iOS tutorial 3: Video
Goal
Except for Basic tutorial 5: GUI toolkit integration, which embedded a video window on a GTK application, all tutorials so far relied on GStreamer video sinks to create a window to display their contents. The video sink on iOS is not capable of creating its own window, so a drawing surface always needs to be provided. This tutorial shows:
- How to allocate a drawing surface on the Xcode Interface Builder and pass it to GStreamer
Introduction
Since iOS does not provide a windowing system, a GStreamer video sink
cannot create pop-up windows as it would do on a Desktop platform.
Fortunately, the VideoOverlay
interface allows providing video sinks with
an already created window onto which they can draw, as we have seen
in Basic tutorial 5: GUI toolkit integration.
In this tutorial, a UIView
widget (actually, a subclass of it) is
placed on the main storyboard. In the viewDidLoad
method of the
ViewController
, we pass a pointer to this UIView
to the instance of
the GStreamerBackend
, so it can tell the video sink where to draw.
The User Interface
The storyboard from the previous tutorial is expanded: A UIView
is
added over the toolbar and pinned to all sides so it takes up all
available space (video_container_view
outlet). Inside it, another
UIView
is added (video_view
outlet) which contains the actual video,
centered to its parent, and with a size that adapts to the media size
(through the video_width_constraint
and video_height_constraint
outlets):
ViewController.h
#import <UIKit/UIKit.h>
#import "GStreamerBackendDelegate.h"
@interface ViewController : UIViewController <GStreamerBackendDelegate> {
IBOutlet UILabel *message_label;
IBOutlet UIBarButtonItem *play_button;
IBOutlet UIBarButtonItem *pause_button;
IBOutlet UIView *video_view;
IBOutlet UIView *video_container_view;
IBOutlet NSLayoutConstraint *video_width_constraint;
IBOutlet NSLayoutConstraint *video_height_constraint;
}
-(IBAction) play:(id)sender;
-(IBAction) pause:(id)sender;
/* From GStreamerBackendDelegate */
-(void) gstreamerInitialized;
-(void) gstreamerSetUIMessage:(NSString *)message;
@end
The View Controller
The ViewController
class manages the UI, instantiates
the GStreamerBackend
and also performs some UI-related tasks on its
behalf:
ViewController.m
#import "ViewController.h"
#import "GStreamerBackend.h"
#import <UIKit/UIKit.h>
@interface ViewController () {
GStreamerBackend *gst_backend;
int media_width;
int media_height;
}
@end
@implementation ViewController
/*
* Methods from UIViewController
*/
- (void)viewDidLoad
{
[super viewDidLoad];
play_button.enabled = FALSE;
pause_button.enabled = FALSE;
/* Make these constant for now, later tutorials will change them */
media_width = 320;
media_height = 240;
gst_backend = [[GStreamerBackend alloc] init:self videoView:video_view];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
/* Called when the Play button is pressed */
-(IBAction) play:(id)sender
{
[gst_backend play];
}
/* Called when the Pause button is pressed */
-(IBAction) pause:(id)sender
{
[gst_backend pause];
}
- (void)viewDidLayoutSubviews
{
CGFloat view_width = video_container_view.bounds.size.width;
CGFloat view_height = video_container_view.bounds.size.height;
CGFloat correct_height = view_width * media_height / media_width;
CGFloat correct_width = view_height * media_width / media_height;
if (correct_height < view_height) {
video_height_constraint.constant = correct_height;
video_width_constraint.constant = view_width;
} else {
video_width_constraint.constant = correct_width;
video_height_constraint.constant = view_height;
}
}
/*
* Methods from GstreamerBackendDelegate
*/
-(void) gstreamerInitialized
{
dispatch_async(dispatch_get_main_queue(), ^{
play_button.enabled = TRUE;
pause_button.enabled = TRUE;
message_label.text = @"Ready";
});
}
-(void) gstreamerSetUIMessage:(NSString *)message
{
dispatch_async(dispatch_get_main_queue(), ^{
message_label.text = message;
});
}
@end
We expand the class to remember the width and height of the media we are currently playing:
@interface ViewController () {
GStreamerBackend *gst_backend;
int media_width;
int media_height;
}
In later tutorials this data is retrieved from the GStreamer pipeline,
but in this tutorial, for simplicity’s sake, the width and height of the
media is constant and initialized in viewDidLoad
:
- (void)viewDidLoad
{
[super viewDidLoad];
play_button.enabled = FALSE;
pause_button.enabled = FALSE;
/* Make these constant for now, later tutorials will change them */
media_width = 320;
media_height = 240;
gst_backend = [[GStreamerBackend alloc] init:self videoView:video_view];
}
As shown below, the GStreamerBackend
constructor has also been
expanded to accept another parameter: the UIView *
where the video
sink should draw.
