I'd like to be able to loop a live photo, for continuous playback.
So far, I'm trying to use the PHLivePhotoViewDelegate
to accomplish this.
import Foundation
import SwiftUI
import PhotosUI
import iOSShared
struct LiveImageView: UIViewRepresentable {
let view: PHLivePhotoView
let model:LiveImageViewModel?
let delegate = LiveImageLargeMediaDelegate()
init(fileGroupUUID: UUID) {
let view = PHLivePhotoView()
// Without this, in landscape mode, I don't get proper scaling of the image.
view.contentMode = .scaleAspectFit
self.view = view
// Using this to replay live image repeatedly.
view.delegate = delegate
model = LiveImageViewModel(fileGroupUUID: fileGroupUUID)
guard let model = model else {
return
}
model.getLivePhoto(previewImage: nil) { livePhoto in
view.livePhoto = livePhoto
}
}
func makeUIView(context: Context) -> UIView {
return view
}
func updateUIView(_ uiView: UIView, context: Context) {
guard let model = model else {
return
}
guard !model.started else {
return
}
model.started = true
view.startPlayback(with: .full)
}
}
class LiveImageLargeMediaDelegate: NSObject, PHLivePhotoViewDelegate {
func livePhotoView(_ livePhotoView: PHLivePhotoView, didEndPlaybackWith playbackStyle: PHLivePhotoViewPlaybackStyle) {
livePhotoView.stopPlayback()
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(200)) {
livePhotoView.startPlayback(with: .full)
}
}
}
But without full success. It seems the audio does play again, but not the video. The livePhotoView.stopPlayback
and the async aspect are just additional changes I was trying. I've tried it without those too.
Note that I don't want the user to have to manually change the live photo (e.g., see NSPredicate to not include Loop and Bounce Live Photos).
Thoughts?