I'm trying to add an overlay to my video which contains a sublayer that has the content changed over time. So I'm adding CAKeyframeAnimation to the layer as follows:
CALayer *overlayLayer = [CALayer layer];
[overlayLayer setFrame:CGRectMake(0, 0, size.width, size.height)];
[overlayLayer setMasksToBounds:YES];
NSArray *frames = [self.gifImage frames];
CALayer *aLayer = [CALayer layer];
UIImage *firstImage = [frames objectAtIndex:0];
CGFloat nativeWidth = CGImageGetWidth(firstImage.CGImage);
CGFloat nativeHeight = CGImageGetHeight(firstImage.CGImage);
CGRect frame = CGRectMake(0.0, 0.0, nativeWidth, nativeHeight);
aLayer.frame = frame;
aLayer.contents = (id)firstImage.CGImage;
[aLayer setMasksToBounds:YES];
CAKeyframeAnimation *animationSequence = [CAKeyframeAnimation animationWithKeyPath:#"contents"];
animationSequence.calculationMode = kCAAnimationDiscrete;
animationSequence.duration = [self.gifImage totalDuration];
animationSequence.repeatCount = HUGE_VALF;
NSMutableArray *animationSequenceArray = [[NSMutableArray alloc] init];
for (UIImage *image in frames) {
[animationSequenceArray addObject:(id)image.CGImage];
}
animationSequence.values = animationSequenceArray;
[aLayer addAnimation:animationSequence forKey:#"contents"];
[overlayLayer addSublayer:aLayer];
CALayer *parentLayer = [CALayer layer];
CALayer *videoLayer = [CALayer layer];
parentLayer.frame = CGRectMake(0, 0, size.width, size.height);
videoLayer.frame = CGRectMake(0, 0, size.width, size.height);
[parentLayer addSublayer:videoLayer];
[parentLayer addSublayer:overlayLayer];
composition.animationTool = [AVVideoCompositionCoreAnimationTool
videoCompositionCoreAnimationToolWithPostProcessingAsVideoLayer:videoLayer inLayer:parentLayer];
Somehow when I add aLayer as a sublayer of my view, it animates properly. But When I add it to the overlay of the video, the animation doesn't work. Is there something I'm missing here? Any help is appreciated.
If you use kCAAnimationDiscrete, here's a checklist:
keyTimes needs a value from 0-1, not a time
keyTimes must start at 0.0 and end with value 1.0
keyTimes must have one more value than your animation frames count
I've finally managed to fix this issue by changing calculationMode to kCAAnimationLinear. This seems to be a silly issue, but I hope it may be useful for someone.
Related
I just updated to Xcode 8 and I had problem with Blur (UIVisualEffectView) on iOS 10, but I solve it. But after I fixed the blur layer mask second problem is appears, when I getting the reference of maskView from UIVisualEffectView and apply the new UIBezierPath nothing happens.
Code example:
-(void)prepareEffectView{
//Frame
CGRect frame = self.view.bounds;
UIView *maskView = [[UIView alloc] initWithFrame:frame];
maskView.backgroundColor = [UIColor blackColor];
maskView.layer.mask = ({ // This mask draws a rectangle and crops a circle inside it.
UIBezierPath *maskLayerPath = [UIBezierPath bezierPath];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithRect:frame]];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithRect:CGRectMake(self.btnScan.center.x, self.btnScan.center.y, 0, 0)]];
[maskLayer setPath:maskLayerPath.CGPath];
[maskLayerPath setUsesEvenOddFillRule:YES];
CAShapeLayer *mask = [CAShapeLayer layer];
mask.path = maskLayerPath.CGPath;
mask.fillRule = kCAFillRuleEvenOdd;
mask;
});
self.visualEffectView.maskView = maskView;
}
-(void)openAperture{
//Blur layer
CGRect frame = self.view.bounds;
CAShapeLayer *maskLayer = (CAShapeLayer *)self.visualEffectView.maskView.layer.mask;
//New path value
UIBezierPath *maskLayerPath = [UIBezierPath bezierPath];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithRect:frame]];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithRoundedRect:UIEdgeInsetsInsetRect(frame, UIEdgeInsetsMake(58, 15, 66, 15)) cornerRadius:1]];
[maskLayer setPath:maskLayerPath.CGPath];
//Animation
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"path"];
animation.delegate = self;
animation.duration = 0.44;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.fromValue = (id)maskLayer.path;
animation.toValue = (id)maskLayerPath.CGPath;
[maskLayer addAnimation:animation forKey:#"animatePath"];
}
Apple Note About VisualEffectView issue on iOS 10
Transitions are tough in this realm, as maskView is the only way to
ensure that the effect works, but maskView also isn't animatable.
