Vonage Video Position - ios

I am working on implementing the Vonage video API on IOS devices. I would like to know if there is a way to have my publisher view inside of a container view. I currently have my video views hard coded so the position of these views look different on different devices. I am hoping to utilize auto layout but I am not sure how the publisher view will react with storyboard. Please let me know if there is a way I can combine the publisher view with storyboard and how to go about implementing this. Here is a snippet of the code I currently have:
guard let publisher = OTPublisher(delegate: self, settings: settings) else {
return
}
if ((session.capabilities?.canPublish) != nil) {
// The client can publish.
print("The client can publish.")
guard let publisherView = publisher.view else {
return
}
//added session.publish line
session.publish(publisher, error: &error)
let screenBounds = UIScreen.main.bounds
publisherView.frame = CGRect(x: screenBounds.width - 400, y: screenBounds.height - 850, width: 375, height: 350)
publisherView.layer.borderWidth = 5
publisherView.layer.borderColor = UIColor.white.cgColor
view.addSubview(publisherView)

Related

Putting loading animation over VNDocumentViewController Swift

Is it possible to put a loading animation over the VNDocumentViewController? As in, when the user presses the Save button, is there a way for me to somehow indicate that the Vision is processing the image and hasn't frozen? Right now, in my app, there is a long pause between the user pressing Save and the actual image being processed.Here is an example from another post of what I'm trying to create
Here is one example of adding a loading indicator using UIActivityIndicatorView().
startAnimating() to start the animation and stopAnimation() to stop the animation.
iOS - Display a progress indicator at the center of the screen rather than the view
guard let topWindow = UIApplication.shared.windows.last else {return}
let overlayView = UIView(frame: topWindow.bounds)
overlayView.backgroundColor = UIColor.clear
topWindow.addSubview(overlayView)
let hudView = UIActivityIndicatorView()
hudView.bounds = CGRect(x: 0, y: 0, width: 20, height: 20)
overlayView.addSubview(hudView)
hudView.center = overlayView.center
hudView.startAnimating()
Alternatively, you could look into using Cocoapod MBProgressHud
https://cocoapods.org/pods/MBProgressHUD
There's a way you can extend a class in Swift that captures this problem well. The idea is you want a UIActivityIndicator in your VNDocumentCameraViewController. But we'd like that to be a part of every version of this we use. We could simply embed the DocumentVC's view into our current view and superimpose a UIActivityIndicator above it in the view stack, but that's pretty hacky. Here's a quick way we can extend any class and solve this problem
import VisionKit
import UIKit
extension VNDocumentCameraViewController {
private struct LoadingContainer {
static var loadingIndicator = UIActivityIndicatorView()
}
var loadingIndicator: UIActivityIndicatorView {
return LoadingContainer.loadingIndicator
}
func animateLoadingIndicator() {
if loadingIndicator.superview == nil {
view.addSubview(loadingIndicator)
//Setup your constraints through your favorite method
//This constrains it to the very center of the controller
loadingIndicator.frame = CGRect(
x: view.frame.width / 2.0,
y: view.frame.height / 2.0,
width: 20,
height: 20)
//Setup additional state like color/etc here
loadingIndicator.color = .white
}
loadingIndicator.startAnimating()
}
func stopAnimatingLoadingIndicator() {
loadingIndicator.stopAnimating()
}
}
The place we can call these functions are in the delegate methods for VNDocumentCameraViewController that you implement in your presenting ViewController:
func documentCameraViewController(
_ controller: VNDocumentCameraViewController,
didFinishWith scan: VNDocumentCameraScan
) {
controller.animateLoadingIndicator()
}

changing and hiding Volume HUD(the overlay of volume) while play music library in iOS 11

