I'm using MPMoviePlayerViewController - with the player controls set to: MPMovieControlStyleFullscreen
I'm having a problem with some of buttons that are in MPMovieControlStyleFullscreen: forward, reverse, and fullscreen (the one with the arrows pointing at eachother).
I would like to either remove the forward, reverse, and fullscreen buttons or control what they do when the user taps them.
Thank you!
There isn't a way to customize the MPMovieControlStyle values provided by Apple. What you need to do is is turn off the Apple controls (MPMovieControlStyleNone) and then create your own custom controls. Apple is fine with you putting your own UIViews in to the hierarchy here, so you can get started with something like this:
MPMoviePlayerController *moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL: YOUR_URL];
moviePlayer.controlStyle = MPMovieControlStyleNone;
UIView *movieView = moviePlayer.view;
[movieView addSubview: _movieControlsView];
[movieView bringSubviewToFront: _movieControlsView];
Where _movieControlsView was set up earlier in code or in IB.
Aesthetically, you can do what you want, but I would recommend sticking with something that looks like Apple's choices so as not to confuse the user. For the project I just finished, I created a transparent button the exact size of the movie player. Clicking the button fades in a control bar on the bottom with my custom controls. If one of the controls isn't clicked, the control bar fades back out again after a few seconds.
First off, MPMoviePlayerController is a little different than MPMoviePlayer*View*Controller, so some of these answers lead to problems when converting applications that were built in an iOS 4.3+ environment.
I've built some apps using MPMoviePlayerController that worked fine when built in iOS 3.2. When I rebuilt it with XCode 3.2.6, (iOS 4.3), the videos don't even play on the iPhone. I since fixed that by adding the MPMoviePlayerController instance to a subView, then presenting a modal (Player is a UIViewController) with the movplayer in fullScreenMode:
//from didSelectRowAtIndexPath
Vid *selected = [items objectAtIndex:position];
player = [[Player alloc] init];
movplayer = [[MPMoviePlayerController alloc] initWithContentURL:selected.vidURL];
movplayer.view.frame = player.view.bounds;
movplayer.view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight |
UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin |
UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleBottomMargin;
[player.view addSubview:movplayer.view];
[self presentModalViewController:player animated:YES];
[movplayer setFullscreen:YES animated:NO];
[movplayer play];
[player release];
//movplayer is released inside - (void)exitedFullscreen:(NSNotification*)notification
This was done on account of the UINavigationBar being half cut off when rotating.
When I got to the iPad version of the app the modal option wouldn't work aesthetically. It was also having the UISplitViewController navBar and toolbars half cut off when rotating in full screen mode. So I tried implementing MPMoviePlayerViewController instead of MPMoviePlayerController. With this conversion, XCode gave me errors when trying to set:
movplayer.controlStyle = MPMovieControlStyleEmbedded;
The proper way to do this with a MPMoviePlayerViewController is:
movplayer.moviePlayer.controlStyle = MPMovieControlStyleEmbedded;
When the player is added as a subView, the pinch gestures will toggle the player between fullScreen and the size of your parentView (player.view.bounds) smoothly, as well as preserve the toolbars and navBars native to the parent.
//iPad version with a view (viewForMovie) inside the DetailViewController
movplayer = [[MPMoviePlayerViewController alloc] initWithContentURL:[current vidURL]];
movplayer.moviePlayer.controlStyle = MPMovieControlStyleEmbedded;
movplayer.view.backgroundColor = [UIColor clearColor];
movplayer.view.frame = viewForMovie.bounds;
[viewForMovie addSubview:movplayer.view];
So these two examples show some workarounds for those who want to convert their iPhone or iPad apps to a newer iOS version.
Try setting MPMovieControlStyle of your MPMoviePlayerController object to MPMovieControlStyleNone
Related
I am experiencing an issue when using the iPad Camera in iOS 8. I've seen some older questions and a thread on the Apple Developer Forums from during the beta but still haven't find a solution.
