Cordova canvas camera plugin for iOS/Android, supports camera preview and taking photos.
The purpose of the plugin is to capture video to preview camera on web page(canvas tag) and to take photos with user defined quality / dimension.
- iOS
- Android
Cordova will check all dependencies and install them if they are missing.
The plugin can either be installed into the local development environment or cloud based through PhoneGap Build.
Through the Command-line Interface:
# ~~ from master ~~
cordova plugin add https://github.com/donaldp24/CanvasCameraPlugin.git && cordova prepare
or to use the last stable version:
# ~~ stable version ~~
cordova plugin add com.keith.cordova.plugin.canvascamera && cordova prepare
Through the Command-line Interface:
cordova plugin rm com.keith.cordova.plugin.canvascamera
Add the following xml to your config.xml to always use the latest version of this plugin:
<gap:plugin name="com.keith.cordova.plugin.canvascamera" />
or to use an specific version:
<gap:plugin name="com.keith.cordova.plugin.canvascamera" version="1.0.1" />
More informations can be found here.
- [feature:] Create plugin
The plugin creates the object window.plugin.CanvasCamera
with the following methods:
The plugin and its methods are not available before the deviceready event has been fired. Have to call [initialize][initialize] with canvas object(canvas tag to preview camera).
document.addEventListener('deviceready', function () {
// have to call initialize function with canvas object
var objCanvas = document.getElementById("canvas");
window.plugin.CanvasCamera.initialize(objCanvas);
// window.plugin.CanvasCamera is now available
}, false);
start capture video as images from camera to preview camera on web page.
[capture][capture] callback function will be called with image data(image file url) at each time when the plugin take an image for a frame.
window.CanvasCamera.start(options);
This function start video capturing session, then the plugin takes each frame as a jpeg image and gives it's url to web page calling [capture][capture] callback function with the image url.
[capture][capture] callback function will draw the image to play video.
function onStartClicked()
{
var options = {
quality: 75,
destinationType: CanvasCamera.DestinationType.DATA_URL,
encodingType: CanvasCamera.EncodingType.JPEG,
width: 640,
height: 480
};
window.plugin.CanvasCamera.start(options);
}
stop video preview, then CPU and Memory consumption will drop.
window.CanvasCamera.stop();
take a photo.
window.plugin.takePicture(onSuccess);
This function takes a photo. When taked a photo successfully, then the plugin calls onSuccess callback function with image URI or data URL according to options. If options.saveToPhotoAlbum is true, then this function saves taked photo to photo album, too.
// if options.destinationType == CanvasCamera.DestinationType.IMAGE_URI
function onSuccess(data) {
image.src = data; // URI
}
// else if options.destinationType == CanvasCamera.DestinationType.DATA_URL
function onSuccess(data) {
image.src = "data:image/jpeg;base64," + data; // options.encodingType == CanvasCamera.EncodingType.JPEG
// image.src = "data:image/png;base64," + data; // options.encodingType == CanvasCamera.EncodingType.PNG
}
Set flash mode for camera.
window.plugin.CanvasCamera.setFlashMode(flashMode);
Value of flashMode can be one of the followings;
CanvasCamera.FlashMode =
{
OFF : 0,
ON : 1,
AUTO : 2
};
window.plugin.CanvasCamera.setFlashMode(CanvasCamera.FlashMode.AUTO);
Change input camera to front or back camera.
window.plugin.CanvasCamera.setCameraPosition(cameraPosition);
Value of cameraPosition can be one of the followings;
CanvasCamera.CameraPosition =
{
BACK : 1,
FRONT : 2
};
window.plugin.CanvasCamera.setCameraPosition(CanvasCamera.CameraPosition.FRONT);
callback function. User could override this function to draw images on a canvas tag.
Optional parameters to customize the settings.
