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Markdown
578 lines
No EOL
18 KiB
Markdown
# iOS tutorial 3: Video
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## Goal
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![screenshot]
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Except for [](sdk-basic-tutorial-toolkit-integration.md),
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which embedded a video window on a GTK application, all tutorials so far
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relied on GStreamer video sinks to create a window to display their
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contents. The video sink on iOS is not capable of creating its own
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window, so a drawing surface always needs to be provided. This tutorial
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shows:
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- How to allocate a drawing surface on the Xcode Interface Builder and
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pass it to GStreamer
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## Introduction
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Since iOS does not provide a windowing system, a GStreamer video sink
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cannot create pop-up windows as it would do on a Desktop platform.
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Fortunately, the `VideoOverlay` interface allows providing video sinks with
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an already created window onto which they can draw, as we have seen
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in [](sdk-basic-tutorial-toolkit-integration.md).
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In this tutorial, a `UIView` widget (actually, a subclass of it) is
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placed on the main storyboard. In the `viewDidLoad` method of the
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`ViewController`, we pass a pointer to this `UIView `to the instance of
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the `GStreamerBackend`, so it can tell the video sink where to draw.
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## The User Interface
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The storyboard from the previous tutorial is expanded: A `UIView `is
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added over the toolbar and pinned to all sides so it takes up all
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available space (`video_container_view` outlet). Inside it, another
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`UIView `is added (`video_view` outlet) which contains the actual video,
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centered to its parent, and with a size that adapts to the media size
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(through the `video_width_constraint` and `video_height_constraint`
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outlets):
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**ViewController.h**
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```
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#import <UIKit/UIKit.h>
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#import "GStreamerBackendDelegate.h"
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@interface ViewController : UIViewController <GStreamerBackendDelegate> {
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IBOutlet UILabel *message_label;
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IBOutlet UIBarButtonItem *play_button;
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IBOutlet UIBarButtonItem *pause_button;
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IBOutlet UIView *video_view;
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IBOutlet UIView *video_container_view;
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IBOutlet NSLayoutConstraint *video_width_constraint;
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IBOutlet NSLayoutConstraint *video_height_constraint;
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}
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-(IBAction) play:(id)sender;
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-(IBAction) pause:(id)sender;
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/* From GStreamerBackendDelegate */
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-(void) gstreamerInitialized;
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-(void) gstreamerSetUIMessage:(NSString *)message;
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@end
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```
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## The View Controller
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The `ViewController `class manages the UI, instantiates
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the `GStreamerBackend` and also performs some UI-related tasks on its
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behalf:
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**ViewController.m**
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```
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#import "ViewController.h"
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#import "GStreamerBackend.h"
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#import <UIKit/UIKit.h>
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@interface ViewController () {
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GStreamerBackend *gst_backend;
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int media_width;
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int media_height;
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}
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@end
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@implementation ViewController
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/*
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* Methods from UIViewController
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*/
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- (void)viewDidLoad
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{
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[super viewDidLoad];
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play_button.enabled = FALSE;
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pause_button.enabled = FALSE;
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/* Make these constant for now, later tutorials will change them */
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media_width = 320;
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media_height = 240;
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gst_backend = [[GStreamerBackend alloc] init:self videoView:video_view];
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}
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- (void)didReceiveMemoryWarning
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{
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[super didReceiveMemoryWarning];
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// Dispose of any resources that can be recreated.
