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+/*
+ * Copyright (C) 2016 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+package org.mozilla.thirdparty.com.google.android.exoplayer2;
+
+import android.content.Context;
+import android.os.Looper;
+import androidx.annotation.Nullable;
+import androidx.annotation.VisibleForTesting;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.analytics.AnalyticsCollector;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.audio.MediaCodecAudioRenderer;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.metadata.MetadataRenderer;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.source.ClippingMediaSource;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.source.ConcatenatingMediaSource;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.source.LoopingMediaSource;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.source.MediaSource;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.source.MergingMediaSource;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.source.ProgressiveMediaSource;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.source.SingleSampleMediaSource;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.text.TextRenderer;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.trackselection.DefaultTrackSelector;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.trackselection.TrackSelector;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.upstream.BandwidthMeter;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.upstream.DataSource;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.upstream.DefaultBandwidthMeter;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.util.Assertions;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.util.Clock;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.util.Util;
+import org.mozilla.thirdparty.com.google.android.exoplayer2.video.MediaCodecVideoRenderer;
+
+/**
+ * An extensible media player that plays {@link MediaSource}s. Instances can be obtained from {@link
+ * SimpleExoPlayer.Builder} or {@link ExoPlayer.Builder}.
+ *
+ * <h3>Player components</h3>
+ *
+ * <p>ExoPlayer is designed to make few assumptions about (and hence impose few restrictions on) the
+ * type of the media being played, how and where it is stored, and how it is rendered. Rather than
+ * implementing the loading and rendering of media directly, ExoPlayer implementations delegate this
+ * work to components that are injected when a player is created or when it's prepared for playback.
+ * Components common to all ExoPlayer implementations are:
+ *
+ * <ul>
+ * <li>A <b>{@link MediaSource}</b> that defines the media to be played, loads the media, and from
+ * which the loaded media can be read. A MediaSource is injected via {@link
+ * #prepare(MediaSource)} at the start of playback. The library modules provide default
+ * implementations for progressive media files ({@link ProgressiveMediaSource}), DASH
+ * (DashMediaSource), SmoothStreaming (SsMediaSource) and HLS (HlsMediaSource), an
+ * implementation for loading single media samples ({@link SingleSampleMediaSource}) that's
+ * most often used for side-loaded subtitle files, and implementations for building more
+ * complex MediaSources from simpler ones ({@link MergingMediaSource}, {@link
+ * ConcatenatingMediaSource}, {@link LoopingMediaSource} and {@link ClippingMediaSource}).
+ * <li><b>{@link Renderer}</b>s that render individual components of the media. The library
+ * provides default implementations for common media types ({@link MediaCodecVideoRenderer},
+ * {@link MediaCodecAudioRenderer}, {@link TextRenderer} and {@link MetadataRenderer}). A
+ * Renderer consumes media from the MediaSource being played. Renderers are injected when the
+ * player is created.
+ * <li>A <b>{@link TrackSelector}</b> that selects tracks provided by the MediaSource to be
+ * consumed by each of the available Renderers. The library provides a default implementation
+ * ({@link DefaultTrackSelector}) suitable for most use cases. A TrackSelector is injected
+ * when the player is created.
+ * <li>A <b>{@link LoadControl}</b> that controls when the MediaSource buffers more media, and how
+ * much media is buffered. The library provides a default implementation ({@link
+ * DefaultLoadControl}) suitable for most use cases. A LoadControl is injected when the player
+ * is created.
+ * </ul>
+ *
+ * <p>An ExoPlayer can be built using the default components provided by the library, but may also
+ * be built using custom implementations if non-standard behaviors are required. For example a
+ * custom LoadControl could be injected to change the player's buffering strategy, or a custom
+ * Renderer could be injected to add support for a video codec not supported natively by Android.
+ *
+ * <p>The concept of injecting components that implement pieces of player functionality is present
+ * throughout the library. The default component implementations listed above delegate work to
+ * further injected components. This allows many sub-components to be individually replaced with
+ * custom implementations. For example the default MediaSource implementations require one or more
+ * {@link DataSource} factories to be injected via their constructors. By providing a custom factory
+ * it's possible to load data from a non-standard source, or through a different network stack.
+ *
+ * <h3>Threading model</h3>
+ *
+ * <p>The figure below shows ExoPlayer's threading model.