There seems to be two parts to this issue.
1) The camera itself rotates when the device orientation rotates, eg the world is on its side
2) When opening the camera in Landscape, the overlay does not appear. When opened in Portrait it is fine.
It is an app using iOS7 as the Base SDK, problem only occurs when running the app on a device that has been upgraded to iOS8. The app is not using storyboards, it is using nibs.
I'm hoping to push out a fix for this with Xcode 5.1.1 before moving onto the iOS8 specific fixes and using it as a Base SDK in the next version.
Here is my code to bring up the camera:
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera] == YES) {
// Create Camera
imagePicker = [[UIImagePickerController alloc] init];
imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
imagePicker.delegate = self;
imagePicker.showsCameraControls = NO;
// Set up custom controls view
[[NSBundle mainBundle] loadNibNamed:#"OverlayView" owner:self options:nil];
self.overlayView.frame = imagePicker.cameraOverlayView.frame;
imagePicker.cameraOverlayView = self.overlayView;
self.overlayView = nil;
// Show Camera
[self presentViewController:imagePicker animated:NO completion:nil];
[imagePicker release];
}
I have also tried
And the Layout of the Toolbar (sitting at the bottom) of the OverlayView:
If I change that to sit "at the top" it appears in both portrait and landscape! So it must have to do with the view/window/something size, though it's strange how its behaviour would change when the layout has stayed the same.
I have tried it with both showsCameraControls = YES and hashing out the OverlayView block, and problem #1 persists so it's not to do with the overlay at app.
I'm hoping someone has found an answer to this, it seems like quite a common problem.
Please let me know if you need any further details.
Edit 1: Fixed the Overlay (Issue #2)
It wasn't applying the orientation to the OverlayView, fixed it like this:
// Grab the window frame and adjust it for orientation - from http://stackoverflow.com/a/15707997/520902
UIView *rootView = [[[UIApplication sharedApplication] keyWindow]
rootViewController].view;
CGRect originalFrame = [[UIScreen mainScreen] bounds];
CGRect screenFrame = [rootView convertRect:originalFrame fromView:nil];
...
self.overlayView.frame = imagePicker.cameraOverlayView.frame;
I suspect that it's related to the camera not realising it's orientated too, will keep searching for a fix for Problem #1.
Edit 2: Update on Issue #1
Looks like the camera rotating might be an Apple issue. On iOS8 if you open up the Contacts app, edit a contact and choose 'Take Photo', the exact same issue occurs - in a default Apple app!
I still can't find a fix so I am just destroying and recreating the imagePicker on each orientation change for now, it's ugly but will suffice until Apple release a fix or a better solution pops up.
Apple fixed this problem in iOS 8.1.
I have a transparent view with a rectangle drawn onto it using CoreGraphics.
When the camera launches the custom overlay view is above the shutter animation.
What you see is the standard camera shutter with the custom rectangle above it.
How do I get it to go in the right place, underneath the shutter animation? I've looked at other sample code but it's for OS 3.1 and doesn't seem to do anything differently.
Here's my code:
-(IBAction)cameraButton{
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerCameraDeviceRear]){
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
//Add the OverlayView with the custom Rectangle
CGRect overlayFrame = CGRectMake(0.0f, 0.0f, 320.0f, 480.0f);
OverlayView *overlayView = [[OverlayView alloc]initWithFrame:overlayFrame];
picker.cameraOverlayView = overlayView;
[overlayView release];
[self presentModalViewController:picker animated:YES];
[picker release];
}
}
On the iPad this problem doesn't exist, and the overlay view is behind the shutter animation by default. But on the iPhone, the overlay appears at front.
I've found a solution that worked for me.