I am using MPMusicPlayerController.applicationQueuePlayer to control to play internal music.
extension MPVolumeView {
var volumeSlider: UISlider? {
showsRouteButton = false
showsVolumeSlider = false
isHidden = true
for subview in subviews where subview is UISlider {
let slider = subview as! UISlider
slider.isContinuous = false
slider.value = AVAudioSession.sharedInstance().outputVolume
return slider
}
return nil
}
}
let player = MPMusicPlayerController.applicationQueuePlayer
player.shuffleMode = .off
player.setQueue(with: MPMediaItemCollection(items: [mediaItem]))
player.play()
let volView = MPVolumeView()
view.addSubview(volView)
UIApplication.shared.keyWindow?.insertSubview(volView, at: 0)
volView.frame.origin.x = -1000
/* I also tried:
MPVolumeView(frame: .zero)
MPVolumeView(frame: CGRect(x: -1000, y: -1000, width: 0, height: 0))
none of them works.
*/
// get the slider to change to volume
let slider = volView.volumeSlider!
// set the volume. when I change, the volume HUD appears. but I want to stop appearing.
slider.setValue(1, animated: false)
I want to know when changing the volume, how can I stop the volume HUD popping up?
EDITED.
System Volume is user experience
any way you can use this
UIApplication.shared.keyWindow?.insertSubview(MPVolumeView(), at: 0)
First, note that digging around in the MPVolumeView this way is completely unsupported, and there is no promise that it will work in future versions of iOS. Apple intentionally does not provide a way to change the master volume. It is exactly the kind of thing that may be moved into a separate process in the future. Apple has been moving a lot of these kinds of things into separate processes.
(I say all this because I'm in the same boat with a product that does about the same thing, and I've been working for over a year to devise a new solution that does not require modifying the volume. You don't want to do this unless it is critical to the product.)
To your actual question, move the view off-screen:
if let window = UIApplication.shared.windows.first {
let volView = MPVolumeView()
volView.frame = CGRect(x: -window.frame.size.width,
y: -window.frame.size.height,
width: window.frame.size.width,
height: window.frame.size.height)
window.addSubview(volView)
}

