I want to play video streaming using MobileVLCKit in fullscreen mode.
How can I do this?
Please share code if possible (swift)..
I just saw that my previous answer on the old thread was massively downvoted back then. It's still true though. MVK renders in a simple UIView, so it is the obligation of the client app to implement the view handling, be it a tiny one or one filling the screen.
Note that there is sample code available on how to integrate MVK here: https://code.videolan.org/videolan/VLCKit/
Related
I am looking at the Android PlutoTV app and trying to get a similar effect.
Now, just to prove that this video is indeed from YouTube, see the next screenshot:
I would very much appreciate if someone could explain how this overlay effect is obtained notwithstanding youtube's player restrictions.
Kindly help!
Cheers
There are two ways to overlay the Youtube Player:
Using an ActionBar, as described in one of the samples
Using a Dialog or DialogFragment. In this case your view(s) overlaying the player aren't part of the view hierarchy and can't be detected by the youtube player.
EDIT: About 1 vs 2
The first solution is the "official" way to overlay controls/whatever over the Youtube Player. It was difficult for me to use because it simply didn't work after days of trying.
That's why I'm using the second solution, which is technically against the ToS.
But I've just got a small semi-transparent bar at the bottom of the player which disappears after 2 seconds, so I don't think I will have any problem anyway.
I have a MPMoviePlayerController instance in my iOS app, that plays a local file in fullscreen mode. This all works fine, but now I want to add a custom button to the window for changing the playback speed. We support both iPhone and iPad in all orientations.
I know how to set the playback speed from code (using setCurrentPlaybackRate), but I need to let the user do it while watching the video, which means adding some kind of button to the playback screen next to the existing buttons, e.g. next to "play", "pause", or in the top bar.
By looking on StackOverflow I have found various replies for questions similar but not quite the same, some saying it cannot be done in fullscreen, some saying it can be done (but is very complex) by creating some kind of overlay, effectively replacing the entire overlay with a custom one.
Although, I have yet to find any code examples (apart from a few snippets without context), getting-started style tutorial or similar for this, so any pointers to example code would be greatly appreciated.
maybe this Apple example could help you
https://developer.apple.com/library/ios/samplecode/MoviePlayer_iPhone/Introduction/Intro.html
I'm developing video app and as i see youtube app have feature of this.
I think overlay use by window view but not sure scaling uiview technique. Please guide web or text for me
help me
Yes, I mean like JSA986
I think the question is asking how to imitate the funcionality of YouTubes app, ie dragging the video playing window to the bottom corner of the screen – JSA986
i wanna to embed an animated logo in the application startup screen, this logo is already done in 2 formats of files SWF and Flash, my question is about how to embed these files directly in the application startup screen, such that the animated logo appears directly on the startup screen.
Appreciate your concern,
Thanks in advance
This is not possible. iOS does not support Flash.
Update: to follow up with a possible solution, since your Flash is just an animation, perhaps you can just render it to a video and use that instead?
First off, your start-up screen is a static image ("Default.png")... so you can't do animated stuff there.
Once your app fully starts up and the static image disappears, then you could have something animated.
In a practical sense, it can not be Flash or a SWF though (Flash files are SWF files, by the way). One can build Flash-based apps for iOS using Adobe AIR, but that's a full blown environment and IDE separate from Xcode.
It'd be smarter to do your start-up animation using CoreAnimation, HTML5 or some other fine animating framework (Unity, Cocos2d or whatever).
Or a separate video file (in which case the user has minimal interaction possibilities). But +1 to Darren for suggesting this answer faster than I could think of it.
If you are planning to publish your app on the AppStore, then what you are trying to do is Impossible !
Your best option is to create the animation you want using Core animation or you can simply convert that animation to a video and play it once your app is loaded.
I'm working on a native Objective-C iOS app and I'm wondering if it is possible to embed an animation created in Flash into my app. The animation doesn't have to be interactive, all I need is a couple of animated screens (intro screen, loading screen). Is this posible?
Maybe the long way around since it doesn't sound like you need a Flash-heavy type app but I have seen a few Flash-toCocoa2D exporters around. I haven't got around to trying them yet but they look useful. Of course you probably have to be using the Cocoa2D frame work to use them - unless there is an easy way to extract + repurpose that relevant code from the Cocoa2D source.
Anyway, probably overkill for what you need but here are some links:
http://dl.dropbox.com/u/514219/FlashToCocos2dAnimation.zip
VID of it in action:
http://www.youtube.com/watch?v=8ZyqGrdkTtM
Another tool:
http://marshgames.com/swftoxml-and-importing-flash-scenes-into-cocos2d-on-iphone/
Nope...Apple will reject any app that uses flash
you could use video player for intro screen (i've seen it on a few apps) or simple picture animation using UIView animation methods
here is a tutorial