+ *
+ * <p style="align:center"><img src="doc-files/exoplayer-threading-model.svg" alt="ExoPlayer's
+ * threading model">
+ *
+ * <ul>
+ * <li>ExoPlayer instances must be accessed from a single application thread. For the vast
+ * majority of cases this should be the application's main thread. Using the application's
+ * main thread is also a requirement when using ExoPlayer's UI components or the IMA
+ * extension. The thread on which an ExoPlayer instance must be accessed can be explicitly
+ * specified by passing a `Looper` when creating the player. If no `Looper` is specified, then
+ * the `Looper` of the thread that the player is created on is used, or if that thread does
+ * not have a `Looper`, the `Looper` of the application's main thread is used. In all cases
+ * the `Looper` of the thread from which the player must be accessed can be queried using
+ * {@link #getApplicationLooper()}.
+ * <li>Registered listeners are called on the thread associated with {@link
+ * #getApplicationLooper()}. Note that this means registered listeners are called on the same
+ * thread which must be used to access the player.
+ * <li>An internal playback thread is responsible for playback. Injected player components such as
+ * Renderers, MediaSources, TrackSelectors and LoadControls are called by the player on this
+ * thread.
+ * <li>When the application performs an operation on the player, for example a seek, a message is
+ * delivered to the internal playback thread via a message queue. The internal playback thread
+ * consumes messages from the queue and performs the corresponding operations. Similarly, when
+ * a playback event occurs on the internal playback thread, a message is delivered to the
+ * application thread via a second message queue. The application thread consumes messages
+ * from the queue, updating the application visible state and calling corresponding listener
+ * methods.
+ * <li>Injected player components may use additional background threads. For example a MediaSource
+ * may use background threads to load data. These are implementation specific.
+ * </ul>
+ */
+public interface ExoPlayer extends Player {
+
+ /**
+ * A builder for {@link ExoPlayer} instances.
+ *
+ * <p>See {@link #Builder(Context, Renderer...)} for the list of default values.
+ */
+ final class Builder {
+
+ private final Renderer[] renderers;
+
+ private Clock clock;
+ private TrackSelector trackSelector;
+ private LoadControl loadControl;
+ private BandwidthMeter bandwidthMeter;
+ private Looper looper;
+ private AnalyticsCollector analyticsCollector;
+ private boolean useLazyPreparation;
+ private boolean buildCalled;
+
+ /**
+ * Creates a builder with a list of {@link Renderer Renderers}.
+ *
+ * <p>The builder uses the following default values:
+ *
+ * <ul>
+ * <li>{@link TrackSelector}: {@link DefaultTrackSelector}
+ * <li>{@link LoadControl}: {@link DefaultLoadControl}
+ * <li>{@link BandwidthMeter}: {@link DefaultBandwidthMeter#getSingletonInstance(Context)}
+ * <li>{@link Looper}: The {@link Looper} associated with the current thread, or the {@link
+ * Looper} of the application's main thread if the current thread doesn't have a {@link
+ * Looper}
+ * <li>{@link AnalyticsCollector}: {@link AnalyticsCollector} with {@link Clock#DEFAULT}
+ * <li>{@code useLazyPreparation}: {@code true}
+ * <li>{@link Clock}: {@link Clock#DEFAULT}
+ * </ul>
+ *
+ * @param context A {@link Context}.
+ * @param renderers The {@link Renderer Renderers} to be used by the player.
+ */
+ public Builder(Context context, Renderer... renderers) {
+ this(
+ renderers,
+ new DefaultTrackSelector(context),
+ new DefaultLoadControl(),
+ DefaultBandwidthMeter.getSingletonInstance(context),
+ Util.getLooper(),
+ new AnalyticsCollector(Clock.DEFAULT),
+ /* useLazyPreparation= */ true,
+ Clock.DEFAULT);
+ }
+
+ /**
+ * Creates a builder with the specified custom components.
+ *
+ * <p>Note that this constructor is only useful if you try to ensure that ExoPlayer's default
+ * components can be removed by ProGuard or R8. For most components except renderers, there is
+ * only a marginal benefit of doing that.
+ *
+ * @param renderers The {@link Renderer Renderers} to be used by the player.
+ * @param trackSelector A {@link TrackSelector}.
+ * @param loadControl A {@link LoadControl}.
