Playing a video in an UITableview cell - objective-c

I'm trying to play a video in UITableview cell using MPMovieplayerController. I'm calling the video play function inside scrollview delegate scrollViewDidScroll, when it scrolls to a visible rect.
I used the following codes for that:
- (void)scrollViewDidScroll:(UIScrollView *)aScrollView {
CGPoint offset = aScrollView.contentOffset;
CGRect bounds = aScrollView.bounds;
CGSize size = aScrollView.contentSize;
UIEdgeInsets inset = aScrollView.contentInset;
float y = offset.y + bounds.size.height - inset.bottom;
float h = size.height;
/*
NSLog(#"offset: %f", offset.y);
NSLog(#"content.height: %f", size.height);
NSLog(#"bounds.height: %f", bounds.size.height);
NSLog(#"inset.top: %f", inset.top);
NSLog(#"inset.bottom: %f", inset.bottom);
NSLog(#"pos: %f of %f", y, h);
*/
if(offset.y - 100 > bounds.size.height/2 && !playLock)
{
[self performSelectorOnMainThread:#selector(startPlayingVideo) withObject:nil waitUntilDone:YES];
playLock = YES;
}
}
But the video starts playing only after when I remove fingers from screen. I want to play video without releasing the fingers (Similar to the vine app). When I checked MPMoviePlayer state during my touch in the view, it always falls to stopped state.
It will start playing only after removing the touch from the screen. Is there any right way to achieve this?

Solved this issue by replacing MPMoviePlayer with AVPlayer.

Related

create animated circle and rectangle in uiview

i'd have to create some animated shapes in a uiview in my iphone app (with xcode), like these ones (circle , rectangle)
The first one should be a circle increasing and decreasing its radius, from 0 to x and viceversa; the second one is a rectangle increasing its length from 0 to x, and viceversa. The shapes should be animated infinitely... until the user taps some button to stop the animations at some point. How can i achieve those particular draws and animations? What's the best way to achieve that? And how to stop them?
Many thanks for any advice.
In my case I had to animate the movement of subviews of my UIView object and I accomplished it like this: break up the continuous animation into logical parts, animate a part and configure this animation to start another animation after it is done animating. Below you see my code as is (what it does is move subviews that are placed on a circle along that circle over a given angle).
- (void) animatePart: (NSString*) animationId finished: (NSNumber*) finished context: (void *) context
{
// the context contains an NSNumber which is the angle remaining to turn the pieces
CGFloat displacement = [trackSet currentDisplacementOnTrack:drag.trackIndex];
NSMutableDictionary* contextDict = (NSMutableDictionary*) context;
Move * move = (Move *) [contextDict objectForKey:ANIMCTX_MOVE];
//NSNumber *direction = (NSNumber *) [contextDict objectForKey:ANIMCTX_DIRECTION];
printf("> EVC animatePart: displ: %3.3f ", displacement);
if (FABS(displacement) < 0.1) {
printf(", ending animation\n");
// this is the last piece of animation
[trackSet completeMoveOnTrack:move.trackRef];
[self updatePiecesAnimatedFromModel];
self.animationContext = nil;
}
else {
CGFloat dir = displacement == 0 ? 0 : displacement / FABS(displacement);
CGFloat delta = -ANIM_DELTASTATION * dir;
printf(" EVC animatePart: delta: %3.3f\n", delta);
CGFloat newDelta = FABS(delta) < FABS(displacement) ? delta : -displacement;
[trackSet registerMoveOnTrack:drag.trackIndex by:newDelta];
[UIView beginAnimations:animationId context:context];
[UIView setAnimationDuration:0.1];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animatePart:finished:context:)];
[self updatePiecesFromTrack:drag.trackIndex];
[UIView commitAnimations];
}
printf("< EVC animatePart\n");
}
As you can see, the UIView methods setDelegate: and animationDidStopSelector: are used to configure this animation to call a certain method after it's done animating. The selector passed here is that of this same method. This sounds like a recursive method (it even has a stop condition, just like recursive methods normally do), but it's not. So no worries about stack overflows ;-)
For completeness, to kickstart this animation I use the method below (copied verbatim from my code).
- (void) animateMove: (Move *) move direction: (int) direction
{
printf("> EVC animateMove: %d\n", direction * move.stations);
NSMutableDictionary* dict = [NSMutableDictionary dictionaryWithObject:move forKey:ANIMCTX_MOVE];
[dict setObject:[NSNumber numberWithInt: direction] forKey:ANIMCTX_DIRECTION];
self.animationContext = dict;
//[trackSet openMoveOnTrack:move.trackRef];
// the move has already been carried out in the model, but is not yet reflected in the UI
// we don't need to call trackSet's openMoveOnTrack and closeMoveOnTrack
// for the animation we initially set the track's current displacement to that of the move
// then in a series of animated steps we decrement that displacement gradually to zero,
// while showing the intermediate results in the UI.
CGFloat moveDisplacement = (CGFloat) (move.stations);
[trackSet registerMoveOnTrack:move.trackRef by:moveDisplacement];
[self animatePart:#"displacementAnimation" finished:[NSNumber numberWithInt:0] context:dict];
printf("< EVC animateMove: \n");
}

