Display a graphic overlay without capturing it during screen capture - ios

I'm working on an app that does full screen captures, but have a need to have a control view be visible at the same time. I'd like to be able to do the screen capture without capturing the view, however. I'm recording screen activity to a .mov file, not doing discrete screenshots.
I'm using AVCaptureScreenInput and successfully doing my screen captures. I realize this is an open-ended question (apologies!) but I'm not sure where to begin searching for the answer.
Is there a property of UIView's that can be applied?

Related

C# DirectX screen capture

There are plenty examples on how to perform a screen capture using SharpDX. But it is always the same and it deosn't work with multiple screen. It works only to capture one screen.
How can I perform a screen capture of any screens using SharpDX?

How to make a screen-record guiding video for iOS device

I'm creating an iOS app on recording screen by using ReplayKit.
I want to make a user operation video to guide user on how to use my app to record screen.
So I need to record a video on how to record screen and this approach is a bit awkward.
I tried several ways: Screen Mirroring such as AirPlayer and QuickTime, but the recording button on control-center is disabled whilst using Screen Mirroring.
The effect I want is as follows:
https://support.apple.com/library/content/dam/edam/applecare/images/en_US/iOS/ios13-iphone-xs-control-center-screen-record-animation.gif
How was this video made?
I think you could recreate that video by recording your screen showing every action you want, save the video and edit it on top of an iPhone image asset.

How to implement apple like camera app using AVCaptureSession?

In the iOS(9) camera app the controls overlay does not rotate but when 'Record' is selected the video is outputted with the correct orientation. Has anyone got any ideas how apple implemented this.
You've got a few different options to achieve the same effect:
You can rotate the camera, but keep the UI the same, when the device itself is rotated so that it matches UIDevice.currentDevice().orientation.
You could store the device orientation at the time of capture and then rotate the video afterwards.
You could even set the capture connection of the capture session to match the devices orientation while keeping the preview connection the same. Check this out for a similar question
I implemented exactly what you're looking for using 2 different UIWindow instances, one for the video preview layer and one for the UI to be displayed on top of it. The UIWindow with the UI needs to have a transparent background in order for the preview layer to remain visible.

Capture Video Frames

I have written the code to capture video frames from here.
https://developer.apple.com/library/ios/qa/qa1702/_index.html.
In -(void)CaptureOutout() delegate function, I am displaying the image in UIimageView by simply adding this line of code [self.uiimage setImage:image]. All is working fine but
the problem is that I want to continuously capture the video frames, but it captures only one video frames and display's it. The other video frame is captured when I close and reopens the app. This means the CaptureOutout() function is called only once, but I want to get the continuous video frames and display them as a continuously on image view. Can anybody solve this problem?

How do i animate with a big sprite in ios?

I have to make an animated infographic in iOS. Its consists of about 140 images all 900x700 large. Whats the best approach to do this? I tried CALayerwith indivual images, and also a spritesheet. But it just takes way too long to load and the playback is awful. I also have the animation in a video file, but it needs to be added to a view in a set frame and not be played in full screen.
Try and play the animation video using MPMoviePlayerController. You can play it in a view with custom frame. You can refer the link for sample code too.

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