HTML5: Separate a 1000x1000 video on four different 250x250 videos - html

Is it possible with HTML5 to separate a rectangular 1000x1000 video on 4 different videos of 500x500 and configure every smaller rectangular differently?

Article: http://techslides.com/split-video-into-html5-canvas-tiles-with-drag-and-drop/
Original source: http://techslides.com/demos/split-video-into-canvas-tiles.html
It's really simple:
<div style="display:none">
<video id="source-vid" autoplay loop="true">
<source src="sample-videos/BigBuckBunny_640x360.mp4" type="video/mp4"/>
<source src="sample-videos/BigBuckBunny_640x360.ogv" type="video/ogg"/>
</video>
</div>
<div id="box"></div>
<script src="http://code.jquery.com/jquery-1.7.min.js"></script>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.7.2/jquery-ui.min.js"></script>
<script type="text/javascript">
ROWS = 3;
COLS = 4;
tiles(640, 360, ROWS, COLS);
var video = $("#source-vid")[0];
update(video);
function update(video) {
tiles(640, 360, ROWS, COLS, video);
setTimeout(function() { update(video) }, 33);
}
function tiles(w, h, r, c, source) {
var tileW = Math.round(w / c);
var tileH = Math.round(h / r);
for(var ri = 0; ri < r; ri += 1) {
for(var ci = 0; ci < c; ci += 1) {
//if source is not specified, just build canvas object, otherwise draw inside them
if (typeof source === 'undefined') {
var tile = $('<canvas class="tile" id="tile' + ri + ci + '" height="' + tileH + '" width="' + tileW + '"></canvas>').get(0);
$("#box").append(tile);
$(".tile").draggable();
} else {
var getit = $('#tile' + ri + ci).get(0);
context = getit.getContext('2d');
context.drawImage(source, ci*tileW, ri*tileH, tileW, tileH, 0, 0, tileW, tileH);
}
}
}
}
</script>
Let me know if you need a demo without draggable script.

Related

SVG custom polygon image stretch not working

I'm trying to both stretch and rotate an image into an SVG polygon (Basically an arc).
What I need is to stretch the image to fit, not tile or clip it.
What I'd like is :
The stretched/distorted image in the arc without the image clipped.
What I have is:
Clipped arc image
Here's the fiddle I've been working on -
https://jsfiddle.net/eLrgfnxb/57/
<svg style="overflow:visible; margin-left:111px; margin-top:22px; " height="1000" width="1000">
<defs>
<pattern id="blip1" patternUnits="userSpaceOnUse" width="100%" height="100%">
<image preserveAspectRatio="none" xlink:href="http://i.imgur.com/uTDpE6J.jpg" ></image>
</pattern>
</defs>
<polygon points="453,372 67,184 70,177 73,171 77,164 81,158 85,151 88,145 92,138 97,132 101,126 105,120 110,114 114,108 115,107" x="1" y="1" style="stroke-linejoin:round; fill:url(#blip1); stroke-width:2; stroke:hsl(212,45%,26%); ">
</polygon>
</svg>
I've seen a few ones:
How to stretch an image in a SVG shape to fill its bounds? (This is where I started, but doesn't handle the arc very well)
Image to fill a polygonal SVG shape (Also doesn't handle the complicated shape)
Resize image inside polygon point path(svg) and make it not clipped
I was thinking about switching to a canvas to see if that worked. I saw a couple interesting things here:
Stretch image to fit polygon html5 canvas
Thanks for the help!
After some work, I'm able to do it by going layer by layer through the image and putting it in an isosceles triangle. Then rotating it to about the right area.
Its a bit of a hairy assumption for the arc to be an isosceles, but lets make it better later.