UIView hitTest:withEvent: and pointInside:withEvent

I'm working with Mixare AR SDK for iOS and I need to solve some bugs that happends, one of them is show the information of a POI when the POI's view is tapped.
Prelude:
Mixare has an overlay UIView within MarkerView views are placed, MarkerView views are moving around the screen to geolocate the POIs and each one has two subviews, an UIImageView and an UILabel.
Issue:
Now, for example, there are 3 visible POIs in the screen, so there are 3 MarkerView as overlay subviews. If you touch anywhere in the overlay, a info view associated to a random POI of which are visible is showed.
Desired:
I want that the associated POI's info is shown only when the user tapped a MarkerView
Let's work. I've see that MarkerView inherits from UIView and implements hitTest:withEvent
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
viewTouched = (MarkerView*)[super hitTest:point withEvent:event];
return self;
}
I've put a breakpoint and hitTest is called once for each visible MarkerView but loadedView always is null so I can't work with it, so I've tried to check if the hit point is inside the MarkerView frame implementing pointInside:withEvent: by this way
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
NSLog(#"ClassName: %#", [[self class] description]);
NSLog(#"Point Inside: %f, %f", point.x, point.y);
NSLog(#"Frame x: %f y: %f widht:%f height:%f", self.frame.origin.x, self.frame.origin.y, self.frame.size.width, self.frame.size.height);
if (CGRectContainsPoint(self.frame, point))
return YES;
else
return NO;
return YES;
}
But this function always returns NO, even when I touch the MarkerView. When I check the log I saw that X and Y point values has negative values sometimes and width and height of the view are very small, 0.00022 or similar instead of 100 x 150 that I set the MarkerView frame on its initialization.
Here you are a extract of my log in which you can see the class name, the point and the MarkerView frame values.
ClassName: MarkerView
2011-12-29 13:20:32.679 paisromanico[2996:707] Point Inside: 105.224899, 49.049023
2011-12-29 13:20:32.683 paisromanico[2996:707] Frame x: 187.568573 y: 245.735138 widht:0.021862 height:0.016427
I'm very lost with this issue so any help will be welcome. Thanks in advance for any help provided and I'm sorry about this brick :(
Edit:
At last I've found that the problem is not in hitTest:withEvent: or pointInside:withEvent, problem is with CGTransform that applies to the MarkerView for scaling based on distande and rotating the view, if I comment any code related to this, the Mixare AR SDK works fine, I mean, info view is shown correctly if you touch a marker and doesn't do anything if any other place in the screen is touched.
So, by the moment, I've not solved the problem but I applied a patch removing the CGTransform related code in AugmentedViewController.m class - (void)updateLocations:(NSTimer *)timer function
- (void)updateLocations:(NSTimer *)timer {
//update locations!
if (!ar_coordinateViews || ar_coordinateViews.count == 0) {
return;
}
int index = 0;
NSMutableArray * radarPointValues= [[NSMutableArray alloc]initWithCapacity:[ar_coordinates count]];
for (PoiItem *item in ar_coordinates) {
MarkerView *viewToDraw = [ar_coordinateViews objectAtIndex:index];
viewToDraw.tag = index;
if ([self viewportContainsCoordinate:item]) {
CGPoint loc = [self pointInView:ar_overlayView forCoordinate:item];
CGFloat scaleFactor = 1.5;
if (self.scaleViewsBasedOnDistance) {
scaleFactor = 1.0 - self.minimumScaleFactor * (item.radialDistance / self.maximumScaleDistance);
}
float width = viewToDraw.bounds.size.width ;//* scaleFactor;
float height = viewToDraw.bounds.size.height; // * scaleFactor;
viewToDraw.frame = CGRectMake(loc.x - width / 2.0, loc.y-height / 2.0, width, height);
/*
CATransform3D transform = CATransform3DIdentity;
//set the scale if it needs it.
if (self.scaleViewsBasedOnDistance) {
//scale the perspective transform if we have one.
transform = CATransform3DScale(transform, scaleFactor, scaleFactor, scaleFactor);
}
if (self.rotateViewsBasedOnPerspective) {
transform.m34 = 1.0 / 300.0;
double itemAzimuth = item.azimuth;
double centerAzimuth = self.centerCoordinate.azimuth;
if (itemAzimuth - centerAzimuth > M_PI) centerAzimuth += 2*M_PI;
if (itemAzimuth - centerAzimuth < -M_PI) itemAzimuth += 2*M_PI;
double angleDifference = itemAzimuth - centerAzimuth;
transform = CATransform3DRotate(transform, self.maximumRotationAngle * angleDifference / (VIEWPORT_HEIGHT_RADIANS / 2.0) , 0, 1, 0);
}
viewToDraw.layer.transform = transform;
*/
//if we don't have a superview, set it up.
if (!(viewToDraw.superview)) {
[ar_overlayView addSubview:viewToDraw];
[ar_overlayView sendSubviewToBack:viewToDraw];
}
} else {
[viewToDraw removeFromSuperview];
viewToDraw.transform = CGAffineTransformIdentity;
}
[radarPointValues addObject:item];
index++;
}
float radius = [[[NSUserDefaults standardUserDefaults] objectForKey:#"radius"] floatValue];
if(radius <= 0 || radius > 100){
radius = 5.0;
}
radarView.pois = radarPointValues;
radarView.radius = radius;
[radarView setNeedsDisplay];
[radarPointValues release];
}
Any CoreGrapics or UI expert could give us his point of view about this issue??
You should either try to hittest as attached:
if ([self pointInside:point withEvent:event]) {
// do something
}
I would suggest you add the hit test on the superview, and do the following in the hit test of the parent of the markerViews
if ([markerView pointInside:point withEvent:event]) {
// extract the tag and show the relevant info
}
Hope this helps