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}
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/* Called when the Play button is pressed */
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-(IBAction) play:(id)sender
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{
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[gst_backend play];
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}
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/* Called when the Pause button is pressed */
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-(IBAction) pause:(id)sender
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{
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[gst_backend pause];
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}
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- (void)viewDidLayoutSubviews
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{
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CGFloat view_width = video_container_view.bounds.size.width;
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CGFloat view_height = video_container_view.bounds.size.height;
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CGFloat correct_height = view_width * media_height / media_width;
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CGFloat correct_width = view_height * media_width / media_height;
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if (correct_height < view_height) {
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video_height_constraint.constant = correct_height;
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video_width_constraint.constant = view_width;
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} else {
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video_width_constraint.constant = correct_width;
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video_height_constraint.constant = view_height;
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}
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}
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/*
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* Methods from GstreamerBackendDelegate
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*/
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-(void) gstreamerInitialized
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{
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dispatch_async(dispatch_get_main_queue(), ^{
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play_button.enabled = TRUE;
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pause_button.enabled = TRUE;
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message_label.text = @"Ready";
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});
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}
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-(void) gstreamerSetUIMessage:(NSString *)message
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{
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dispatch_async(dispatch_get_main_queue(), ^{
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message_label.text = message;
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});
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}
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@end
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```
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We expand the class to remember the width and height of the media we are
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currently playing:
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```
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@interface ViewController () {
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GStreamerBackend *gst_backend;
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int media_width;
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int media_height;
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}
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```
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In later tutorials this data is retrieved from the GStreamer pipeline,
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but in this tutorial, for simplicity’s sake, the width and height of the
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media is constant and initialized in `viewDidLoad`:
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```
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- (void)viewDidLoad
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{
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[super viewDidLoad];
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play_button.enabled = FALSE;
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pause_button.enabled = FALSE;
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/* Make these constant for now, later tutorials will change them */
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media_width = 320;
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media_height = 240;
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gst_backend = [[GStreamerBackend alloc] init:self videoView:video_view];
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}
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```
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As shown below, the `GStreamerBackend` constructor has also been
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expanded to accept another parameter: the `UIView *` where the video
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sink should draw.
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The rest of the `ViewController `code is the same as the previous
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tutorial, except for the code that adapts the `video_view` size to the
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media size, respecting its aspect ratio:
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```
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- (void)viewDidLayoutSubviews
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{
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CGFloat view_width = video_container_view.bounds.size.width;
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CGFloat view_height = video_container_view.bounds.size.height;
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CGFloat correct_height = view_width * media_height / media_width;
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CGFloat correct_width = view_height * media_width / media_height;
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if (correct_height < view_height) {
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video_height_constraint.constant = correct_height;
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video_width_constraint.constant = view_width;
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} else {
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video_width_constraint.constant = correct_width;
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video_height_constraint.constant = view_height;
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}
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}
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```
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The `viewDidLayoutSubviews` method is called every time the main view
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size has changed (for example, due to a device orientation change) and
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the entire layout has been recalculated. At this point, we can access
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the `bounds` property of the `video_container_view` to retrieve its new
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size and change the `video_view` size accordingly.
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The simple algorithm above maximizes either the width or the height of
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the `video_view`, while changing the other axis so the aspect ratio of
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the media is preserved. The goal is to provide the GStreamer video sink
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with a surface of the correct proportions, so it does not need to add
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black borders (*letterboxing*), which is a waste of processing power.
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The final size is reported to the layout engine by changing the
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`constant` field in the width and height `Constraints` of the
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`video_view`. These constraints have been created in the storyboard and
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are accessible to the `ViewController `through IBOutlets, as is usually
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done with other widgets.
