14 KiB
Guidelines for Contributors
Development
General Conventions
- Tab size is 8 for indentation.
- ALWAYS make changes to the files in the
/src/
directory, and NEVER in/build/
directory. This is with the sole purpose of facilitating the merging (and further, the compiling) operation, and help people to see changes more easily. - Make sure you download the necessary media files from https://github.com/mediaelement/mediaelement-files and place them inside the
/media/
directory. - Use JSDoc conventions to document code. This facilitates the contributions of other developers and ensures more quality in the product.
Features
<script src="jquery.js"></script>
<script src="mediaelement-and-player.min.js"></script>
<link rel="stylesheet" href="mediaelementplayer.css" />
<script src="mejs-feature-[feature_name].js"></script>
<video id="player1" width="320" height="240"></video>
<script>
$(document).ready(function() {
// create player
$('#player1').mediaelementplayer({
// add desired features in order
features: ['playpause','[feature_name]','current','progress','duration','volume']
});
});
</script>
As a final note, try to be aware of building it thinking on Accessibility. Take a look into mediaelementplayer-feature-tracks.js
for more reference about best practices.
Renderers
The file name for them by default is: mediaelement-renderer-[renderer_name].js
. To keep consistency across the code, please follow the template above, including the long comments.
'use strict';
import window from 'global/window';
import document from 'global/document';
import mejs from '../core/mejs';
import {renderer} from '../core/renderer';
// More imports....
/**
* [Name of renderer]
*
* [Description]
* @see [URL to API if any is used]
*/
const [camelCaseRendererName] = {
// A unique name for the renderer
name: '[unique_renderer_name]',
options: {
// MUST match with renderer name
prefix: '[unique_renderer_name]'
},
/**
* Determine if a specific element type can be played with this render
*
* @param {String} type
* @return {Boolean}
*/
canPlayType: (type) => ~['video/mime_type1', 'video/mime_type2', 'video/mime_type3' ...].indexOf(type.toLowerCase()),
/**
* Create the player instance and add all native events/methods/properties as possible
*
* @param {MediaElement} mediaElement Instance of mejs.MediaElement already created
* @param {Object} options All the player configuration options passed through constructor
* @param {Object[]} mediaFiles List of sources with format: {src: url, type: x/y-z}
* @return {Object}
*/
create: (mediaElement, options, mediaFiles) => {
// General container
let container = {};
options = Object.assign(options, mediaElement.options);
container.options = options;
container.id = mediaElement.id + '_' + options.prefix;
container.mediaElement = mediaElement;
let
apiStack = [],
i,
il,
customPlayer = null,
events,
containerDOM = null,
i,
il
;
// More code prior binding native properties/methods/events ...
const
props = mejs.html5media.properties,
assignGettersSetters = (propName) => {
// add to flash state that we will store
const capName = propName.substring(0,1).toUpperCase() + propName.substring(1);
container['get' + capName] = () => {
if (customPlayer !== null) {
let value = null;
switch (propName) {
// Add your code for each property (i.e., getSrc, getCurrentTime, etc.)
}
} else {
return null;
}
};
container['set' + capName] = (value) => {
if (customPlayer !== null) {
switch (propName) {
// Add your code for each property (i.e., setSrc, setCurrentTime, etc.)
}
} else {
// store for after "READY" event fires
apiStack.push({type: 'set', propName: propName, value: value});
}
};
}
;
for (i = 0, il = props.length; i < il; i++) {
assignGettersSetters(props[i]);
}
const
methods = mejs.html5media.methods,
assignMethods = function(methodName) {
// run the method on the native HTMLMediaElement
container[methodName] = () => {
if (customPlayer !== null) {
switch (methodName) {
// Add your code for each native method (i.e., play, pause, load, etc.)
