i´ve added a MPMoviePlayerViewController instance and playing of a movie works great.
I´ve 3 buttons and want to load different videos in a UIView-container. That works, too.
But if i click on a button to load an other video, everytime the background is flickering black.
I´ve set the color to "clearColor":
player.moviePlayer.backgroundView.backgroundColor = [UIColor clearColor];
But that doesn´t help. Is there a way to load a video without a background - only the video-content?
Thanks for your time.
Not sure about the flickering issue. You said it flickers when you load another video -- Are you unintentionally layering multiple videos on top of each other? Make sure you remove the old one!
The black background likely is because your
MPMoviePlayerController's
scalingMode property is set to MPMovieScalingModeAspectFit (Apple's Documentation:
MPMoviePlayerController
scalingMode)
For issue #2, like you, I had expected setting the backgroundView's color to handle this, however it seems there is another view behind that which you also need to set the backgroundColor to clearColor. My hack for this was to simply iterate through the movie player's subviews and set their backgroundColor to clear.
Hack/"Solution" example using your variable name:
for(UIView* subV in player.moviePlayer.view.subviews) {
subV.backgroundColor = [UIColor clearColor];
}
You have to re-apply clearColor to the subviews any time you enter/exit fullscreen mode as well. I hope someone else has a better solution because this method seems pretty kludgy.
another option is to hide the video player and then show it when it is ready to display
caveat needs IO6>= i believe:
https://stackoverflow.com/a/19459855/401896
Related
I have an UISLider created programmatically inside UITableViewCell. the slider control works with audio file to show the progress .. this is the creation:
AudioSlider = [[UISlider alloc] initWithFrame:CGRectMake(78.0f, 28, 214, 10)];
AudioSlider.maximumValue = 100.0;
AudioSlider.minimumValue = 0.0;
[AudioSlider setTag:5];
[AudioSlider setValue:0.0];
[[self contentView] addSubview:AudioSlider];
the problem is that the slider does not show the start and end values of the progress correctly !! when I set value to 0.0 :
[AudioSlider setValue:0.0];
[AudioSlider setValue:100.0];
the photo explain the problem
I can't really find out the reason ...
Any idea ?
thanks in advance ..
You have omitted some important code from your question. It is clear from your screen shot that you have made the slider's thumb invisible, perhaps by using a transparent image.
Normally, the slider would cover those ends, so the user wouldn't see the wrongly-colored parts of the channel. But by making the thumb invisible, you've made the ends visible.
If this is really supposed to be a slider that the user can interact with, you need to replace the minimum track image and maximum track image of the slider, or you need to use a thumb image that hides the ends.
If this isn't supposed to be a control that the user can interact with, use UIProgressView instead of UISlider.
It's in a tableView so I'd suggest that you're probably not setting it when you think you are due to cell dequeueing.
Can you show the code that creates and configures the UITableViewCells.
On my iPhone app, I simply want to set a particular background image, which depends on whether it's an iPhone 5 or not.
So, I tried two approaches:
A) Using
self.view.backgroundColor = [UIColor colorWithPatternImage:backGroundimage];
B) Creating an UIImageView and setting up the image there. Code:
UIImageView *backgroundImageView = [[UIImageView alloc]initWithFrame:screenBounds];
[backgroundImageView setImage:[UIImage imageNamed:backGroundImage]];
[self.view addSubview:backgroundImageView];
But I am having issues with both of them:
Issues with Step A:
When I set the image through that way, I have to deal with the image scaling issues for different sizes of the screen. I use the following code to do the scalling:
UIGraphicsBeginImageContext(screenBounds.size);
[[UIImage imageNamed:backGroundImage] drawInRect:screenBounds];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
self.view.backgroundColor = [UIColor colorWithPatternImage:image];
Another issue from Step A is that the image appears quite blurry. It doesn't have the same sharpness to it.
Issues with Step B:
With this, the image looks really crisp and sharp - just the way it should look.
But when I switch to another view using the following code, strangely enough the UIImageView backgroundImageView still appears on the second one. The code I use to switch views is:
[self presentViewController:secondViewController animated:YES completion:nil];
I even tried [backgroundImageView removeFromSuperview], but that doesn't solve anything either.
So what am I doing wrong? And how can I set up a picture as my background which is dependent on the size of the iphone?
Plan B is a good plan. Presenting another view controller should and will definitely hide your image view. If it isn't happening, then it's a problem with the creation of secondViewController, unrelated to the background image on the presenting VC.
Before presenting secondViewController, log it:
NSLog(#"presenting %#", secondViewController);
I'll bet a dollar that it's nil. If I'm right, let's have a look at how you initialize secondViewController. That's the problem, unrelated to the background image view.
Okay, I finally fixed this issue, although the cause of this issue is still puzzling to me.
To fix this, I had to create an IBOutlet property for UIImageView and hook it up on the XIB file.