The rest of the ViewController
code is the same as the previous
tutorial, except for the code that adapts the video_view
size to the
media size, respecting its aspect ratio:
- (void)viewDidLayoutSubviews
{
CGFloat view_width = video_container_view.bounds.size.width;
CGFloat view_height = video_container_view.bounds.size.height;
CGFloat correct_height = view_width * media_height / media_width;
CGFloat correct_width = view_height * media_width / media_height;
if (correct_height < view_height) {
video_height_constraint.constant = correct_height;
video_width_constraint.constant = view_width;
} else {
video_width_constraint.constant = correct_width;
video_height_constraint.constant = view_height;
}
}
The viewDidLayoutSubviews
method is called every time the main view
size has changed (for example, due to a device orientation change) and
the entire layout has been recalculated. At this point, we can access
the bounds
property of the video_container_view
to retrieve its new
size and change the video_view
size accordingly.
The simple algorithm above maximizes either the width or the height of
the video_view
, while changing the other axis so the aspect ratio of
the media is preserved. The goal is to provide the GStreamer video sink
with a surface of the correct proportions, so it does not need to add
black borders (letterboxing), which is a waste of processing power.
The final size is reported to the layout engine by changing the
constant
field in the width and height Constraints
of the
video_view
. These constraints have been created in the storyboard and
are accessible to the ViewController
through IBOutlets, as is usually
done with other widgets.
The GStreamer Backend
The GStreamerBackend
class performs all GStreamer-related tasks and
offers a simplified interface to the application, which does not need to
deal with all the GStreamer details. When it needs to perform any UI
action, it does so through a delegate, which is expected to adhere to
the GStreamerBackendDelegate
protocol:
GStreamerBackend.m
#import "GStreamerBackend.h"
#include <gst/gst.h>
#include <gst/video/video.h>
GST_DEBUG_CATEGORY_STATIC (debug_category);
#define GST_CAT_DEFAULT debug_category
@interface GStreamerBackend()
-(void)setUIMessage:(gchar*) message;
-(void)app_function;
-(void)check_initialization_complete;
@end
@implementation GStreamerBackend {
id ui_delegate; /* Class that we use to interact with the user interface */
GstElement *pipeline; /* The running pipeline */
GstElement *video_sink;/* The video sink element which receives VideoOverlay commands */
GMainContext *context; /* GLib context used to run the main loop */
GMainLoop *main_loop; /* GLib main loop */
gboolean initialized; /* To avoid informing the UI multiple times about the initialization */
UIView *ui_video_view; /* UIView that holds the video */
}
/*
* Interface methods
*/
-(id) init:(id) uiDelegate videoView:(UIView *)video_view
{
if (self = [super init])
{
self->ui_delegate = uiDelegate;
self->ui_video_view = video_view;
GST_DEBUG_CATEGORY_INIT (debug_category, "tutorial-3", 0, "iOS tutorial 3");
gst_debug_set_threshold_for_name("tutorial-3", GST_LEVEL_DEBUG);
/* Start the bus monitoring task */
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[self app_function];
});
}
return self;
}
-(void) dealloc
{
if (pipeline) {
GST_DEBUG("Setting the pipeline to NULL");
gst_element_set_state(pipeline, GST_STATE_NULL);
gst_object_unref(pipeline);
pipeline = NULL;
}
}
-(void) play
{
if(gst_element_set_state(pipeline, GST_STATE_PLAYING) == GST_STATE_CHANGE_FAILURE) {
[self setUIMessage:"Failed to set pipeline to playing"];
}
}
-(void) pause
{
if(gst_element_set_state(pipeline, GST_STATE_PAUSED) == GST_STATE_CHANGE_FAILURE) {
[self setUIMessage:"Failed to set pipeline to paused"];
}
}
/*
* Private methods
*/
/* Change the message on the UI through the UI delegate */
-(void)setUIMessage:(gchar*) message
{
NSString *string = [NSString stringWithUTF8String:message];
if(ui_delegate && [ui_delegate respondsToSelector:@selector(gstreamerSetUIMessage:)])
{
[ui_delegate gstreamerSetUIMessage:string];
}
}
/* Retrieve errors from the bus and show them on the UI */
static void error_cb (GstBus *bus, GstMessage *msg, GStreamerBackend *self)
{
GError *err;
gchar *debug_info;
gchar *message_string;
gst_message_parse_error (msg, &err, &debug_info);
message_string = g_strdup_printf ("Error received from element %s: %s", GST_OBJECT_NAME (msg->src), err->message);
g_clear_error (&err);
g_free (debug_info);
[self setUIMessage:message_string];
g_free (message_string);
gst_element_set_state (self->pipeline, GST_STATE_NULL);
}
/* Notify UI about pipeline state changes */
static void state_changed_cb (GstBus *bus, GstMessage *msg, GStreamerBackend *self)
{
GstState old_state, new_state, pending_state;
gst_message_parse_state_changed (msg, &old_state, &new_state, &pending_state);
/* Only pay attention to messages coming from the pipeline, not its children */
if (GST_MESSAGE_SRC (msg) == GST_OBJECT (self->pipeline)) {
gchar *message = g_strdup_printf("State changed to %s", gst_element_state_get_name(new_state));
[self setUIMessage:message];
g_free (message);
}
}
/* Check if all conditions are met to report GStreamer as initialized.
