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index.html
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<!DOCTYPE html>
<html lang="pt-br" dir="ltr">
<head>
<meta charset="utf-8" />
<title>Teste de camera</title>
</head>
<body>
<!--
Ideally these elements aren't created until it's confirmed that the
client supports video/camera, but for the sake of illustrating the
elements involved, they are created with markup (not JavaScript)
-->
<video id="video" width="640" height="480" autoplay></video>
<button id="snap" class="sexyButton">Snap Photo</button>
<canvas id="canvas" width="640" height="480"></canvas>
<script>
// Put event listeners into place
window.addEventListener("DOMContentLoaded", function() {
// Grab elements, create settings, etc.
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var video = document.getElementById('video');
var mediaConfig = { video: true };
var errBack = function(e) {
console.log('An error has occurred!', e)
};
// Put video listeners into place
if(navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia(mediaConfig).then(function(stream) {
video.src = window.URL.createObjectURL(stream);
video.play();
});
}
/* Legacy code below! */
else if(navigator.getUserMedia) { // Standard
navigator.getUserMedia(mediaConfig, function(stream) {
video.src = stream;
video.play();
}, errBack);
} else if(navigator.webkitGetUserMedia) { // WebKit-prefixed
navigator.webkitGetUserMedia(mediaConfig, function(stream){
video.src = window.webkitURL.createObjectURL(stream);
video.play();
}, errBack);
} else if(navigator.mozGetUserMedia) { // Mozilla-prefixed
navigator.mozGetUserMedia(mediaConfig, function(stream){
video.src = window.URL.createObjectURL(stream);
video.play();
}, errBack);
}
// Trigger photo take
document.getElementById('snap').addEventListener('click', function() {
context.drawImage(video, 0, 0, 640, 480);
});
}, false);
</script>
<section class="main-content">
<p>A demo of the Camera API, currently implemented in Firefox and Google Chrome on Android. Choose to take a picture with your device's camera and a preview will be shown through createObjectURL or a FileReader object (choosing local files supported too).</p>
<p>
<input type="file" id="take-picture" accept="image/*">
</p>
<h2>Preview:</h2>
<p>
<img src="about:blank" alt="" id="show-picture">
</p>
<p id="error"></p>
</section>
<script>
(function () {
var takePicture = document.querySelector("#take-picture"),
showPicture = document.querySelector("#show-picture");
if (takePicture && showPicture) {
// Set events
takePicture.onchange = function (event) {
// Get a reference to the taken picture or chosen file
var files = event.target.files,
file;
if (files && files.length > 0) {
file = files[0];
try {
// Get window.URL object
var URL = window.URL || window.webkitURL;
// Create ObjectURL
var imgURL = URL.createObjectURL(file);
// Set img src to ObjectURL
showPicture.src = imgURL;
// Revoke ObjectURL
URL.revokeObjectURL(imgURL);
}
catch (e) {
try {
// Fallback if createObjectURL is not supported
var fileReader = new FileReader();
fileReader.onload = function (event) {
showPicture.src = event.target.result;
};
fileReader.readAsDataURL(file);
}
catch (e) {
//
var error = document.querySelector("#error");
if (error) {
error.innerHTML = "Neither createObjectURL or FileReader are supported";
}
}
}
}
};
}
})();
</script>
</body>
</html>