https://forums.developer.apple.com/message/184810#184810
The only the way to use "CAShapeLayer" as a mask is to apply your shape to UIView.layer.mask and then put it to UIVisualEffectView.maskView.
The maskView of UIVisualEffectView isn't animatable.
I have the same problem.
I tried to do next: (Swift code)
visualEffectView.layer.mask = maskView.layer.mask
instead of visualEffectView.mask = maskView
If so, path animation works fine, but then blur effect is gone.
If you find a solution, please update the post.
I have a video saved in an AVAsset. Is there a simply way for me to add an overlay to the video so that I can have a watermark in the corner of the screen?
I am already adding it to an AVMutableCompositionTrack then creating an AVAssetExportSession. Or is it impossible and do I need to create an instance of AVMutableVideoComposition as well and how do I so?
Is there a way for me to convert my AVAsset to an AVMutableVideoComposition and back?
This library has your request function. You can find your answer by reading source code.
Hope this help ;)
Please try this code to add overlay on video:
CALayer *overlayLayer = [CALayer layer];
UIImage *overlayImage = [UIImage imageNamed:#"overlay.png"];
[overlayLayer setContents:(id)[overlayImage CGImage]];
overlayLayer.frame = CGRectMake(0, 0, size.width, size.height);
[overlayLayer setMasksToBounds:YES];
//Set Up the Parent Layer
CALayer *parentLayer = [CALayer layer];
CALayer *videoLayer = [CALayer layer];
parentLayer.frame = CGRectMake(0, 0, size.width, size.height);
videoLayer.frame = CGRectMake(0, 0, size.width, size.height);
[parentLayer addSublayer:videoLayer];
[parentLayer addSublayer:overlayLayer];
Please check following link also Its may be helpful to you
http://www.raywenderlich.com/30200/avfoundation-tutorial-adding-overlays-and-animations-to-videos
I would like to synchronize the movement of an SKSpriteNode with a video. So as the video seeks forward, seeks backward or just plays the SKSpriteNode moves accordingly.
I know this can be done easily enough with CALayers, but can it be done with SKSpriteNode(s) in place of CALayers?
// 1) Create a sync layer
AVPlayerItem * item = player.currentItem;
AVSynchronizedLayer* syncLayer = [AVSynchronizedLayer synchronizedLayerWithPlayerItem:item];
syncLayer.frame = CGRectMake(10, 220, 300, 10);
syncLayer.backgroundColor = [[UIColor lightGrayColor] CGColor];
[self.view.layer addSublayer:syncLayer];
// 2) Create a sublayer for the synclayer
CALayer *sublayer = [CALayer layer];
sublayer.frame = CGRectMake(0, 0, 200, 50); //our black box
sublayer.backgroundColor = [[UIColor blackColor] CGColor];
[syncLayer addSublayer:sublayer];
// 3) animate the layer!
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"position"];
anim.fromValue = [NSValue valueWithCGPoint:CGPointMake(924, 300)];
anim.toValue = [NSValue valueWithCGPoint:CGPointMake(100, 300)];
anim.removedOnCompletion = NO;
anim.beginTime = AVCoreAnimationBeginTimeAtZero;
anim.duration = CMTimeGetSeconds(item.asset.duration);
NSLog(#"%f",anim.duration);
[sublayer addAnimation:anim forKey:nil];
I am making an application where I have to show 3 images in a single screen, and when User touch one image then that Image should be shown by Animating and resizing.
