I\'m using UIWebView
to play YouTube videos in an iPad.
How can I detect when a YouTube video is finished playing? I see the play icon in the status ba
Here's a Swift 3 answer
NotificationCenter.default.addObserver(
self,
selector: #selector(self.videoEnded),
name: .AVPlayerItemDidPlayToEndTime,
object: nil)
}
func videoEnded(){
print("video ended")
}
please refere to:
https://developer.apple.com/library/ios/#documentation/AVFoundation/Reference/AVPlayerItem_Class/Reference/Reference.html
there is an notification available iOS 4.0 , which you can use to detect youtube video finish playing
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(youTubePlayed:) name:AVPlayerItemDidPlayToEndTimeNotification object:nil];
No, there's no way to directly get web page event from UIWebView
. But we can accomplish this by using Javascript.
These links may help:
Calling Objective-C from JavaScript in an iPhone UIWebView
Javascript callback in Objective-C
YouTube iFrame API
updated with an example:
in UIWebView's delegate, i put:
#pragma - mark WebView Delegate
- (BOOL)webView:(UIWebView *)webView shouldStartLoadWithRequest:(NSURLRequest *)request navigationType:(UIWebViewNavigationType)navigationType {
if ( [[[request URL] scheme] isEqualToString:@"callback"] ) {
NSLog(@"get callback");
return NO;
}
return YES;
}
the web page is load when viewDidLoad
:
[self.webView loadRequest:[NSURLRequest requestWithURL:[NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"youtube" ofType:@"html" ]]]];
and in youtube.html i put:
<html>
<body>
<!-- 1. The <iframe> (and video player) will replace this <div> tag. -->
<div id="player"></div>
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "http://www.youtube.com/player_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'u1zgFlCw8Aw',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
if (event.data == YT.PlayerState.ENDED) {
window.location = "callback:anything"; //here's the key
};
}
function stopVideo() {
player.stopVideo();
}
</script>
</body>
</html>
you can see i add
if (event.data == YT.PlayerState.ENDED) {
window.location = "callback:anything";
};
to YouTube's iFrame API demo, and it catches the player end playing event and try to load a request with scheme "callback", then the UIWebView Delegate could catch it.
You can use this method to trigger any event using JavaScript;
Here is @zero's fantastic answer as a full-fledged class for your use:
@interface YouTubeWebView () <UIWebViewDelegate>
@end
@implementation YouTubeWebView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self == nil) return nil;
self.mediaPlaybackRequiresUserAction = NO;
self.delegate = self;
self.alpha = 0;
return self;
}
- (void)loadVideo:(NSString *)videoId
{
NSString *filePath = [[NSBundle mainBundle] pathForResource:@"youtube" ofType:@"html"];
// if (filePath == nil)
NSError *error;
NSString *string = [NSString stringWithContentsOfFile:filePath encoding:NSUTF8StringEncoding error:&error];
// TODO: error check
string = [NSString stringWithFormat:string, videoId];
NSData *htmlData = [string dataUsingEncoding:NSUTF8StringEncoding];
// if (htmlData == nil)
NSString *documentsDirectoryPath = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES)[0];
NSString *targetPath = [documentsDirectoryPath stringByAppendingPathComponent:@"youtube.html"];
[htmlData writeToFile:targetPath atomically:YES];
[self loadRequest:[NSURLRequest requestWithURL:[NSURL fileURLWithPath:targetPath]]];
}
- (BOOL)webView:(UIWebView *)webView shouldStartLoadWithRequest:(NSURLRequest *)request navigationType:(UIWebViewNavigationType)navigationType
{
if ([[[request URL] scheme] isEqualToString:@"callback"]) {
[self removeFromSuperview];
NSString *documentsDirectoryPath = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES)[0];
NSString *targetPath = [documentsDirectoryPath stringByAppendingPathComponent:@"youtube.html"];
NSError *error;
[[NSFileManager defaultManager] removeItemAtPath:targetPath error:&error];
// TODO: error check
}
return YES;
}
Just use this version of youtube.html, which has a substitution code (%@
) in place of the video id:
<html>
<head><style>body{margin:0px 0px 0px 44px;}</style></head>
<body>
<!-- 1. The <iframe> (and video player) will replace this <div> tag. -->
<div id="player"></div>
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "http://www.youtube.com/player_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
height: '320',
width: '480',
videoId: '%@',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
if (event.data == YT.PlayerState.ENDED) {
window.location = "callback:anything";
};
}
function stopVideo() {
player.stopVideo();
}
</script>
</body>
</html>
The only major obstacle I had to overcome to implement this was loading the file as a string to make the substitution. Unfortunately it has to be written again as a file for autoplay to work. If thats not necessary for your use case, feel free to load the HTML into the web view directly as a string instead.