iOS CAlayer Orientation AVCaptureVideoPreviewLayer doesn't rotate

匿名 (未验证) 提交于 2019-12-03 00:59:01

问题:

Summary: I can't force the CALayer to respond correctly to orientation changes. Whenever I try to use cgaffinetransform I am getting weird results (layer is not centered). Any help will be appreciated! thanks,

Process I am adding a preview of video using AVCaptureVideoPreviewLayer subclass. When device is in a portrait orientation everything looks fine. The problem appears when device is rotated to landscape orientation (left or right) or portrait upside down.

I am adding a preview of video using AVCaptureVideoPreviewLayer subclass. When device is in a portrait orientation everything looks fine. The problem appears when device is rotated to landscape orientation (left or right) or portrait upside down.

I am adding a preview layer using the following code:

CGRect layerRect = [[[self view] layer] bounds]; [[[self captureManager] previewLayer] setBounds:layerRect]; [[[self captureManager] previewLayer]setFrame:CGRectMake(0, height, width, height)]; [[[self captureManager] previewLayer] setPosition:CGPointMake(CGRectGetMidX(layerRect),CGRectGetMidY(layerRect))]; 

And it is displayed properly in portrait mode. When I try to rotate the device, preview layer behaves weird. It seems like it doesn't resize itself, and it doesn't rotate correctly.

I tried to fix it by adding the following method

-(void)rotateLayer{ CALayer * stuckview = [[self captureManager] previewLayer]; CGRect layerRect = [[[self view] layer] bounds];  UIDeviceOrientation orientation =[[UIDevice currentDevice]orientation];  switch (orientation) {     case UIDeviceOrientationLandscapeLeft:         stuckview.affineTransform = CGAffineTransformMakeRotation(M_PI+ M_PI_2); // 270 degress         NSLog(@"Landscape Left");         [stuckview setPosition: CGPointMake(self.view.bounds.size.width /2.0, self.view.bounds.size.height /2.0)];          break;     case UIDeviceOrientationLandscapeRight:         stuckview.affineTransform = CGAffineTransformMakeRotation(M_PI_2); // 90 degrees         NSLog(@"Landscape Right");         [stuckview setPosition: CGPointMake(self.view.bounds.size.width /2.0, self.view.bounds.size.height /2.0)];         break;     case UIDeviceOrientationPortraitUpsideDown:         stuckview.affineTransform = CGAffineTransformMakeRotation(M_PI); // 180 degrees         NSLog(@"Landscape Upside down");         break;     default:         stuckview.affineTransform = CGAffineTransformMakeRotation(0.0);         break; }  float h1 = stuckview.frame.size.height;    float w1 = stuckview.frame.size.width;  if(UIDeviceOrientationIsPortrait(orientation)) {   stuckview.position =CGPointMake(h1/2.0, w1/2.0);     NSLog(@"Portrait"); } else{   stuckview.position =CGPointMake(w1/2.0, h1/2.0);     NSLog(@"Portrait"); } 

}

After adding the method above I can see a progress. Now layer rotates correctly reflecting current device orientation and it's displayed correctly in landscape mode, but NOT in portrait mode.

The layer is not positioned correctly, it isn't centered on the screen (look at the screenshot). To see what's happening I added following debug statements:

CALayer * stuckview = [[self captureManager] previewLayer]; CGRect layerRect = [[[self view] layer] bounds]; float h = stuckview.bounds.size.height; float w = stuckview.bounds.size.width;  float x = stuckview.bounds.origin.x; float y = stuckview.bounds.origin.y;  float h1 = stuckview.frame.size.height; float w1 = stuckview.frame.size.width;  float x1 = stuckview.frame.origin.x; float y1 = stuckview.frame.origin.y;  NSLog(@"%f %f %f %f ", h,w,x,y ); NSLog(@"%f %f %f %f ", h1,w1,x1,y1 );  NSLog(@"Anchor Point: %f  %f",stuckview.anchorPoint.x, stuckview.anchorPoint.y); NSLog(@"Position: %f  %f",stuckview.position.x, stuckview.position.y);  CGAffineTransform at = stuckview.affineTransform;  NSLog(@"Affine Transform After : %f %f %f %f %f %f %f", at.a,at.b, at.c, at.d, at.tx,at.tx, at.ty); 