Updated jfiddle - http://jsfiddle.net/gobfink/w1Lake9f/210/
<!DOCTYPE html>
<html>
<body>
<p>Tiger</p>
<!--
<img id="tiger" width="220" height="277" src="http://i.imgur.com/uTDpE6J.jpg" alt="the tiger" />
-->
<img id="tiger" width="340" height="429" src="http://i.imgur.com/uTDpE6J.jpg" alt="the tiger" />
<p>TigerCanvas:</p>
<canvas id="tigerCanvas" width="500" height="500" style="border:1px solid #d3d3d3;" >
</canvas>
<p>PolygonCanvas:</p>
<canvas id="polygonCanvas" width="500" height="500" style="border:1px solid #d3d3d3;" >
</canvas>
<p>PolygonTigerCanvas</p>
<canvas id="polygonTigerCanvas" width="1000" height="500" style="border:1px solid #d3d3d3;" >
</canvas>
<p>MousePosition: </p>
<canvas id="mousePositionCanvas" width="400" height="100" style="border:1px solid #d3d3d3;" >
</canvas>
<script>
window.onload = function() {
var p_canvas=document.getElementById("polygonCanvas");
var p_ctx = p_canvas.getContext("2d");
var p_maxX,p_minX, p_maxY, p_minY;
var poly_points = [[453,372] ,[67,184], [70,177], [73,171], [77,164], [81,158], [85,151], [88,145], [92,138], [97,132], [101,126], [105,120], [110,114], [114,108], [115,107]];
p_ctx.fillStyle='#f00';
p_ctx.beginPath();
p_ctx.moveTo(poly_points[0][0],poly_points[0],[1]);
poly_points.forEach(function(point) {
if (p_minX == null || point[0] < p_minX[0] ){
p_minX = point;
}
if (p_minY == null || point[1] < p_minY[1] ){
p_minY = point;
}
if (p_maxX == null || point[0] > p_maxX[0] ){
p_maxX = point;
}
if (p_maxY == null || point[1] > p_maxY[1] ){
p_maxY = point;
}
p_ctx.lineTo(point[0],point[1]) ;
});
console.log("p_minX: ", p_minX,", p_minY: ", p_minY, ", p_maxY: ", p_maxY, ", p_maxX: ", p_maxX);
p_ctx.closePath();
p_ctx.fill();
p_ctx.font= '8px serif';
p_ctx.fillStyle='#000';
p_ctx.fillText("maxX:" + p_maxX[0] + ","+ p_maxX[1] , p_maxX[0], p_maxX[1]);
p_ctx.fillText("minX:" + p_minX[0] + ","+ p_minX[1] , p_minX[0], p_minX[1]);
p_ctx.fillText("minY:" + p_minY[0] + ","+ p_minY[1] , p_minY[0], p_minY[1]);
//p_ctx.fillText(p_maxX[0] + ","+ p_maxX[1] , p_maxX[0], p_maxX[1]);
//p_ctx.fillText(p_maxX[0] + ","+ p_maxX[1] , p_maxX[0], p_maxX[1]);
var leg_distance = Math.floor(Math.hypot(p_maxX[0] - p_minX[0],p_maxX[1] - p_minX[1]));
var base_distance = Math.floor(Math.hypot(p_minX[0]- p_minY[0], p_minX[1]-p_minY[1]));
var arc_height = Math.floor(Math.sqrt(Math.pow(leg_distance,2) - Math.pow(base_distance/2,2)));
var p1 = [0,0];
var p2 = [base_distance,0];
var p3 = [base_distance/2, arc_height];
var p13_slope = (p3[1] - p1[1]) / (p3[0] - p1[0]);
var p13_intercept = p3[1] - p13_slope * p3[0];
var p23_slope = (p3[1] - p2[1]) / (p3[0] - p2[0]);
var p23_intercept = p3[1] - p23_slope * p3[0];
var orientation_angle = Math.asin((p_maxX[0] - p_minY[0]) /leg_distance);
console.log("leg_distance:",leg_distance,", base_distance: ", base_distance, ", arc_height: ", arc_height);
console.log("p1:", p1, ", p2: ",p2,", p3: ", p3);
console.log("p13_slope:", p13_slope, ", p13_intercept: ",p13_intercept);
console.log("p23_slope:", p23_slope, ", p23_intercept: ",p23_intercept);
console.log("orientation angle: ", orientation_angle);
var c = document.getElementById("tigerCanvas");
var ctx = c.getContext("2d");
var img = document.getElementById("tiger");
//var c_height = distance;
//var c_width = img.width/img.height * distance;
img.width = img.width/img.height * leg_distance ; //normalize the width
img.height = arc_height;
//ctx.drawImage(img, 1, 1);
ctx.drawImage(img, 1, 1,img.width,img.height);//, c_width, c_height);
var p_tiger_canvas = document.getElementById("polygonTigerCanvas");
var pt_ctx = p_tiger_canvas.getContext("2d");
//Assumes MaxX== MaxY
var slopeA = (p_maxX[1] - p_minX[1])/(p_maxX[0] - p_minX[0]) ;
var slopeB = (p_maxX[1] - p_minY[1])/(p_maxX[0] - p_minY[0]) ;
var inceptA = (p_maxX[1] - slopeA * p_maxX[0]);
var inceptB = (p_maxX[1] - slopeB * p_maxX[0]);
console.log("slopeA: ",slopeA, ", slopeB: ", slopeB, ", inceptA:", inceptA, "inceptB: ",inceptB);
console.log("img.width - ", img.width, " img.height -",img.height);
pt_ctx.font= '8px serif';
pt_ctx.fillStyle='#000';
p_ctx.fillText("maxX:" + p_maxX[0] + ","+ p_maxX[1] , p_maxX[0], p_maxX[1]);
p_ctx.fillText("minX:" + p_minX[0] + ","+ p_minX[1] , p_minX[0], p_minX[1]);
p_ctx.fillText("minY:" + p_minY[0] + ","+ p_minY[1] , p_minY[0], p_minY[1]);
//pt_ctx.translate(p_maxX[0]/4,p_maxX[1]);
pt_ctx.setTransform(1,0,0,1,p_minX[0],p_minX[1])
pt_ctx.rotate(-orientation_angle);
var i;
for (i = 0; i < arc_height; i++){
var Bx = (i - inceptB) / slopeB;
var Ax = (i - inceptA) / slopeA;
var p13x = (i - p13_intercept)/ p13_slope;
var p23x = (i - p23_intercept)/ p23_slope;
var d12_23= Math.hypot( p13x-p23x ,0);
var dAB = Math.hypot(Bx-Ax,0);
//console.log("i: ", i, ", Bx - ", Bx, ", Ax - ", Ax, ", dAB - ", dAB);
pt_ctx.drawImage(c,0,i,img.width,1,p13x,i,d12_23,1);
if (i % 10 == 0){
