Draw button on top of AVPlayer - ios

I have to draw a label or button on top of video relay next previous , leave comment . List of video have it, once user select one item from the table,it need to play, Once player play finished, those buttons or label should come on top of video
Here is my code :
comPlayerControl = AVPlayerViewController()
if let player = comPlayerControl {
let videoURL: String = "http://cdnapi.kaltura.com/p/11/sp/11/playManifest/entryId/"+selectedSubmission.transcodeRefId+"/format/applehttp/protocol/http/a.m3u8"
let playerItem = AVPlayerItem(URL: NSURL(string: videoURL)! )
commmentPlayer = AVPlayer(playerItem: playerItem)
player.player = commmentPlayer
player.view.frame = videoCell.frame
player.view.sizeToFit()
player.showsPlaybackControls = true
NSNotificationCenter.defaultCenter().addObserver(
self,
selector: #selector(CommentsTableViewController.playerDidFinishPlaying(_:)),
name: AVPlayerItemDidPlayToEndTimeNotification,
object: playerItem
)
comPlayerControl.delegate = self
videoCell.addSubview(player.view)
}
func playerDidFinishPlaying(note: NSNotification) {
print("Video Finished")
let DynamicView=UIView(frame: CGRectMake(100, 200, 100, 100))
DynamicView.backgroundColor=UIColor.greenColor()
DynamicView.layer.cornerRadius=25
DynamicView.layer.borderWidth=2
DynamicView.layer.zPosition = 1;
comPlayerControl.view.addSubview(DynamicView)
}
requirement like this

You're using an AVPlayerViewController, so there's no reason to access your application's window like in Alessandro Ornano's answer. Why reinvent the wheel? Every AVPlayerViewController has a contentOverlayView property which allows you to place views between the player and the controls.
First, create a new AVPlayerItem and listen for the AVPlayerItemDidPlayToEndTimeNotification notification on that item. Load the item into your player and begin playback.
Once the item completes, the selector your specified to listen for the AVPlayerItemDidPlayToEndTimeNotification notification will be called. In that selector, access the contentOverlayView directly and add your buttons:
In some view controller or other object:
let playerVC = AVPlayerViewController()
// ...
func setupPlayer {
let playerItem = AVPlayerItem(...)
playerVC.player?.replaceCurrentItemWithPlayerItem(playerItem)
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(VC.itemFinished), name: AVPlayerItemDidPlayToEndTimeNotification, object: playerItem)
self.presentViewController(playerVC, animated: true) {
self.playerVC.player?.play()
}
}
func itemFinished() {
let btn = UIButton(type: .System)
btn.addTarget(self, action: #selector(VC.buttonTapped), forControlEvents: .TouchUpInside)
self.playerVC.contentOverlayView?.addSubview(btn)
}
func buttonTapped() {
print("button was tapped")
// replay/comment logic here
}
As stated in the comments (and a rejected edit), buttons may not work in the contentOverlayView. For an alternate solution, see Pyro's answer.
You could also subclass AVPlayerViewController and do everything inside an instance of your subclass, but Apple warns against that:
Do not subclass AVPlayerViewController. Overriding this class’s methods is unsupported and results in undefined behavior.

I think the best way to make the avplayer buttons is explained here: IOS 8 Video Playback using AVPlayer and AVPlayerViewController .
So , I prefeer and agree with these instructions, but if you still want to
add these buttons you can try to add them to the self.window
if let app = UIApplication.sharedApplication().delegate as? AppDelegate, let window = app.window {
let myFirstButton = UIButton()
myFirstButton.setTitle("test", forState: .Normal)
window.addSubview(myFirstButton)
...
}

I recommend looking up AVPlayerLayer as a way to show buttons and other content on top of your video.
See the Advances in AVFoundation Playback WWDC presentation.
Also, check out the AVFoundationSimplePlayer-iOS example project.
Essentially, you create a view to host your player, and you make the layer behind the view into an AVPlayerLayer.
class PlayerView: UIView {
var player: AVPlayer? {
get {
return playerLayer.player
}
set {
playerLayer.player = newValue
}
}
var playerLayer: AVPlayerLayer {
return layer as! AVPlayerLayer
}
override class var layerClass: AnyClass {
return AVPlayerLayer.self
}
}

