To build your own plugin, you’ll need to go through a few simple steps:
In this guide we’ll go through these steps and elaborate with examples of both Plain JavaScript & ES6.
The player core library exposes two main utilities:
BasePlugin
- The class that your plugin will inherit from.registerPlugin
- The static player method that will register your plugin in the player registry.Lets take a look at the BasePlugin
API.
constructor(name, player, config)
Parameters
Name | Type | Description |
---|---|---|
name |
string |
Plugin name |
player |
playkit.core.Player |
Player instance |
config |
Object |
Plugin config |
#
config
Type:
Object
- The runtime plugin config.
player
Type:
playkit.core.Player
- The player instance.
name
Type:
string
- The plugin registry name.
logger
Type:
playkit.core.Logger
- The logger of the plugin.
eventManager
Type:
playkit.core.EventManager
- The plugin event manager.
#
(static) defaultConfig
Type:
Object
- The default plugin config.
#
getConfig(attr)
Parameters
Name | Type | Description |
---|---|---|
attr |
string |
config key (optional) |
Returns: any
- If an attribute is provided, returns the value of the config attribute. If not, returns the plugin config.
updateConfig(update)
Parameters
Name | Type | Description |
---|---|---|
update |
Object |
New full or partial config |
Returns: void
- Merges the update config with the existing config.
getName()
Returns:
string
- The plugin name.
dispatchEvent(name, payload)
Parameters
Name | Type | Description |
---|---|---|
name |
string |
The event name |
payload |
Object |
The event payload object |
Returns: void
- Dispatches an event from the player.
#
(static) isValid(player)
Parameters
Name | Type | Description |
---|---|---|
player |
playkit.core.Player |
Player instance |
Returns: boolean
- Whether the plugin is valid or not.
You can help the player instance API with your decision logic. For example, if you want to enable your plugin on a Chrome browser only, you can simply implement the following:
class MyPlugin extends BasePlugin {
static isValid(player) {
return player.env.browser.name === 'Chrome';
}
}
getUIComponents(uiCompoments:
KPUIComponent[])
Returns:
void
- merge the provided ui components array to the config.ui.uiComponents of the player configuration. see here for more details.
Equivalent to the config.ui.uiComponents
of the player configuration:
loadMedia()
Returns:
void
- Runs on player media loaded.
The player will call this method on media loaded event. Useful in case of logic depends on the media data / metadata
destroy()
Returns:
void
- Runs the plugin destroy logic.
The player will call this method before destroying itself.
reset()
Returns:
void
- Runs the plugin reset logic.
The player will call this method before changing media.
get ready()
Returns:
Promise<*>
- a Promise which is resolved when plugin is ready for the player load
Signal player that plugin has finished loading its dependencies and player can continue to loading and playing states. Use this when your plugin requires to load 3rd party dependencies which are required for the plugin operation. By default the base plugin returns a resolved plugin. If you wish the player load and play (and middlewares interception) to wait for some async action (i.e loading a 3rd party library) you can override and return a Promise which is resolved when the plugin completes all async requirements.
#
Now, lets take a look at the registerPlugin
API.
registerPlugin(pluginName, pluginClass)
Parameters
Name | Type | Description |
---|---|---|
pluginName |
string |
The plugin name |
pluginClass |
playkit.core.BasePlugin |
The plugin class |
In this section, we’ll learn how to write a simple plugin, one that doesn’t require any installation or setup steps except for a player script in hand (remotely or locally).
In the examples we’ll use the ES6 syntax.
