This feature is really important to my app and would really like some help on it. Basically, I want to add a UIPanGestureRecognizer
to a video player so that th
i've implemented UIPanGesture
with AVPlayer
, below is my working code [swift 3]
.
func handleDraging(_ gesture:UIPanGestureRecognizer){
let location = gesture.location(in: self.playerView)
if gesture.state == .began {
print("\n\n-->---> Panning.state = .began at Point.x = \(location.x)")
self.playerLayer.player?.rate = 0
self.stopTimer()
}else if gesture.state == .changed {
let valocity = gesture.velocity(in: self.playerView)
print("\n\n-->---> Panning.state = .changed at Point.x = \(location.x)")
let percentage = Double(location.x) / Double(self.playerView.frame.width)
let currentTime = self.playerLayer.player!.currentTime()
let currentSeconds = CMTimeGetSeconds(currentTime)
var newSeconds = currentSeconds + percentage
if valocity.x < 0 {
newSeconds = currentSeconds - percentage
}
let newTime = CMTime(seconds: newSeconds, preferredTimescale: self.playerLayer.player!.currentTime().timescale)
self.playerLayer.player?.seek(to: newTime, toleranceBefore: kCMTimeZero, toleranceAfter: kCMTimeZero)
let total = CGFloat(CMTimeGetSeconds(self.playerLayer.player!.currentItem!.asset.duration))
let seconds = CGFloat(CMTimeGetSeconds(newTime))
self.interval = Double(seconds)//here update your CurrentTimelabel.text .....
let temp = seconds/total
self.progress = Float(temp)//here update your UIProgressBar.progress .....
print("\n\t-->Total Progress = \(temp)")
}else if gesture.state == .ended || gesture.state == .failed || gesture.state == .recognized {
gesture.setTranslation(CGPoint.zero, in: self.playerView)
self.startTimer()
self.playerLayer.player?.playImmediately(atRate: 1)
}
}
Thanks for your code. I used it, changed few lines, it's working well.
@objc func handlePanGesture(sender: UIPanGestureRecognizer) {
switch sender.state {
case .began, .changed:
let translation = sender.translation(in: self.view)
let horizontalTranslation = Float(translation.x)
let durationInSeconds = Float(CMTimeGetSeconds(player.currentItem!.asset.duration))
// normalize based on duration and width of the view
let scale:Float = durationInSeconds / Float(self.view.frame.width) / 4
// then you need to add the current time of player to avoid it starting from the middle.
let seekTime = horizontalTranslation * scale + Float((self.player.currentItem?.currentTime().seconds)!)
let cmTime = CMTimeMakeWithSeconds(Float64(Float(seekTime)), preferredTimescale: self.player.currentTime().timescale)
player.seek(to: cmTime)
print("horizontal translation \(horizontalTranslation) \n timeToSeekTo: \(seekTime)")
default:
print("default")
}
}