detecting touch in UIImageView animation

i have a circle image that circles round the screen using a path animation. And i want to detect when the user touches the moving circle. However even though the image is moving round in a continuous circle its frame is still in the top left hand corner not moving, how can i update this so that i can detect a touch on the moving image? Here is the code...
Set Up Animation in ViewDidLoad:
//set up animation
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
pathAnimation.calculationMode = kCAAnimationPaced;
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.removedOnCompletion = NO;
pathAnimation.duration = 10.0;
pathAnimation.repeatCount = 1000;
CGMutablePathRef curvedPath = CGPathCreateMutable();
//path as a circle
CGRect bounds = CGRectMake(60,170,200,200);
CGPathAddEllipseInRect(curvedPath, NULL, bounds);
//tell animation to use this path
pathAnimation.path = curvedPath;
CGPathRelease(curvedPath);
//add subview
circleView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"ball.png"]];
[testView addSubview:circleView];
//animate
[circleView.layer addAnimation:pathAnimation forKey:#"moveTheSquare"];
Touches Method:
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
//detect touch
UITouch *theTouch = [touches anyObject];
//locate and assign touch location
CGPoint startPoint = [theTouch locationInView:self.view];
CGFloat x = startPoint.x;
CGFloat y = startPoint.y;
//create touch point
CGPoint touchPoint = CGPointMake(x, y);
//check to see if the touch is in the rect
if (CGRectContainsPoint(circleView.bounds, touchPoint)) {
NSLog(#"yes");
}
//check image view position
NSLog(#"frame x - %f, y - %f", circleView.frame.origin.x, circleView.frame.origin.y);
NSLog(#"center x - %f, y - %f", circleView.center.x, circleView.center.y);
NSLog(#"bounds x - %f, y - %f", circleView.bounds.origin.x, circleView.bounds.origin.y);
}
the imageview just seems to stay at the top left hand corner. I cant seem to figure out how to recognise if a touch gesture has been made on the moving ball.
any help would be appreciated,
Chris
You need to query the presentation layer of the view not it's frame. Only the presentation will be updated during the course of an animation...
[myImageView.layer presentationLayer]
Access the properties of this layer (origin, size etc) and determine if your touch point is within the bounds.

