How to add animation on image change while create

2019-04-06 11:29发布

问题:

I have an array of images from which I want to create a video by playing these images one after the other in a sequence.I want to add a different types of animation when image get change. Suggest me some method or any solution to achieve this functionality in Objective-C with the Cocoa framework.

Here is working code for making video of images, But please suggest that how we animate images while making video:

-(void)createVideoFromImages:(NSString *) path withSize:(CGSize) size
{
    NSError *error = nil;

    AVAssetWriter *videoWriter = [[AVAssetWriter alloc] initWithURL:
                                  [NSURL fileURLWithPath:path] fileType:AVFileTypeMPEG4
                                                              error:&error];
    NSParameterAssert(videoWriter);

    NSDictionary *videoSettings = [NSDictionary dictionaryWithObjectsAndKeys:
                                   AVVideoCodecH264, AVVideoCodecKey,
                                   [NSNumber numberWithInt:size.width], AVVideoWidthKey,
                                   [NSNumber numberWithInt:size.height], AVVideoHeightKey,
                                   nil];


    AVAssetWriterInput* videoWriterInput = [AVAssetWriterInput
                                            assetWriterInputWithMediaType:AVMediaTypeVideo
                                            outputSettings:videoSettings];

    AVAssetWriterInputPixelBufferAdaptor *adaptor = [AVAssetWriterInputPixelBufferAdaptor
                                                     assetWriterInputPixelBufferAdaptorWithAssetWriterInput:videoWriterInput
                                                     sourcePixelBufferAttributes:nil];

    NSParameterAssert(videoWriterInput);

    NSParameterAssert([videoWriter canAddInput:videoWriterInput]);
    videoWriterInput.expectsMediaDataInRealTime = YES;
    [videoWriter addInput:videoWriterInput];
    //Start a session:
    [videoWriter startWriting];
    [videoWriter startSessionAtSourceTime:kCMTimeZero];

    //Video encoding
    CVPixelBufferRef buffer = NULL;

    //convert uiimage to CGImage.
    int frameCount = 0;

    for(int i = 0; i<[arrPicture count]; i++)
    {
        buffer = [self bufferImageFromCGImage:[[arrPicture objectAtIndex:i] CGImage] size:size];

        __block  BOOL append_ok = NO;
        int j = 0;
        while (!append_ok && j < 30)
        {
            if (adaptor.assetWriterInput.readyForMoreMediaData)
            {
                printf("appending %d attemp %d\n", frameCount, j);

                CMTime frameTime = CMTimeMake(frameCount,(int32_t)1);
                append_ok = [adaptor appendPixelBuffer:buffer withPresentationTime:frameTime];

                // CVPixelBufferPoolRef bufferPool = adaptor.pixelBufferPool;
                // NSParameterAssert(bufferPool != NULL);
                [NSThread sleepForTimeInterval:0.05];

            }
            else
            {
                printf("adaptor not ready %d, %d\n", frameCount, j);
                [NSThread sleepForTimeInterval:0.1];
            }
            j++;
        }
        if (!append_ok)
        {
            printf("error appending image %d times %d\n", frameCount, j);
        }
        frameCount++;
        CVBufferRelease(buffer);
    }

    [videoWriterInput markAsFinished];
    [videoWriter finishWritingWithCompletionHandler:^{
        NSLog(@"Finished writing...checking completion status...");
        if (videoWriter.status != AVAssetWriterStatusFailed && videoWriter.status == AVAssetWriterStatusCompleted)
        {
            NSLog(@"Video writing succeeded.");

            // Move video to camera roll
            // NOTE: You cannot write directly to the camera roll.
            // You must first write to an iOS directory then move it!
            NSURL *videoTempURL = [NSURL fileURLWithPath:[NSString stringWithFormat:@"%@", path]];
        } else
        {
            NSLog(@"Video writing failed: %@", videoWriter.error);
        }
    }];
}


-(CVPixelBufferRef) bufferImageFromCGImage:(CGImageRef)image size:(CGSize)size
{
    NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:
                             [NSNumber numberWithBool:YES],     kCVPixelBufferCGImageCompatibilityKey,
                             [NSNumber numberWithBool:YES], kCVPixelBufferCGBitmapContextCompatibilityKey,
                             nil];
    CVPixelBufferRef pxbuffer = NULL;
    CVReturn status = CVPixelBufferCreate(kCFAllocatorDefault, size.width,
                                          size.height, kCVPixelFormatType_32ARGB, (__bridge CFDictionaryRef) options,
                                          &pxbuffer);
    status=status;//Added to make the stupid compiler not show a stupid warning.
    NSParameterAssert(status == kCVReturnSuccess && pxbuffer != NULL);

    CVPixelBufferLockBaseAddress(pxbuffer, 0);
    void *pxdata = CVPixelBufferGetBaseAddress(pxbuffer);
    NSParameterAssert(pxdata != NULL);

    CGColorSpaceRef rgbColorSpace = CGColorSpaceCreateDeviceRGB();
    CGContextRef context = CGBitmapContextCreate(pxdata, size.width,
                                                 size.height, 8, 4*size.width, rgbColorSpace,
                                                 kCGImageAlphaNoneSkipFirst);
    NSParameterAssert(context);

    //CGContextTranslateCTM(context, 0, CGImageGetHeight(image));
    //CGContextScaleCTM(context, 1.0, -1.0);//Flip vertically to account for different origin
    long width,height;
    if (CGImageGetWidth(image) > self.view.frame.size.width) {
        width = self.view.frame.size.width;
    }else{
        width = self.view.frame.size.width; //  CGImageGetWidth(image);
    }

    if (CGImageGetHeight(image) > self.view.frame.size.height) {
        height = self.view.frame.size.height;
    }else{
        height = self.view.frame.size.height -64 ;//  CGImageGetHeight(image);
    }
    CGContextDrawImage(context, CGRectMake(0, 0, width,
                                           height), image);
    CGColorSpaceRelease(rgbColorSpace);
    CGContextRelease(context);

    CVPixelBufferUnlockBaseAddress(pxbuffer, 0);

    return pxbuffer;
}

回答1:

By using your code it's not possible to animate image while processing video

But there is one idea to make video of animated images

You can record the screen while playing animation use this code to record screen
https://github.com/alskipp/ASScreenRecorder