Screenshot for AVPlayer and Video
IosObjective CTestingAvfoundationAvplayerIos Problem Overview
I am trying to take a screenshot of an AVPlayer
inside a bigger view. I want to build a testing framework only, so private APIs
or any method is good, because the framework will not be included when releasing to the AppStore.
I have tried with using
UIGetScreenImage()
: works well on simulator but not on devicesnapshotviewafterscreenupdates
: it shows the view but I cannot create aUIImage
from that.drawViewInHierarchy
andrenderInContext
will not work withAVPlayer
- I don't want to use
AVAssetGenerator
for getting image from video, it is hard to get a good coordinate or the video player as the subview of other views
Ios Solutions
Solution 1 - Ios
I know you don't want to use the AVAssetImageGenerator but I've also researched this extensively and I believe the only solution currently is using the AVAssetImageGenerator. It's not that difficult as you say to get the right coordinate because you should be able to get the current time of your player. In my App the following code works perfectly:
-(UIImage *)getAVPlayerScreenshot
{
AVURLAsset *asset = (AVURLAsset *)self.playerItem.asset;
AVAssetImageGenerator *imageGenerator = [[AVAssetImageGenerator alloc] initWithAsset:asset];
imageGenerator.requestedTimeToleranceAfter = kCMTimeZero;
imageGenerator.requestedTimeToleranceBefore = kCMTimeZero;
CGImageRef thumb = [imageGenerator copyCGImageAtTime:self.playerItem.currentTime
actualTime:NULL
error:NULL];
UIImage *videoImage = [UIImage imageWithCGImage:thumb];
CGImageRelease(thumb);
return videoImage;
}
Solution 2 - Ios
Swift version of Bob's answer below. I'm using AVQueuePlayer but should work for regular AVPlayer too.
public func getImageSnapshot() -> UIImage? {
guard let asset = player.currentItem?.asset else { return nil }
let imageGenerator = AVAssetImageGenerator(asset: asset);
imageGenerator.requestedTimeToleranceAfter = CMTime.zero;
imageGenerator.requestedTimeToleranceBefore = CMTime.zero;
do {
let thumb = try imageGenerator.copyCGImage(at: player.currentTime(), actualTime: nil);
let image = UIImage(cgImage: thumb);
return image;
} catch {
print("⛔️ Failed to get video snapshot: \(error)");
}
return nil;
}
Solution 3 - Ios
AVPlayer rending videos using GPU, so you cannot capture it using core graphics methods.
However that’s possible to capture images with AVAssetImageGenerator
, you need specify a CMTime.
Update:
Forget to take a screenshot of the entire screen. AVPlayerItemVideoOutput
is my final choice, it supports video steam.
Here is my full implementation: https://github.com/BB9z/ZFPlayer/commit/a32c7244f630e69643336b65351463e00e712c7f#diff-2d23591c151edd3536066df7c18e59deR448
Solution 4 - Ios
Here is code for taking a screenshot of you entire screen, including the AVPlayer. You only need to add a UIImageView on top of your videoplayer, which stays hidden until we take the screenshot and then we hide it again.
func takeScreenshot() -> UIImage? {
//1 Hide all UI you do not want on the screenshot
self.hideButtonsForScreenshot()
//2 Create an screenshot from your AVPlayer
if let url = (self.overlayPlayer?.currentItem?.asset as? AVURLAsset)?.url {
let asset = AVAsset(url: url)
let imageGenerator = AVAssetImageGenerator(asset: asset)
imageGenerator.requestedTimeToleranceAfter = CMTime.zero
imageGenerator.requestedTimeToleranceBefore = CMTime.zero
if let thumb: CGImage = try? imageGenerator.copyCGImage(at: self.overlayPlayer!.currentTime(), actualTime: nil) {
let videoImage = UIImage(cgImage: thumb)
//Note: create an image view on top of you videoPlayer in the exact dimensions, and display it before taking the screenshot
// mine is created in the storyboard
// 3 Put the image from the screenshot in your screenshotPhotoView and unhide it
self.screenshotPhotoView.image = videoImage
self.screenshotPhotoView.isHidden = false
}
}
//4 Take the screenshot
let bounds = UIScreen.main.bounds
UIGraphicsBeginImageContextWithOptions(bounds.size, true, 0.0)
self.view.drawHierarchy(in: bounds, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
//5 show all UI again that you didn't want on your screenshot
self.showButtonsForScreenshot()
//6 Now hide the screenshotPhotoView again
self.screenshotPhotoView.isHidden = true
self.screenshotPhotoView.image = nil
return image
}
Solution 5 - Ios
If you want to take screenshot of current screen just call following method on any action event which give you Image object.
-(UIImage *) screenshot
{
UIGraphicsBeginImageContext(self.view.bounds.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *sourceImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//now we will position the image, X/Y away from top left corner to get the portion we want
UIGraphicsBeginImageContext(sourceImage.size);
[sourceImage drawAtPoint:CGPointMake(0, 0)];
UIImage *croppedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//To write image on divice.
//UIImageWriteToSavedPhotosAlbum(croppedImage,nil, nil, nil);
return croppedImage;
}
Hope this will help you.
Solution 6 - Ios
CGRect grabRect = CGRectMake(0,0,320,568);// size you want to take screenshot of.
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)]) {
UIGraphicsBeginImageContextWithOptions(grabRect.size, NO, [UIScreen mainScreen].scale);
} else {
UIGraphicsBeginImageContext(grabRect.size);
}
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(ctx, -grabRect.origin.x, -grabRect.origin.y);
[self.view.layer renderInContext:ctx];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();