I'm trying set camera on the background of UIView in UIViewController, in order to be able to draw on it.
How to do that?
UPDATED TO SWIFT 5
You could try something like this:
I add two UIView
s to my UIViewController
's main view, one called previewView
(for the camera) and another UIView
called boxView
(which is above the camera view)
class ViewController: UIViewController {
var previewView : UIView!
var boxView:UIView!
//Camera Capture requiered properties
var videoDataOutput: AVCaptureVideoDataOutput!
var videoDataOutputQueue: DispatchQueue!
var previewLayer:AVCaptureVideoPreviewLayer!
var captureDevice : AVCaptureDevice!
let session = AVCaptureSession()
var currentFrame: CIImage!
var done = false
override func viewDidLoad() {
super.viewDidLoad()
previewView = UIView(frame: CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width, height: UIScreen.main.bounds.size.height))
previewView.contentMode = .scaleAspectFit
view.addSubview(previewView)
//Add a box view
boxView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 200))
boxView.backgroundColor = UIColor.green
boxView.alpha = 0.3
view.addSubview(boxView)
self.setupAVCapture()
}
override func viewWillAppear(_ animated: Bool) {
if !done {
session.startRunning()
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
override var shouldAutorotate: Bool {
if (UIDevice.current.orientation == UIDeviceOrientation.landscapeLeft ||
UIDevice.current.orientation == UIDeviceOrientation.landscapeRight ||
UIDevice.current.orientation == UIDeviceOrientation.unknown) {
return false
}
else {
return true
}
}
}
// AVCaptureVideoDataOutputSampleBufferDelegate protocol and related methods
extension ViewController: AVCaptureVideoDataOutputSampleBufferDelegate{
func setupAVCapture(){
session.sessionPreset = AVCaptureSession.Preset.vga640x480
guard let device = AVCaptureDevice
.default(AVCaptureDevice.DeviceType.builtInWideAngleCamera,
for: .video,
position: AVCaptureDevice.Position.front) else{
return
}
captureDevice = device
beginSession()
done = true
}
func beginSession(){
var deviceInput: AVCaptureDeviceInput!
do {
deviceInput = try AVCaptureDeviceInput(device: captureDevice)
guard deviceInput != nil else {
print("error: cant get deviceInput")
return
}
if self.session.canAddInput(deviceInput){
self.session.addInput(deviceInput)
}
videoDataOutput = AVCaptureVideoDataOutput()
videoDataOutput.alwaysDiscardsLateVideoFrames=true
videoDataOutputQueue = DispatchQueue(label: "VideoDataOutputQueue")
videoDataOutput.setSampleBufferDelegate(self, queue:self.videoDataOutputQueue)
if session.canAddOutput(self.videoDataOutput){
session.addOutput(self.videoDataOutput)
}
videoDataOutput.connection(with: AVMediaType.video)?.isEnabled = true
self.previewLayer = AVCaptureVideoPreviewLayer(session: self.session)
self.previewLayer.videoGravity = AVLayerVideoGravity.resizeAspect
let rootLayer: CALayer = self.previewView.layer
rootLayer.masksToBounds = true
self.previewLayer.frame = rootLayer.bounds
rootLayer.addSublayer(self.previewLayer)
session.startRunning()
} catch let error as NSError {
deviceInput = nil
print("error: \(error.localizedDescription)")
}
}
func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) {
currentFrame = self.convertImageFromCMSampleBufferRef(sampleBuffer)
}
// clean up AVCapture
func stopCamera(){
session.stopRunning()
done = false
}
func convertImageFromCMSampleBufferRef(_ sampleBuffer:CMSampleBuffer) -> CIImage{
let pixelBuffer: CVPixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer)!
let ciImage:CIImage = CIImage(cvImageBuffer: pixelBuffer)
return ciImage
}
}
You can replace the boxView's frame
with mainView's frame
and don't set its background property. This way you can use this view to add more subviews.
IMPORTANT
Remember that in iOS 10 you need to first ask the user for permission in order to have access to the camera. You do this by adding a usage key to your app’s
Info.plist
together with a purpose string because if you fail to declare the usage, your app will crash when it first makes the access.
Here's a screenshot to show the Camera access request
I hope this can help!
An other way, SceneView is useful for augmented reality applications.
Create and custimize scene. Finally add to scenview's scene.
// 1. Create a preview layer with AVFramework or UIView, then add preview layer to view's sublayer.
self.previewLayer!.frame = view.layer.bounds
view.clipsToBounds = true
view.layer.addSublayer(self.previewLayer!)
// 2. Create and custumize a sceneview. Then add sceneview to view's subview.
let sceneView = SCNView()
sceneView.frame = view.bounds
sceneView.backgroundColor = UIColor.clearColor()
self.previewLayer!.frame = view.bounds
view.addSubview(sceneView)
// 3 . Create and custimize scene. Finally add to scenview's scene.
let scene = SCNScene()
sceneView.autoenablesDefaultLighting = true
sceneView.allowsCameraControl = true
let boxGeometry = SCNBox(width: 800 , height: 400, length: 1.0, chamferRadius: 1.0)
let yellow = UIColor.yellowColor()
let semi = yellow.colorWithAlphaComponent(0.3)
boxGeometry.firstMaterial?.diffuse.contents = semi
let boxNode = SCNNode(geometry: boxGeometry)
scene.rootNode.addChildNode(boxNode)
sceneView.scene = scene
One easy way of doing this is to add overlay view on imagepickercontroller and hide the default view.
The other way is to use AV framework that will give you much more options and freedom.
Choice depends on your needs.
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