File:VideoBuffer.js
/*
* VideoBuffer
* Visit http://createjs.com/ for documentation, updates and examples.
*
* Copyright (c) 2010 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* @module EaselJS
*/
// namespace:
this.createjs = this.createjs||{};
(function() {
"use strict";
// constructor:
/**
* When an HTML video seeks, including when looping, there is an indeterminate period before a new frame is available.
* This can result in the video blinking or flashing when it is drawn to a canvas. The VideoBuffer class resolves
* this issue by drawing each frame to an off-screen canvas and preserving the prior frame during a seek.
*
* var myBuffer = new createjs.VideoBuffer(myVideo);
* var myBitmap = new Bitmap(myBuffer);
*
* @class VideoBuffer
* @param {HTMLVideoElement} video The HTML video element to buffer.
* @constructor
**/
function VideoBuffer(video) {
// private properties:
/**
* Used by Bitmap to determine when the video buffer is ready to be drawn. Not intended for general use.
* @property readyState
* @protected
* @type {Number}
* @default 0
**/
this.readyState = video.readyState;
/**
* @property _video
* @protected
* @type {HTMLVideoElement}
* @default 0
**/
this._video = video;
/**
* @property _canvas
* @protected
* @type {HTMLCanvasElement}
* @default 0
**/
this._canvas = null;
/**
* @property _lastTime
* @protected
* @type {Number}
* @default -1
**/
this._lastTime = -1;
if (this.readyState < 2) { video.addEventListener("canplaythrough", this._videoReady.bind(this)); } //once:true isn't supported everywhere, but its a non-critical optimization here.
}
var p = VideoBuffer.prototype;
// public methods:
/**
* Gets an HTML canvas element showing the current video frame, or the previous frame if in a seek / loop.
* Primarily for use by {{#crossLink "Bitmap"}}{{/crossLink}}.
* @method getImage
**/
p.getImage = function() {
if (this.readyState < 2) { return; }
var canvas=this._canvas, video = this._video;
if (!canvas) {
canvas = this._canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas");
canvas.width = video.videoWidth;
canvas.height = video.videoHeight;
}
if (video.readyState >= 2 && video.currentTime !== this._lastTime) {
var ctx = canvas.getContext("2d");
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(video,0,0,canvas.width,canvas.height);
this._lastTime = video.currentTime;
}
return canvas;
};
// private methods:
/**
* @method _videoReady
* @protected
**/
p._videoReady = function() {
this.readyState = 2;
};
createjs.VideoBuffer = VideoBuffer;
}());