local_alert/public/static/jsmpeg-master/src/jsmpeg.js

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/*! jsmpeg v1.0 | (c) Dominic Szablewski | MIT license */
// This sets up the JSMpeg "Namespace". The object is empty apart from the Now()
// utility function and the automatic CreateVideoElements() after DOMReady.
var JSMpeg = {
// The Player sets up the connections between source, demuxer, decoders,
// renderer and audio output. It ties everything together, is responsible
// of scheduling decoding and provides some convenience methods for
// external users.
Player: null,
// A Video Element wraps the Player, shows HTML controls to start/pause
// the video and handles Audio unlocking on iOS. VideoElements can be
// created directly in HTML using the <div class="jsmpeg"/> tag.
VideoElement: null,
// The BitBuffer wraps a Uint8Array and allows reading an arbitrary number
// of bits at a time. On writing, the BitBuffer either expands its
// internal buffer (for static files) or deletes old data (for streaming).
BitBuffer: null,
// A Source provides raw data from HTTP, a WebSocket connection or any
// other mean. Sources must support the following API:
// .connect(destinationNode)
// .write(buffer)
// .start() - start reading
// .resume(headroom) - continue reading; headroom to play pos in seconds
// .established - boolean, true after connection is established
// .completed - boolean, true if the source is completely loaded
// .progress - float 0-1
Source: {},
// A Demuxer may sit between a Source and a Decoder. It separates the
// incoming raw data into Video, Audio and other Streams. API:
// .connect(streamId, destinationNode)
// .write(buffer)
// .currentTime float, in seconds
// .startTime - float, in seconds
Demuxer: {},
// A Decoder accepts an incoming Stream of raw Audio or Video data, buffers
// it and upon `.decode()` decodes a single frame of data. Video decoders
// call `destinationNode.render(Y, Cr, CB)` with the decoded pixel data;
// Audio decoders call `destinationNode.play(left, right)` with the decoded
// PCM data. API:
// .connect(destinationNode)
// .write(pts, buffer)
// .decode()
// .seek(time)
// .currentTime - float, in seconds
// .startTime - float, in seconds
Decoder: {},
// A Renderer accepts raw YCrCb data in 3 separate buffers via the render()
// method. Renderers typically convert the data into the RGBA color space
// and draw it on a Canvas, but other output - such as writing PNGs - would
// be conceivable. API:
// .render(y, cr, cb) - pixel data as Uint8Arrays
// .enabled - wether the renderer does anything upon receiving data
Renderer: {},
// Audio Outputs accept raw Stero PCM data in 2 separate buffers via the
// play() method. Outputs typically play the audio on the user's device.
// API:
// .play(sampleRate, left, right) - rate in herz; PCM data as Uint8Arrays
// .stop()
// .enqueuedTime - float, in seconds
// .enabled - wether the output does anything upon receiving data
AudioOutput: {},
Now: function() {
return window.performance
? window.performance.now() / 1000
: Date.now() / 1000;
},
CreateVideoElements: function() {
var elements = document.querySelectorAll('.jsmpeg');
for (var i = 0; i < elements.length; i++) {
new JSMpeg.VideoElement(elements[i]);
}
},
Fill: function(array, value) {
if (array.fill) {
array.fill(value);
}
else {
for (var i = 0; i < array.length; i++) {
array[i] = value;
}
}
},
Base64ToArrayBuffer: function(base64) {
var binary = window.atob(base64);
var length = binary.length;
var bytes = new Uint8Array(length);
for (var i = 0; i < length; i++) {
bytes[i] = binary.charCodeAt(i);
}
return bytes.buffer;
},
// The build process may append `JSMpeg.WASM_BINARY_INLINED = base64data;`
// to the minified source.
// If this property is present, jsmpeg will use the inlined binary data
// instead of trying to load a jsmpeg.wasm file via Ajax.
WASM_BINARY_INLINED: null
};
// Automatically create players for all found <div class="jsmpeg"/> elements.
if (document.readyState === 'complete') {
JSMpeg.CreateVideoElements();
}
else {
document.addEventListener('DOMContentLoaded', JSMpeg.CreateVideoElements);
}