[Solved] Video Notifications
by Rami Bokhari · in iTorque 2D · 01/18/2012 (8:24 am) · 9 replies
hey guys, how can I notify my game that the video is finished playing?
I used playiPhoneMovie to play my video. Thanks in advance :)
I used playiPhoneMovie to play my video. Thanks in advance :)
About the author
I love video games.. video games are my life.. playing can't satisfy me anymore.. thank you GG helping me making my dream worlds a reality
#2
01/18/2012 (12:12 pm)
Thank you very much Andrea :D you are a Savior
#3
01/18/2012 (12:33 pm)
man I copied ur .h and .mm and building fails :/
#5
then i suggest you don't use the new mm and h in the resource but use the modifications posted here
01/18/2012 (12:41 pm)
if you can post error .....then i suggest you don't use the new mm and h in the resource but use the modifications posted here
#6
here are my files:
iPhoneMoviePlayback.h
01/18/2012 (2:25 pm)
man I followed your modifications and it works like a charm now :)here are my files:
iPhoneMoviePlayback.h
// // iPhoneVideoPlayback.h // iTorque 2D // // Created by Sven Bergstrom, improved by Michael Perry // GarageGames, LLC. All rights reserved. // //These correspond to the docs over on Apples site : #ifdef TORQUE_ALLOW_MOVIEPLAYER #import <MediaPlayer/MPMoviePlayerController.h> #import <UIKit/UIDevice.h> bool playiPhoneMovie(const char* fileName, const char* extension, MPMovieScalingMode scalingMode, MPMovieControlStyle controlStyle); #endif//TORQUE_ALLOW_MOVIEPLAYER bool getisVideoPlaying();
#7
01/18/2012 (2:26 pm)
iPhoneMoviePlayback.mm//
// iPhoneVideoPlayback.mm
// iTorque 2D
//
// Created by Sven Bergstrom, improved by Michael Perry
// GarageGames, LLC. All rights reserved.
//
#ifdef TORQUE_ALLOW_MOVIEPLAYER
//iPhone media stuff
#include "iPhoneMoviePlayback.h"
#import "MediaPlayer/MPMoviePlayerController.h"
#import "MediaPlayer/MPMoviePlayerViewController.h"
#import "AudioToolbox/AudioServices.h"
//#include "audio/audio.h"
//#include "core/strings/stringFunctions.h"
//Torque Stuff
#include "console/console.h"
#include "platformIPhone.h"
extern iPhonePlatState platState;
///ObjC section below
//Declaring the interface here, so that i can use the header for inclusion in C++ code
@interface iPhoneMoviePlaybackDelegate : NSObject {
MPMoviePlayerViewController* movieViewController;
}
@property (nonatomic, retain) MPMoviePlayerController* movieController;
-(NSURL *) urlForLocalFile:(NSString*)fileLocation withFileType:(NSString*)fileType;
-(BOOL) playAVideo:(NSString*)fileName withFileType:(NSString*)fileType withScalingMode:(MPMovieScalingMode)scalingMode withControlStyle:(MPMovieControlStyle)controlStyle;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation;
@end
@implementation iPhoneMoviePlaybackDelegate
@synthesize movieController;
static bool isplaymovie= false;
ConsoleFunction(getisVideoPlaying, bool, 1, 1, "() returns true if Video playing, else false")
{
bool retValue = isplaymovie;
return retValue;
}
//Wanted to keep the ObjC stuff neat and not littered with C++, implemented the C++ inside the playVideo function instead (the one exposed to the engine).
-(NSURL *)urlForLocalFile:(NSString*)fileLocation withFileType:(NSString*)typeName
{
NSURL* movieURL = nil;
//Find the file location within our application bundle
NSBundle *bundle = [NSBundle mainBundle];
if (bundle)
{
//Actually, we need to use inDirectory or else it only looks in the toplevel directories.
//Cut the file name from the end of the string
NSString* fnameOnly = [fileLocation lastPathComponent];
NSString* pathOnly = [fileLocation stringByDeletingLastPathComponent];
//Ask the bundle for the path to the file
NSString *moviePath = [bundle pathForResource:fnameOnly ofType:typeName inDirectory:pathOnly];
if (moviePath)
{
movieURL = [NSURL fileURLWithPath:moviePath];
}
}
//Check if its nil when you use it, if there was some kind of error
return movieURL;
}
-(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return YES;
}
#8
01/18/2012 (2:27 pm)
//This is the last step of the video call, the C++ hands in the values we want here (scaling etc). NO EXTENSION on the filename.