NSSlider NSSliderCell clipping custom knob

I am creating a custom NSSlider with a custom NSSliderCell. All is working beautifully, other than the knob. When I drag it to the max value the knob is being clipped, I can only see 50% of the knob image.
When assigning my custom NSSliderCell I am setting the knobThickness to the width of the image I am using as the knob. I assumed (I guess wrongly) that it would take that into account and stop it from clipping?
Any ideas what I am doing wrong? The slider is hitting the maxValue only when the knob is clipped at 50%, so its not travelling without adding any value.
- (void)drawKnob:(NSRect)knobRect {
NSImage * knob = _knobOff;
knobRectVar = knobRect;
[[self controlView] lockFocus];
[knob
compositeToPoint:
NSMakePoint(knobRect.origin.x+4,knobRect.origin.y+knobRect.size.height+20)
operation:NSCompositeSourceOver];
[[self controlView] unlockFocus];
}
- (void)drawBarInside:(NSRect)rect flipped:(BOOL)flipped {
rect.size.height = 8;
[[self controlView] lockFocus];
NSImage *leftCurve = [NSImage imageNamed:#"customSliderLeft"];
[leftCurve drawInRect:NSMakeRect(5, 25, 8, 8) fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1];
NSRect leftRect = rect;
leftRect.origin.x=13;
leftRect.origin.y=25;
leftRect.size.width = knobRectVar.origin.x + (knobRectVar.size.width/2);
[leftBarImage setSize:leftRect.size];
[leftBarImage drawInRect:leftRect fromRect: NSZeroRect operation: NSCompositeSourceOver fraction:1];
[[self controlView] unlockFocus];
}
The NSSLider expects a special sizes off the knob images for each control size:
NSRegularControlSize: 21x21
NSSmallControlSize: 15x15
NSMiniControlSize: 12x12
Unfortunately the height of your knob image mustn't exceed one of this parameters. But it's width may be longer. If it is you may count an x position for the knob like this:
CGFloat newOriginX = knobRect.origin.x *
(_barRect.size.width - (_knobImage.size.width - knobRect.size.width)) / _barRect.size.width;
Where _barRect is a cellFrame of your bar background from:
- (void)drawBarInside:(NSRect)cellFrame flipped:(BOOL)flipped;
I've created a simple solution for the custom NSSlider. Follow this link
https://github.com/Doshipak/LADSlider
You can override [NSSliderCell knobRectFlipped:] in addition to [NSSliderCell drawKnob:].
Here is my solution:
- (void)drawKnob:(NSRect)rect
{
NSImage *drawImage = [self knobImage];
NSRect drawRect = [self knobRectFlipped:[self.controlView isFlipped]];
CGFloat fraction = 1.0;
[drawImage drawInRect:drawRect fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:fraction respectFlipped:YES hints:nil];
}
- (NSRect)knobRectFlipped:(BOOL)flipped
{
NSImage *drawImage = [self knobImage];
NSRect drawRect = [super knobRectFlipped:flipped];
drawRect.size = drawImage.size;
NSRect bounds = self.controlView.bounds;
bounds = NSInsetRect(bounds, ceil(drawRect.size.width / 2), 0);
CGFloat val = MIN(self.maxValue, MAX(self.minValue, self.doubleValue));
val = (val - self.minValue) / (self.maxValue - self.minValue);
CGFloat x = val * NSWidth(bounds) + NSMinX(bounds);
drawRect = NSOffsetRect(drawRect, x - NSMidX(drawRect) + 1, 0);
return drawRect;
}
Know it's been awhile but I ran into this issue myself and found a quick-and-dirty workaround.
I couldn't get around the initial reason for this but it seems that NSSlider is expecting a quadratic handle image.
The easiest way I found was to set the range of your slider to be from 0.0f - 110.0f for example.
Then you check in the valueChanged target method assigned if the value is > 100.0f and set it back to that value if it is. I created a background image with some pixels of alpha-only pixels on the right side so your background isn't wider than the actual fader range.
Quick-and-dirty but doesn't require a lot code and works pretty well.
Hope this helps other guys stumbling upon the same issue.
You don’t need to lock and unlock focus on the controlView from inside cell drawing methods. These methods are only called by your controlView’s -drawRect: method, which is called with the view’s focus locked.
Why are you adding 20 points to the Y coordinate the knob image is composited to in -drawKnob?

