Platform: iOS 6.1. Xcode 4.6.
I am using YouTube Javascript API and a UIWebView. I am able to manually tap on the video thumbnail to begin playback just fine. But, autoplay is not working. I am setting mediaPlaybackRequiresUserAction = NO for the web view as many have suggested. No luck.
Here is the code:
#interface VideoPlayerController : UIViewController <UIWebViewDelegate>
#property(strong, nonatomic) IBOutlet UIWebView* webView;
#end
- (void) viewDidLoad
{
[super viewDidLoad];
self.webView.delegate = self;
NSString *template = [NSString stringWithContentsOfFile:
[[NSBundle mainBundle]
pathForResource:#"YouTubeTemplate" ofType:#"txt"]];
NSString *htmlStr = [NSString stringWithFormat: template,
200, 200,
#"3G4exdlsRkY"];
self.webView.mediaPlaybackRequiresUserAction = NO;
[self.webView loadHTMLString:htmlStr baseURL:nil];
}
- (void) webViewDidFinishLoad:(UIWebView *)wv {
self.webView.mediaPlaybackRequiresUserAction = NO;
}
The YouTubeTemplate.txt file is:
<html>
<head>
<script src="https://www.youtube.com/player_api"></script>
<style>
body, div {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<div id="media_area"></div>
</body>
<script>
var ytPlayer = null;
function onYouTubePlayerAPIReady() {
ytPlayer = new YT.Player('media_area', {height: '%d', width: '%d', videoId: '%#',
events: {'onReady': onPlayerReady}
});
}
function onPlayerReady(e) {
e.target.playVideo();
}
</script>
</html>
So, basically, the UIWebView shows the video thumbnail. Then I have to tap on it to begin playback. Autoplay is not working. Any idea what I might be doing wrong?
Yes, you can make it autoplay by setting mediaPlaybackRequiresUserAction to NO. This is a project based on your HTML file, and it does autoplay after the app launch.
https://dl.dropbox.com/u/17350105/YoutubeAutoPlay.zip
Edit
As #RajV mentioned in the comment, you should use loadRequest: instead of loadHTMLString: for some reason I can't explain. Here is a working example:
- (void)viewDidLoad
{
[super viewDidLoad];
UIWebView *webView = [[UIWebView alloc] initWithFrame:CGRectMake(0, 0, 320, 150)];
[webView setMediaPlaybackRequiresUserAction:NO];
[webView loadRequest:[NSURLRequest requestWithURL:[NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"YT_Player" ofType:#"html"] isDirectory:NO]]];
[self.view addSubview:webView];
}
By the way, if you want to play youtube video inline, you can follow this answer I posted few days ago. (Oh, I just spent so many hours on Youtube iFrame API these days...)
UIWebView does not respect autoplay because of Apple's concerns over mobile bandwidth use age (I.e a video begins playing when the page is loaded, and the user is on a cellular network, and it gobbles up their data). You'll either have to access the DOM (if possible on iOS, not sure) and trigger it manually or work around it.
Related
I am having an issue where I have a scrolling image with links which works perfectly except that before the first image shows there is nothing for 5 seconds. Can anyone help?
Thank you
HTTP:
<script>
var links = ["link1","link2","link3"];
var images = ["img1","img2","img3"];
var i = 0;
var renew = setInterval(function(){
if(links.length == i){
i = 0;
}
else {
document.getElementById("bannerImage").src = images[i];
document.getElementById("bannerLink").href = links[i];
i++;
}
},5000);
</script>
<a id="bannerLink" onclick="javascript:window.open(this.href); return false;">
<img id="bannerImage" width="15%" alt="" style="position:fixed; right:2.5%; border-style: none; top:47%">
</a>
Not that the 10 people who viewed this decided to comment, so I assume you are just as clueless.
After much frustration I found that if you just simply put in src="img1" into the img tag
and
src="link1" into the link tag
it solved all my problems.