Can't Get iOS Print Renderer to Draw Properly

OK. There seems to be a dearth of examples on this, and I am fairly stumped.
I'm trying to make a custom print page renderer; the type that completely customizes the output, not one that uses an existing view.
The really weird thing, is that I was able to do this in ObjC a couple of years ago, and I can't seem to do the same thing in Swift.
I should mention that I am using the prerelease (Beta 5) of Xcode, and Swift 4 (Which has almost no difference at all from Swift 3, in my project).
The project is here.
It's a completely open-source project, so nothing's hidden; however, it's still very much under development, and is a moving target.
This is the page renderer class.
BTW: Ignore the delegate class. I was just thrashing around, trying to figure stuff up. I'm not [yet] planning on doing any delegate stuff.
In particular, my question concerns what's happening here:
override func drawContentForPage(at pageIndex: Int, in contentRect: CGRect) {
let perMeetingHeight: CGFloat = self.printableRect.size.height / CGFloat(self.actualNumberOfMeetingsPerPage)
let startingPoint = max(self.maxMeetingsPerPage * pageIndex, 0)
let endingPointPlusOne = min(self.maxMeetingsPerPage, self.actualNumberOfMeetingsPerPage)
for index in startingPoint..<endingPointPlusOne {
let top = self.printableRect.origin.y + (CGFloat(index) * perMeetingHeight)
let meetingRect = CGRect(x: self.printableRect.origin.x, y: top, width: self.printableRect.size.width, height: perMeetingHeight)
self.drawMeeting(at: index, in: meetingRect)
}
}
and here:
func drawMeeting(at meetingIndex: Int, in contentRect: CGRect) {
let myMeetingObject = self.meetings[meetingIndex]
var top: CGFloat = contentRect.origin.y
let topLabelRect = CGRect(x: contentRect.origin.x, y: 0, width: contentRect.size.width, height: self.meetingNameHeight)
top += self.meetingNameHeight
let meetingNameLabel = UILabel(frame: topLabelRect)
meetingNameLabel.backgroundColor = UIColor.clear
meetingNameLabel.font = UIFont.boldSystemFont(ofSize: 30)
meetingNameLabel.textAlignment = .center
meetingNameLabel.textColor = UIColor.black
meetingNameLabel.text = myMeetingObject.name
meetingNameLabel.draw(topLabelRect)
}
Which is all called from here:
#IBAction override func actionButtonHit(_ sender: Any) {
let sharedPrintController = UIPrintInteractionController.shared
let printInfo = UIPrintInfo(dictionary:nil)
printInfo.outputType = UIPrintInfoOutputType.general
printInfo.jobName = "print Job"
sharedPrintController.printPageRenderer = BMLT_MeetingSearch_PageRenderer(meetings: self.searchResults)
sharedPrintController.present(from: self.view.frame, in: self.view, animated: false, completionHandler: nil)
}
What's going on, is that everything on a page is being piled at the top. I am trying to print a sequential list of meetings down a page, but they are all getting drawn at the y=0 spot, like so:
This should be a list of meeting names, running down the page.
The way to get here, is to start the app, wait until it's done connecting to the server, then bang the big button. You'll get a list, and press the "Action" button at the top of the screen.
I haven't bothered to go beyond the preview, as that isn't even working. The list is the only one I have wired up right now, and I'm just at the stage of simply printing the meeting names to make sure I have the basic layout right.
Which I obviously don't.
Any ideas?
All right. I figured out what the issue was.
I was trying to do this using UIKit routines, which assume a fairly high-level drawing context. The drawText(in: CGRect) thing was my lightbulb.
I need to do everything using lower-level, context-based drawing, and leave UIKit out of it.
Here's how I implement the drawMeeting routine now (I have changed what I draw to display more relevant information). I'm still working on it, and it will get larger:
func drawMeeting(at meetingIndex: Int, in contentRect: CGRect) {
let myMeetingObject = self.meetings[meetingIndex]
var remainingRect = contentRect
if (1 < self.meetings.count) && (0 == meetingIndex % 2) {
if let drawingContext = UIGraphicsGetCurrentContext() {
drawingContext.setFillColor(UIColor.black.withAlphaComponent(0.075).cgColor)
drawingContext.fill(contentRect)
}
}
var attributes: [NSAttributedStringKey : Any] = [:]
attributes[NSAttributedStringKey.font] = UIFont.italicSystemFont(ofSize: 12)
attributes[NSAttributedStringKey.backgroundColor] = UIColor.clear
attributes[NSAttributedStringKey.foregroundColor] = UIColor.black
let descriptionString = NSAttributedString(string: myMeetingObject.description, attributes: attributes)
let descriptionSize = contentRect.size
var stringRect = descriptionString.boundingRect(with: descriptionSize, options: [NSStringDrawingOptions.usesLineFragmentOrigin,NSStringDrawingOptions.usesFontLeading], context: nil)
stringRect.origin = contentRect.origin
descriptionString.draw(at: stringRect.origin)
remainingRect.origin.y -= stringRect.size.height
}

Custom view for Drag and Drop

I have set up my UITableView to use the new Drag and Drop APIs.
if #available(iOS 11, *) {
self.tableView.dragDelegate = self
self.tableView.dropDelegate = self
self.tableView.dragInteractionEnabled = true
navigationController?.navigationBar.prefersLargeTitles = false
}
Now, I implemented the method below to be able to use custom views for the d&d.
#available(iOS 11.0, *)
func dragInteraction(_ interaction: UIDragInteraction, previewForLifting item: UIDragItem, session: UIDragSession) -> UITargetedDragPreview? {
print("Custom Preview method called!")
let test = UITextView.init(frame: CGRect.init(x: 0, y: 0, width: 200, height: 200))
test.text = "sfgshshsfhshshfshsfh"
let dragView = interaction.view!
let dragPoint = session.location(in: dragView)
let target = UIDragPreviewTarget(container: dragView, center: dragPoint)
return UITargetedDragPreview(view: test, parameters:UIDragPreviewParameters(), target:target)
}
However, this method never gets called. I never see the print() or my custom view. Any ideas as to what I'm doing wrong?
You have to set previewProvider property when creating the UIDragItem.
let dragItem = UIDragItem(...)
dragItem.previewProvider = {
print("Custom Preview method called!")
let test = UITextView.init(frame: CGRect.init(x: 0, y: 0, width: 200, height: 200))
test.text = "sfgshshsfhshshfshsfh"
return UIDragPreview(view: test)
}
See: https://developer.apple.com/documentation/uikit/uidragitem/2890972-previewprovider?language=objc
Are you using an iPhone? I am not certain it is currently working for customer UIViewController as of November 25, 2017 based on the following:
I downloaded the Apple sample project for drag-and-drop on an iPad
I added a breakpoint in dragInteraction and confirmed I could reach it
I modified the target to be a universal app (i.e. iPhone, too)
I ran on an iPhone 8 device and did not reach the breakpoint
As further suggestion, there is a property named dragInteractionEnabled for both UITableViewController and UICollectionViewController. For iPhone devices, the property is defaulted to false and, more importantly, the property is not even defined higher in UIViewController.

