Closed JieNengi closed 10 months ago
I try to do this,,,,,,,,,,,,It's does't work.
MeeduVideoPlayer( controller: _controller, **videoOverlay: (context, controller, responsive) => GestureDetector( onDoubleTap: () { print('onDoubleTap play and pause'); if (controller.playerStatus.playing) { controller.pause(); } else { controller.play(); } }, child: Container( width: Get.width, height: Get.height, color: Colors.transparent, ),** ), )
Can you show me the full code??
I try to do this,,,,,,,,,,,,It's does't work.
MeeduVideoPlayer( controller: _controller, **videoOverlay: (context, controller, responsive) => GestureDetector( onDoubleTap: () { print('onDoubleTap play and pause'); if (controller.playerStatus.playing) { controller.pause(); } else { controller.play(); } }, child: Container( width: Get.width, height: Get.height, color: Colors.transparent, ),** ), )
Can you show me the full code??
My only guess is the controls gesture detector is the one overriding your touch
Does disabling the player controls make the gesture detector work? If yes I may have
One fix, is giving the ability to pass custom callbacks to the controller gesture detector, with the ability to disable and enable default ones (I don't like this idea, since it's confusing to most people)
Another one, is to give you an option to position your detector above the controls default one , which will cause touch overlays conflicts, like who will get the on tap and who will not
Also I did want the example with the controller to see which and what are disabled and enabled,
My only guess is the controls gesture detector is the one overriding your touch
Does disabling the player controls make the gesture detector work? If yes I may have
One fix, is giving the ability to pass custom callbacks to the controller gesture detector, with the ability to disable and enable default ones (I don't like this idea, since it's confusing to most people)
Another one, is to give you an option to position your detector above the controls default one , which will cause touch overlays conflicts, like who will get the on tap and who will not
Also I did want the example with the controller to see which and what are disabled and enabled,
yes,I try“controlsEnabled: false,”,code works fine . I think I'll reconstruct the controller to implement onDoubleTap play and pause.
My only guess is the controls gesture detector is the one overriding your touch Does disabling the player controls make the gesture detector work? If yes I may have One fix, is giving the ability to pass custom callbacks to the controller gesture detector, with the ability to disable and enable default ones (I don't like this idea, since it's confusing to most people) Another one, is to give you an option to position your detector above the controls default one , which will cause touch overlays conflicts, like who will get the on tap and who will not Also I did want the example with the controller to see which and what are disabled and enabled,
yes,I try“controlsEnabled: false,”,code works fine . I think I'll reconstruct the controller to implement onDoubleTap play and pause.
![]()
if you can add a pr, that will be lovely, since i cant work on it until weekend sorry for that
I try to do this,,,,,,,,,,,,It's does't work.
MeeduVideoPlayer( controller: _controller, **videoOverlay: (context, controller, responsive) => GestureDetector( onDoubleTap: () { print('onDoubleTap play and pause'); if (controller.playerStatus.playing) { controller.pause(); } else { controller.play(); } }, child: Container( width: Get.width, height: Get.height, color: Colors.transparent, ),** ), )