* These conditions will change depending on the application */
-(void) check_initialization_complete
{
if (!initialized && main_loop) {
GST_DEBUG ("Initialization complete, notifying application.");
if (ui_delegate && [ui_delegate respondsToSelector:@selector(gstreamerInitialized)])
{
[ui_delegate gstreamerInitialized];
}
initialized = TRUE;
}
}
/* Main method for the bus monitoring code */
-(void) app_function
{
GstBus *bus;
GSource *bus_source;
GError *error = NULL;
GST_DEBUG ("Creating pipeline");
/* Create our own GLib Main Context and make it the default one */
context = g_main_context_new ();
g_main_context_push_thread_default(context);
/* Build pipeline */
pipeline = gst_parse_launch("videotestsrc ! warptv ! videoconvert ! autovideosink", &error);
if (error) {
gchar *message = g_strdup_printf("Unable to build pipeline: %s", error->message);
g_clear_error (&error);
[self setUIMessage:message];
g_free (message);
return;
}
/* Set the pipeline to READY, so it can already accept a window handle */
gst_element_set_state(pipeline, GST_STATE_READY);
video_sink = gst_bin_get_by_interface(GST_BIN(pipeline), GST_TYPE_VIDEO_OVERLAY);
if (!video_sink) {
GST_ERROR ("Could not retrieve video sink");
return;
}
gst_video_overlay_set_window_handle(GST_VIDEO_OVERLAY(video_sink), (guintptr) (id) ui_video_view);
/* Instruct the bus to emit signals for each received message, and connect to the interesting signals */
bus = gst_element_get_bus (pipeline);
bus_source = gst_bus_create_watch (bus);
g_source_set_callback (bus_source, (GSourceFunc) gst_bus_async_signal_func, NULL, NULL);
g_source_attach (bus_source, context);
g_source_unref (bus_source);
g_signal_connect (G_OBJECT (bus), "message::error", (GCallback)error_cb, (__bridge void *)self);
g_signal_connect (G_OBJECT (bus), "message::state-changed", (GCallback)state_changed_cb, (__bridge void *)self);
gst_object_unref (bus);
/* Create a GLib Main Loop and set it to run */
GST_DEBUG ("Entering main loop...");
main_loop = g_main_loop_new (context, FALSE);
[self check_initialization_complete];
g_main_loop_run (main_loop);
GST_DEBUG ("Exited main loop");
g_main_loop_unref (main_loop);
main_loop = NULL;
/* Free resources */
g_main_context_pop_thread_default(context);
g_main_context_unref (context);
gst_element_set_state (pipeline, GST_STATE_NULL);
gst_object_unref (pipeline);
return;
}
@end
The main differences with the previous tutorial are related to the
handling of the VideoOverlay
interface:
@implementation GStreamerBackend {
id ui_delegate; /* Class that we use to interact with the user interface */
GstElement *pipeline; /* The running pipeline */
GstElement *video_sink;/* The video sink element which receives VideoOverlay commands */
GMainContext *context; /* GLib context used to run the main loop */
GMainLoop *main_loop; /* GLib main loop */
gboolean initialized; /* To avoid informing the UI multiple times about the initialization */
UIView *ui_video_view; /* UIView that holds the video */
}
The class is expanded to keep track of the video sink element in the
pipeline and the UIView *
onto which rendering is to occur.
-(id) init:(id) uiDelegate videoView:(UIView *)video_view
{
if (self = [super init])
{
self->ui_delegate = uiDelegate;
self->ui_video_view = video_view;
GST_DEBUG_CATEGORY_INIT (debug_category, "tutorial-3", 0, "iOS tutorial 3");
gst_debug_set_threshold_for_name("tutorial-3", GST_LEVEL_DEBUG);
/* Start the bus monitoring task */
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[self app_function];
});
}
return self;
}
The constructor accepts the UIView *
as a new parameter, which, at
this point, is simply remembered in ui_video_view
.
/* Build pipeline */
pipeline = gst_parse_launch("videotestsrc ! warptv ! videoconvert ! autovideosink", &error);
Then, in the app_function
, the pipeline is constructed. This time we
build a video pipeline using a simple videotestsrc
element with a
warptv
to add some spice. The video sink is autovideosink
, which
choses the appropriate sink for the platform (currently,
glimagesink
is the only option for
iOS).
/* Set the pipeline to READY, so it can already accept a window handle */
gst_element_set_state(pipeline, GST_STATE_READY);
video_sink = gst_bin_get_by_interface(GST_BIN(pipeline), GST_TYPE_VIDEO_OVERLAY);
if (!video_sink) {
GST_ERROR ("Could not retrieve video sink");
return;
}
gst_video_overlay_set_window_handle(GST_VIDEO_OVERLAY(video_sink), (guintptr) (id) ui_video_view);
Once the pipeline is built, we set it to READY. In this state, dataflow
has not started yet, but the caps of adjacent elements have been
verified to be compatible and their pads have been linked. Also, the
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
Basic tutorial 5: GUI toolkit integration,
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
,
the
Layer
associated
with this view must be of the
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 theVideoOverlay
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!
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