Audio level indication. Improvements in rollover and active speaker UI.

pull/93/head
yanas 10 years ago
parent 304cdf5b40
commit 50f1521d5c
  1. 193
      audio_levels.js
  2. 101
      canvas_util.js

@ -0,0 +1,193 @@
/**
* The audio Levels plugin.
*/
var AudioLevels = (function(my) {
var CANVAS_EXTRA = 104;
var CANVAS_RADIUS = 7;
var SHADOW_COLOR = '#00ccff';
var audioLevelCanvasCache = {};
/**
* Updates the audio level canvas for the given peerJid. If the canvas
* didn't exist we create it.
*/
my.updateAudioLevelCanvas = function (peerJid) {
var resourceJid = null;
var videoSpanId = null;
if (!peerJid)
videoSpanId = 'localVideoContainer';
else {
resourceJid = Strophe.getResourceFromJid(peerJid);
videoSpanId = 'participant_' + resourceJid;
}
videoSpan = document.getElementById(videoSpanId);
if (!videoSpan) {
if (resourceJid)
console.error("No video element for jid", resourceJid);
else
console.error("No video element for local video.");
return;
}
var audioLevelCanvas = $('#' + videoSpanId + '>canvas');
var videoSpaceWidth = $('#remoteVideos').width();
var thumbnailSize
= VideoLayout.calculateThumbnailSize(videoSpaceWidth);
var thumbnailWidth = thumbnailSize[0];
var thumbnailHeight = thumbnailSize[1];
if (!audioLevelCanvas || audioLevelCanvas.length === 0) {
audioLevelCanvas = document.createElement('canvas');
audioLevelCanvas.className = "audiolevel";
audioLevelCanvas.style.bottom = "-" + CANVAS_EXTRA/2 + "px";
audioLevelCanvas.style.left = "-" + CANVAS_EXTRA/2 + "px";
resizeAudioLevelCanvas( audioLevelCanvas,
thumbnailWidth,
thumbnailHeight);
videoSpan.appendChild(audioLevelCanvas);
} else {
audioLevelCanvas = audioLevelCanvas.get(0);
resizeAudioLevelCanvas( audioLevelCanvas,
thumbnailWidth,
thumbnailHeight);
}
};
/**
* Updates the audio level UI for the given resourceJid.
*
* @param resourceJid the resource jid indicating the video element for
* which we draw the audio level
* @param audioLevel the newAudio level to render
*/
my.updateAudioLevel = function (resourceJid, audioLevel) {
drawAudioLevelCanvas(resourceJid, audioLevel);
var videoSpanId = null;
if (resourceJid
=== Strophe.getResourceFromJid(connection.emuc.myroomjid))
videoSpanId = 'localVideoContainer';
else
videoSpanId = 'participant_' + resourceJid;
var audioLevelCanvas = $('#' + videoSpanId + '>canvas').get(0);
if (!audioLevelCanvas)
return ;
var drawContext = audioLevelCanvas.getContext('2d');
var canvasCache = audioLevelCanvasCache[resourceJid];
drawContext.clearRect (0, 0,
audioLevelCanvas.width, audioLevelCanvas.height);
drawContext.drawImage(canvasCache, 0, 0);
};
function resizeAudioLevelCanvas(audioLevelCanvas,
thumbnailWidth,
thumbnailHeight) {
audioLevelCanvas.width = thumbnailWidth + CANVAS_EXTRA;
audioLevelCanvas.height = thumbnailHeight + CANVAS_EXTRA;
};
/**
* Draws the audio level canvas into the cached canvas object.
*
* @param resourceJid the resource jid indicating the video element for
* which we draw the audio level
* @param audioLevel the newAudio level to render
*/
function drawAudioLevelCanvas(resourceJid, audioLevel) {
if (!audioLevelCanvasCache[resourceJid]) {
var videoSpanId = null;
if (resourceJid
=== Strophe.getResourceFromJid(connection.emuc.myroomjid))
videoSpanId = 'localVideoContainer';
else
videoSpanId = 'participant_' + resourceJid;
var audioLevelCanvasOrig = $('#' + videoSpanId + '>canvas').get(0);
audioLevelCanvasCache[resourceJid]
= CanvasUtil.cloneCanvas(audioLevelCanvasOrig);
}
var canvas = audioLevelCanvasCache[resourceJid];
var drawContext = canvas.getContext('2d');
drawContext.clearRect (0, 0, canvas.width, canvas.height);
var shadowLevel = getShadowLevel(audioLevel);
if (shadowLevel > 0)
// drawContext, x, y, w, h, r, shadowColor, shadowLevel
CanvasUtil.drawRoundRectGlow( drawContext,
CANVAS_EXTRA/2, CANVAS_EXTRA/2,
canvas.width - CANVAS_EXTRA,
canvas.height - CANVAS_EXTRA,
CANVAS_RADIUS,
SHADOW_COLOR,
shadowLevel);
};
/**
* Returns the shadow/glow level for the given audio level.
*
* @param audioLevel the audio level from which we determine the shadow
* level
*/
function getShadowLevel (audioLevel) {
var shadowLevel = 0;
if (audioLevel <= 0.3) {
shadowLevel = Math.round(CANVAS_EXTRA/2*(audioLevel/0.3));
}
else if (audioLevel <= 0.6) {
shadowLevel = Math.round(CANVAS_EXTRA/2*((audioLevel - 0.3) / 0.3));
}
else {
shadowLevel = Math.round(CANVAS_EXTRA/2*((audioLevel - 0.6) / 0.4));
}
return shadowLevel;
};
/**
* Indicates that the remote video has been resized.
*/
$(document).bind('remotevideo.resized', function (event, width, height) {
var resized = false;
$('#remoteVideos>span>canvas').each(function() {
var canvas = $(this).get(0);
if (canvas.width !== width + CANVAS_EXTRA) {
canvas.width = width + CANVAS_EXTRA;
resized = true;
}
if (canvas.heigh !== height + CANVAS_EXTRA) {
canvas.height = height + CANVAS_EXTRA;
resized = true;
}
});
if (resized)
Object.keys(audioLevelCanvasCache).forEach(function (resourceJid) {
audioLevelCanvasCache[resourceJid].width
= width + CANVAS_EXTRA;
audioLevelCanvasCache[resourceJid].height
= height + CANVAS_EXTRA;
});
});
return my;
})(AudioLevels || {});