+ * @param bandwidthMeter A {@link BandwidthMeter}.
+ * @param looper A {@link Looper} that must be used for all calls to the player.
+ * @param analyticsCollector An {@link AnalyticsCollector}.
+ * @param useLazyPreparation Whether media sources should be initialized lazily.
+ * @param clock A {@link Clock}. Should always be {@link Clock#DEFAULT}.
+ */
+ public Builder(
+ Renderer[] renderers,
+ TrackSelector trackSelector,
+ LoadControl loadControl,
+ BandwidthMeter bandwidthMeter,
+ Looper looper,
+ AnalyticsCollector analyticsCollector,
+ boolean useLazyPreparation,
+ Clock clock) {
+ Assertions.checkArgument(renderers.length > 0);
+ this.renderers = renderers;
+ this.trackSelector = trackSelector;
+ this.loadControl = loadControl;
+ this.bandwidthMeter = bandwidthMeter;
+ this.looper = looper;
+ this.analyticsCollector = analyticsCollector;
+ this.useLazyPreparation = useLazyPreparation;
+ this.clock = clock;
+ }
+
+ /**
+ * Sets the {@link TrackSelector} that will be used by the player.
+ *
+ * @param trackSelector A {@link TrackSelector}.
+ * @return This builder.
+ * @throws IllegalStateException If {@link #build()} has already been called.
+ */
+ public Builder setTrackSelector(TrackSelector trackSelector) {
+ Assertions.checkState(!buildCalled);
+ this.trackSelector = trackSelector;
+ return this;
+ }
+
+ /**
+ * Sets the {@link LoadControl} that will be used by the player.
+ *
+ * @param loadControl A {@link LoadControl}.
+ * @return This builder.
+ * @throws IllegalStateException If {@link #build()} has already been called.
+ */
+ public Builder setLoadControl(LoadControl loadControl) {
+ Assertions.checkState(!buildCalled);
+ this.loadControl = loadControl;
+ return this;
+ }
+
+ /**
+ * Sets the {@link BandwidthMeter} that will be used by the player.
+ *
+ * @param bandwidthMeter A {@link BandwidthMeter}.
+ * @return This builder.
+ * @throws IllegalStateException If {@link #build()} has already been called.
+ */
+ public Builder setBandwidthMeter(BandwidthMeter bandwidthMeter) {
+ Assertions.checkState(!buildCalled);
+ this.bandwidthMeter = bandwidthMeter;
+ return this;
+ }
+
+ /**
+ * Sets the {@link Looper} that must be used for all calls to the player and that is used to
+ * call listeners on.
+ *
+ * @param looper A {@link Looper}.
+ * @return This builder.
+ * @throws IllegalStateException If {@link #build()} has already been called.
+ */
+ public Builder setLooper(Looper looper) {
+ Assertions.checkState(!buildCalled);
+ this.looper = looper;
+ return this;
+ }
+
+ /**
+ * Sets the {@link AnalyticsCollector} that will collect and forward all player events.
+ *
+ * @param analyticsCollector An {@link AnalyticsCollector}.
+ * @return This builder.
+ * @throws IllegalStateException If {@link #build()} has already been called.
+ */
+ public Builder setAnalyticsCollector(AnalyticsCollector analyticsCollector) {
+ Assertions.checkState(!buildCalled);
+ this.analyticsCollector = analyticsCollector;
+ return this;
+ }
+
+ /**
+ * Sets whether media sources should be initialized lazily.
+ *
+ * <p>If false, all initial preparation steps (e.g., manifest loads) happen immediately. If
+ * true, these initial preparations are triggered only when the player starts buffering the
+ * media.
+ *
+ * @param useLazyPreparation Whether to use lazy preparation.
+ * @return This builder.
+ * @throws IllegalStateException If {@link #build()} has already been called.
+ */
+ public Builder setUseLazyPreparation(boolean useLazyPreparation) {
+ Assertions.checkState(!buildCalled);
+ this.useLazyPreparation = useLazyPreparation;
+ return this;
+ }
+
+ /**
+ * Sets the {@link Clock} that will be used by the player. Should only be set for testing
+ * purposes.
+ *
+ * @param clock A {@link Clock}.
+ * @return This builder.
+ * @throws IllegalStateException If {@link #build()} has already been called.
