I want to show movie player controls when the movie is finished, so I add observer to NSNotificationCenter :
- (void)movieFinishedCallback:(NSNotification*)aNotification
{
// Obtain the reason why the movie playback finished
NSNumber *finishReason = [[aNotification userInfo] objectForKey:MPMoviePlayerPlaybackDidFinishReasonUserInfoKey];
if ([finishReason intValue] == 0)
{
[self showControls];
}
// Handle other reasons
}
- (void)showControls
{
for(id views in [[[self.playerVC moviePlayer] view] subviews]){
for(id subViews in [views subviews]){
for (id controlView in [subViews subviews]){
[controlView setAlpha:1.0];
[controlView setHidden:NO];
}
}
}
}
till now every thing is working well and the controls were appeared, but when I tap on the screen in order to hide them, the controls disappeared and appeared again quickly (something like flash), then I need to tap again on the view to hide the controls ..
anybody knows why I got this issue ? or has another idea to show the controls when the video is finished ?
First debug and print the subviews of the MPMoviePlayerView and write down the subviews and find the name of the control view.
This is the debugging i got in my app.
Printing description of subViews:
<MPVideoContainerView: 0x7f936950f6e0; frame = (0 0; 375 667); autoresize = W+H; layer = <CALayer: 0x7f936950fa30>>
Printing description of controlView:
<MPVideoPlaybackOverlayView: 0x7f9369659a70; frame = (0 0; 375 667); alpha = 0; hidden = YES; autoresize = W+H; tag = 1004; layer = <CALayer: 0x7f93696c4710>>
Printing description of subViews:
<MPVideoContainerView: 0x7f936950f6e0; frame = (0 0; 375 667); autoresize = W+H; layer = <CALayer: 0x7f936950fa30>>
Printing description of views:
<MPSwipableView: 0x7f9369510290; frame = (0 0; 375 667); autoresize = W+H; gestureRecognizers = <NSArray: 0x7f9369510d30>; layer = <CALayer: 0x7f9369510620>>
Then i just checked the name of the control view and removed it form the player. Set it to hidden.
- (void)hideControls
{
for(id views in [[player view] subviews]){
for(id subViews in [views subviews]){
for (id controlView in [subViews subviews]){
if ( [controlView isKindOfClass:NSClassFromString(#"MPVideoPlaybackOverlayView")] ) {
[controlView setAlpha:0.0];
[controlView setHidden:YES];
}
}
}
}
}
Related
I having scroolViewController having UIImageView and UITextView.so how we fatch the UItextView text and image of UIImage.it gives error...
for(UIView *subview2 in [scroolViewController subviews])
{
NSLog(#"-----%#",subview2);
if([subview2 isKindOfClass:[UIImageView class]])
{
[dictImages setValue:subview2.image forKey:#"positionY"];
}
if(subview2 isKindOfClass:[UITextView class])
{
[dicText setValue:subview3.text forKey:#"text"];
}
}
Or when we writhe this
for(UIView *subview2 in [scroolViewController subviews])
{
NSLog(#"-----%#",subview2);
}
then console gives:
-----<UITextView: 0xb8791d0; frame = (5 10; 285 340); text = ''; clipsToBounds = YES; userInteractionEnabled = NO; layer = <CALayer: 0xb860a30>; contentOffset: {0, 0}>
-----<UIImageView: 0xb0c9d10; frame = (134 118; 100 100); opaque = NO; userInteractionEnabled = NO; layer = <CALayer: 0xb0c8600>>
so how we save text and image dictionary from getting subviews...????
To fix the compiler error, do:
[dictImages setValue:((UIImageView*)subview2).image forKey:#"positionY"];
Since you've already checked that it's the right class, casting it is fine.
Is dictImages an NSMutableDictionary?
I have a mapView (_mapView) which in itself is a subView of my viewController , I would like to add an activityIndicator when I am fetching lots of pins, however I cannot get it to appear above the mapView, can anyone suggest why not
UIActivityIndicatorView *activityIndicator = nil;
activityIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray] ;
CGRect frame = activityIndicator.frame;
frame.origin = CGPointMake(290, 12);
activityIndicator.frame = frame;
activityIndicator.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin;
activityIndicator.tag = 2;
[self._mapView addSubview:activityIndicator];
dataMarkers = [[kepnService new] getPlacesByBounds:neCoord.latitude :neCoord.longitude :swCoord.latitude :swCoord.longitude]; // call to webservice
.... other processing code
[activityIndicator removeFromSuperview];
For information my view stack looks like this
subviews (
"<MKMapView: 0x6d6f320; frame = (0 0; 320 460); clipsToBounds = YES; layer = <CALayer: 0x6d99520>>",
"<UIToolbar: 0x6d93f70; frame = (-1 0; 342 44); autoresize = W+TM; layer = <CALayer: 0x6d8bbf0>>",
"<UINavigationBar: 0x6d9a4f0; frame = (0 416; 320 44); autoresize = W+BM; layer = <CALayer: 0x6d9a5b0>>"
)
Seems like you are adding the activity indicator, blocking the main thread and then removing it.