pt_ctx.fillText(Math.round(p13x) , p13x, i);
pt_ctx.fillText(Math.round(p23x) + ","+ i , p23x, i);
}
}
var mousePositionCanvas = document.getElementById('mousePositionCanvas');
function writeMessage(canvas, message) {
var context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
context.font = '18pt Calibri';
context.fillStyle = 'black';
context.fillText(message, 10, 25);
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
p_tiger_canvas.addEventListener('mousemove', function(evt) {
var mousePos = getMousePos(p_tiger_canvas, evt);
var message = 'Mouse position: ' + mousePos.x + ',' + mousePos.y;
writeMessage(mousePositionCanvas, message);
}, false)
}
</script>
</body>
</html>

How do I convert this to an OOP structure?

Currently, this codepen I forked displays one tv monitor on the webpage as shown below where the channel button allows the user to toggle different gif's. This gif data is stored as an array in the js file. I want to create multiple tv sets, so I am thinking it may be better to create a TV class and instantiate the TV object n-times through a loop. I am new to OOP in a web dev context, so I haven't yet figured out how to rearchitect the code to accomplish this. Since id's only allow for one HTML element, duplicating the chunk of code below would visually create another tv but without any dynamic features. What then becomes of the tv-body display elements? Would they be enveloped with a show() fx nested with the script's TV class? Thank you so much in advance!
[Cropped Output Displayed Here][1]
HTML
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>CodePen - Vintage Analog TV</title>
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover"><link rel="stylesheet" href="./style.css">
<script src="//ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<script src="https://code.jquery.com/jquery-3.5.0.js"></script>
</head>
<body>
<!-- partial:indexe.partial.html -->
<main>
<div class="tv-set">
<div class="tv-body">
<div class="screen-container">
<canvas class="static" width="380" height="280"></canvas>
<img class="displayed" src="" alt="Nothing" width="380" height="280">
<div class="screen">
<div class="screen-frame"></div>
<div class="screen-inset"></div>
</div>
</div>
<div class="logo-badge">
<div class="logo-text">Bush</div>
</div>
<div class="controls">
<div class="panel">
<div class="screw"></div>
<div class="dial">
<button class="channel dial-label pristine">Channel</button>
</div>
</div>
<div class="vents">
<div class="vent"></div>
<div class="vent"></div>
<div class="vent"></div>
<div class="vent"></div>
<div class="vent"></div>
<div class="vent"></div>
</div>
<div class="panel">
<div class="screw"></div>
<div class="dial">
<button class="dial-label" disabled>Volume</button>
</div>
</div>
</div>
</div>
<div class="legs">
<div class="leg"></div>
<div class="leg"></div>
</div>
</div>
</main>
<!-- partial -->
<script src="./script.js"></script>
</body>
</html>
JS
document.addEventListener("DOMContentLoaded", tv);
// Helper Functions
//returns tagname
jQuery.fn.tagName = function () {
return this.prop("tagName").toLowerCase;
};
// returns nth parent from target element
$.fn.nthParent = function (n) {
var p = this;
for (var i = 0; i < n; i++)
p = p.parent();
return p;
}
phases = [{
channels: ["red", "blue"]
},
{
channels: ["green", "yellow"]
},
{
channels: ["red", "green"]
},
{
channels: ["blue", "green"]
}
]
const container = document.getElementsByTagName("main")[0];
const template = document.getElementsByClassName("tv-set")
for (let i = 0; i < phases.length; i++) {
const clone = template[i].cloneNode(true);
clone.setAttribute("id", "tv-" + (i + 1))
console.log("clone id: ", clone.getAttribute("id"))
clone.setAttribute("data-channel", 0)
clone.setAttribute("name", "tv-" + i)
// clone.style.backgroundColor = phases[i].channels[0]
container.appendChild(clone)
}
function tv() {
let cnvs = document.querySelectorAll(".static");
//Gather all static elements
// let scrns = $(".static").getContext
// console.log("Screen 01: ", scrns)
// var cnv = document.getElementById("static"),
// var cnv = document.querySelector(".static"), //works in place of line above
// Need to establish a boolean array for the isStatic
let c = []
let isStatic_arr = []
// Need to establish a boolean array for the isStatic
cnvs.forEach((cnv) => {
isStatic_arr.push(false)
var c = cnv.getContext("2d"),
cw = cnv.offsetWidth,
ch = cnv.offsetHeight,
staticScrn = c.createImageData(cw, ch),
staticFPS = 30,
// isStatic_arr.push(false),
// isStatic = false,
staticTO,
gifData = [{
// file: "https://i.ibb.co/chSK1Zt/willie.gif",
file: "./media/back-to-school-chacha.gif",
desc: "Stephen Chow Fight Back to School"
// <video controls autoplay>
// <source src="fbts_chacha_sound.mp4" type="video/mp4">
// <source src="movie.ogg" type="video/ogg">
// Your browser does not support the video tag.