Core Animation and Transformation like zoomRectToVisible

I'm trying to get an effect like the zoomRectToVisible-method of UIScrollview.
But my method should be able to center the particular rect in the layer while zooming and it should be able to re-adjust after the device orientation changed.
I'm trying to write a software like the marvel-comic app and need a view that presents each panel in a page.
For my implementation I'm using CALayer and Core Animation to get the desired effect with CATransform3D-transformations. My problem is, I'm not able to get the zoomed rect/panel centered.
the structure of my implementation looks like this: I have a subclass of UIScrollview with a UIView added as subview. The UIView contains the image/page in it's CALayer.contents and I use core animations to get the zooming and centering effect. The zoom effect on each panel works correcty but the centering is off. I'm not able to compute the correct translate-transformation for centering.
My code for the implementation of the effect is like this:
- (void) zoomToRect:(CGRect)rect animated:(BOOL)animated {
CGSize scrollViewSize = self.bounds.size;
// get the current panel boundingbox
CGRect panelboundingBox = CGPathGetBoundingBox([comicPage panelAtIndex:currentPanel]);
// compute zoomfactor depending on the longer dimension of the panelboundingBox size
CGFloat zoomFactor = (panelboundingBox.size.height > panelboundingBox.size.width) ? scrollViewSize.height/panelboundingBox.size.height : scrollViewSize.width/panelboundingBox.size.width;
CGFloat translateX = scrollViewSize.width/2 - (panelboundingBox.origin.x/2 + panelboundingBox.size.width/2);
CGFloat translateY = scrollViewSize.height/2 - (panelboundingBox.size.height/2 - panelboundingBox.origin.y);
// move anchorPoint to panelboundingBox center
CGPoint anchor = CGPointMake(1/contentViewLayer.bounds.size.width * (panelboundingBox.origin.x + panelboundingBox.size.width/2), 1/contentViewLayer.bounds.size.height * (contentViewLayer.bounds.size.height - (panelboundingBox.origin.y + panelboundingBox.size.height/2)));
// create the nessesary transformations
CATransform3D translateMatrix = CATransform3DMakeTranslation(translateX, -translateY, 1);
CATransform3D scaleMatrix = CATransform3DMakeScale(zoomFactor, zoomFactor, 1);
// create respective core animation for transformation
CABasicAnimation *zoomAnimation = [CABasicAnimation animationWithKeyPath:#"transform"];
zoomAnimation.fromValue = (id) [NSValue valueWithCATransform3D:contentViewLayer.transform];
zoomAnimation.toValue = (id) [NSValue valueWithCATransform3D:CATransform3DConcat(scaleMatrix, translateMatrix)];
zoomAnimation.removedOnCompletion = YES;
zoomAnimation.duration = duration;
// create respective core animation for anchorpoint movement
CABasicAnimation *anchorAnimatione = [CABasicAnimation animationWithKeyPath:#"anchorPoint"];
anchorAnimatione.fromValue = (id)[NSValue valueWithCGPoint:contentViewLayer.anchorPoint];
anchorAnimatione.toValue = (id) [NSValue valueWithCGPoint:anchor];
anchorAnimatione.removedOnCompletion = YES;
anchorAnimatione.duration = duration;
// put them into an animation group
CAAnimationGroup *group = [CAAnimationGroup animation];
group.animations = [NSArray arrayWithObjects:zoomAnimation, anchorAnimatione, nil] ;
/////////////
NSLog(#"scrollViewBounds (w = %f, h = %f)", self.frame.size.width, self.frame.size.height);
NSLog(#"panelBounds (x = %f, y = %f, w = %f, h = %f)", panelboundingBox.origin.x, panelboundingBox.origin.y, panelboundingBox.size.width, panelboundingBox.size.height);
NSLog(#"zoomfactor: %f", zoomFactor);
NSLog(#"translateX: %f, translateY: %f", translateX, translateY);
NSLog(#"anchorPoint (x = %f, y = %f)", anchor.x, anchor.y);
/////////////
// add animation group to layer
[contentViewLayer addAnimation:group forKey:#"zoomAnimation"];
// trigger respective animations
contentViewLayer.anchorPoint = anchor;
contentViewLayer.transform = CATransform3DConcat(scaleMatrix, translateMatrix);
}
So the view requires the following points:
it should be able to zoom and center a rect/panel of the layer/view depending on the current device orientation. (zoomRectToVisible of UIScrollview does not center the rect)
if nessesary (either device orientation changed or panel requires rotation) the zoomed panel/rect should be able to rotate
the duration of the animation is depending on user preference. (I don't know whether I can change the default animation duration of zoomRectToVisible of UIScrollView ?)
Those points are the reason why I overwrite the zoomRectToVisible-method of UIScrollView.
So I have to know how I can correctly compute the translation parameters for the transformation.
I hope someone can guide me to get the correct parameters.
Just skimmed over your code and this line is probably not being calculated as you think:
CGPoint anchor = CGPointMake(1/contentViewLayer.bounds.size.width * (panelboundingBox.origin.x + panelboundingBox.size.width/2), 1/contentViewLayer.bounds.size.height * (contentViewLayer.bounds.size.height - (panelboundingBox.origin.y + panelboundingBox.size.height/2)));
You're likely to get 0 because of the 1/ at the start. C will do your multiplication before this division, resulting in values <1 - probably not what you're after. See this
You might find it more useful to breakdown your calculation so you know it's working in the right order (just use some temporary variables) - believe me it will help enormously in making your code easier to read (and debug) later. Or you could just use more brackets...
Hope this helps.