}
} else {
apiStack.push({type: 'call', methodName: methodName});
}
};
}
;
for (i = 0, il = methods.length; i < il; i++) {
assignMethods(methods[i]);
}
// Tends to be the norm to use a global event to register all the native events, plus the custom
// events for the renderer, depending on the specifications of the renderer's API
// The following code MUST be executed during the creation of the renderer, either outside of this scope
// or below when creating the DOM for the renderer
window['__ready__' + container.id] = (_customPlayer) => {
//
mediaElement.customPlayer = customPlayer = _customPlayer;
// do call stack
if (apiStack.length) {
for (i = 0, il = apiStack.length; i<il; i++) {
let stackItem = apiStack[i];
if (stackItem.type === 'set') {
let propName = stackItem.propName,
capName = propName.substring(0,1).toUpperCase() + propName.substring(1);
container['set' + capName](stackItem.value);
} else if (stackItem.type === 'call') {
container[stackItem.methodName]();
}
}
}
containerDOM = document.getElementById(container.id);
// Make sure to include Mouse events
events = ['mouseover','mouseout'];
const assignEvent = (e) => {
const event = mejs.Utils.createEvent(e.type, container);
mediaElement.dispatchEvent(event);
};
for (let j in events) {
const eventName = events[j];
mejs.addEvent(containerDOM, eventName, assignEvent);
}
// BUBBLE EVENTS up
let events = mejs.html5media.events;
events = events.concat(['click','mouseover','mouseout']);
const assignNativeEvents = (eventName) => {
// Any code related to trigger events
// generally it follows the convention above:
customPlayer.addEventListener(eventName, (e) => {
// copy event
const event = mejs.Utils.createEvent(e.type, customPlayer);
mediaElement.dispatchEvent(event);
});
};
for (i = 0, il = events.length; i < il; i++) {
assignNativeEvents(events[i]);
}
// All custom events (if any)....
// give initial events
const initEvents = ['rendererready','loadeddata','loadedmetadata','canplay'];
for (i = 0, il = initEvents.length; i < il; i++) {
let event = mejs.Utils.createEvent(initEvents[i], container);
mediaElement.dispatchEvent(event);
}
};
// Create new markup for renderer and hide original one ....
// The following methods MUST be created
container.hide = () => {
// Add your code to hide media
};
container.show = () => {
// Add your code to show media
};
container.setSize = () => {
// Add your code to resize media
};
container.destroy = () => {
// Add your code to destroy media (if any; otherwise, leave empty)
};
return container;
}
};
/**
* Register Native M(PEG)-Dash type based on URL structure
*
*/
typeChecks.push((url) => ~(url.toLowerCase()).indexOf('.file_extension') ? 'video/mime_type1' : null);
renderer.add([camelCaseRendererName]);
Another things to consider when developing a new renderer:
- Update the list of Renderers/IDs documentation.
- Add an entry in the drop down list at
/test/player.html
and/demo/index.html
to confirm that media for new renderer can be changed easily.
<label>Sources <select name="sources">
<option value="/path/to/new_media.extension">[EXTENSION]</option>
</select>
</label>
Translations
If it is a translation that wants to be added, a couple of considerations need to be considered:
- The current format is
'mejs.[ID of element]' : 'translation'
(i.e.,'mejs.play': 'Play'
). - The first element in the object MUST be
mejs.plural-form: [Number]
, where[Number]
is the Family Group Number the language belongs (see/src/js/core/i18n.js
to determine which number is the appropriate one). - If you require to use plurals, you must write the possible translations in the order specified in http://localization-guide.readthedocs.io/en/latest/l10n/pluralforms.html as an array, and the placeholder to replace the number would be
%1
. - A code template to build a translation is presented below.
'use strict';
/*!
* This is a `i18n` language object.