// </video>
},
{
file: "https://i.ibb.co/chSK1Zt/willie.gif",
desc: "Steamboat Willie (Mickey Mouse) steering a ship"
},
{
file: "https://i.ibb.co/0FqQVrj/skeletons.gif",
desc: "Spooky scary skeletons sending shivers down your spine"
},
{
file: "https://i.ibb.co/Hpnwgq2/kingkong.gif",
desc: "King Kong waving on Empire State Building",
},
{
file: "https://i.ibb.co/fp0PSjv/tracks.gif",
desc: "Looking at train tracks from behind a train",
},
{
file: "https://i.ibb.co/5FM7BtH/nuke.gif",
desc: "Nuclear explosion at sea",
}
],
gifs = [],
channel = 0;
for (g in gifData) {
gifs.push(new Image());
gifs[g].src = gifData[g].file;
gifs[g].alt = gifData[g].desc;
}
/* Static */
var runStatic = function () {
isStatic = true;
c.clearRect(0, 0, cw, ch);
for (var i = 0; i < staticScrn.data.length; i += 4) {
let shade = 127 + Math.round(Math.random() * 128);
staticScrn.data[0 + i] = shade;
staticScrn.data[1 + i] = shade;
staticScrn.data[2 + i] = shade;
staticScrn.data[3 + i] = 255;
}
c.putImageData(staticScrn, 0, 0);
staticTO = setTimeout(runStatic, 1e3 / staticFPS);
};
runStatic();
/* Channels */
var changeChannel = function (button, idx) {
console.log("Tv-set: ", idx)
console.log("Tv-set- " + idx + "button: " + button)
// var displayed = document.getElementById("displayed");
var displayed = document.querySelectorAll(".displayed")[idx];
var display_parent = $(".displayed")[1]
console.log("Display: ", displayed)
console.log("Display's parent: ", display_parent)
++channel;
if (channel > gifData.length)
channel = 1;
// this.classList.remove("pristine");
button.classList.remove("pristine");
// this.style.transform = `rotate(${channel * 360/(gifData.length + 1)}deg)`;
button.style.transform = `rotate(${channel * 360/(gifData.length + 1)}deg)`;
theCanvas = document.querySelectorAll(".static")[idx]
// cnv.classList.remove("hide");
theCanvas.classList.remove("hide");
displayed.classList.add("hide"); //CAUSING PROBLEMS
if (!isStatic[idx])
runStatic();
setTimeout(function () {
// cnv.classList.add("hide");
theCanvas.classList.add("hide");
displayed.classList.remove("hide");
displayed.src = gifs[channel - 1].src;
displayed.alt = gifs[channel - 1].alt;
isStatic = false;
clearTimeout(staticTO);
}, 300);
};
function iterate(item, index) {
console.log(`${item} has index ${index}`);
}
// const buttons = document.getElementsByClassName("channel dial-label pristine");
// const btns_arr = Array.from(document.querySelectorAll(".channel"))
const buttons = document.querySelectorAll(".channel")
buttons.forEach((btn, i) => {
btn.addEventListener('click', () => changeChannel(btn, i));
});
});
}
[1]: https://i.stack.imgur.com/INtzP.png
[2]: https://i.stack.imgur.com/aOxoQ.png
(11/14/20) #ggirodda, thank you so much for the example. Unfortunately, I am still a bit stuck. Why is it when I use const template = document.getElementsByClassName("tv-body").children[0], I get the error: script_001.js:154 Uncaught TypeError: Cannot read property '0' of undefined
at HTMLDocument.tv (script_001.js:154) Shouldn't the tv-body class have children based on the code snippet below?
(11/14/20) Addressed error above by removing .children[0] but unsure as to why that works and why it was undefined.