@ -0,0 +1,101 @@
/**
* Utility class for drawing canvas shapes.
*/
var CanvasUtil = (function(my) {
/**
* Draws a round rectangle with a glow. The glowWidth indicates the depth
* of the glow.
*
* @param drawContext the context of the canvas to draw to
* @param x the x coordinate of the round rectangle
* @param y the y coordinate of the round rectangle
* @param w the width of the round rectangle
* @param h the height of the round rectangle
* @param glowColor the color of the glow
* @param glowWidth the width of the glow
*/
my.drawRoundRectGlow
= function(drawContext, x, y, w, h, r, glowColor, glowWidth) {
// Save the previous state of the context.
drawContext.save();
if (w < 2 * r) r = w / 2;
if (h < 2 * r) r = h / 2;
// Draw a round rectangle.
drawContext.beginPath();
drawContext.moveTo(x+r, y);
drawContext.arcTo(x+w, y, x+w, y+h, r);
drawContext.arcTo(x+w, y+h, x, y+h, r);
drawContext.arcTo(x, y+h, x, y, r);
drawContext.arcTo(x, y, x+w, y, r);
drawContext.closePath();
// Add a shadow around the rectangle
drawContext.shadowColor = glowColor;
drawContext.shadowBlur = glowWidth;
drawContext.shadowOffsetX = 0;
drawContext.shadowOffsetY = 0;
// Fill the shape.
drawContext.fill();
drawContext.save();
drawContext.restore();
// 1) Uncomment this line to use Composite Operation, which is doing the
// same as the clip function below and is also antialiasing the round
// border, but is said to be less fast performance wise.
// drawContext.globalCompositeOperation='destination-out';
drawContext.beginPath();
drawContext.moveTo(x+r, y);
drawContext.arcTo(x+w, y, x+w, y+h, r);
drawContext.arcTo(x+w, y+h, x, y+h, r);
drawContext.arcTo(x, y+h, x, y, r);
drawContext.arcTo(x, y, x+w, y, r);
drawContext.closePath();
// 2) Uncomment this line to use Composite Operation, which is doing the
// same as the clip function below and is also antialiasing the round
// border, but is said to be less fast performance wise.
// drawContext.fill();
// Comment these two lines if choosing to do the same with composite
// operation above 1 and 2.
drawContext.clip();
drawContext.clearRect(0, 0, 277, 200);
// Restore the previous context state.
drawContext.restore();
};
/**
* Clones the given canvas.
*
* @return the new cloned canvas.
*/
my.cloneCanvas = function (oldCanvas) {
//create a new canvas
var newCanvas = document.createElement('canvas');
var context = newCanvas.getContext('2d');
//set dimensions
newCanvas.width = oldCanvas.width;
newCanvas.height = oldCanvas.height;
//apply the old canvas to the new one
context.drawImage(oldCanvas, 0, 0);
//return the new canvas
return newCanvas;
};
return my;
})(CanvasUtil || {});
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