AVFoundation tap to focus feedback rectangle

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执笔经年
执笔经年 2021-01-30 07:22

I am developing an iphone application where I directly use AVFoundation to capture videos via the camera.

I\'ve implemented a feature to enable the tap to focus

5条回答
  •  不思量自难忘°
    2021-01-30 08:11

    @Anil's answer is a great start, but it didn't work for me. I wanted to be able to have the user continue to be able to select a focus point, instead of only once (which is what his solution does). Thanks to @Anil for pointing me in the right direction.

    There are some differences with my solution.

    1. I wanted to be able to reuse the focus square and animation, rather than only a single time.
    2. I wanted the animation to disappear after it completed (something that I couldn't get @Anil's solution to do.
    3. Instead of using initWithFrame:, I implemented my own initWithTouchPoint:.
    4. I have a method for specifically animating the focus action.
    5. I also have a method for updating the location of the frame.
    6. The size of the frame is within CameraFocusSquare, which means that it's easier to find and update the size as needed.

    CameraFocusSquare.h

    @import UIKit;
    
    @interface CameraFocusSquare : UIView
    
    - (instancetype)initWithTouchPoint:(CGPoint)touchPoint;
    - (void)updatePoint:(CGPoint)touchPoint;
    - (void)animateFocusingAction;
    
    @end
    

    CameraFocusSquare.m

    #import "CameraFocusSquare.h"
    
    @implementation CameraFocusSquare {
        CABasicAnimation *_selectionBlink;
    }
    
    /**
     This is the init method for the square. It sets the frame for the view and sets border parameters. It also creates the blink animation.
     */
    - (instancetype)initWithTouchPoint:(CGPoint)touchPoint {
        self = [self init];
        if (self) {
            [self updatePoint:touchPoint];
            self.backgroundColor = [UIColor clearColor];
            self.layer.borderWidth = 2.0f;
            self.layer.borderColor = [UIColor orangeColor].CGColor;
    
            // create the blink animation
            _selectionBlink = [CABasicAnimation
                    animationWithKeyPath:@"borderColor"];
            _selectionBlink.toValue = (id)[UIColor whiteColor].CGColor;
            _selectionBlink.repeatCount = 3;  // number of blinks
            _selectionBlink.duration = 0.4;  // this is duration per blink
            _selectionBlink.delegate = self;
        }
        return self;
    }
    
    /**
     Updates the location of the view based on the incoming touchPoint.
     */
    - (void)updatePoint:(CGPoint)touchPoint {
        CGFloat squareWidth = 50;
        CGRect frame = CGRectMake(touchPoint.x - squareWidth/2, touchPoint.y - squareWidth/2, squareWidth, squareWidth);
        self.frame = frame;
    }
    
    /**
     This unhides the view and initiates the animation by adding it to the layer.
     */
    - (void)animateFocusingAction {
        // make the view visible
        self.alpha = 1.0f;
        self.hidden = NO;
        // initiate the animation
        [self.layer addAnimation:_selectionBlink forKey:@"selectionAnimation"];
    }
    
    /**
     Hides the view after the animation stops. Since the animation is automatically removed, we don't need to do anything else here.
     */
    - (void)animationDidStop:(CAAnimation *)animation finished:(BOOL)flag {
        // hide the view
        self.alpha = 0.0f;
        self.hidden = YES;
    }
    
    @end
    

    I initiate all of this on top of a view. This allows me greater flexibility and separates my UI code from my controller code (think MVC).

    PreviewView.h

    @import UIKit;
    
    @interface PreviewView : UIView
    
    - (IBAction)tapToFocus:(UITapGestureRecognizer *)gestureRecognizer;
    
    @end
    

    PreviewView.m

    #import "PreviewView.h"
    #import "CameraFocusSquare.h"
    
    @implementation PreviewView {
        CameraFocusSquare *_focusSquare;
    }
    
    - (IBAction)tapToFocus:(UITapGestureRecognizer *)gestureRecognizer {
        CGPoint touchPoint = [gestureRecognizer locationOfTouch:0 inView:self];
        if (!_focusSquare) {
            _focusSquare = [[CameraFocusSquare alloc] initWithTouchPoint:touchPoint];
            [self addSubview:_focusSquare];
            [_focusSquare setNeedsDisplay];
        }
        else {
            [_focusSquare updatePoint:touchPoint];
        }
        [_focusSquare animateFocusingAction];
    }
    
    @end
    

    Finally, in my UIViewController subclass, I have my UITapGestureRecognizer created and attached to the view. I also implement my tap-to-focus code here.

    CameraViewController.m

    - (void)viewDidLoad {
        // do other initialization stuff here
    
        // create the tap-to-focus gesture
        UITapGestureRecognizer *tapToFocusRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(tapToFocus:)];
        tapToFocusRecognizer.numberOfTapsRequired = 1;
        tapToFocusRecognizer.numberOfTouchesRequired = 1;
        [self.previewView addGestureRecognizer:tapToFocusRecognizer];
    }
    
    - (IBAction)tapToFocus:(UITapGestureRecognizer *)tapGestureRecognizer {
        if (!_captureDevice) {
            return;
        }
        if (![_captureDevice isFocusPointOfInterestSupported]) {
            return;
        }
        if (![_captureDevice isFocusModeSupported:AVCaptureFocusModeAutoFocus]) {
            return;
        }
        [self.previewView tapToFocus:tapGestureRecognizer];
        NSError *error;
        [_captureDevice lockForConfiguration:&error];
        if (error) {
            NSLog(@"Error trying to lock configuration of camera. %@", [error localizedDescription]);
            return;
        }
        CGPoint touchPoint = [tapGestureRecognizer locationOfTouch:0 inView:self.cameraView];
        // range of touch point is from (0,0) to (1,1)
        CGFloat touchX = touchPoint.x / self.previewView.frame.size.width;
        CGFloat touchY = touchPoint.y / self.previewView.frame.size.height;
    
        _captureDevice.focusMode = AVCaptureFocusModeAutoFocus;
        if ([_captureDevice isExposureModeSupported:AVCaptureExposureModeAutoExpose]) {
            _captureDevice.exposureMode = AVCaptureExposureModeAutoExpose;
        }
        _captureDevice.focusPointOfInterest = CGPointMake(touchX, touchY);
        if ([_captureDevice isExposurePointOfInterestSupported]) {
            _captureDevice.exposurePointOfInterest = CGPointMake(touchX, touchY);
        }
        [_captureDevice unlockForConfiguration];
    }
    

    Hope this helps people so they can move onto more important code!

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