Based on the your question and from the comment/code of Ramis i have made a sample code which you may try
As mentioned by JAL the contentOverlayView should be the best option to display the control over the video in the AVPlayerController, but as per my sample demo the contentOverlayView don't have any user interaction for the buttons or other controls, as if you check in the 3D view of the AVPlayerController it has AVTouchIgnoringView/UIView in front of the contentOverlayView which may be problem in user interaction with contentOverlayView.
So another solution is to add the overlay view in the AVPlayerViewController
func addContentOverlayView() {
OverlayView.frame = CGRectMake(0,30,AVPlayerVC.view.bounds.width, 100)
OverlayView.hidden = true
OverlayView.backgroundColor = UIColor ( red: 0.5, green: 0.5, blue: 0.5, alpha: 0.379 )
let btnNext = UIButton(frame:CGRectMake(AVPlayerVC.view.bounds.width - 60,0,60,44))
btnNext.setTitle(">>", forState:.Normal)
btnNext.addTarget(self, action:"playNext", forControlEvents:.TouchUpInside)
// btnNext.layer.borderColor = UIColor ( red: 0.0, green: 0.0, blue: 1.0, alpha: 0.670476140202703 ).CGColor
// btnNext.layer.borderWidth = 1.0
OverlayView.addSubview(btnNext)
let btnReplay = UIButton(frame:CGRectMake((AVPlayerVC.view.bounds.width/2)-40,0,80,44))
btnReplay.setTitle("Replay", forState:.Normal)
btnReplay.addTarget(self, action:"replayVideo", forControlEvents:.TouchUpInside)
OverlayView.addSubview(btnReplay)
let btnPrevious = UIButton(frame:CGRectMake(0,0,80,44))
btnPrevious.setTitle("<<", forState:.Normal)
btnPrevious.addTarget(self, action:"previousVideo", forControlEvents:.TouchUpInside)
OverlayView.addSubview(btnPrevious)
let btnComment = UIButton(frame:CGRectMake((AVPlayerVC.view.bounds.width/2)-70,40,140,44))
btnComment.setTitle("Comments", forState:.Normal)
btnComment.addTarget(self, action:"openComments", forControlEvents:.TouchUpInside)
OverlayView.addSubview(btnComment)
AVPlayerVC.view.addSubview(OverlayView);
}
func playNext() {
prevItem = AVPlayerVC.player?.currentItem
OverlayView.hidden = true
commmentQueuePlayer.advanceToNextItem()
}
func replayVideo() {
OverlayView.hidden = true
AVPlayerVC.player?.currentItem?.seekToTime(kCMTimeZero)
AVPlayerVC.player?.play()
}
func previousVideo() {
OverlayView.hidden = true
if prevItem != AVPlayerVC.player?.currentItem {
if (commmentQueuePlayer.canInsertItem(prevItem!, afterItem:AVPlayerVC.player?.currentItem)) {
//commmentQueuePlayer.insertItem(prevItem!, afterItem:AVPlayerVC.player?.currentItem)
commmentQueuePlayer.replaceCurrentItemWithPlayerItem(prevItem)
prevItem = AVPlayerVC.player?.currentItem
replayVideo()
}
} else {
replayVideo()
//Else display alert no prev video found
}
}
func stopedPlaying() {
if prevItem == nil {
prevItem = AVPlayerVC.player?.currentItem
}
OverlayView.hidden = false
}
At the initial setup we set the AVPlayerController,AVQueuePlayer etc... at that time we can add the overlay on the AVPlayerController
For the previous item there is no direct available and as per documentation the item will be remove once it's next item is played , so we have two option like replaceCurrentItemWithPlayerItem or insertItem(item: AVPlayerItem, afterItem: AVPlayerItem?)
If you need to check complete code you can check it from :
https://gist.github.com/Pyrolr/debb4fca8f608b1300e099a5b3547031
Note: This is just like prototype, it is not working perfectly in all the cases but it can help you in understanding the basic functionality you wnat and you can improve/optimise based on your requirements