(11/19/20) Resolved! Sort of, that is. All tv clones can will run as intended, meaning the static display will remain active on all tv's whose channel button has not been pressed, and the channels can be changed independently. Here were the main changes I made on the original code:
All id's replaced with classes so that they can be accessed and wrapped the "tv-body" and "legs" in a separate div so that they can be cloned as a set.
Gathered all the "tv-set" class elements outside of the tv function() and then performed the setup functions forEach()
Converted a few of the variables e.g canvas, isStatic into arrays so that their states and displays could be toggled independently. I am sure there is more work to be done here as some of the variables may still be shared among the clones.
You can take some inspiration from the code below, the example is less complex but the idea is the same
const tvs = [
{ channels: ["red", "blue"] },
{ channels: ["green", "yellow"] }
]
function changeChannel(idx) {
const tv = tvs[idx]
const tvNode = document.getElementById("tv-" + idx)
const currentChannelIdx = parseInt(tvNode.getAttribute("data-channel"))
const nextChannelIdx = tv.channels[currentChannelIdx + 1] ? currentChannelIdx + 1 : 0;
tvNode.style.backgroundColor = tv.channels[nextChannelIdx]
tvNode.setAttribute("data-channel", nextChannelIdx)
}
const container = document.getElementById("container")
const template = document.getElementById("tv-template").children[0]
for (let i = 0; i < tvs.length; i++) {
const clone = template.cloneNode(true);
clone.setAttribute("id", "tv-" + i)
clone.setAttribute("data-channel", 0)
clone.style.backgroundColor = tvs[i].channels[0]
container.appendChild(clone)
}
const buttons = document.getElementsByClassName("channel-btn")
for (let i = 0; i < buttons.length; i++) {
buttons[i].addEventListener('click', () => changeChannel(i), false);
}
<div id="container"></div>
<div id="tv-template" style="display: none;">
<div class="tv" style="width: 70px; height: 70px; margin-bottom: 20px;">
<button class="channel-btn">next</button>
</div>
</div>

jquery webcam not working in chrome 35

I am trying to access webcam from jquery webcam API. The sample given below works fine in IE9, Firefox, but unfortunately does not work in Chrome v35. It shows the webcam activated but when I click the "Take Picture" button, it gives me a javascript error saying that webcam.capture is undefined. In the code below, the webcam object does not have any function called capture() in chrome; but its found for Firefox and IE9.
Please help me out!!
Index.html
<!DOCTYPE html>
<html lang="en">
<head>
<script src="jquery-1.11.0.js"></script>
<script type="text/javascript" src="jquery.webcam.min.js"></script>
</head>
<body>
<p id="status" style="height:22px; color:#c00;font-weight:bold;"></p>
<div id="webcam" style="width:350px;float: left;"">
Take a picture instantly
</div>
<p style="width:350px; float: left;"><canvas id="canvas" height="240" width="320" style="float: left;""></canvas></p>
<script type="text/javascript" src="main.js"></script>
</body>
</html>
main.js
var pos = 0;
var ctx = null;
var cam = null;
var image = null;
var filter_on = false;
var filter_id = 0;
function changeFilter() {
if (filter_on) {
filter_id = (filter_id + 1) & 7;
}
}
function toggleFilter(obj) {
if (filter_on =!filter_on) {
obj.parentNode.style.borderColor = "#c00";
} else {
obj.parentNode.style.borderColor = "#333";
}
}
jQuery("#webcam").webcam({
width: 320,
height: 240,
mode: "callback",
swffile: "http://www.xarg.org/download/jscam_canvas_only.swf",
onTick: function(remain) {
if (0 == remain) {
jQuery("#status").text("Cheese!");
} else {
jQuery("#status").text(remain + " seconds remaining...");
}
},
onSave: function(data) {
var col = data.split(";");
var img = image;
for(var i = 0; i < 320; i++) {
var tmp = parseInt(col[i]);
img.data[pos + 0] = (tmp >> 16) & 0xff;
img.data[pos + 1] = (tmp >> 8) & 0xff;
img.data[pos + 2] = tmp & 0xff;
img.data[pos + 3] = 0xff;
pos+= 4;
}
if (pos >= 0x4B000) {
ctx.putImageData(img, 0, 0);
pos = 0;
}
},
onCapture: function () {
webcam.save();
jQuery("#flash").css("display", "block");
jQuery("#flash").fadeOut(100, function () {
jQuery("#flash").css("opacity", 1);
});
},
debug: function (type, string) {
jQuery("#status").html(type + ": " + string);
},
onLoad: function () {
var cams = webcam.getCameraList();
for(var i in cams) {
jQuery("#cams").append("<li>" + cams[i] + "</li>");
}
}
});
function getPageSize() {
var xScroll, yScroll;
if (window.innerHeight && window.scrollMaxY) {