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## The GStreamer Backend
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The `GStreamerBackend` class performs all GStreamer-related tasks and
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offers a simplified interface to the application, which does not need to
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deal with all the GStreamer details. When it needs to perform any UI
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action, it does so through a delegate, which is expected to adhere to
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the `GStreamerBackendDelegate` protocol:
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**GStreamerBackend.m**
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```
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#import "GStreamerBackend.h"
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#include <gst/gst.h>
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#include <gst/video/video.h>
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GST_DEBUG_CATEGORY_STATIC (debug_category);
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#define GST_CAT_DEFAULT debug_category
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@interface GStreamerBackend()
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-(void)setUIMessage:(gchar*) message;
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-(void)app_function;
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-(void)check_initialization_complete;
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@end
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@implementation GStreamerBackend {
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id ui_delegate; /* Class that we use to interact with the user interface */
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GstElement *pipeline; /* The running pipeline */
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GstElement *video_sink;/* The video sink element which receives VideoOverlay commands */
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GMainContext *context; /* GLib context used to run the main loop */
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GMainLoop *main_loop; /* GLib main loop */
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gboolean initialized; /* To avoid informing the UI multiple times about the initialization */
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UIView *ui_video_view; /* UIView that holds the video */
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}
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/*
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* Interface methods
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*/
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-(id) init:(id) uiDelegate videoView:(UIView *)video_view
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{
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if (self = [super init])
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{
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self->ui_delegate = uiDelegate;
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self->ui_video_view = video_view;
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GST_DEBUG_CATEGORY_INIT (debug_category, "tutorial-3", 0, "iOS tutorial 3");
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gst_debug_set_threshold_for_name("tutorial-3", GST_LEVEL_DEBUG);
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/* Start the bus monitoring task */
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dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
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[self app_function];
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});
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}
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return self;
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}
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-(void) dealloc
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{
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if (pipeline) {
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GST_DEBUG("Setting the pipeline to NULL");
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gst_element_set_state(pipeline, GST_STATE_NULL);
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gst_object_unref(pipeline);
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pipeline = NULL;
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}
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}
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-(void) play
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{
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if(gst_element_set_state(pipeline, GST_STATE_PLAYING) == GST_STATE_CHANGE_FAILURE) {
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[self setUIMessage:"Failed to set pipeline to playing"];
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}
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}
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-(void) pause
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{
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if(gst_element_set_state(pipeline, GST_STATE_PAUSED) == GST_STATE_CHANGE_FAILURE) {
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[self setUIMessage:"Failed to set pipeline to paused"];
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}
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}
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/*
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* Private methods
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*/
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/* Change the message on the UI through the UI delegate */
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-(void)setUIMessage:(gchar*) message
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{
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NSString *string = [NSString stringWithUTF8String:message];
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if(ui_delegate && [ui_delegate respondsToSelector:@selector(gstreamerSetUIMessage:)])
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{
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[ui_delegate gstreamerSetUIMessage:string];
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}
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}
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/* Retrieve errors from the bus and show them on the UI */
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static void error_cb (GstBus *bus, GstMessage *msg, GStreamerBackend *self)
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{
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GError *err;
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gchar *debug_info;
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gchar *message_string;
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gst_message_parse_error (msg, &err, &debug_info);
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message_string = g_strdup_printf ("Error received from element %s: %s", GST_OBJECT_NAME (msg->src), err->message);
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g_clear_error (&err);
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g_free (debug_info);
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[self setUIMessage:message_string];
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g_free (message_string);
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gst_element_set_state (self->pipeline, GST_STATE_NULL);
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}
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/* Notify UI about pipeline state changes */
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static void state_changed_cb (GstBus *bus, GstMessage *msg, GStreamerBackend *self)
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{
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GstState old_state, new_state, pending_state;
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gst_message_parse_state_changed (msg, &old_state, &new_state, &pending_state);
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/* Only pay attention to messages coming from the pipeline, not its children */
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if (GST_MESSAGE_SRC (msg) == GST_OBJECT (self->pipeline)) {
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gchar *message = g_strdup_printf("State changed to %s", gst_element_state_get_name(new_state));
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[self setUIMessage:message];
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g_free (message);
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}
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}
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/* Check if all conditions are met to report GStreamer as initialized.