Check Below code, I am able to add the button on overlay as well as button event is being called.
var playerViewController: AVPlayerViewController?
var OverlayView = UIView()
private lazy var button1: UIButton = {
let selfType = type(of: self)
let button = UIButton(frame: .init(origin: .zero, size: .init(width: selfType.musicWidth, height: selfType.musicHeight)))
button.setImage(UIImage(named: "star"), for: .normal)
button.addTarget(self, action: #selector(button1DidSelect), for: .touchUpInside)
button.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
button.widthAnchor.constraint(equalToConstant: selfType.musicWidth),
button.heightAnchor.constraint(equalToConstant: selfType.musicHeight)
])
return button
}()
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(true)
guard let url = URL(string: "http://commondatastorage.googleapis.com/gtv-videos-bucket/sample/ElephantsDream.mp4") else { return }
let player = AVPlayer(url: url)
self.playerViewController = AVPlayerViewController()
guard let playerViewController = self.playerViewController else { return }
playerViewController.player = player
present(playerViewController, animated: true) {
playerViewController.player?.play()
}
self.addButtonsOnOverlayView()
self.playerViewController?.showsPlaybackControls = false
self.isHideOverlayControls = false
}
#objc private func button1DidSelect() {
print("button1 Selected")
}
private func addButtonsOnOverlayView() {
guard let overlayView = self.playerViewController?.contentOverlayView else { return }
if !self. button1.isDescendant(of: overlayView) {
overlayView.addSubview(self.musicFirstButton)
self.playerViewController?.showsPlaybackControls = true
}
NSLayoutConstraint.activate([
button1.leadingAnchor.constraint(equalTo: overlayView.leadingAnchor, constant: 20),
button1.topAnchor.constraint(equalTo: overlayView.topAnchor, constant: 20),
])
}