And get the following output:

2012-09-30 13:25:12.067 RotatePreviewLayer[2776:907] 1024.000000 768.000000 0.000000 0.000000  

2012-09-30 RotatePreviewLayer[2776:907] 1024.000000 768.000000 128.000000 -128.000000

2012-09-30 13:25:12.070 RotatePreviewLayer[2776:907] Portrait 2012-09-30 13:25:12.072 RotatePreviewLayer[2776:907] Anchor Point: 0.500000  0.500000 2012-09-30 13:25:12.074 RotatePreviewLayer[2776:907] Position: 512.000000  384.000000 2012-09-30 13:25:12.076 RotatePreviewLayer[2776:907] Affine Transform after: -1.000000 0.000000 -0.000000 -1.000000 0.000000 0.000000 0.000000 

Notice the second line of the debug output. The frame of the preview layer is moved by 128,-128. Can anyone explain me why is this happening and how to fix the orientation issues with the preview layer? thank you, Janusz

回答1:

What about this?

- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {     _videoPreviewLayer.connection.videoOrientation = toInterfaceOrientation; } 


回答2:

I am still not sure what's causing the problem but I managed to fix it. Here is how I did it:

in viewDidLoad I am adding a layer:

CGRect layerRect = [[[self view] layer] bounds];     [[[self captureManager] previewLayer] setBounds:layerRect];     [[[self captureManager] previewLayer] setPosition:CGPointMake(CGRectGetMidX(layerRect),CGRectGetMidY(layerRect))];     [[[self view] layer] addSublayer:[[self captureManager] previewLayer]]; 

Then I am adding call to the rotateLayer method to didRotate

- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation{     [self rotateLayer]; } 

and finally the rotateLayer method looks like:

-(void)rotateLayer{     CALayer * stuckview = [[self captureManager] previewLayer];     CGRect layerRect = [[[self view] layer] bounds];      UIDeviceOrientation orientation =[[UIDevice currentDevice]orientation];      switch (orientation) {         case UIDeviceOrientationLandscapeLeft:             stuckview.affineTransform = CGAffineTransformMakeRotation(M_PI+ M_PI_2); // 270 degress              break;         case UIDeviceOrientationLandscapeRight:             stuckview.affineTransform = CGAffineTransformMakeRotation(M_PI_2); // 90 degrees             break;         case UIDeviceOrientationPortraitUpsideDown:             stuckview.affineTransform = CGAffineTransformMakeRotation(M_PI); // 180 degrees             break;         default:             stuckview.affineTransform = CGAffineTransformMakeRotation(0.0);             [stuckview setBounds:layerRect];             break;     }     [stuckview setPosition:CGPointMake(CGRectGetMidX(layerRect),CGRectGetMidY(layerRect))]; } 

I still don't understand why it works in this way. If anyone can explain it will be great.



回答3:

This the method I use in the view controller to maintain the orientation of the capture layer so that it is always right-side-up:

- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration     if (_previewLayer.connection.supportsVideoOrientation)     {     switch (toInterfaceOrientation)         {         case UIInterfaceOrientationPortrait:             {             _previewLayer.connection.videoOrientation = AVCaptureVideoOrientationPortrait;             break;             }         case UIInterfaceOrientationPortraitUpsideDown:             {             _previewLayer.connection.videoOrientation = AVCaptureVideoOrientationPortraitUpsideDown;             break;             }         case UIInterfaceOrientationLandscapeLeft:             {             _previewLayer.connection.videoOrientation = AVCaptureVideoOrientationLandscapeLeft;             break;             }         case UIInterfaceOrientationLandscapeRight:             {             _previewLayer.connection.videoOrientation = AVCaptureVideoOrientationLandscapeRight;             break;             }         }     } 

A little wordy, but safe even if either enumeration ever changes in the future.