Create UIContainerView programmatically

I've just started to code my app in Swift 2 and avoiding the use of XIBs and storyboards.
However, I am unable to replicate the following feature. It's exactly what I wanted.
I've tried creating a UIView to perform the following using .backgroundColor and it works, however, I am unable to link it to my UIViewControllers. Just wondering how is it done? How do I link my UIView to my UIViewController?
Codes:
let subFrame : CGRect = CGRectMake(0,screenHeight*1/2.75,screenWidth,screenHeight)
var loginView = SignUpViewController()
let signUpView: UIView = UIView(frame: subFrame)
signUpView.backgroundColor = UIColor.redColor()
//Controls what each segment does
switch segmentView.indexOfSelectedSegment {
case 0:
self.view.addSubview(signUpView)
case 1:
self.view.addSubview(loginView)
default:
break;
}
I'm not even sure if .view.addSubview(xxx) overwrites/replaces the original subview if it is not this way. Is this the right way to do it?
Do not just start coding an app if you are not familiar with simple things of the OOP (Object-Oriented-Programming) language like Swift. This is not the way how to learn a programming language. Sure you could learn while experimenting but it is better to understand the book first before starting with more complex stuff. Read a few more pages of the Swift book from Apple. Most classes for iOS development are still Objective-C wrapped classes (reference type because the top superClass is probably NSObject; keep this in mind).
Here is the code example you wanted:
class ViewController: UIViewController {
let firstView = UIView()
let secondView = UIView()
let segmentedControlView = UISegmentedControl(items: ["firstView", "secondView"])
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = UIColor.whiteColor() // we need this for the playground
/* setup your view here */
/* add your sigment logic somewhere */
self.view.addSubview(self.segmentedControlView)
self.view.addSubview(self.firstView)
self.view.addSubview(self.secondView)
self.segmentedControlView.frame = CGRect(x: 0, y: 20, width: self.view.frame.width, height: 44)
self.segmentedControlView.selectedSegmentIndex = 0 // enable the first segment
self.segmentedControlView.addTarget(self, action: "segmentIndexChanged:", forControlEvents: UIControlEvents.ValueChanged)
/* add your own frame calculation here */
/* I prefer AutoLayout, but for the example static frames will be fine */
self.firstView.frame.origin = CGPoint(x: 0, y: self.segmentedControlView.frame.origin.y + self.segmentedControlView.frame.height)
self.firstView.frame.size = CGSize(width: self.view.frame.width, height: self.view.frame.height - self.segmentedControlView.frame.origin.y)
// to prevent same code, we just copy the same frame from the firstView
// both will sit in the same place
self.secondView.frame = self.firstView.frame
/* lets add some colors so we'll see our views */
self.firstView.backgroundColor = UIColor.blueColor()
self.secondView.backgroundColor = UIColor.redColor()
self.secondView.hidden = true // when intializer the secondView is not visible
}
func segmentIndexChanged(sender: UISegmentedControl) {
switch sender.selectedSegmentIndex {
case 0:
self.firstView.hidden = false
self.secondView.hidden = true
case 1:
self.firstView.hidden = true
self.secondView.hidden = false
default:
break;
}
}
}
If you do not understand a function, should should look up its definition in the developer docs. (Like: addSubview)

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