Related

AVPlayer -Play sound while seeking/scrubbing

I have a uislider attached to my avplayer, is there a way to play sound from the video while scrubbing?
var player: AVPlayer?
func createPlayer() {
player = AVPlayer()
// init player with playerItem, asset, eventually add to playerLayer ...
player?.volume = 1
}
#objc func sliderValueChanged(_ slider: UISlider) {
let sliderValue = slider.value
let seekTime = CMTimeMakeWithSeconds(Double(sliderValue), preferredTimescale: 1000)
player?.seek(to: seekTime, toleranceBefore: .zero, toleranceAfter: .zero)
}
Since the UISlider's values update continuously while you interact with it, the AVPlayer doesn't get a chance to play any audio since the seek function gets executed every time the slider's value is updated.
I used this SO example from the comments with some minor tweaks to get this working
At a high level:
You need to add a second AVPlayer which will be responsible for playback during scrubbing
When you start scrubbing, start playing the video in the second AVPlayer from where the first player currently was
As soon as you start playing the second player, it should be locked from being updated by the scrubber and it should play for a short period of of time 1/4 to 1/2 a second (experiment with the time duration)
After this time has elapsed, pause the second player and open it to be updated again - this is what creates that jagged noise
Here is a small example that gave me something close to what you are after:
import UIKit
import AVKit
class AVPlayerScrubVC: UIViewController {
let playerViewController = AVPlayerViewController()
var player: AVPlayer?
var player2: AVPlayer?
var isScrubbingLocked = false
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
title = "Player Scrub"
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
configurePlayer()
configureScrubber()
}
private func configurePlayer()
{
// Add your own video URL
let videoURL
= Bundle.main.url(forResource: "sample_1",
withExtension: "mp4")
if let videoURL = videoURL {
player = AVPlayer(url: videoURL)
player2 = AVPlayer(url: videoURL)
player2?.volume = 5
playerViewController.player = player
playerViewController.showsPlaybackControls = false
// Add the AVPlayerController as a child of the current
// view controller
self.addChild(playerViewController)
// Configure the player view
let playerView = playerViewController.view
playerView?.backgroundColor = .clear
playerView?.frame = self.view.bounds
// Add the AVPlayerViewController's view as a subview
// of the current view
self.view.addSubview(playerView!)
playerViewController.didMove(toParent: self)
// Start playing the content
playerViewController.player?.play()
}
}
// Configure the UISlider
private func configureScrubber() {
let slider = UISlider()
slider.translatesAutoresizingMaskIntoConstraints = false
slider.minimumValue = 0
let videoTime
= Float(CMTimeGetSeconds((player?.currentItem?.asset.duration)!))
slider.maximumValue = videoTime
slider.addTarget(self, action: #selector(sliderValueChanged(_:)),
for: .valueChanged)
view.addSubview(slider)
view.addConstraints([
slider.leadingAnchor
.constraint(equalTo: view.leadingAnchor,
constant: 16),
slider.bottomAnchor
.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor,
constant: -16),
slider.trailingAnchor
.constraint(equalTo: view.trailingAnchor,
constant: -16),
slider.heightAnchor
.constraint(equalToConstant: 70)
])
}
#objc
func sliderValueChanged(_ slider: UISlider) {
let sliderValue = slider.value
let seekTime = CMTimeMakeWithSeconds(Double(sliderValue),
preferredTimescale: 1000)
player?.seek(to: seekTime,
toleranceBefore: .zero,
toleranceAfter: .zero)
if !isScrubbingLocked {
audioScrub(to: seekTime)
}
}
func audioScrub(to currentTime: CMTime) {
DispatchQueue.main.async {
// Lock the scrubbing
self.isScrubbingLocked = true
// play the simultaneous player
self.player2?.play()
// make sure that it plays for at least 0.5 of a second
// before it stops to get that scrubbing effect
// Play around with the delay to get the results best for you
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
// now that 1/2 of a second has passed
// (you can make it longer or shorter as you please)
// - pause the simultaneous player
self.player2?.pause()
// now move the simultaneous player to the same point as the
// original video player:
self.player2?.seek(to: currentTime)
// setting this variable back to true allows the process to be
// repeated as long as video is being scrubbed:
self.isScrubbingLocked = false
}
}
}
}

How to display media title in AVPlayerController only when playerControls are visibile

I need to display the media title only when the playerControls are
visible.
Don't need to customize the complete playerControls.
Already tried with ContentOverlayView of AVPlayerViewController. Title is visible but I need the title only when the playerControls are visible.
As you can notice the player controller hides the controls and the status bar simultaneously so one of possible solution to observe visibility of the status bar since there is no API to observe the controls appearance. You can check prefersStatusBarHidden variable with Timer because it is not supported by KVO but don't forget to invalidate the timer after closing the player controller.
var titleLabel: UILabel?
var playerViewController: AVPlayerViewController?
var timer: Timer?
#IBAction func showPlayer() {
titleLabel = UILabel(frame: CGRect(x: 100, y: 100, width: 200, height: 50));
titleLabel?.text = "My Title"
titleLabel?.textColor = .red
playerViewController = AVPlayerViewController()
playerViewController?.player = AVPlayer(url: url)
playerViewController?.contentOverlayView?.addSubview(titleLabel!)
playerViewController?.player?.play()
present(playerViewController!, animated: true, completion: nil)
timer = Timer.scheduledTimer(withTimeInterval: 0.3, repeats: true) { timer in
if let hidden = self.playerViewController?.prefersStatusBarHidden {
self.titleLabel?.isHidden = hidden
}
}
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
timer?.invalidate()
timer = nil
}
Or you can check visibility globally by checking UIApplication.shared.delegate?.window??.windowScene?.statusBarManager?.isStatusBarHidden.