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* These conditions will change depending on the application */
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-(void) check_initialization_complete
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{
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if (!initialized && main_loop) {
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GST_DEBUG ("Initialization complete, notifying application.");
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if (ui_delegate && [ui_delegate respondsToSelector:@selector(gstreamerInitialized)])
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{
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[ui_delegate gstreamerInitialized];
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}
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initialized = TRUE;
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}
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}
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/* Main method for the bus monitoring code */
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-(void) app_function
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{
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GstBus *bus;
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GSource *bus_source;
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GError *error = NULL;
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GST_DEBUG ("Creating pipeline");
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/* Create our own GLib Main Context and make it the default one */
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context = g_main_context_new ();
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g_main_context_push_thread_default(context);
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/* Build pipeline */
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pipeline = gst_parse_launch("videotestsrc ! warptv ! videoconvert ! autovideosink", &error);
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if (error) {
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gchar *message = g_strdup_printf("Unable to build pipeline: %s", error->message);
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g_clear_error (&error);
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[self setUIMessage:message];
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g_free (message);
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return;
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}
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/* Set the pipeline to READY, so it can already accept a window handle */
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gst_element_set_state(pipeline, GST_STATE_READY);
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video_sink = gst_bin_get_by_interface(GST_BIN(pipeline), GST_TYPE_VIDEO_OVERLAY);
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if (!video_sink) {
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GST_ERROR ("Could not retrieve video sink");
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return;
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}
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gst_video_overlay_set_window_handle(GST_VIDEO_OVERLAY(video_sink), (guintptr) (id) ui_video_view);
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/* Instruct the bus to emit signals for each received message, and connect to the interesting signals */
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bus = gst_element_get_bus (pipeline);
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bus_source = gst_bus_create_watch (bus);
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g_source_set_callback (bus_source, (GSourceFunc) gst_bus_async_signal_func, NULL, NULL);
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g_source_attach (bus_source, context);
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g_source_unref (bus_source);
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g_signal_connect (G_OBJECT (bus), "message::error", (GCallback)error_cb, (__bridge void *)self);
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g_signal_connect (G_OBJECT (bus), "message::state-changed", (GCallback)state_changed_cb, (__bridge void *)self);
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gst_object_unref (bus);
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/* Create a GLib Main Loop and set it to run */
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GST_DEBUG ("Entering main loop...");
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main_loop = g_main_loop_new (context, FALSE);
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[self check_initialization_complete];
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g_main_loop_run (main_loop);
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GST_DEBUG ("Exited main loop");
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g_main_loop_unref (main_loop);
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main_loop = NULL;
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/* Free resources */
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g_main_context_pop_thread_default(context);
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g_main_context_unref (context);
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gst_element_set_state (pipeline, GST_STATE_NULL);
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gst_object_unref (pipeline);
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return;
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}
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@end
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```
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The main differences with the previous tutorial are related to the
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handling of the `VideoOverlay` interface:
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```
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@implementation GStreamerBackend {
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id ui_delegate; /* Class that we use to interact with the user interface */
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GstElement *pipeline; /* The running pipeline */
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GstElement *video_sink;/* The video sink element which receives VideoOverlay commands */
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GMainContext *context; /* GLib context used to run the main loop */
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GMainLoop *main_loop; /* GLib main loop */
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gboolean initialized; /* To avoid informing the UI multiple times about the initialization */
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UIView *ui_video_view; /* UIView that holds the video */
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}
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```
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The class is expanded to keep track of the video sink element in the
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pipeline and the `UIView *` onto which rendering is to occur.
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```
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-(id) init:(id) uiDelegate videoView:(UIView *)video_view
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{
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if (self = [super init])
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{
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self->ui_delegate = uiDelegate;
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self->ui_video_view = video_view;
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GST_DEBUG_CATEGORY_INIT (debug_category, "tutorial-3", 0, "iOS tutorial 3");
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gst_debug_set_threshold_for_name("tutorial-3", GST_LEVEL_DEBUG);
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/* Start the bus monitoring task */
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dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
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[self app_function];
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});
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}
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return self;
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}
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```
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The constructor accepts the `UIView *` as a new parameter, which, at
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this point, is simply remembered in `ui_video_view`.
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```
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/* Build pipeline */
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pipeline = gst_parse_launch("videotestsrc ! warptv ! videoconvert ! autovideosink", &error);
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```
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Then, in the `app_function`, the pipeline is constructed. This time we
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build a video pipeline using a simple `videotestsrc` element with a
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`warptv` to add some spice. The video sink is `autovideosink`, which
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choses the appropriate sink for the platform (currently,
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`glimagesink` is the only option for
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iOS).