What you should do is:
Add the activity indicator.
Detach a thread or block to the background to perform the processing code.
When done, remove the activity indicator.
I want to set image into UIScrollView, but there is a problem. Image is outside of UIScrollView.
I use [self.scrollView addSubview:view];
enter code here
scrollView = [[UIScrollView alloc] initWithFrame:scrollViewRect];
-(void)scrollViewDidScroll:(UIScrollView *)sv
{
int page = [self currentPage];
// Load the visible and neighbouring pages
[self loadPage:page-1];
[self loadPage:page];
[self loadPage:page+1];
}
-(void)loadPage:(int)page
{
// Sanity checks
if (page < 0) return;
if (page >= [scrollViewPages count]) return;
// Check if the page is already loaded
UIView *view = [scrollViewPages objectAtIndex:page];
// if the view is null we request the view from our delegate
if ((NSNull *)view == [NSNull null])
{
view = [delegate viewForItemAtIndex:self index:page];
[scrollViewPages replaceObjectAtIndex:page withObject:view];
}
// add the controller's view to the scroll view if it's not already added
if (view.superview == nil)
{
// Position the view in our scrollview
CGRect viewFrame = view.frame;
viewFrame.origin.x = viewFrame.size.width * page;
viewFrame.origin.y = 0;
view.frame = viewFrame;
[self.scrollView addSubview:view];
}
}
enter code here
I've attached my project at my project
Are you assigning desired frame to the view before adding it to the scroll view?
I've got myself totally baffled with this scrollview. For some reason, on the third pass of this loop, an extra two UIImageViews get added as subviews. I assume i'm addressing bad memory, or something to that effect, but I can't figure out where it is coming from for the life of me.
Here's the code:
scrollview=[[[UIScrollView alloc] initWithFrame:CGRectMake(x, y+40, 300, 225)] retain];
NSArray *chunks=[lesson.photoString componentsSeparatedByString:#"|"];
ALAssetsLibrary *assetLibrary;
__block CGRect workingFrame = scrollview.bounds;
__block UIImageView *imageview=nil;
workingFrame.origin.x = 0;
NSLog(#"Chunks: %d\n",[chunks count]);
for(NSString *url in chunks) {
//
if(url && [url length])
{
NSURL *asseturl = [NSURL URLWithString:url];
assetLibrary = [[[ALAssetsLibrary alloc] init] autorelease];
[assetLibrary assetForURL:asseturl
resultBlock:^(ALAsset *myasset)
{
UIView *sub=[[UIView alloc] initWithFrame:workingFrame];
imageview=[[UIImageView alloc] initWithImage:[UIImage imageWithCGImage:[[myasset defaultRepresentation] fullScreenImage]]];
[imageview setContentMode:UIViewContentModeScaleAspectFit];
imageview.frame = sub.bounds;
[sub addSubview:imageview];
[imageview release];
UIButton *imgfull=[UIButton buttonWithType:UIButtonTypeCustom];
[imgfull setFrame:sub.bounds];
imgfull.backgroundColor=[UIColor clearColor];
[imgfull addTarget:self action:#selector(imageViewToFullScreen) forControlEvents:UIControlEventTouchUpInside];
[sub addSubview:imgfull];
[imgfull release];
[scrollview addSubview: sub];
[sub release];
NSLog(#"%#",[scrollview subviews]);
workingFrame.origin.x = workingFrame.origin.x + workingFrame.size.width;
[scrollview setContentSize:CGSizeMake(workingFrame.origin.x, workingFrame.size.height)];
if(scrollview.contentSize.width>300)
[scrollview flashScrollIndicators];
}
failureBlock:^(NSError *myerror){
NSLog(#"Failure - %#",[myerror localizedDescription]);
}
];
}
}
[scrollview setPagingEnabled:YES];
[self.view addSubview:scrollview];
Here's the output:
2011-05-04 11:53:00.331 AppName[24896:207] Chunks: 4
2011-05-04 11:53:00.369 AppName[24896:207] (
"<UIView: 0x6685960; frame = (0 0; 300 225); layer = <CALayer: 0x6685990>>"
)
2011-05-04 11:53:00.394 AppName[24896:207] (
"<UIView: 0x6685960; frame = (0 0; 300 225); layer = <CALayer: 0x6685990>>",
"<UIView: 0x642db00; frame = (300 0; 300 225); layer = <CALayer: 0x6420c80>>"
)