-(BOOL) playAVideo:(NSString*)fileName withFileType:fileType withScalingMode:(MPMovieScalingMode)scalingMode withControlStyle:(MPMovieControlStyle)controlStyle
{
NSString* defaultFileType = fileType;
NSURL* filePath = [self urlForLocalFile:fileName withFileType:defaultFileType];
if(filePath == nil)
{
return NO;
}
movieViewController = [[MPMoviePlayerViewController alloc] initWithContentURL: filePath];
[[NSNotificationCenter defaultCenter]
addObserver: self
selector: @selector(moviePlaybackDidFinish:)
name: MPMoviePlayerPlaybackDidFinishNotification
object: nil];
//Disable audio session
AudioSessionSetActive(NO);
//Audio::OpenALShutdown();
[movieController setScalingMode:MPMovieScalingModeAspectFit];
[movieController setControlStyle:MPMovieControlStyleNone];
[platState.Window addSubview:movieViewController.view];
//[movieViewController setControlStyle:MPMovieControlStyleNone];
[movieController prepareToPlay];
[movieController play];
//[[movieViewController moviePlayer] play];
return YES;
}
//Notification of when the video has done playing now, and we can move on.
- (void) moviePlaybackDidFinish:(NSNotification*)notification
{
//Remove our observer
[[NSNotificationCenter defaultCenter] removeObserver:self name:MPMoviePlayerPlaybackDidFinishNotification object:nil];
[movieViewController.view removeFromSuperview];
// Reactivate the current audio session
AudioSessionSetActive(YES);
//Audio::OpenALInit();
//We can dealloc this whole delegate once we are done as the playback was asynchronous, which releases the movieController
[self dealloc];
}
- (void)dealloc
{
//clean up
//[movieController release];
[movieViewController release];
[super dealloc];
isplaymovie = false;
}
@end
//C++ Section below
bool playMovie(const char* fileName, const char* extension, MPMovieScalingMode scalingMode, MPMovieControlStyle controlStyle)
{
if((fileName != NULL) && (strlen(fileName) > 0))
{
//For now we assume the m4v format, as that is how iTunes exports it.
// todo : make this try the other supported extensions, and or load without one. - Sven
NSString* filePath = [[NSString alloc] initWithUTF8String:fileName];
NSString* fileType = [[NSString alloc] initWithUTF8String:extension];
iPhoneMoviePlaybackDelegate* playMovieDelegate = [iPhoneMoviePlaybackDelegate alloc];
BOOL success = [playMovieDelegate playAVideo:filePath withFileType:fileType withScalingMode:scalingMode withControlStyle:controlStyle];
if(success == NO)
{
Con::errorf("playiPhoneMovie : cannot find the file %s in the bundle", fileName);
}
[filePath release];
//Continue with success
isplaymovie = true;
return true;
}
return false;
}
//Make it accessible to scripts!
ConsoleFunction(playiPhoneMovie, bool, 5, 5, "playiPhoneMovie(%filename, %filetype, %scaleMode, %controlMode) Returns True if the file was found, false otherwise")
{
MPMovieScalingMode scale = (MPMovieScalingMode)dAtoi(argv[3]);
MPMovieControlStyle style = (MPMovieControlStyle)dAtoi(argv[4]);
bool worked = playMovie(argv[1], argv[2], scale, style);
return worked;
}
#endif //TORQUE_ALLOW_MOVIEPLAYER
#9
01/18/2012 (2:29 pm)
thank you very much Andrea :) you are very nice person
Torque Owner Andrea Fraboni
C4DGames
Then in iphoneMoviePlayback.mm code :
add row after @synthesize movieController; add :
and add function :
ConsoleFunction(getisVideoPlaying, bool, 1, 1, "() returns true if Video playing, else false") { bool retValue = isplaymovie; return retValue; }in playMovie(const char* fileName, iPhoneMovieScalingMode scalingMode, iPhoneMovieControlMode controlMode)add
then where you close video :
by script in game :
function checkVideoPlaying() { if (!getisVideoPlaying()) { // Video is finished !!! } else schedule(10, 0, checkVideoPlaying); }look at here :
www.garagegames.com/community/resources/view/21472
^_^