When my iPhone 5 app starts up I present no view controller because of the following:
- (void) viewDidAppear:(BOOL)animated {
}
The first thing the user will do is touch a button that is on the initial screen
that opens up a menu for retrieving a picture either from the user's
photo library, camera, or a picture of obama. The method that is called when that button is touched by the user is:
- (IBAction) pickImage {
UIActionSheet *actionSheet = [[UIActionSheet alloc] initWithTitle:#"Image Source"
delegate:self cancelButtonTitle:#"Cancel" destructiveButtonTitle:nil
otherButtonTitles:#"Photo Library", #"Camera", #"Obama", nil];
[actionSheet showInView:scrollView];
[actionSheet release];
}
Now the actionSheet eventually calls:
[self presentViewController:imagePicker animated:TRUE completion:nil];
For the iPhone 5 everything works and the user is given 3 options with the presentViewController. After the user picks an image then I call:
[[picker presentingViewController] dismissViewControllerAnimated:YES completion:nil];
and the View Controller goes away. Now what I WOULD LIKE TO DO IS make the view controller appear initially so the user doesn't have to touch the button connected to pickImage by adding a line to the viewDidAppear method like so:
- (void) viewDidAppear:(BOOL)animated {
[self pickImage]; // makes the image picker pop up when app intializes
}
HOWEVER, when I test this, the imagePicker automatically appears like I expected but then after I finish picking my image and dismiss it, it reappears after I have chosen my image. HOW CAN I FIX THIS???
The following is the class I am talking about:
MainViewController.h FILE: http://db.tt/Vgm3w0gs
MainViewController.m FILE: http://db.tt/uN8YdNGN
Or you can just look at the following relevant methods:
- (void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger)buttonIndex {
switch (buttonIndex) {
case 0: { //photo library
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypePhotoLibrary]) {
UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init];
imagePicker.delegate = self;
imagePicker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
[self presentViewController:imagePicker animated:TRUE completion:nil];
} else {
UIAlertView *alertView = [[UIAlertView alloc] initWithTitle:#"Error" message:#"Photo library is empty or unavailable" delegate:self cancelButtonTitle:#"OK" otherButtonTitles:nil];
[alertView show];
}
break;
}
case 1: //camera option has it's view controller dismissed after image is taken. The rest of ActionSheet doesn't really matter...
HERE is the method that dismisses the ViewController except when imagePicker is called from within viewDidAppear. QUESTION: How can I get the viewController to dismiss when imagePicker is called from within viewDidAppear?
- (void) imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
// loads image into main screen
[self loadImage:[info objectForKey:UIImagePickerControllerOriginalImage]];
[[picker presentingViewController] dismissViewControllerAnimated:YES completion:nil];
} [picker release];
}
Your current problem seems to be that you want pickImage to be called when the view first appears, but not when it reappears as a result of a popup window closing.
One possibilty would be to move the pickImage call from the viewDidAppear callback into the viewDidLoad callback.
However, if that is being called too soon, the other option would be to add a boolean variable that you check in viewDidAppear to make sure that pickImage is only called once.
- (void) viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
if (firstAppearance) {
firstAppearance = NO;
[self pickImage];
}
}
And set that boolean to true in the viewDidLoad callback.
- (void) viewDidLoad {
[super viewDidLoad];
firstAppearance = YES;
}
Obviously you would also need to declare the bool in your header file somewhere.
BOOL firstAppearance;
I have created a simple TableView application using delegate and protocols, it worked in ios 5 but when i updated my xcode, i does not work in ios 6.
The code is like this:
In child view:
#class AddItemViewController;
#class CheckListItem;
#protocol AddItemViewControllerDelegate <NSObject>
- (void)addItemViewControllerDidCancel: (AddItemViewController *)controller;
- (void)addItemViewController:(AddItemViewController *)controller didFnishAddingItem:(CheckListItem *)item;
#end
#interface AddItemViewController : UITableViewController <UITextFieldDelegate>
//declare an property
#property (nonatomic, assign) id <AddItemViewControllerDelegate> delegate;
in childview.m:
- (void)addItemViewControllerDidCancel: (AddItemViewController *)controller{
//i do something here
}
in parentview.h:
#import "AddItemViewController.h"
#interface CheckListViewController : UITableViewController <AddItemViewControllerDelegate>
-(IBAction)addItem;
#end
in parentview.m:
- (void)addItemViewControllerDidCancel:(AddItemViewController *)controller
{
[controller dismissViewControllerAnimated:YES completion:nil];
}
- (void) prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if([segue.identifier isEqualToString:#"AddItem"]){
UINavigationController *navigationController = segue.destinationViewController;
AddItemViewController *controller = (AddItemViewController *)navigationController;
controller.delegate = self;
NSLog(#"perform prepare for segue");
}
}
Is there anything wrong with this code?