回答4:

@Janusz Chudzynski here is the detailed explanation what rotateLayer method does

This method is created after examine how different orientation affect the previewLayer so creater has checked when orientation is in LandscapeLeft then it should be 270 degrees rotated to make it in correct position for that he has used

stuckview.affineTransform = CGAffineTransformMakeRotation(M_PI+ M_PI_2);       M_PI        3.14159265358979323846264338327950288   // pi     = 180 degree                                       +            M_PI_2      1.57079632679489661923132169163975144   // pi/2   = 90  degree                                                           // Total  = 270 degree 

so creater has noticed that if I will rotate previewLayer to 270 degrees when its in LandscapeLeft then it will be in correct position just like that he has rotate previewLayer for every rotation possible



回答5:

- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration   {       previewLayer.orientation = toInterfaceOrientation;   } 


回答6:

I'm with @Siegfault, although I also found that when my view loads in landscape orientation on the iPad initially, the orientation is still in correct. To fix, I call that same delegate method in viewDidAppear: with the current interfaceOrientation:

- (void)viewDidAppear:(BOOL)animated {     [super viewDidAppear:animated];     [self willRotateToInterfaceOrientation:self.interfaceOrientation duration:0.0]; } 


回答7:

The answer using willRotateToUserInterfaceOrientation works fine, except that that method has been deprecated. So if you're able to use iOS 9, then here's the way to do it, in Swift:

override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {         let newOrientation = UIDevice.currentDevice().orientation         switch newOrientation {         case .LandscapeLeft:             self.capturePreviewLayer?.connection.videoOrientation = .LandscapeLeft         case .LandscapeRight:             self.capturePreviewLayer?.connection.videoOrientation = .LandscapeRight         case .Portrait, .Unknown, .FaceUp, .FaceDown:             self.capturePreviewLayer?.connection.videoOrientation = .Portrait         case .PortraitUpsideDown:             self.capturePreviewLayer?.connection.videoOrientation = .PortraitUpsideDown         }         super.viewWillTransitionToSize(size, withTransitionCoordinator: coordinator)     } 


回答8:

// layout iOS 8+ animated  - (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id)coordinator {     [coordinator animateAlongsideTransition:^(id context)     {          NSString *timingFunc = nil;          switch ( [context completionCurve] )          {              case UIViewAnimationCurveEaseIn:    timingFunc = kCAMediaTimingFunctionEaseIn;          break;              case UIViewAnimationCurveEaseInOut: timingFunc = kCAMediaTimingFunctionEaseInEaseOut;   break;              case UIViewAnimationCurveEaseOut:   timingFunc = kCAMediaTimingFunctionEaseOut;         break;              case UIViewAnimationCurveLinear:    timingFunc = kCAMediaTimingFunctionLinear;          break;          }           [CATransaction begin];          [CATransaction setAnimationDuration:[context transitionDuration]];          [CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:timingFunc]];          [self updatePreviewLayer];          [CATransaction commit];           UIInterfaceOrientation toOrientation = [[UIApplication sharedApplication] statusBarOrientation];          // layout ui if needed      } completion:^(id context)     {      }];      [super viewWillTransitionToSize:size withTransitionCoordinator:coordinator]; }  - (void)updatePreviewLayer {     CGAffineTransform transform = CGAffineTransformIdentity;     switch ( UIDevice.currentDevice.orientation )     {         case UIDeviceOrientationLandscapeLeft:             transform = CGAffineTransformRotate(transform, -M_PI_2);         break;         case UIDeviceOrientationLandscapeRight:             transform = CGAffineTransformRotate(transform, M_PI_2);         break;         case UIDeviceOrientationPortraitUpsideDown:             transform = CGAffineTransformRotate(transform, M_PI);         break;         default:         break;     }     preview.affineTransform = transform;     preview.frame = self.view.bounds; } 


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