1 . In your index.html file, include a path to the player script:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>MyPlugin</title>
<script src="PATH/TO/PLAYER/LIB/FILENAME.js"></script>
</head>
</html>
2 . Create a new file called my-plugin.js and include it in your index.html
:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>MyPlugin</title>
<script src="PATH/TO/PLAYER/LIB/FILENAME.js"></script>
<script type="module" src="PATH/TO/FILE/my-plugin.js"></script>
</head>
<body></body>
</html>
1 . In my-plugin.js, define the plugin class:
class MyPlugin {
constructor(name, player, config) {}
}
2 . Extends the BasePlugin
base class:
import {BasePlugin} from 'kaltura-player-js';
class MyPlugin extends BasePlugin {
constructor(name, player, config) {
super(name, player, config);
}
}
BasePlugin
MethodsIn my-plugin.js, add the necessary methods and properties to override as explained above:
import {BasePlugin} from 'kaltura-player-js';
class MyPlugin extends BasePlugin {
static defaultConfig = {};
static isValid(player) {}
constructor(name, player, config) {
super(name, player, config);
}
destroy() {}
reset() {}
}
To see the plugin in action, lets fill in some simple implementations:
import {BasePlugin} from 'kaltura-player-js';
class MyPlugin extends BasePlugin {
_myCollection;
static defaultConfig = {
myValue: 1
};
static isValid(player): boolean {
return true;
}
constructor(name, player, config) {
super(name, player, config);
this.logger.debug('Hello from ' + this.getName() + ' plugin constructor!');
this._myCollection = [this.config.myValue];
this._addBindings();
}
destroy() {
this.logger.debug('Empty collection');
this._myCollection = [];
}
reset() {
this.logger.debug('Reset collection');
this._myCollection = [this.config.myValue];
}
_addBindings() {
this.eventManager.listen(this.player, this.player.Event.SEEKED, () => {
this.logger.debug(this.player.currentTime + ' Added to my collection');
this._myCollection.push(this.player.currentTime);
this.dispatchEvent('collectionUpdate', {collection: this._myCollection});
});
}
}
Use the factory registerPlugin
method to register your plugin in the player framework:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>MyPlugin</title>
<script src="PATH/TO/PLAYER/LIB/FILENAME.js"></script>
<script type="module" src="PATH/TO/FILE/my-plugin.js"></script>
</head>
<body>
<script>
KalturaPlayer.core.registerPlugin('myPlugin', MyPlugin);
</script>
</body>
</html>
All that’s left now is to verify that the player activates the plugin during runtime.
1 . Include the new plugin name and plugin configuration in the player configuration. For example:
var config = {
plugins: {
myPlugin: {
myValue: 10
}
}
};
2 . Let’s expand our test page and add:
a . A placeholder div to the player:
<div id="player-div" style="width: 360px; height: 640px;"></div>
b . A basic player configuration:
var config = {
log: {
level: 'DEBUG'
},
targetId: 'player-div',
provider: {
partnerId: 'YOUR_PARTNER_ID'
},
plugins: {
myPlugin: {
myValue: 10
}
}
};
c . Setup code.
var mediaInfo = {entryId: 'YOUR_ENTRY_ID'};
var player = KalturaPlayer.setup(config);
player.loadMedia(mediaInfo).then(function () {
player.play();
});
3 . Connect everything together and you’ll get:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>MyPlugin</title>
<script src="PATH/TO/PLAYER/LIB/FILENAME.js"></script>
<script src="PATH/TO/FILE/my-plugin.js"></script>
</head>
<body>
<script>
KalturaPlayer.core.registerPlugin('myPlugin', MyPlugin);
var config = {
log: {
level: 'DEBUG'
},
targetId: 'player-div',
provider: {
partnerId: 'YOUR_PARTNER_ID'
},
plugins: {
myPlugin: {
myValue: 10
}
}
};
var mediaInfo = {entryId: 'YOUR_ENTRY_ID'};
var player = KalturaPlayer.setup(config);
player.loadMedia(mediaInfo).then(function () {
player.play();
});
</script>
</body>
</html>
That’s it! the player starts to play and your plugin is activated.
You can find here a prepared and pre-configured plugin template
The template includes full environment, written in ECMAScript6 and TypeScript, and transpiled in ECMAScript5 using webpack and the TypeScript compiler, includes all scripts needed for the CI/CD cycle, bundling and version handling and includes (Mocha / Karma) based test environment and pre-configured ESLint static code analysis.
For Detailed instructions for using the template - follow the steps here