{ quality : 75,
destinationType : CanvasCamera.DestinationType.DATA_URL,
sourceType : CanvasCamera.PictureSourceType.CAMERA,
allowEdit : true,
encodingType: CanvasCamera.EncodingType.JPEG,
correctOrientation: true,
saveToPhotoAlbum: false,
width: 640,
height: 480
};
- quality: Quality of saved image. Range is [0, 100]. (Number)
- destinationType: Choose the format of the return value. Defined in Camera.DestinationType (Number)
CanvasCamera.DestinationType = {
DATA_URL : 0, // Return image as base64 encoded string
FILE_URI : 1 // Return image file URI
};
- sourceType: Set the source of the picture. Defined in Camera.PictureSourceType (Number)
CanvasCamera.PictureSourceType = {
PHOTOLIBRARY : 0,
CAMERA : 1,
SAVEDPHOTOALBUM : 2
};
- allowEdit: Allow simple editing of image before selection. (Boolean)
- encodingType: Choose the encoding of the returned image file. Defined in Camera.EncodingType (Number)
CanvasCamera.EncodingType = {
JPEG : 0, // Return JPEG encoded image
PNG : 1 // Return PNG encoded image
};
- width: Width in pixels to scale image. Could be used with targetHeight. Aspect ratio is keeped. (Number)
- height: Height in pixels to scale image. Could be used with targetWidth. Aspect ratio is keeped. (Number)
- correctOrientation: Rotate the image to correct for the orientation of the device during capture. (Boolean)
- saveToPhotoAlbum: Save the image to the photo album on the device after capture. (Boolean)
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<meta name="format-detection" content="telephone=no" />
<!-- WARNING: for iOS 7, remove the width=device-width and height=device-height attributes. See https://issues.apache.org/jira/browse/CB-4323 -->
<meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width, height=device-height, target-densitydpi=device-dpi" />
<link rel="stylesheet" type="text/css" href="css/index.css" />
<meta name="msapplication-tap-highlight" content="no" />
<title>Hello World</title>
</head>
<body>
<div class="app">
<h1>Apache Cordova</h1>
<div id="deviceready" class="blink">
<p class="event listening">Connecting to Device</p>
<p class="event received">Device is Ready</p>
</div>
<h2> Camera Position </h2>
<input type="radio" name="deviceposition" id="deviceposition_back" value="Back" onclick="onChangeDevicePosition();"/>
<label for="deviceposition_back">Back</label>
<br/>
<input type="radio" name="deviceposition" id="deviceposition_front" value="Front" onclick="onChangeDevicePosition();"/>
<label for="deviceposition_front">Front</label>
<h2> Flash Mode </h2>
<input type="radio" name="flashmode" id="flashmode_off" value="Off" onclick="onChangeFlashMode();"/>
<label for="flashmode_off">Off</label>
<br/>
<input type="radio" name="flashmode" id="flashmode_on" value="On" onclick="onChangeFlashMode();"/>
<label for="flashmode_on">On</label>
<br/>
<input type="radio" name="flashmode" id="flashmode_auto" value="Auto" onclick="onChangeFlashMode();"/>
<label for="flashmode_auto">Auto</label>
<br/>
<input type="button" value="Take a picture" onclick="onTakePicture();" />
<input type="button" value="Stop preview" onclick="onStopPreview();" />
</div>
<!— camera preview canvas —>
<canvas id="camera" width="352" height="288" style="border:2px"></canvas>
<script type="text/javascript" src="cordova.js"></script>
<script type="text/javascript" src="js/index.js"></script>
<script type="text/javascript">
app.initialize();
</script>
<script>
document.addEventListener("deviceready", function() {
canvasMain = document.getElementById("camera");
CanvasCamera.initialize(canvasMain);
// define options
var opt = {
quality: 75,
destinationType: CanvasCamera.DestinationType.DATA_URL,
encodingType: CanvasCamera.EncodingType.JPEG,
saveToPhotoAlbum:true,
correctOrientation:true,
width:640,
height:480
};
CanvasCamera.start(opt);
});
function onChangeDevicePosition() {
var newDevicePosition = CanvasCamera.CameraPosition.BACK;
if (document.getElementById("deviceposition_back").checked)
{
newDevicePosition = CanvasCamera.CameraPosition.BACK;
}
else if (document.getElementById("deviceposition_front").checked)
{
newDevicePosition = CanvasCamera.CameraPosition.FRONT;
}
//
CanvasCamera.setCameraPosition(newDevicePosition);
}
function onChangeFlashMode() {
var newFlashMode = CanvasCamera.FlashMode.OFF;
if (document.getElementById("flashmode_off").checked)
{
newFlashMode = CanvasCamera.FlashMode.OFF;
}
else if (document.getElementById("flashmode_on").checked)
{
newFlashMode = CanvasCamera.FlashMode.ON;
}
else if (document.getElementById("flashmode_auto").checked)
{
newFlashMode = CanvasCamera.FlashMode.AUTO;
}
CanvasCamera.setFlashMode(newFlashMode);
}
function onTakePicture() {
CanvasCamera.takePicture(onTakeSuccess);
}
function onTakeSuccess(data) {
//
}
function onStopPreview() {
CanvasCamera.stop();
}
</script>
</body>
</html>
- Fork it
- Create your feature branch (
git checkout -b my-new-feature
) - Commit your changes (
git commit -am 'Add some feature'
) - Push to the branch (
git push origin my-new-feature
) - Create new Pull Request
This software is released under the Apache 2.0 License.
© 2013-2014 Snaphappi, Inc. All rights reserved