xScroll = window.innerWidth + window.scrollMaxX;
yScroll = window.innerHeight + window.scrollMaxY;
} else if (document.body.scrollHeight > document.body.offsetHeight){ // all but Explorer Mac
xScroll = document.body.scrollWidth;
yScroll = document.body.scrollHeight;
} else { // Explorer Mac...would also work in Explorer 6 Strict, Mozilla and Safari
xScroll = document.body.offsetWidth;
yScroll = document.body.offsetHeight;
}
var windowWidth, windowHeight;
if (self.innerHeight) { // all except Explorer
if(document.documentElement.clientWidth){
windowWidth = document.documentElement.clientWidth;
} else {
windowWidth = self.innerWidth;
}
windowHeight = self.innerHeight;
} else if (document.documentElement && document.documentElement.clientHeight) { // Explorer 6 Strict Mode
windowWidth = document.documentElement.clientWidth;
windowHeight = document.documentElement.clientHeight;
} else if (document.body) { // other Explorers
windowWidth = document.body.clientWidth;
windowHeight = document.body.clientHeight;
}
// for small pages with total height less then height of the viewport
if(yScroll < windowHeight){
pageHeight = windowHeight;
} else {
pageHeight = yScroll;
}
// for small pages with total width less then width of the viewport
if(xScroll < windowWidth){
pageWidth = xScroll;
} else {
pageWidth = windowWidth;
}
return [pageWidth, pageHeight];
}
window.addEventListener("load", function() {
jQuery("body").append("<div id=\"flash\"></div>");
var canvas = document.getElementById("canvas");
if (canvas.getContext) {
ctx = document.getElementById("canvas").getContext("2d");
ctx.clearRect(0, 0, 320, 240);
var img = new Image();
img.src = "logo.gif";
img.onload = function() {
ctx.drawImage(img, 129, 89);
}
image = ctx.getImageData(0, 0, 320, 240);
}
var pageSize = getPageSize();
jQuery("#flash").css({ height: pageSize[1] + "px" });
}, false);
window.addEventListener("resize", function() {
var pageSize = getPageSize();
jQuery("#flash").css({ height: pageSize[1] + "px" });
}, false);
I think I found the answer. I was initially trying to run the code from a folder location on my system. But when I deployed the same code to a local web application running on tomcat (http://<>/webcam/webcam.html), it started working in chrome!! I was anyhow going to deploy the code tomorrow on a remote server but had no idea that the webcam APIs would be inaccessible from the system if the application is not running on a server. Quite strange, but this saved me!!

sending canvas content to server in PNG or JPEG format

I have this code which on executing embed flash in page and on clicking it captures flash bitmap into canvas..here upto works fine but problem is how to send that capture data into canvas to server into PNG or JPEG image format.
I used Jquery webcam plugin and jquery.js to load flash
<html>
<body>
<br><br>
<form name="f" id="f" runat="server"><table><tr><!--<td><div id="eflash">
</div></td>-->
<td>
<div id="webcam">
</div></td><td><canvas style="border:2px solid red" id="canvas" width="320" height="240">
</canvas>
</td></tr></table>
<br><p>CLICK**|**<input type="button" id="sendBtn" value="Send" /></p>
</form>
</body></html>
<script type="text/javascript" src="./jquery/jquery.js"></script>
<!--<script type="text/javascript" src="./jquery/jquery.flash.js"></script>-->
<script type="text/javascript" src="./jquery/jquery.webcam.js"></script>
<!--<script>
$(document).ready(
function() {
$('#eflash').flash({src: 'jscam.swf', width: 220, height: 140 });
}
);
</script>-->
<script type="text/javascript">
var pos = 0;
var ctx = null;
var cam = null;
var image = null;
jQuery("#webcam").webcam({
width: 320,
height: 240,
mode: "callback",
swffile: "jscam_canvas_only.swf",
onTick: function(remain) {
if (0 == remain)
{jQuery("#status").text("Sorria!");
}
else {
jQuery("#status").text(remain + " segundo(s) restante(s)...");
}
},
onSave: function(data)
{
var col = data.split(";");
var img = image;
for(var i = 0; i < 320; i++)
{
var tmp = parseInt(col[i]);
img.data[pos + 0] = (tmp >> 16) & 0xff;
img.data[pos + 1] = (tmp >> 8) & 0xff;
img.data[pos + 2] = tmp & 0xff;
img.data[pos + 3] = 0xff;
pos+= 4;
}
if (pos >= 4 * 320 * 240)
{
ctx.putImageData(img, 0, 0);
var canvas = document.getElementById("canvas");
var save_image = canvas.toDataURL("image/jpeg");
save_image = save_image.replace(/^data:image\/(png|jpeg);base64,/, "");
$('input[name=save_image]').val(save_image);
pos = 0;
}
},
onCapture: function ()
{
jQuery("#flash").css("display", "block");