2011-05-04 11:53:00.426 AppName[24896:207] (
"<UIView: 0x6685960; frame = (0 0; 300 225); layer = <CALayer: 0x6685990>>",
"<UIView: 0x642db00; frame = (300 0; 300 225); layer = <CALayer: 0x6420c80>>",
"<UIImageView: 0x666e3d0; frame = (292 1; 7 223); alpha = 0; opaque = NO; autoresize = LM; userInteractionEnabled = NO; layer = <CALayer: 0x666e400>>",
"<UIImageView: 0x6605490; frame = (1 217; 149 7); opaque = NO; autoresize = TM; userInteractionEnabled = NO; animations = { opacity=<CABasicAnimation: 0x6686ff0>; }; layer = <CALayer: 0x6664280>>",
"<UIView: 0x6686c30; frame = (600 0; 300 225); layer = <CALayer: 0x6686c60>>"
)
2011-05-04 11:53:00.439 AppName[24896:207] (
"<UIView: 0x6685960; frame = (0 0; 300 225); layer = <CALayer: 0x6685990>>",
"<UIView: 0x642db00; frame = (300 0; 300 225); layer = <CALayer: 0x6420c80>>",
"<UIImageView: 0x666e3d0; frame = (292 1; 7 223); alpha = 0; opaque = NO; autoresize = LM; userInteractionEnabled = NO; layer = <CALayer: 0x666e400>>",
"<UIView: 0x6686c30; frame = (600 0; 300 225); layer = <CALayer: 0x6686c60>>",
"<UIImageView: 0x6605490; frame = (1 217; 99 7); opaque = NO; autoresize = TM; userInteractionEnabled = NO; animations = { opacity=<CABasicAnimation: 0x6648d60>; }; layer = <CALayer: 0x6664280>>",
"<UIView: 0x6673f90; frame = (900 0; 300 225); layer = <CALayer: 0x6673fc0>>"
)
EDIT: I should also mention that I've NSLog'd sub, and it produces the results I'd expect (1 imageview, 1 button per trip through the loop). I should also mention, that as far as I know I have no imageviews of the dimensions shown from the scrollview logging (99x7 or 7x223) anywhere in my app.
EDIT 2: A bit further information: I switched the add line to [scrollview addSubview:nil]; and I'm still seeing two imageviews being added on the third pass of the loop. Also, scrollview isn't accessed from anywhere else outside the posted code section.
EDIT 3: Figured out out. I'm flashing the scrollbars too early, which is mucking with the order of the subviews within the scrollview.
Are these the scroll view indicators flashing?
If no unusual images actually appear on your scroll view, you can assume those subviews are managed internally by UIScrollView and you should ignore them. Scroll indicators, perhaps.
Actually These extra two images are the uiscrollindicator images that are vertical scroll indicator and horizontal scroll indicator with tag 0 That are added by UIScrollview Automatically , if you add UIIMageViews to the ScrollView make sure to assign tag greater than zero, or use some other technique , so that you can retrieve your UIIMageViews by tag greater than zero..
I have the following code
// Breakpoint here
[label removeFromSuperview];
[label release];
label = nil;
stepping through it with the debugger outputs
(gdb) po [self subviews]
<NSCFArray 0x476af70>(
<UIImageView: 0x47581a0; frame = (0 0; 232 81); opaque = NO; autoresize = W+H; userInteractionEnabled = NO; layer = <CALayer: 0x476b3d0>>,
<UILabel: 0x4758870; frame = (15 11; 202 56); text = 'Test'; clipsToBounds = YES; autoresize = W+H; userInteractionEnabled = NO; layer = <CALayer: 0x476b590>>
)
(gdb) po label
<UILabel: 0x4758870; frame = (15 11; 202 56); text = 'Test'; clipsToBounds = YES; autoresize = W+H; userInteractionEnabled = NO; layer = <CALayer: 0x476b590>>
(gdb) n
(gdb) n
(gdb) n
(gdb) po [self subviews]
<NSCFArray 0x478c4e0>(
<UIImageView: 0x47581a0; frame = (0 0; 232 81); opaque = NO; autoresize = W+H; userInteractionEnabled = NO; layer = <CALayer: 0x476b3d0>>
)
Yet it is still visible, it does not disappear. Not even if I do [self setNeedsDisplay] immediately after.
Has anyone else come across this? Is it a bug in the SDK or am I missing something?
It turns out a bug in my code elsewhere was causing multiple identical views to be created on top of each other, leading to this behaviour.