Video Mirroring for iOS 4 Apps

Be Like Steve!

Project the video of your iPhone app to thousands of adoring fans! This is an iOS 4.0 rewrite of the “iPhone App Video Mirroring” code described here: As I said last time, “Why can’t we be like Steve, using our apps on our phone, with the display projected for all to see?” Now you can.

I wrote the original code so members of our local iPhone Developer’s Meetup could show our apps to each other. Since then it’s been used by hundreds of developers. It’s proven invaluable for group demos, trade shows, client meetings, investor pitches, and so on. Sadly, iOS 4.0 completely broke the old code, so a rewrite was necessary. Happily, iOS 4 makes previously difficult things fairly easy.

TVOutManager running on an iPad

TVOutManager running on an iPad

A bonus: this code is now entirely safe for the App Store. Zero private APIs are used. (You do have the option to use one, as you’ll see below, but it’s turned off by default.)

This code has been tested on iOS 4.0.1 on an iPad and an iPhone 4. If you find problems with other devices, please let me know in the comments.

What’s New

Like before, this is a fire-and-forget solution to mirroring the display of your iOS device (iPhone, iPod Touch, iPad) on an external display. The new version uses public APIs, so it can be used in apps published on the App Store. It supports detecting cabling (plugging and unplugging the display), orientation changes, and even offers a “tv safe mode” for displaying your app on an older analog video device. (You probably don’t even know what that is, because you’re a young whippersnapper who grew up with LCD flatscreen TVs, whereas I am testing this code on my old beloved Apple ][+ color display, and thus find the TV safe mode handy.)

Under the hood, new in this release is the TVOutManager singleton class. In the previous release, I’d made the TVOut manager code as a category on UIApplication, thinking that would make it easier to use and simpler to understand. Based on the emails I got, I think it was definitely simple to use, although not really simpler to understand.

So now TVOutManager is its own class. It’s a singleton, so you simply invoke commands on the shared instance. For example, here’s how you start showing video:

[[TVOutManager sharedInstance] startTVOut];

Stopping is just as easy:

[[TVOutManager sharedInstance] stopTVOut];

While the cable is connected, changes to the device orientation are tracked and the mirrored output is rotated (with a little animation effect).

How To Use It

It's crazy easy. Just three steps:

  1. Get the files TVOutManager.m and TVOutManager.h from github and add them to your project.
  2. In your app controller, add this to the other imports near the top: #import "TVOutManager.h"
  3. In your application's -applicationDidFinishLaunching: method, add this line: [[TVOutManager sharedInstance] startTVOut];

Get the Code!

A sample project that includes the TVOutManager singleton can be downloaded from github:

Connections and re-connections

Last year our cable options were limited to composite and component cables used for playing videos on a TV. Since the launch of the iPad, Apple also offers a VGA connector cable, ostensibly iPad-only but which is what I used with an iPhone 4 while developing this code. I also tested with the composite out cable. Both cable seem to work fine. I’m not sure about iPhone 3GS and older devices, though — those devices may not support the VGA cable, although they certainly do support the composite and component cables.

While the TV output is running, if the video output cable is disconnected, the class will catch a notification, and stop sending video to the external window. Likewise, if a video output cable is connected, the class will catch that notification, and automatically start showing the video.

You don't even need to call -startTVOut -- just initialize the singleton sharedInstance, and the class will watch for cable connection notifications.

App-Store Safe!

Unlike the previous version, this class uses app-store safe methods. You can ship apps that use this code. We are using an Apple-approvied safe-and-friendly method of collecting bitmaps of all visible windows, and then drawing that bitmap on the external screen, which is also displayed using Apple-approved non-private APIs.

The previous version used the MPTVOutWindow class, which seems have to disappeared from iOS 4.0, and UIGetScreenImage() to copy the image of the screen. MPTVOutWindow has always been forbidden, but for a brief time, Apple allowed apps using UIGetScreenImage() onto the store (from December of 2009 until July 2010). However, with the release of iOS 4.0, Apple stuck the “private” designation on it again, and apps are once again being rejected for it. (Apple’s terrible communciation with developers generally means that developers learn this by submitting an app and getting rejected.)