+ */
+ @VisibleForTesting
+ public Builder setClock(Clock clock) {
+ Assertions.checkState(!buildCalled);
+ this.clock = clock;
+ return this;
+ }
+
+ /**
+ * Builds an {@link ExoPlayer} instance.
+ *
+ * @throws IllegalStateException If {@link #build()} has already been called.
+ */
+ public ExoPlayer build() {
+ Assertions.checkState(!buildCalled);
+ buildCalled = true;
+ return new ExoPlayerImpl(
+ renderers, trackSelector, loadControl, bandwidthMeter, clock, looper);
+ }
+ }
+
+ /** Returns the {@link Looper} associated with the playback thread. */
+ Looper getPlaybackLooper();
+
+ /**
+ * Retries a failed or stopped playback. Does nothing if the player has been reset, or if playback
+ * has not failed or been stopped.
+ */
+ void retry();
+
+ /**
+ * Prepares the player to play the provided {@link MediaSource}. Equivalent to {@code
+ * prepare(mediaSource, true, true)}.
+ */
+ void prepare(MediaSource mediaSource);
+
+ /**
+ * Prepares the player to play the provided {@link MediaSource}, optionally resetting the playback
+ * position the default position in the first {@link Timeline.Window}.
+ *
+ * @param mediaSource The {@link MediaSource} to play.
+ * @param resetPosition Whether the playback position should be reset to the default position in
+ * the first {@link Timeline.Window}. If false, playback will start from the position defined
+ * by {@link #getCurrentWindowIndex()} and {@link #getCurrentPosition()}.
+ * @param resetState Whether the timeline, manifest, tracks and track selections should be reset.
+ * Should be true unless the player is being prepared to play the same media as it was playing
+ * previously (e.g. if playback failed and is being retried).
+ */
+ void prepare(MediaSource mediaSource, boolean resetPosition, boolean resetState);
+
+ /**
+ * Creates a message that can be sent to a {@link PlayerMessage.Target}. By default, the message
+ * will be delivered immediately without blocking on the playback thread. The default {@link
+ * PlayerMessage#getType()} is 0 and the default {@link PlayerMessage#getPayload()} is null. If a
+ * position is specified with {@link PlayerMessage#setPosition(long)}, the message will be
+ * delivered at this position in the current window defined by {@link #getCurrentWindowIndex()}.
+ * Alternatively, the message can be sent at a specific window using {@link
+ * PlayerMessage#setPosition(int, long)}.
+ */
+ PlayerMessage createMessage(PlayerMessage.Target target);
+
+ /**
+ * Sets the parameters that control how seek operations are performed.
+ *
+ * @param seekParameters The seek parameters, or {@code null} to use the defaults.
+ */
+ void setSeekParameters(@Nullable SeekParameters seekParameters);
+
+ /** Returns the currently active {@link SeekParameters} of the player. */
+ SeekParameters getSeekParameters();
+
+ /**
+ * Sets whether the player is allowed to keep holding limited resources such as video decoders,
+ * even when in the idle state. By doing so, the player may be able to reduce latency when
+ * starting to play another piece of content for which the same resources are required.
+ *
+ * <p>This mode should be used with caution, since holding limited resources may prevent other
+ * players of media components from acquiring them. It should only be enabled when <em>both</em>
+ * of the following conditions are true:
+ *
+ * <ul>
+ * <li>The application that owns the player is in the foreground.
+ * <li>The player is used in a way that may benefit from foreground mode. For this to be true,
+ * the same player instance must be used to play multiple pieces of content, and there must
+ * be gaps between the playbacks (i.e. {@link #stop} is called to halt one playback, and
+ * {@link #prepare} is called some time later to start a new one).
+ * </ul>
+ *
+ * <p>Note that foreground mode is <em>not</em> useful for switching between content without gaps
+ * between the playbacks. For this use case {@link #stop} does not need to be called, and simply
+ * calling {@link #prepare} for the new media will cause limited resources to be retained even if
+ * foreground mode is not enabled.
+ *
+ * <p>If foreground mode is enabled, it's the application's responsibility to disable it when the
+ * conditions described above no longer hold.
+ *
+ * @param foregroundMode Whether the player is allowed to keep limited resources even when in the
+ * idle state.
+ */
+ void setForegroundMode(boolean foregroundMode);
+}