jQuery("#flash").fadeOut(100, function () {jQuery("#flash").css("opacity", 1);});
jQuery("#canvas").show();
webcam.save();
},
onLoad: function ()
{ var cams = webcam.getCameraList();
for(var i in cams) {jQuery("#cams").append("<li>" + cams[i] + "</li>");}
jQuery("#canvas").hide();}
});
function getPageSize()
{
var xScroll, yScroll;
if (window.innerHeight && window.scrollMaxY)
{
xScroll = window.innerWidth + window.scrollMaxX;
yScroll = window.innerHeight + window.scrollMaxY;
}
else
if (document.body.scrollHeight > document.body.offsetHeight)
{ // all but Explorer Mac
xScroll = document.body.scrollWidth;
yScroll = document.body.scrollHeight;
}
else { // Explorer Mac...would also work in Explorer 6 Strict, Mozilla and Safari
xScroll = document.body.offsetWidth;
yScroll = document.body.offsetHeight;
}
var windowWidth, windowHeight;
if (self.innerHeight)
{ // all except Explorer
if(document.documentElement.clientWidth)
{
windowWidth = document.documentElement.clientWidth;
}
else
{
windowWidth = self.innerWidth;
}
windowHeight = self.innerHeight;
}
else
if (document.documentElement && document.documentElement.clientHeight)
{ // Explorer 6 Strict Mode
windowWidth = document.documentElement.clientWidth;
windowHeight = document.documentElement.clientHeight;
}
else
if (document.body)
{ // other Explorers
windowWidth = document.body.clientWidth;
windowHeight = document.body.clientHeight;
}
// for small pages with total height less then height of the viewport
if(yScroll < windowHeight)
{
pageHeight = windowHeight;
}
else
{
pageHeight = yScroll;
}
// for small pages with total width less then width of the viewport
if(xScroll < windowWidth)
{
pageWidth = xScroll;
}
else
{
pageWidth = windowWidth;
}
return [pageWidth, pageHeight]; }
window.addEventListener("load", function()
{
jQuery("body").append("<div id=\"flash\"></div>");
var canvas = document.getElementById("canvas");
if (canvas.getContext)
{
ctx = document.getElementById("canvas").getContext("2d");
ctx.clearRect(0, 0, 320, 240);
var img = new Image();
img.onload = function() {
ctx.drawImage(img, 320, 240);
}
image = ctx.getImageData(0, 0, 320, 240);
}
var pageSize = getPageSize();
jQuery("#flash").css({ height: pageSize[1] + "px" });
}, false);
window.addEventListener("resize", function() {
var pageSize = getPageSize();
jQuery("#flash").css({ height: pageSize[1] + "px" });
}, false);
</script>

accessing webcam in web pages

I am developing a web application.
In my guest registration page I need to access web cam for taking images of guests.
The image which I take could be able to stored in a specified location.
Which will be the best way to perform this.
Methods using java, JSP, html, java script or any other methods are welcomed.
Answering own question, as there is a better way using HTML5 is available.
Option 1, Accessing default camera from the system
HTML
Video Tag
<br/>
<div class="camera">
<video id="video">Video stream not available.</video>
<button id="startbutton">Take photo</button>
</div>
<br/>
Canvas
<br/>
<canvas id="canvas"></canvas>
Script
var width = 320;
var height = 0;
var streaming = false;
navigator.mediaDevices.getUserMedia({video: true, audio: false})
.then(function (stream) {
video.srcObject = stream;
video.play();
})
.catch(function (err) {
console.log("An error occured! " + err);
});
video.addEventListener('canplay', function (ev) {
if (!streaming) {
height = video.videoHeight / (video.videoWidth / width);
video.setAttribute('width', width);
video.setAttribute('height', height);
canvas.setAttribute('width', width);
canvas.setAttribute('height', height);
streaming = true;
}
}, false);
startbutton.addEventListener('click', function (ev) {
takepicture();
ev.preventDefault();
}, false);
clearphoto();
function clearphoto() {
var context = canvas.getContext('2d');
context.fillStyle = "#AAA";
context.fillRect(0, 0, canvas.width, canvas.height);
}
function takepicture() {
var context = canvas.getContext('2d');
if (width && height) {
canvas.width = width;
canvas.height = height;
context.drawImage(video, 0, 0, width, height);
var dataURL = canvas.toDataURL("image/jpeg", 0.95);
if (dataURL && dataURL != "data:,") {
var fileName = generateImageName();
uploadimage(dataURL, fileName);
} else {
alert("Image not available");
}
} else {
clearphoto();
}
}
function generateImageName() {
... generate image name logic here ...
return imageName;
}
function uploadimage(dataurl, filename) {
... upload logic here ...
}
Screen shot
Option 2, Provide a list of available cameras in the system, and let user select the camera.