Do not trigger UITapGesture in subview

As you can see in the image below I have a video which covers almost the entire screen. I want the video to play/stop whenever one taps on it. The code works almost perfectly fine, the thing is the class in which I call the defInteractions function also contains the booked and comments subview which can also be found below. Consequently, the video also plays/stops when one taps these areas which I don't want.
The UITapGestureRecognizer triggering the function to play/pause the video:
//set interactions
func defInteractions (){
//singletap
let singleTap = UITapGestureRecognizer(target: self, action: #selector(singleTapDetected(_:)))
singleTap.numberOfTapsRequired = 1
//singleTap.cancelsTouchesInView = false
//controlsContainerView
controlsContainerView.addGestureRecognizer(singleTap)
}
//define type
var player: AVPlayer?
//set playing to false
var isPlaying: Bool = false
func singleTapDetected(_ sender: UITapGestureRecognizer) {
//play or pause
if(!isPlaying){
//play
player?.play()
isPlaying = true
}
else{
//pause
player?.pause()
isPlaying = false
}
}
Each subview looks basically like this:
//create controls container view
let comments: UIView = {
//set properties of controls container view
let commentrect = CGRect(x: viewWidth / 2, y: viewHeight - 110, width: viewWidth / 2, height: 50)
let entireCommentView = UILabel(frame: commentrect)
entireCommentView.translatesAutoresizingMaskIntoConstraints = true
entireCommentView.backgroundColor = .white
entireCommentView.font = UIFont(name: "HelveticaNeue", size: 20)
entireCommentView.text = "3 comments"
entireCommentView.textColor = .black
entireCommentView.textAlignment = .center
return entireCommentView
}()
In the override they are added as subviews. I tried setting isUserInteractionEnabled to false in the individual subviews (e.g. comments: entireCommentView.isUserInteractionEnabled = false) which didn't work and don't know how to achieve my goal. Can someone help me? Can I exclude these subviews from my target in the UITapGestureRecognizer recognizer.
[
EDIT (Result of first answer):
Modify the singleTapDetected to return if the tap is in any of the top or bottom UIViews.
func singleTapDetected(_ sender: UITapGestureRecognizer) {
let view = sender.view
let loc = sender.location(in: controlsContainerView)
if let subview = view?.hitTest(loc, with: nil) {
if subview == entireCommentView || subview == bookedView {
return
}
}
//play or pause
player?.rate != 0 && player?.error == nil ? player?.pause() : player?.play
}
Alternatively, you can have your UIViewController adopt the UIGestureRecognizerDelegate protocol and call the below method for checking the view. Inside this method, check your view against touch.view and return the appropriate bool (Yes/No). Something like this:
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
return !touch.view?.isDescendant(of: controlsContainerView)
}
You should define the likes and booked variables as property of the UIView subclass itself, to make them visible to your singleTapDetected(_:) method