You have to set your overlay view as a subview in this method:
- (void)navigationController:(UINavigationController *)navigationController willShowViewController:(UIViewController *)viewController animated:(BOOL)animated {
if (!viewController)
return;
UIView* controllerViewHolder = viewController.view;
UIView* controllerCameraView = [[controllerViewHolder subviews] objectAtIndex:0];
UIView* controllerPreview = [[controllerCameraView subviews] objectAtIndex:0];
[controllerCameraView insertSubview:self.overlayView aboveSubview:controllerPreview];
}
Hope it helps
Original source:
http://www.alexcurylo.com/blog/2009/06/18/uiimagepickercontroller-in-3-0/
You may not do anything else other than what you're already doing; if iOS decides to put your overlay view over the shutter, you'll just have to live with it (unless you want to risk getting rejected from the app store).
As an imperfect workaround, you could start your overlay with alpha=0 and then set alpha to 1 a second or two later. But there is no set time period that the shutter appears for before 'opening' (I think it depends on how long it takes to initialize the camera hardware), so sometimes your interface might not appear until late and sometimes might appear too early.
As of 4.3.3, the shutter animation is broken because elements are displayed on top, and then snap underneath when the animation starts. I've filed this as a Radar: http://openradar.appspot.com/radar?id=1204401
I answered a similar question here. What worked for me (in iOS 6) was setting the cameraOverlayView in navigationController:willShowViewController:animated.
- (void) navigationController:(UINavigationController*) navigationController willShowViewController:(UIViewController*) viewController animated:(BOOL) animated {
self.imagePickerController.cameraOverlayView = ...; // your camera overlay view
}
I just updated my phone to IOS 6 but I have some issue regarding adding UIImageView on the UINavigationController navigationbar. This is my code
UIImage *logoImage = [UIImage imageNamed:#"navigationbar.png"];
UIImageView *logoImageView = [[UIImageView alloc] initWithImage:logoImage];
UINavigationBar *navBar = self.navigationController.navigationBar;
[navBar addSubview:logoImageView];
[logoImageView release];
This will add logo on navigationbar, it works great on the lower version of IOS 6. But on IOS 6 the logo shown but the back button was behind the logo so back button is not shown.
I don't want to override the UINavigationBar drawrect since I also have UINavigatioBar somewhere on the code for popup.
Any suggestions?
I think you don't need a UIImageView in IOS 6.
You can just put a background image in the UINavigationBar (for example in AppDelegate) like this:
[[UINavigationBar appearance] setBackgroundImage :[UIImage imageNamed:#"navigationbar"]];
Found a good site which explains some new user interface customisation in IOS 6:
click here
Okay guys, maybe you can help me out with this one. I'm about ready to pull my hair out.
Recently I decided to upgrade my app and make it look better, and with that I wanted to move it into full support for iPad platforms as well. For a while everything worked great. Just press copy MainWindow.xib for iPad, add the views that I used on the iPhone configurations, and everything should be great, but that didn't work too well. Take a look:
Here is the iPhone screenshot:
Here is the iPad screenshot:
Where's the tab bar? I don't understand! I added the initial view when I was first putting it together, but when I linked all of the IBOutlets to the proper pieces, the tab bar no longer shows up.
Screenshot of IB:
Tab Bar properties:
Tint: A bluish color
Image Tint: A goldish color
Mode: Scale to fill
Tag: 0
User Interaction Enabled: (Checked)
Multiple Touch: (Unchecked)
Alpha: 1
Opaque: (Checked)
Hidden (Unchecked)
Clears Graphic Context: (Checked)
Clip Subviews: (Unchecked)
Autoresize Subviews: (Checked)
Stretching: (x,y,w,h):(0,0,1,1)
The viewController.h file is a delegate for UITabBar, UITextField, and UITextView
ViewDidLoad (bar is the IBOutlet for the tab bar):
- (void)viewDidLoad
{
[super viewDidLoad];
[self playMovieIntro];
NSURL *url = [NSURL URLWithString:#"http://www.faithlifefellowship.us/Audio/Sermons/NewSermonBanner.png"];
NSData *data = [NSData dataWithContentsOfURL:url];
UIImage *image = [UIImage imageWithData:data];
if(!image == NULL)
{
NewSermonBanner.image = image;
}
series = [[Series alloc] init];
SeriesName = #"";
NSRange range = [[[UIDevice currentDevice] name] rangeOfString:#"iPad"];
int i = 0;
if(range.location != NSNotFound)
i = 1;
bar.selectedItem = hometab;
//set delegates
[bar setDelegate:self];
[personalName setDelegate:self];
[personalEmail setDelegate:self];
[content setDelegate:self];
[prContent setDelegate:self];
[prName setDelegate:self];
[prEmail setDelegate:self];
}
I'm stumped. If you have any ideas or need any more information, let me know.