HTML
<select id="videoSelect"></select>
<button id="startCameraButton">Start Camera</button>
<br/>
Video Tag
<br/>
<div class="camera">
<video id="video">Video stream not available.</video>
<button id="takePictureButton">Take photo</button>
</div>
<br/>
Canvas
<br/>
<canvas id="canvas">
</canvas>
Script
var width = 320;
var height = 0;
var streaming = false;
var localstream = null;
startCameraButton.onclick = start;
takePictureButton.onclick = takepicture;
navigator.mediaDevices.enumerateDevices()
.then(gotDevices)
.catch(function (err) {
console.log("An error occured while getting device list! " + err);
});
function gotDevices(deviceInfos) {
while (videoSelect.firstChild) {
videoSelect.removeChild(videoSelect.firstChild);
}
for (var i = 0; i !== deviceInfos.length; ++i) {
var deviceInfo = deviceInfos[i];
var option = document.createElement('option');
option.value = deviceInfo.deviceId;
if (deviceInfo.kind === 'videoinput') {
option.text = deviceInfo.label || 'Camera ' + (videoSelect.length + 1);
videoSelect.appendChild(option);
}
}
}
function start() {
stopVideo();
clearphoto();
var videoSource = videoSelect.value;
var constraints = {
audio: false,
video: {deviceId: videoSource ? {exact: videoSource} : undefined}
};
navigator.mediaDevices.getUserMedia(constraints).
then(gotStream).then(gotDevices).catch(handleError);
}
function gotStream(stream) {
localstream = stream;
video.srcObject = stream;
video.play();
// Refresh button list in case labels have become available
return navigator.mediaDevices.enumerateDevices();
}
function handleError(error) {
console.log('navigator.getUserMedia error: ', error);
}
video.addEventListener('canplay', function (ev) {
if (!streaming) {
height = video.videoHeight / (video.videoWidth / width);
video.setAttribute('width', width);
video.setAttribute('height', height);
canvas.setAttribute('width', width);
canvas.setAttribute('height', height);
streaming = true;
}
}, false);
clearphoto();
function clearphoto() {
var context = canvas.getContext('2d');
context.fillStyle = "#AAA";
context.fillRect(0, 0, canvas.width, canvas.height);
}
function takepicture() {
var context = canvas.getContext('2d');
if (width && height) {
canvas.width = width;
canvas.height = height;
context.drawImage(video, 0, 0, width, height);
var dataURL = canvas.toDataURL("image/jpeg", 0.95);
if (dataURL && dataURL != "data:,") {
var fileName = generateImageName();
fileName = fileName + ".txt"
uploadimage(dataURL, fileName);
} else {
console.log("Image not available");
}
} else {
clearphoto();
}
}
function generateImageName() {
... generate image name logic here ...
return imageName;
}
function uploadimage(dataurl, filename) {
... upload logic here ...
}
function stopVideo() {
if (localstream) {
localstream.getTracks().forEach(function (track) {
track.stop();
localstream = null;
});
}
}
Screen Shot
Option 3, let user select audio and video sources and audio output
In option 2, user can select any particular camera. On top of that if user want to select audio source and audio output source also, modify the above code with below changes.
HTML
audioInputSelect
<br/>
<select id="audioInputSelect"></select>
<br/>
audioOutputSelect
<select id="audioOutputSelect"></select>
Script
function gotDevices(deviceInfos) {
while (videoSelect.firstChild) {
videoSelect.removeChild(videoSelect.firstChild);
}
for (var i = 0; i !== deviceInfos.length; ++i) {
var deviceInfo = deviceInfos[i];
var option = document.createElement('option');
option.value = deviceInfo.deviceId;
if (deviceInfo.kind === 'audioinput') {
option.text = deviceInfo.label || 'Microphone ' + (audioInputSelect.length + 1);
audioInputSelect.appendChild(option);
} else if (deviceInfo.kind === 'audiooutput') {
option.text = deviceInfo.label || 'Speaker ' + (audioOutputSelect.length + 1);
audioOutputSelect.appendChild(option);
} else if (deviceInfo.kind === 'videoinput') {
option.text = deviceInfo.label || 'Camera ' + (videoSelect.length + 1);
videoSelect.appendChild(option);
}
}
}
function start() {
stopVideo();
clearphoto();
var audioSource = audioInputSelect.value;
var videoSource = videoSelect.value;
var constraints = {
audio: {deviceId: audioSource ? {exact: audioSource} : undefined},
video: {deviceId: videoSource ? {exact: videoSource} : undefined}
};
navigator.mediaDevices.getUserMedia(constraints).
then(gotStream).then(gotDevices).catch(handleError);
}
jQuery Webcam Plugin does the hard work for you:
http://www.xarg.org/project/jquery-webcam-plugin/