New UIView blocking UITapGesture

I have a video in the background of every page of my scrollView with paging enabled. I want the video to play/pause when the area where one can see the video is tapped (see picture on the left below, between UIView containing label with name and image and bottom tab bar)(there is another subview over the video subview in each page: top info). The code used to achieve that is the following for loop (for loop because every page shall have these properties):
//add subviews (pages)
for (pageIndex, page) in pagesViews.enumerated(){
//...create pages with views
//add Subview with videoplayer frame to individual "pages"
let videoPlayerFrame = CGRect(x: 0, y: 0, width: pageSize.width, height: pageSize.height)
let videoPlayerView = PlayerView(frame: videoPlayerFrame)
page.addSubview(videoPlayerView)
//add Subview with top info frame to individual "pages"
let postInfoFrame = CGRect(x: 0, y: 0, width: pageSize.width, height: 80)
let infoView = PostView(frame: postInfoFrame)
page.addSubview(infoView)
//WORKS FINE UNTIL HERE
//NEW SUBVIEW
//add Subview with bottom info frame to individual "pages"
let postPropertiesFrame = CGRect(x: 0, y: (pageSize.height - 200) / 2, width: pageSize.width, height: 200)
let propertiesView = PostPropsView(frame: postPropertiesFrame)
page.addSubview(propertiesView)
}
That's what it looks like if the new subview hasn't been added:
PlayerView class serving as basis of first subview, the video plays/pauses when I tap the video area (read comments to get overview first (e.g. spinner shouldn't be important)):
lass PlayerView: UIView {
//create spinner view
let activityIndicatorView: UIActivityIndicatorView = {
//define properties
let aiv = UIActivityIndicatorView(activityIndicatorStyle: .whiteLarge)
aiv.translatesAutoresizingMaskIntoConstraints = false
//start spinner
aiv.startAnimating()
return aiv
}()
//create controls container view containing the spinner
let controlsContainerView: UIView = {
//set properties of controls container view
let controlView = UIView()
controlView.backgroundColor = UIColor(white: 0, alpha: 1)
return controlView
}()
override init(frame: CGRect){
super.init(frame: frame)
//function below this override init
setupPlayerView()
//add subview with controls (e.g. spinner)
controlsContainerView.frame = frame
addSubview(controlsContainerView)
//add to subview and center spinner in subview
controlsContainerView.addSubview(activityIndicatorView)
activityIndicatorView.centerXAnchor.constraint(equalTo: centerXAnchor).isActive = true
activityIndicatorView.centerYAnchor.constraint(equalTo: centerYAnchor).isActive = true
//enable interaction
controlsContainerView.isUserInteractionEnabled = true
//function below this override init
defInteractions()
//backgorund color of player
backgroundColor = .black
}
//define interactions (doupletap and singletap)
func defInteractions (){
//singletap
let singleTap = UITapGestureRecognizer(target: self, action: #selector(singleTapDetected(_:)))
singleTap.numberOfTapsRequired = 1
//controlsContainerView
controlsContainerView.addGestureRecognizer(singleTap)
}
//define type
var player: AVPlayer?
//set playing to false
var isPlaying: Bool = false
//PLAY?PAUSE VIDEO WHEN video tapped
func singleTapDetected(_ sender: UITapGestureRecognizer) {
//play or pause
if(!isPlaying){
//play
player?.play()
isPlaying = true
}
else{
//pause
player?.pause()
isPlaying = false
}
}
//setup video in background
func setupPlayerView() {
//insert url
let urlString = "https://blurtime.com/images/testvideo.mov"
//check URL if can be converted to NSURL
if let videoURL = NSURL(string: urlString){
//player's video
if self.player == nil {
player = AVPlayer(url: videoURL as URL)
}
//add sub-layer
let playerLayer = AVPlayerLayer(player: player)
self.layer.addSublayer(playerLayer)
playerLayer.frame = self.frame
//when are frames actually rendered (when is video loaded)
player?.addObserver(self, forKeyPath: "currentItem.loadedTimeRanges", options: .new, context: nil)
//loop through video
NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: self.player?.currentItem, queue: nil, using: { (_) in
DispatchQueue.main.async {
self.player?.seek(to: kCMTimeZero)
self.player?.play()
}
})
}
}
//what to do when video is loaded (spinner shall disappear)
override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
//when frames are actually being rendered
if keyPath == "currentItem.loadedTimeRanges" {
activityIndicatorView.stopAnimating()
controlsContainerView.backgroundColor = .clear
}
}
//reuired as suggested by XCode
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
However, if I add the subview with the PostPropsView class it doesn't completely work anymore. If the yellow areas are tapped it still functions as desired but not in the red area anymore... (picture on the right) Why does it work in the lower yellow area and why doesn't it anymore if the red area is tapped? Can anyone provide a solution (and explanation) to this problem?
The new view is on top of the view that has the tap gesture recognizer, and is intercepting those touches, and doesn't have a handler for them.
Perhaps create a new UIView, which contains both the PostPropsView and your video player, and put the tap gesture recognizer on that instead of the video? I don't believe you can add the UIView directly to the video player.
As Jake T. said, the tap gesture recognizer is absorbing the tap, so what you have to do is to add this on your TapGesture declaration
let singleTap = UITapGestureRecognizer(target: self, action: #selector(singleTapDetected(_:)))
singleTap.numberOfTapsRequired = 1
singleTap.cancelsTouchesInView = false
With that, you'll get what you want

How do I pass data info a function from a programmed uibutton?