So for 1st Step I did Masking of 3 images with 3 different Transparent Mask Image from
How to Mask an UIImageView
And my method is like below
- (UIImageView*) maskedImage:(UIImage *)image withMasked:(UIImage *)maskImage {
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CALayer *mask1 = [CALayer layer];
mask1.contents = (id)[maskImage CGImage];
mask1.frame = CGRectMake(0, 0, 1024, 768);
imageView.layer.mask = mask1;
imageView.layer.masksToBounds = YES;
return imageView;
}
And I am calling this as
self.image2 = [UIImage imageNamed:#"screen2Full.png"];
self.mask2 = [UIImage imageNamed:#"maskImage.png"];
self.imageView2 = [self maskedImage:self.image2 withMasked:self.mask2];
[self.completeSingleView addSubview:self.imageView2];
This is working perfectly.
Now for Step 2. Animate the Mask, so that Full Image can be shown. I have googled a lot about this but didn't get success. So Please help me. I just want to know how can we Animate and Resize the Mask Image So that I can view a full Image. My concept is as below.
So finally i got the solution from multiple sites and some own logic and hard work obviously ;). So here is the solution of this
-(void)moveLayer:(CALayer*)layer to:(CGPoint)point
{
// Prepare the animation from the current position to the new position
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position"];
animation.fromValue = [layer valueForKey:#"position"];
animation.toValue = [NSValue valueWithCGPoint:point];
animation.duration = .3;
layer.position = point;
[layer addAnimation:animation forKey:#"position"];
}
-(void)resizeLayer:(CALayer*)layer to:(CGSize)size
{
CGRect oldBounds = layer.bounds;
CGRect newBounds = oldBounds;
newBounds.size = size;
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"bounds"];
animation.fromValue = [NSValue valueWithCGRect:oldBounds];
animation.toValue = [NSValue valueWithCGRect:newBounds];
animation.duration = .3;
layer.bounds = newBounds;
[layer addAnimation:animation forKey:#"bounds"];
}
- (UIImageView*) animateMaskImage:(UIImage *)image withMask:(UIImage *)maskImage width:(int )wd andHeight:(int )ht andSize:(CGSize)size andPosition:(CGPoint)pt {
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CALayer *mask = [CALayer layer];
mask.contents = (id)[maskImage CGImage];
mask.frame = CGRectMake(0, 0, wd, ht);
//This needs to be place before masking. I don't knwo why. But its working :)
[self resizeLayer:mask to:size];
[self moveLayer:mask to:pt];
imageView.layer.mask = mask;
imageView.layer.masksToBounds = YES;
return imageView;
}
You just need to call this as
[self.imageView1 removeFromSuperview];
self.imageView1 = [self animateMaskedImage:self.image1 withMasked:self.mask1 width:1024 andHeight:768 andSize:CGSizeMake(1024*4, 768*4) andPosition:CGPointMake(1024*2, 768*2)];
[self.completeSingleView addSubview:self.imageView1];
I'm trying to use a CAShapeLayer as a mask to the backing layer of a GLKView like so:
CGRect circleFrame = CGRectMake(0, 0, 800, 800);
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:circleFrame];
CGPoint circleAnchor = CGPointMake(CGRectGetMidX(circleFrame) / CGRectGetMaxX(circleFrame),CGRectGetMidY(circleFrame) / CGRectGetMaxY(circleFrame));
shapeLayerMask = [[CAShapeLayer alloc] init];
shapeLayerMask.path = path.CGPath;
shapeLayerMask.anchorPoint = circleAnchor;
shapeLayerMask.frame = CGRectMake(0, 0,800, 800);
shapeLayerMask.fillColor = [UIColor blackColor].CGColor;
shapeLayerMask.backgroundColor = [UIColor clearColor].CGColor;
shapeLayerMask.opacity = 1.0f;
shapeLayerMask.hidden = NO;
self.view.layer.mask = shapeLayerMask;
But as soon as i do this, all my touch events stop firing. No more touchesBegan, touchesEnded, etc. Anyone knows why? Thanks in advance!