Thanks!
I'm going to give you a few things I'm getting in order to fix this. It will be tons easier if you could upload the source code for me/us to download and be able to pinpoint the problem.
Sometimes (I can't remember exactly when) I've had my navigation bar not show up because it was missing a connection.
Make sure you are not hiding the tab bar anywhere in code, though it doesn't seem to be the case since it shows up on iPhone.
Otherwise I'm gonna take a guess and say it's something in the NIB. Here are some things you can try:
Check all your connections to outlets
Make sure your objects in the NIB are of the correct class
Verify that the tab bar's "hidden" property is not check in Interface Builder
Compare and verify all the structure of the NIB file between iPhone and iPad
These are just some ideas :) again if you can post the code it would be fantastic.
Let us know how it goes,
Felipe
I had this problem with a app that support both iPhone and iPad. Make sure 'is initial view controller' is checked for the UITabBarController when you examine the view controller using the object inspector. When you do this, xcode will display a 'inbound' arrow on the left side of the view controller if you're using storyboards.
I have a custom UIView that I have created to display my custom buttons and toolBar. When I first called for it to show, the bar is on top of the Shutter (which is good). But after the camera is loaded, the shutter comes in front of it, then opens.
If you look at the native camera.app, it doesn't do this. The toolbar stays there the whole time. Here is my code:
// .h
UIImagePickerController *theCamera;
#property (nonatomic, retain) UIImagePickerController *theCamera;
// .m
theCamera = [[UIImagePickerController alloc] init];
theCamera.delegate = self;
theCamera.sourceType = UIImagePickerControllerSourceTypeCamera;
theCamera.showsCameraControls = NO;
theCamera.toolbar.alpha = 0;
theCamera.navigationBarHidden = YES;
theCamera.toolbarHidden = YES;
theCamera.wantsFullScreenLayout = YES;
theCamera.cameraViewTransform = CGAffineTransformMakeScale(1.25, 1.25);
UIImageView *tabBarBack = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"tab_bar_back.png"]];
tabBarBack.frame = CGRectMake(0, 422, 320, 58);
[customView addSubview:tabBarBack];
theCamera.cameraOverlayView = customView;
[self presentModalViewController:theCamera animated:YES];
Obviously there are more buttons I add to the customView, but you get the concept.
Subscribe to:
AVCaptureSessionDidStartRunningNotification
This is when the iris open animation begins. If you add a cameraOverlayView during this time, it will be properly covered up by the iris. It is posted at the same time as that PL… private notification. This is a documented approach that does not risk app rejection.
AFAIK there is no direct way to do this. If you use cameraOverlay, you will get shutter for the complete screen.
How ever there are some alternate methods (playing around with the view hierarchy) that will help you in making your preview screen as parent view. I am not sure if this approach is correct as per app store guidelines.
have a look at Hide/Show iPhone Camera Iris/Shutter animation for better understanding on how to achieve this.
On iOS 6+, if you've added your controller as the delegate for the UIImagePickerController, this code should ensure that the shutter stays behind your cameraOverlayView:
- (void) navigationController:(UINavigationController*) navigationController willShowViewController:(UIViewController*) viewController animated:(BOOL) animated {
self.imagePickerController.cameraOverlayView = ...; // your camera overlay view
}
I haven't tested on versions of iOS prior to iOS 6 though.