So, here I’ve made use of UIGetScreenImage() an option. Why would you ever use it? For one thing, in my testing it’s quicker than the non-private methods. It also captures the entire screen display, including the status bar, which is handy for our particular use. UIGetScreenImage() also captures the output of EAGLViews, which the Apple-approved method does not (although Apple does have yet another method for getting that).

OpenGL Support

There was widespread belief that the pervious version wouldn’t work with OpenGL. That mistaken belief came from me — I didn’t realize that UIGetScreenImage() would capture the contents of an OpenGL view. In fact, it does, and it works great.

Simple test of TV out in UnityI dropped this new TVOutManager version into a simple test project made with the Unity 3 beta (, added one line to the file to call -startTVOut, and changed the USE_UIGETSCREENIMAGE constant to YES. The Unity game played on the TV screen. The framerate dropped from 30 fps to about 26 fps. Definitely watchable and playable. (I’ve gotten into a bad habit of playtesting Unity games on a big screen TV.)

Using UIGetScreenImage means you can’t ship this code; it’s just for demos. If you need to ship TV out code, you’ll have to change the class to follow Apple’s example of converting an EAGLView to a UIImage at If there’s demand, I can add this to the TVOutManager in a future release.

Debugging with the Video Out Cable Attached

Obviously you can’t debug an app in Xcode without having the device connected via USB. Likewise, you can’t view the video output without having the VGA cable attached. So debugging was basically impossible.

Thankfully the latest Simulator includes an option to show an external display, but the simulator can’t start and stop this external display while the app is running, so it can’t be used to debug notifications like UIScreenDidConnectNotification.

To work around the problem, I figured I’d have to buy or make a Y-adapter cable: strip down the VGA cable to see what pins it used, and either wire in a USB connector, or make a full Y adapter that merged the pins required for both cable. Intensive Googling led to parts I could buy from Sparkfun. Reality set in (these days I don’t have much free time for tinkering and soldering) and I started to look for something a bit more prefab.

Reading some ancient forum posts about iPod dock issues, I found a reference to the Kensington K33368 “4-in-1 Car Charger,” which is a USB cable that includes a full pass-through dock connector, intended for an FM tuner. I guessed that they’d have wired all of the pins, and it would allow me to plug a second dock cable into the first. These are no longer manufactured, but a few online stores still had stock. I ended up buying one from a seller on eBay. It turned out to work perfectly. I plugged the Kensington cable into my Mac, and the RCA video out or VGA cable into the Kensington cable, and was able to debug away. I highly recommend this setup if you need to debug while watching the display on the big screen.

Improvements Needed

Currently, device rotation is correctly tracked for the Portrait and Landscape Left initial starting positions. You can turn the device 90 degrees to the left or right and the view on the external monitor will rotate to match. (There’s even a nice animated rotation of the screen contents on the external video window.) However, portraitUpsideDown is not handled.

It’s possible to confuse it with other starting orientations. This would be easily fixable if we knew what the previous orientation was, but since the UIDeviceOrientationDidChangeNotification doesn’t pass in the previous orientation (or even the new orientation — you have to get it from UIDevice) the code is essentially making a guess about how it should turn the mirrored view. This guess happens to work fine for all starting positions and turns I usually care about (i.e. portrait and landscape left, and 90° turns from these).

If you need to fix this, one possible solution is to track the device orientation at -init and across the lifetime of the object, and figure out the proper rotation of the view at each device orientation change notification. It seemed like a big hassle and I didn’t need it so I didn’t do it, but if someone can contribute it, that would be great.

Mirroring Other Apps

Adam Curry asked via email if it would be possible to run this in the background (in iOS 4.0) and magically mirror any app running on the device. I tried it, but it didn’t work. Seems like the external monitor support switches to whatever app is in the foreground. This is consistent with other apps that play video (i.e. the iPod app, StreamToMe, etc.) so I’m guessing this is just not possible without digging deeper into private APIs.