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```
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/* Set the pipeline to READY, so it can already accept a window handle */
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gst_element_set_state(pipeline, GST_STATE_READY);
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video_sink = gst_bin_get_by_interface(GST_BIN(pipeline), GST_TYPE_VIDEO_OVERLAY);
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if (!video_sink) {
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GST_ERROR ("Could not retrieve video sink");
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return;
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}
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gst_video_overlay_set_window_handle(GST_VIDEO_OVERLAY(video_sink), (guintptr) (id) ui_video_view);
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```
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Once the pipeline is built, we set it to READY. In this state, dataflow
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has not started yet, but the caps of adjacent elements have been
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verified to be compatible and their pads have been linked. Also, the
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`autovideosink` has already instantiated the actual video sink so we can
|
||
ask for it immediately.
|
||
|
||
The `gst_bin_get_by_interface()` method will examine the whole pipeline
|
||
and return a pointer to an element which supports the requested
|
||
interface. We are asking for the `VideoOverlay` interface, explained in
|
||
[](sdk-basic-tutorial-toolkit-integration.md),
|
||
which controls how to perform rendering into foreign (non-GStreamer)
|
||
windows. The internal video sink instantiated by `autovideosink` is the
|
||
only element in this pipeline implementing it, so it will be returned.
|
||
|
||
Once we have the video sink, we inform it of the `UIView` to use for
|
||
rendering, through the `gst_video_overlay_set_window_handle()` method.
|
||
|
||
## EaglUIView
|
||
|
||
One last detail remains. In order for `glimagesink` to be able to draw
|
||
on the
|
||
[`UIView`](http://developer.apple.com/library/ios/#documentation/UIKit/Reference/UIView_Class/UIView/UIView.html),
|
||
the
|
||
[`Layer`](http://developer.apple.com/library/ios/#documentation/GraphicsImaging/Reference/CALayer_class/Introduction/Introduction.html#//apple_ref/occ/cl/CALayer) associated
|
||
with this view must be of the
|
||
[`CAEAGLLayer`](http://developer.apple.com/library/ios/#documentation/QuartzCore/Reference/CAEAGLLayer_Class/CAEGLLayer/CAEGLLayer.html#//apple_ref/occ/cl/CAEAGLLayer) class.
|
||
To this avail, we create the `EaglUIView` class, derived from
|
||
`UIView `and overriding the `layerClass` method:
|
||
|
||
**EaglUIView.m**
|
||
|
||
```
|
||
#import "EaglUIVIew.h"
|
||
|
||
#import <QuartzCore/QuartzCore.h>
|
||
|
||
@implementation EaglUIView
|
||
|
||
+ (Class) layerClass
|
||
{
|
||
return [CAEAGLLayer class];
|
||
}
|
||
|
||
@end
|
||
```
|
||
|
||
When creating storyboards, bear in mind that the `UIView `which should
|
||
contain the video must have `EaglUIView` as its custom class. This is
|
||
easy to setup from the Xcode interface builder. Take a look at the
|
||
tutorial storyboard to see how to achieve this.
|
||
|
||
And this is it, using GStreamer to output video onto an iOS application
|
||
is as simple as it seems.
|
||
|
||
## Conclusion
|
||
|
||
This tutorial has shown:
|
||
|
||
- How to display video on iOS using a `UIView `and
|
||
the `VideoOverlay` interface.
|
||
- How to report the media size to the iOS layout engine through
|
||
runtime manipulation of width and height constraints.
|
||
|
||
The following tutorial plays an actual clip and adds a few more controls
|
||
to this tutorial in order to build a simple media player.
|
||
|
||
It has been a pleasure having you here, and see you soon!
|
||
|
||
[screenshot]: images/sdk-ios-tutorial-video-screenshot.png |