Thanks
In your child view you have to call [delegate addItemViewControllerDidCancel: (AddItemViewController *)controller], instead of just calling the method.
If you change that, it should work :)
The following code worked fine is IOS 5, but now handleTapGesture doesn't even get called in IOS 6. What changed?
- (id)initWithCoder:(NSCoder *)coder
{
self = [super initWithCoder:coder];
if (self) {
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapGesture:)];
[self addGestureRecognizer:tap];
}
return self;
}
- (void)handleTapGesture:(UITapGestureRecognizer *)recognizer
{
MessageNib *cell = self;
MessageView *view = (MessageView *)[[[NSBundle mainBundle] loadNibNamed:#"MessageView" owner:self options:nil] objectAtIndex:0];
view.message = cell.message;
[[NSNotificationCenter defaultCenter] postNotificationName:NEW_SUB_PAGE object:view];
}
I guess you have to set the numberOfTaps after alloc init
tap.numberOfTapsRequired = 1;
Or the other possibility is initWithCoder was not called.
Ended up just putting a "phantom" button (aka button with no content) over my item I wanted tappable and attached a Touch Up Inside event to the button which calls my tap gesture code.
This is a decent momentary hack anyway.
I have a table with a big list of stuff that comes from a plist file and clicking each of them takes you to a new view, a xib.
I have 2 views inside that .xib, one for portrait and one for landscape
In my h file I have this:
IBOutlet UIView *portraitView;
IBOutlet UIView *landscapeView;
#property (nonatomic, retain) IBOutlet UIView *portraitView;
#property (nonatomic, retain) IBOutlet UIView *landscapeView;
In my m file this:
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(orientationChanged:) name:#"UIDeviceOrientationDidChangeNotification" object:nil];
}
- (void) orientationChanged:(id)object
{
UIInterfaceOrientation interfaceOrientation = [[object object] orientation];
if (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
{
self.view = self.portraitView;
}
else
{
self.view = self.landscapeView;
}
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
if (UIInterfaceOrientationIsPortrait(interfaceOrientation)) {
self.view = portraitView;
} else if (UIInterfaceOrientationIsLandscape(interfaceOrientation)) {
self.view = landscapeView;
}
return YES;
}
#end
Everything was working perfectly in iOS 5, showing landscape or portrait when needed.
Now with the iOS 6 update everything is a mess.
If I am in the table (portrait) view and click one item, it shows correct in portrait, if I rotate to landscape, the view shows the correct view as well, BUT being in landscape, if I go back to the table and select another item, it shows the portrait view instead of the landscape.
If I do the same but starting landscape, it shows portrait.
So, now the orientation is not working for anything.
The same happens to my other views using storyboard. They are portrait and always showed like that, now they rotate, shrink everything and leave my app as trash.
1- How can I fix the .xib orientation thing ?
2- How can I fix the storyboard orientation ? (they were static, now everything rotates (no code at all))
Thanks.
I think that I have a work around. It's ugly but it's working...
With iOS6 Apple suggest now to use 2 differences XIB file to switch between portrait & landscape view.
But if you want to use the previous method allowed in iOS 5.0 by "switching" between 2 UIView IBOutlet, you can try my ugly working solution. The idea is to rotate the view according to the orientation.
1) In you viewDidLoad, subscribe to orientation notification:
- (void)viewDidLoad
{
[super viewDidLoad];
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(orientationChanged:) name:#"UIDeviceOrientationDidChangeNotification" object:nil];
}
2) Add a method called by the notification:
-(void)orientationChanged:(NSNotification *)object{
NSLog(#"orientation change");
UIDeviceOrientation deviceOrientation = [[object object] orientation];
if(deviceOrientation == UIInterfaceOrientationPortrait || deviceOrientation == UIInterfaceOrientationPortraitUpsideDown){
self.view = self.potraitView;
if(deviceOrientation ==UIInterfaceOrientationPortraitUpsideDown){
NSLog(#"Changed Orientation To PortraitUpsideDown");
[self portraitUpsideDownOrientation];
}else{
NSLog(#"Changed Orientation To Portrait");
[self portraitOrientation];
}
}else{
self.view = self.landscapeView;
if(deviceOrientation ==UIInterfaceOrientationLandscapeLeft){
NSLog(#"Changed Orientation To Landscape left");
[self landscapeLeftOrientation];
}else{
NSLog(#"Changed Orientation To Landscape right");
[self landscapeRightOrientation];
}
}
}
3) And finally, add rotation method for each orientation:
-(void)landscapeLeftOrientation{
// Rotates the view.