So my app contains a uitableview/uitableviewcell and inside the uitableview/uitableviewcell is an AVplayer. I want to be able to pause the video player when the button is tapped. When I made the AV player a global variable, I was able to pause and play the video, but the video wasn't being replaced by the next video when I scrolled.
// video player
let videoURL = URL(string: uVideoUrl)!
let player = AVPlayer(url: videoURL)
let playerLayer = AVPlayerLayer(player: player)
playerLayer.frame = CGRect(x: cell.backgroundImg.frame.origin.x, y: cell.backgroundImg.frame.origin.y, width: cell.backgroundImg.frame.width - 5, height: cell.backgroundImg.frame.height)
cell.layer.addSublayer(playerLayer)
// play button
let playButton = UIButton(frame: CGRect(x: 15, y: 75, width: 30, height: 30))
playButton.setImage(UIImage(named: "playimg.png"), for: .normal)
** playButton.addTarget(self, action: #selector(playVideo(player:player)), for: .touchUpInside) **
cell.addSubview(playButton)
Here's the function to play the video.
func playVideo(player:AVPlayer) {
player.play()
}
The text/code with ** is the code I can't figure out how to let me pass in the player for me to play the video.
You can't pass parameters on selectors but there are a few ways to do this.
Here's one way by using Notification(swift 3), NSNotification(swift 2.3, etc)
class ViewController: UIViewController {
var player: AVPlayer!
override func viewDidLoad() {
super.viewDidLoad()
let videoURL = URL(string: uVideoUrl)!
player = AVPlayer(url: videoURL) // initialize player that is on the class level scope
let playerLayer = AVPlayerLayer(player: player)
playerLayer.frame = CGRect(x: cell.backgroundImg.frame.origin.x, y: cell.backgroundImg.frame.origin.y, width: cell.backgroundImg.frame.width - 5, height: cell.backgroundImg.frame.height)
cell.layer.addSublayer(playerLayer)
let playButton = UIButton(frame: CGRect(x: 15, y: 75, width: 30, height: 30))
playButton.setImage(UIImage(named: "playimg.png"), for: .normal)
}
func playButtonClicked(sender: UIButton) {
let notifName = NSNotification.Name(rawValue: "SOMENOTIFICATIONNAMETHATISUNIQUE")
NotificationCenter.default.post(name: notifName, object: nil, userInfo: ["player": player])
}
}
class SomeViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let notifName = NSNotification.Name(rawValue: "SOMENOTIFICATIONNAMETHATISUNIQUE")
NotificationCenter.default.addObserver(self, selector: #selector(self.playClicked(notification:)), name: notifName, object: nil)
}
func playClicked(notification: Notification) {
if let player = notification.userInfo!["player"] as? AVPlayer {
// do stuff with player
}
}
}
What happens here is that your player is now passed like a parameter using the Notification's userInfo
You could add additional data to your UIButton using the objective C associated object system. The following code adds an additional variable player to UIButton. I've done this in the past with Int's. Haven't tried it with such a complex object as AVPlayer but don't see any reason why this wouldn't be possible.
private var playerAssociationKey: UInt8 = 0
extension UIButton {
var player: Int! {
get {
return objc_getAssociatedObject(self, &playerAssociationKey) as? Int
}
set(newValue) {
objc_setAssociatedObject(self, &playerAssociationKey, newValue, objc_AssociationPolicy.OBJC_ASSOCIATION_RETAIN)
}
}
}
See How to have stored properties in Swift, the same way I had on Objective-C? for more details.
The button always sends itself as the argument of its action message. You can't make it send the player as the argument.
Based on the code in your question, it looks like each cell has an AVPlayer and a button. So why not just have the button send a message to the player directly? Use an extension on AVPlayer to define a play/pause toggle method:
extension AVPlayer {
func togglePlayPause(_ sender: AnyObject?) {
// Normal playback rate is 1. Paused rate is 0.
self.rate = 1 - self.rate
}
}
Then tell your button to send that message to the player like this:
playButton.addTarget(player, action: #selector(AVPlayer.togglePlayPause(_:)), for: .touchUpInside)

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