*
* [Locale]
*
* @author
* John Dyer
*
* @see core/i18n.js
*/
if (mejs.i18n.[lang] === undefined) {
mejs.i18n.[lang] = {
"mejs.plural-form": [Number],
// renderers/flash.js
"mejs.install-flash": "",
// features/fullscreen.js
"mejs.fullscreen": "",
// features/playpause.js
"mejs.play": "",
"mejs.pause": "",
// features/progress.js
"mejs.time-slider": "",
"mejs.time-help-text": "",
"mejs.live-broadcast" : "",
// features/volume.js
"mejs.volume-help-text": "",
"mejs.unmute": "",
"mejs.mute": "",
"mejs.volume-slider": "",
// core/player.js
"mejs.video-player": "",
"mejs.audio-player": "",
// features/tracks.js
"mejs.captions-subtitles": "",
"mejs.none": "",
"mejs.captions-chapters": "",
"mejs.afrikaans": "",
"mejs.albanian": "",
"mejs.arabic": "",
"mejs.belarusian": "",
"mejs.bulgarian": "",
"mejs.catalan": "",
"mejs.chinese": "",
"mejs.chinese-simplified": "",
"mejs.chinese-traditional": "",
"mejs.croatian": "",
"mejs.czech": "",
"mejs.danish": "",
"mejs.dutch": "",
"mejs.english": "",
"mejs.estonian": "",
"mejs.filipino": "",
"mejs.finnish": "",
"mejs.french": "",
"mejs.galician": "",
"mejs.german": "",
"mejs.greek": "",
"mejs.haitian-creole": "",
"mejs.hebrew": "",
"mejs.hindi": "",
"mejs.hungarian": "",
"mejs.icelandic": "",
"mejs.indonesian": "",
"mejs.irish": "",
"mejs.italian": "",
"mejs.japanese": "",
"mejs.korean": "",
"mejs.latvian": "",
"mejs.lithuanian": "",
"mejs.macedonian": "",
"mejs.malay": "",
"mejs.maltese": "",
"mejs.norwegian": "",
"mejs.persian": "",
"mejs.polish": "",
"mejs.portuguese": "",
"mejs.romanian": "",
"mejs.russian": "",
"mejs.serbian": "",
"mejs.slovak": "",
"mejs.slovenian": "",
"mejs.spanish": "",
"mejs.swahili": "",
"mejs.swedish": "",
"mejs.tagalog": "",
"mejs.thai": "",
"mejs.turkish": "",
"mejs.ukrainian": "",
"mejs.vietnamese": "",
"mejs.welsh": "",
"mejs.yiddish": ""
};
}
IMPORTANT: You will also need to add the language in the MediaElement Plugins
repository.
For more information about this, read the Template for Translations documentation.
A word on ES6
for Renderers
All the renderers are written using Ecmascript 2015
specifications.
Seesrc/js/renderers
directory, and check how the files were written to ensure compatibility.
Note: the for...of
loop could have been used, but in order to bundle them and reduce the size of the bundled files, it is strongly recommended to avoid* its use.
CSS
Sort CSS properties alphabetically to improve file size when using gzip
compression.
Node.js
Since MediaElement.js
uses Grunt to compile it, Node.js is required. Download it at https://nodejs.org/ and follow the steps to install it, or install node.js
with npm
.
Once installed, at the command prompt, type npm install
, which will download all the necessary tools.
(Adobe / Apache) Flex SDK
One of the subtasks involved during the compiling of MediaElement.js
is the compiling of the Flash files. In order to do it, Flex SDK needs to be installed.
- Make sure your version of Java is 1.5 or later since Flex compilers are 32-bit executables and cannot launch 64-bit processes; otherwise, you will receive the error
This Java instance does not support a 32-bit JVM.Please install the desired version
. For more information about this topic, read Adobe's JVM Configuration. - Download the free (Flex SDK from http://www.adobe.com/devnet/flex/flex-sdk-download.html or http://flex.apache.org/download-binaries.html
- Unzip it to a directory on your local machine (eg:
/usr/local/flex_sdk_4.6
) - Create a symlink from the install location to this directory (eg:
ln -s /usr/local/flex_sdk_4.6 /path/to/mediaelement/src/flash
) - If you do not have the required player global swc file (version 10.1), download it from https://helpx.adobe.com/flash-player/kb/archived-flash-player-versions.html and place it inside
/path/to/flex_sdk_4.6/frameworks/libs/player/10.1/playerglobal.swc
If, during development, only the ActionScript files were affected, type sh compile_swf.sh
and it will build the compiled files in /local-build/
directory. Then just copy the files and put them inside /build/
directory.
Or, simply, type in Terminal grunt shell
to create all the SWF files in the right place.
Building with Grunt
To compile ALL the files, in your Terminal window just type grunt
in the root of the project.
You can also type grunt debug
to avoid removing the console messages.
Additionally, grunt
can accept an extra option to create custom bundle.
The way to use them is to append the keyword --renderers
, followed by the comma-separated list of elements.
The list must match the name of the files, meaning that if you wanna include the x
renderer, it must exist a src/js/renderers/x.js
file.
For example:
# This will build a bundle with `HLS` and `DASH` renderers ONLY, plus all the default player features
grunt --renderers=hls,dash