CGAffineTransform transform = CGAffineTransformMakeRotation(-(3.14159/2));
self.view.transform = transform;
// Repositions and resizes the view.
CGRect contentRect = CGRectMake(0, 0, 480, 320);
self.view.bounds = contentRect;
}
-(void)landscapeRightOrientation{
// Rotates the view.
CGAffineTransform transform = CGAffineTransformMakeRotation(3.14159/2);
self.view.transform = transform;
// Repositions and resizes the view.
CGRect contentRect = CGRectMake(0, 0, 480, 320);
self.view.bounds = contentRect;
}
-(void)portraitOrientation{
// Rotates the view.
CGAffineTransform transform = CGAffineTransformMakeRotation(0);
self.view.transform = transform;
// Repositions and resizes the view.
CGRect contentRect = CGRectMake(0, 0, 320, 480);
self.view.bounds = contentRect;
}
-(void)portraitUpsideDownOrientation{
// Rotates the view.
CGAffineTransform transform = CGAffineTransformMakeRotation(3.14159);
self.view.transform = transform;
// Repositions and resizes the view.
CGRect contentRect = CGRectMake(0, 0, 320, 480);
self.view.bounds = contentRect;
}
I suggest you to make a custom UIViewController class and inherit-ate from this class to save redundant code.
If you want to support both solution for ios5 and ios6 you can use a #endif macro to include the both code in your controllers.
Cheers
No need to send and receive notifications:
In your appdelegate.m the following method
- (NSUInteger)application:(UIApplication *)application supportedInterfaceOrientationsForWindow:(UIWindow *)window
is always called to check the window's orientation,
so a simple way around is to have the below described code in your appdelegate.m
- (NSUInteger)application:(UIApplication *)application supportedInterfaceOrientationsForWindow:(UIWindow *)window{
NSUInteger orientations = UIInterfaceOrientationMaskPortrait;
if(self.window.rootViewController){
UIViewController *presentedViewController ;
if ([self.window.rootViewController isKindOfClass:([UINavigationController class])])
{
presentedViewController = [[(UINavigationController *)self.window.rootViewController viewControllers] lastObject];
}
else if ([self.window.rootViewController isKindOfClass:[UITabBarController class]]){
UITabBarController *controller = (UITabBarController*)self.window.rootViewController;
id selectedController = [controller presentedViewController];
if (!selectedController) {
selectedController = [controller selectedViewController];
}
if ([selectedController isKindOfClass:([UINavigationController class])])
{
presentedViewController = [[(UINavigationController *)selectedController viewControllers] lastObject];
}
else{
presentedViewController = selectedController;
}
}
else
{
presentedViewController = self.window.rootViewController;
}
if ([presentedViewController respondsToSelector:#selector(supportedInterfaceOrientations)]) {
orientations = [presentedViewController supportedInterfaceOrientations];
}
}
return orientations;
}
and implement
- (NSUInteger)supportedInterfaceOrientations
in the respective view controllers
- (NSUInteger)supportedInterfaceOrientations{
return UIInterfaceOrientationMaskPortrait; //Or anyother orientation of your choice
}
and to perform sudden action against orientation changes, implement the following method
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
This is very late for an answer, still I thought I should share this with you just in case,
I had the very same issue.
shouldAutorotateToInterfaceOrientation is deprecated iOS 6 onwards.
You need to parallel this method with the new supportedInterfaceOrientations and shouldAutorotate methods.
And it is very very important, you need to make sure that you set the root controller in your app delegate's applicationDidFinishLaunching method rather than simply adding the view controller's view ( or navigation Controller or tabBar Controller depending on what you are using ) as a subview to the window.