OK guys, I ended up using AVFoundation, which in the end was even better solution as it is customizable. I had self.fullScreenImageView
and self.previewLayer
as class properties. You need to write your own code implementing the buttons and the code of taking a camera shot. Here you can play around with the quality of the photo to get optimal size/quality. I used 0.6, but you can choose whatever you want.
@import MobileCoreServices;
@import AVFoundation;
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
[self.view setBackgroundColor:[UIColor blackColor]];
self.fullScreenImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, self.view.bounds.size.width, self.view.bounds.size.height)];
self.fullScreenImageView.contentMode = UIViewContentModeScaleAspectFit;
[self.fullScreenImageView setCenter:self.view.center];
AVCaptureSession *captureSession = [[AVCaptureSession alloc] init];
captureSession.sessionPreset = AVCaptureSessionPresetHigh;
AVCaptureDevice *captureDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
if (captureDevice) {
NSError *error;
AVCaptureDeviceInput *captureDeviceInput = [[AVCaptureDeviceInput alloc] initWithDevice:captureDevice error:&error];
if (!error && [captureSession canAddInput:captureDeviceInput]) {
[captureSession addInput:captureDeviceInput];
}
}
AVCaptureStillImageOutput *stillImageOutput = [AVCaptureStillImageOutput new];
[stillImageOutput setOutputSettings:@{AVVideoCodecKey : AVVideoCodecJPEG,
AVVideoQualityKey : @(0.6)}];
[captureSession addOutput:stillImageOutput];
self.previewLayer = [[AVCaptureVideoPreviewLayer alloc] initWithSession:captureSession];
[self.previewLayer setVideoGravity:AVLayerVideoGravityResizeAspectFill];
self.previewLayer.frame = self.fullScreenImageView.bounds;
self.previewLayer.position = CGPointMake(CGRectGetMidX(self.fullScreenImageView.bounds), CGRectGetMidY(self.fullScreenImageView.bounds));
[self.fullScreenImageView.layer addSublayer:self.previewLayer];
[captureSession startRunning];
CGRect circleRect = CGRectMake(0, (self.fullScreenImageView.bounds.size.height - self.fullScreenImageView.bounds.size.width) / 2, self.fullScreenImageView.bounds.size.width, self.fullScreenImageView.bounds.size.width);
UIBezierPath *circle = [UIBezierPath bezierPathWithOvalInRect:circleRect];
CAShapeLayer *ringLayer = [CAShapeLayer layer];
ringLayer.path = circle.CGPath;
ringLayer.fillColor = nil;
ringLayer.strokeColor = [UIColor redColor].CGColor;
ringLayer.lineWidth = 2.0;
ringLayer.lineDashPattern = @[@5.0, @10.0];
[self.fullScreenImageView.layer addSublayer:ringLayer];
[self.navigationController setToolbarHidden:NO];
[self.navigationController.toolbar setBarStyle:UIBarStyleBlackOpaque];
[self.navigationController.toolbar setTintColor:[UIColor whiteColor]];
// Add here some buttons, which are standard UIBarButtonItems
[self.view addSubview:self.fullScreenImageView];
}
UIImagePickerController
offers. I would like to just know where does this view controller place its camera view – DisulfiramUIImagePickerController
, it turns out to be fairly easy. If you want, I can share some code with you – Disulfiram