The reason I was programmatically creating the UIImageView is because the size of the UIImageView depends on what size iPhone they are using. But for the IBOutlet (let's call it as UIImageViewOutlet, I simply used [self.UIImageViewOutlet setFrame:] to get the size and location that I wanted.
I also discovered that one of the buttons that I was programmatically creating, was still visible in the secondViewController. I ended up creating an Outlet on the XIB file for that one as well and used setFrame on it to position it properly.
If anyone who knows the reason of this problem, I will be very grateful.
i have some mp4 files which are to be played in my iPad app.. I am able to do that quite well. right now i have a play button on blank black space in my app and the video plays after i tap the play button. The user will only come to know the content of the video after playing it.. But, i want the user to know about the video before playing itself . instead of the default black screen i want to show the video starting screen to make the video more interesting. To put it in simple words, i want my video space to be similar to youtube... IS there any way i which this can be done?? Thanks
Subclass MPMoviePlayerController (or however you're playing your video.. if you already use a custom class just add the code in there) and in viewDidAppear initialise a UIImageView with frame size equal to self.view.bounds using whatever background image you want for the loading screen. Add the UIImageView as a subview of self.view and call sendSubviewToBack: on it. When the player is ready to play, it will start drawing video frames on top of your subview, and you should not see it again.
- (void)viewDidAppear
{
UIImageView *loadingImage = [[UIImageView alloc] initWithImage:myImage];
[loadingImage setFrame:self.view.bounds];
[self.view addSubview:loadingImage];
[self.view sendSubviewToBack:loadingImage];
[super viewDidAppear];
}
I have an app with a splash screen. For the splashscreen I've decided to add a m4v movie. I'm using the MPMoviePlayerController to show the movie. Everything is working as expected except for one thing:
I'm trying to make the MPMoviePlayerController loop by subscribing to it's MPMoviePlayerPlaybackDidFinishNotification notification and issuing a [notification.object play] if the data didn't finish loading.
This works partially, it restarts the movie, but there's the fadeout and re-fadein that make it look bad.
Is there any other way to loop the movie?
Or any way to remove the fades?
Try this single line of code:
myPlayer.repeatMode = MPMovieRepeatModeOne;
:)
By complete coincidence I have just written a blog post on this subject - we ran into this problem while we were writing our latest app :)
Assuming that you don't want to follow my shameless plug, here's how we fixed it :
Make sure that the movie starts
and ends on the same frame.
Make the starting frame the Default.png of the app
On startup add Default.png to the window as a UIImageView
Make the movie have a clear background
Play and loop the movie
When the movie ends, it will fade out before it loops round. As Default.png is exactly the same as the start and end frames, the user will never notice :)
When you want to end the movie just remove the Default.png UIImageView and stop the movie - as the background is clear it will just fade out to whatever ui you have in your window.
Sam
I don't think there is any public option to do this. You could try and inspect Erica Sadun's Class Dumps for a method you can override that would handle the fading. Maybe a videoDidFinish method or something.
Have you tried messing around with the backgroundColor property? Apple's MPMoviePlayerController docs say
"The receiver fades to and from the
background color when transitioning to
and from playback...The default color
for this property is black. You can
change this to other colors (including
clear) to provide a more appropriate
transition from your application’s
content to the movie content."
So, you can probably try setting it to [UIColor clearColor] and seeing if that helps.
I am streaming an MP3 file using MPMoviePlayer, and I would like to have an image displayed instead of the default Quicktime logo in the background.
I found out a way to have an image overlay the player, but the problem with that, is you have to tap outside the image to get the player controls to appear. And when they do appear, they are underneath the image.
Does someone know how to do this?
Thanks,
John
backgroundColor is deprecated, and diving into private View structures is dangerous. This worked fine for me:
UIImageView *coverImageView = [[UIImageView alloc] initWithImage:coverImage];
coverImageView.contentMode = UIViewContentModeScaleAspectFit;
coverImageView.autoresizingMask = UIViewAutoresizingFlexibleWidth|UIViewAutoresizingFlexibleHeight;
coverImageView.frame = moviePlayerController.view.bounds;
[moviePlayerController.view addSubview:coverImageView];
Most every app on the iPhone is made of a hierarchy of views. You could go up to the top root node of the movie player and walk down the child views recursively and set the hidden value to YES until you find the right item, then insert your UIImageView below that item. That way, the controls stay on top and still respond to user inputs.
The risk you run is if Apple changes the MPMoviePlayer UI and shuffles the view hierarchy, but you'll probably have lots of advance notice and can patch your app to allow for the new layout.
There is a question as to whether this is kosher for appstore apps, but many current apps (especially camera/picture-taking ones) are doing it to get rid of standard window elements.
Use AVAudioPlayer and implement your own player UI.
it will work check this
MPMoviePlayerController *moviePlayerController=[[MPMoviePlayerController alloc] initWithContentURL:theURL];
moviePlayerController.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"Default.png"]];