Compatibility Note

This class relies on certain APIs (i.e. [UIScreen screens]) that only exist in iOS SDK 3.2 and above. If you need to support older devices, you’ll have to use the older version.

The older version uses a class called MPTVOutWindow, which is either missing or renamed in iOS 4.0. This is what causes the older version to crash. The new version walks through the [UIScreen screens] array to find an external screen, and creates a window on that screen (using the UIWindow screen property). Being documented and all, this method appears to be fully future-proof.

TVOutManager Class Reference

Creates a singleton instance (if it doesn’t already exist) and returns it. Starts listening to cable connection/disconnection and device orientation notifications.

Creates a window on the second screen at the highest resolution it supports, and starts a timer (at the frames per second rate defined in the class file) to copy the screen contents to the window. If no screen is attached, -startTVOut will simply report a failure to the console.

Stops the periodic video-mirror timer (or thread) and releases the offscreen window.

When tvSafeMode is YES, the class will scale down the output size by 20%, so that the entire picture can fit within the visible scan area of an analog TV. If you don’t know what an analog TV is, don’t worry, you’ll probably never see one.

By default, the class will use an NSTimer to periodically copy the screen display. If you’re doing something that blocks the runloop, a background thread may work better for you. Simply change the define to YES and the class will spawn a thread to periodically copy the screen.


Set to NO to use the App-Store- and Simulator-safe method of capturing the screen. Set to YES to get the highest framerate and capture the status bar, OpenGL views and UIKit transitions.

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This entry was posted on Tuesday, August 24th, 2010 at 8:34 am and is filed under iPhone Development. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

8 Responses to “Video Mirroring for iOS 4 Apps”

  1. Georg Essl

    This is brilliant. Some feedback on early testing. Sadly it does not work out of the box for 3GS or iPod Touches. The new UIScreen code does not seem to indicate an external display even if these devices have iOS3.2 or higher and the composite cable plugged in and connected to a display.

    But it does work great on iPhone 4 and iPads with either cable (VGA, composite).

    I’ll be trying to figure out how to get the composite cable to work again, because I have many legacy devices and specifically need it to work with iPod Tocuhes, but this is an outstanding resource. Thanks!

  2. deeje

    Love the project, but having trouble getting it to work with some Cocos2D code. Anyone have any luck that that to work?

  3. Do Big Screen App Presentations Just Like A Steve Jobs Keynote | iPhone iOS 4 iTV iPad SDK Development Tutorials, Programming Tips, News

    [...] And a tutorial and class reference on how to use the library from the creators at TouchCentric can be found here: Video Mirroring For iOS 4 Apps [...]

  4. EungShik Kim

    Awsome work! It will be the best practice for me to present.
    Thank you very much.
    Best wish you to keep up the great work!

  5. Rob Terrell

    I dropped it into a Cocos2D project and it worked without trouble. (Note that Cocos2D uses OpenGL so you’ll have to uncomment the “#define USE_UIGETSCREENIMAGE” line.)

  6. Jesse Gomez

    You are a god among men. You’ve saved my bacon, and made it super fun and easy. Add A donation widget to your blog, I wanna pay my debt.

    Thank you. Thank you.

  7. Mel Stanley

    Thanks for providing this great class for use in our apps. Much like Georg Essl I am trying to figure out a way to push video through the component or composite out cable rather than VGA on iOS 4. Does anyone know what became of MPTVOutputWindow? All I really want to do is capture video of my app in action without worrying about screen glare or getting the frame just right with a video camera.

  8. Rob Terrell

    This code DOES work with the composite cable on iOS 4, at least with iPhone 4 and iPad devices. I set up an iPad pushing video and audio to a 52″ TV via the composite cable for trade show last week. Small text isn’t particularly legible, but images look great. I haven’t tested this code on older devices but there’s enough failure reports here to convince me it doesn’t.

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