insoutt/capacitor-wallpaper
Capacitor community plugin for something awesome.
Maintainer | GitHub | Social |
---|---|---|
insoutt | insoutt | @insoutt |
npm i capacitor-wallpaper
No further steps are needed.
Register the plugin in your main activity
import com.insoutt.capacitor.wallpaper.Wallpaper;
public class MainActivity extends BridgeActivity {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Initializes the Bridge
this.init(savedInstanceState, new ArrayList<Class<? extends Plugin>>() {{
// Additional plugins you've installed go here
// Ex: add(TotallyAwesomePlugin.class);
add(Wallpaper.class);
}});
}
}
No configuration required for this plugin
You must import plugin
import {Plugins} from '@capacitor/core';
const { Wallpaper } = Plugins;
On Android you can use two ways to define a wallpaper.
The first way you can use a base64 image.
Wallpaper.setBase64({
base64: string,
data: string,
}):Promise<WallpaperResult>
Parameter | Type | Description | Example |
---|---|---|---|
base64 | string | Base64 value of image | {image: ''} |
data | string | Type of image for example | {data: 'data:image/png;base64,'} |
The second way you can set an image located in main/res/drawable
path.
Wallpaper.setImage({
name: string
}): Promise<WallpaperResult>;
Parameter | Type | Description | Example |
---|---|---|---|
name | string | Name of image in drawable path | {name: 'myWallpaper'} |
Interface WallpaperResult:
export interface WallpaperResult {
success: boolean
}
For iOS there is no way to define a wallpaper programaticly
In Apple devices, There is no provision for the change iOS Screen wallpaper programmatically. The user has to do that manually through the settings or photos app. For things like changing wallpapers, you'd need to jailbreak your device.
Can I change iOS Screen wallpaper programmatically In Swift 5 and IOS 12
But with this plugin you can save image in Gallery and then the user has to define the wallpaper manually
To save image in gallery you can use setBase64()
method
Wallpaper.setBase64({
base64: string,
data: string,
}):Promise<WallpaperResult>
If you are using IONIC you must have images inside your webview, but there is no way to access to this images from Android or iOS.
First I saved images in drawable
path and with setImage()
I used to define wallpaper, but this caused that app size increase.
So I solved this problem transforming images stored in webview to base64 and then passing this value to the plugin to define wallpaper.
If you are going to use setBase64
method you need a method to transform images to base64, I used this method:
function getBase64Image(img) {
const canvas = document.createElement('canvas');
canvas.width = this.wallpaper.width;
canvas.height = this.wallpaper.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
const dataURL = canvas.toDataURL('image/png');
return dataURL.replace(/^data:image\/(png|jpg);base64,/, '');
}
const img64 = this.getBase64Image(document.getElementById('image-tag')); // <img id="image-tag" src="path-to-image.png"/>
Wallpaper.setBase64({
base64: img64,
data: 'data:image/png;base64,',
}).then((res) => {
if (this.isIOS()) { // You must define logic to check if device is iOS
console.log('Image saved in Gallery, you must define wallpaper manually')
return;
}
console.log('Wallpaper defined')
}).catch((err) => {
console.log('Oops!');
});
If you are goint to use setImage()
method (only for Android) you must save image in drawable (main/res/drawable
) path.
Image: main/res/drawable/myWallpaper.png
Wallpaper.setImage({
name: 'myWallpaper',
}).then((res) => {
console.log('Wallpaper defined')
}).catch((err) => {
console.log('Oops!');
});
See LICENSE.