class OutfitViewer extends HTMLElement {
#internals;
constructor() {
super();
this.#internals = this.attachInternals(); // for CSS `:state()`
}
connectedCallback() {
// The `` is connected to the DOM right before its
// children are. So, to engage with the children, wait a tick!
setTimeout(() => this.#connectToChildren(), 0);
}
#connectToChildren() {
const playPauseToggle = document.querySelector(".play-pause-toggle");
// Read our initial playing state from the toggle, and subscribe to changes.
this.#setIsPlaying(playPauseToggle.checked);
playPauseToggle.addEventListener("change", () => {
this.#setIsPlaying(playPauseToggle.checked);
this.#setIsPlayingCookie(playPauseToggle.checked);
});
}
#setIsPlaying(isPlaying) {
// TODO: Listen for changes to the child list, and add `playing` when new
// nodes arrive, if playing.
const thirtyDays = 60 * 60 * 24 * 30;
if (isPlaying) {
this.#internals.states.add("playing");
for (const layer of this.querySelectorAll("outfit-layer")) {
layer.play();
}
} else {
this.#internals.states.delete("playing");
for (const layer of this.querySelectorAll("outfit-layer")) {
layer.pause();
}
}
}
#setIsPlayingCookie(isPlaying) {
const thirtyDays = 60 * 60 * 24 * 30;
const value = isPlaying ? "true" : "false";
document.cookie = `DTIOutfitViewerIsPlaying=${value};max-age=${thirtyDays}`;
}
}
class OutfitLayer extends HTMLElement {
#internals;
constructor() {
super();
this.#internals = this.attachInternals();
// An starts in the loading state, and then might very
// quickly decide it's not after `#connectToChildren`. This is to prevent a
// flash of *non*-loading state, when a new layer loads in. (e.g. In the
// time between our parent loading, which shows the loading
// spinner; and us being marked `:state(loading)`, which shows the loading
// spinner; we don't want the loading spinner to do its usual *immediate*
// total fade-out; then have to fade back in again, on the usual delay.)
this.#setStatus("loading");
}
connectedCallback() {
setTimeout(() => this.#connectToChildren(), 0);
}
disconnectedCallback() {
// When this `` leaves the DOM, stop listening for iframe
// messages, if we were.
window.removeEventListener("message", this.#onMessage);
}
play() {
this.#sendMessageToIframe({ type: "play" });
}
pause() {
this.#sendMessageToIframe({ type: "pause" });
}
#connectToChildren() {
const image = this.querySelector("img");
const iframe = this.querySelector("iframe");
if (image) {
// If this is an image layer, track its loading state by listening
// to the load/error events, and initialize based on whether it's
// already `complete` (which it can be if it loaded from cache).
this.#setStatus(image.complete ? "loaded" : "loading");
image.addEventListener("load", () => this.#setStatus("loaded"));
image.addEventListener("error", () => this.#setStatus("error"));
} else if (iframe) {
this.iframe = iframe;
// Initialize status to `loading`, and asynchronously request a
// status message from the iframe if it managed to load before this
// triggers (impressive, but I think I've seen it happen!). Then,
// wait for messages or error events from the iframe to update
// status further if needed.
this.#setStatus("loading");
this.#sendMessageToIframe({ type: "requestStatus" });
window.addEventListener("message", (m) => this.#onMessage(m));
this.iframe.addEventListener("error", () => this.#setStatus("error"));
} else {
console.warn(` contained no image or iframe: `, this);
}
}
#onMessage({ source, data }) {
// Ignore messages that aren't from *our* frame.
if (source !== this.iframe.contentWindow) {
return;
}
// Validate the incoming status message, then set our status to match.
if (data.type === "status") {
if (data.status === "loaded") {
this.#setStatus("loaded");
this.#setHasAnimations(data.hasAnimations);
} else if (data.status === "error") {
this.#setStatus("error");
} else {
throw new Error(
` got unexpected status: ` +
JSON.stringify(data.status),
);
}
} else {
throw new Error(
` got unexpected message: ` + JSON.stringify(data),
);
}
}
/**
* Set the status value that the CSS `:state()` selector will match.
* For example, when loading, `:state(loading)` matches this element.
*/
#setStatus(newStatus) {
this.#internals.states.delete("loading");
this.#internals.states.delete("loaded");
this.#internals.states.delete("error");
this.#internals.states.add(newStatus);
}
/**
* Set whether CSS selector `:state(has-animations)` matches this element.
*/
#setHasAnimations(hasAnimations) {
if (hasAnimations) {
this.#internals.states.add("has-animations");
} else {
this.#internals.states.delete("has-animations");
}
}
#sendMessageToIframe(message) {
// If we have no frame or it hasn't loaded, ignore this message.
if (this.iframe == null) {
return;
}
if (this.iframe.contentWindow == null) {
console.debug(
`Ignoring message, frame not loaded yet: `,
this.iframe,
message,
);
return;
}
// The frame is sandboxed (origin == null), so send to Any origin.
this.iframe.contentWindow.postMessage(message, "*");
}
}
customElements.define("outfit-viewer", OutfitViewer);
customElements.define("outfit-layer", OutfitLayer);
// Morph turbo-frames on this page, to reuse asset nodes when we want to—very
// important for movies!—but ensure that it *doesn't* do its usual behavior of
// aggressively reusing existing nodes for entirely different
// assets. (It's a lot clearer for managing the loading state, and not showing
// old incorrect layers!) (We also tried using `id` to enforce this… no luck.)
function morphWithOutfitLayers(currentElement, newElement) {
Idiomorph.morph(currentElement, newElement.innerHTML, {
morphStyle: "innerHTML",
callbacks: {
beforeNodeMorphed: (currentNode, newNode) => {
// If Idiomorph wants to transform an to
// have a different data-asset-id attribute, we replace
// the node ourselves and abort the morph.
if (
newNode.tagName === "OUTFIT-LAYER" &&
newNode.getAttribute("data-asset-id") !==
currentNode.getAttribute("data-asset-id")
) {
currentNode.replaceWith(newNode);
return false;
}
},
},
});
}
addEventListener("turbo:before-frame-render", (event) => {
// Rather than enforce Idiomorph must be loaded, let's just be resilient
// and only bother if we have it. (Replacing content is not *that* bad!)
if (typeof Idiomorph !== "undefined") {
event.detail.render = (a, b) => morphWithOutfitLayers(a, b);
}
});