}
accessible={true}
accessibilityLabel={label}
>
{ children }
</TouchableHighlight>
);
}
/**
* Groups the top bar controls together in an animated
* view and spaces them out.
*/
renderTopControls() {
return(
<Animated.View style={[
styles.controls.top,
{
opacity: this.animations.topControl.opacity,
marginTop: this.animations.topControl.marginTop,
}
]}>
<Image
source={ require( './assets/img/top-vignette.png' ) }
style={[ styles.controls.column, styles.controls.vignette,
]}>
<View style={ styles.controls.topControlGroup }>
{ this.renderBack() }
</View>
</Image>
</Animated.View>
);
}
/**
* Back button control
*/
renderBack() {
return this.renderControl(
<Image
source={ require( './assets/img/back.png' ) }
style={{ resizeMode: 'contain' }}
/>,
this.methods.onBack,
styles.controls.back,
'Terug naar weetje',
);
}
renderVolumeHandlerFlap() {
const width = PixelRatio.roundToNearestPixel(25);
const height = PixelRatio.roundToNearestPixel(12);
const points = [
'0,0',
`${width},0`,
`${width},${height}`,
'0,0',
];
return (
<Svg height={height} width={width}>
<Polygon points={points.join(' ')} fill="#FFF" />
</Svg>
);
}
renderVolumeHandler() {
if (this.state.showVolumeControl) {
return (
<View style={ styles.volume.popover }>
<View
style={ styles.volume.bar }
{ ...this.player.volumePanResponder.panHandlers }
>
<View style={ styles.volume.container }>
<View style={[
styles.volume.track,
{ width: this.state.volumeFillWidth }
]}/>
</View>
</View>
{ this.renderVolumeHandlerFlap() }
</View>
);
}
return null;
}
/**
* Render the volume slider and attach the pan handlers
*/
renderVolume() {
let source = this.state.volume <= 0 ? require( './assets/img/nosound.png' ) : require( './assets/img/volume.png' );
return this.renderControl(
<Image
source={ source }
style={{ resizeMode: 'contain' }}
/>,
this.methods.toggleVolume,
styles.controls.volume,
'Volume knop',
);
}
/**
* Render fullscreen toggle and set icon based on the fullscreen state.
*/
renderFullscreen() {
let source = this.state.isFullscreen === true ? require( './assets/img/shrink.png' ) : require( './assets/img/expand.png' );
return this.renderControl(
<Image source={ source } />,
this.methods.toggleFullscreen,
styles.controls.fullscreen,
'Inzoomen'
);
}
/**
* Render bottom control group and wrap it in a holder
*/
renderBottomControls() {
const flexValues = this.getFlexValuesByOrientation();
return(
<Animated.View style={[
styles.controls.bottom,
{
opacity: this.animations.bottomControl.opacity,
marginBottom: this.animations.bottomControl.marginBottom,
}
]}>
<Image
source={ require( './assets/img/bottom-vignette.png' ) }
style={[ styles.controls.column, styles.controls.vignette,
]}>
<View style={[
styles.controls.column,
styles.controls.bottomControlGroup
]}>
<View style={{ flex: flexValues[0] }}>
{ this.renderPlayPause() }
</View>
<View style={{ flex: flexValues[1] }}>
{ this.renderTimer(false) }
</View>
<View style={{ flex: flexValues[2] }}>
{ this.renderSeekbar() }
</View>
<View style={{ flex: flexValues[3] }}>
{ this.renderTimer(true) }
</View>
<View style={{ flex: flexValues[4] }}>
{ this.renderVolume() }
</View>
</View>
</Image>
{ this.renderVolumeHandler() }
</Animated.View>
);
}
/**
* Render the seekbar and attach its handlers
*/
renderSeekbar() {
return (
<View
style={{
height: 30,
justifyContent: 'center',
}}
>
<View
style={ styles.seek.track }
onLayout={ event => {
this.player.seekerWidth = event.nativeEvent.layout.width;
}}
>
<View style={[
styles.seek.fill,
{
width: this.state.seekerFillWidth,
backgroundColor: this.props.seekColor || '#FFF'
}
]}>
<View
style={[
styles.seek.handle,
{