HTML5 getUserMedia() media sources - html

I have created a streaming webcam with html5. At the moment I can take a picture through my web cam, but I would like to know if it is possible to choose media stream device from the list, e.g. I have two web cams I want to choose the webcam to activate. How can I do that with html5 getUserMedia() call?
Thanks!

You can get the list of web camera
<!DOCTYPE html>
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<title>Video Camera List</title>
<script src="//ajax.googleapis.com/ajax/libs/jquery/2.0.3/jquery.min.js" ></script>
<style type="text/css" media="screen">
video {
border:1px solid gray;
}
</style>
</head>
<body>
<script>
if (!MediaStreamTrack) document.body.innerHTML = '<h1>Incompatible Browser Detected. Try <strong style="color:red;">Chrome Canary</strong> instead.</h1>';
var videoSources = [];
MediaStreamTrack.getSources(function(media_sources) {
console.log(media_sources);
// alert('media_sources : '+media_sources);
media_sources.forEach(function(media_source){
if (media_source.kind === 'video') {
videoSources.push(media_source);
}
});
getMediaSource(videoSources);
});
var get_and_show_media = function(id) {
var constraints = {};
constraints.video = {
optional: [{ sourceId: id}]
};
navigator.webkitGetUserMedia(constraints, function(stream) {
console.log('webkitGetUserMedia');
console.log(constraints);
console.log(stream);
var mediaElement = document.createElement('video');
mediaElement.src = window.URL.createObjectURL(stream);
document.body.appendChild(mediaElement);
mediaElement.controls = true;
mediaElement.play();
}, function (e)
{
// alert('Hii');
document.body.appendChild(document.createElement('hr'));
var strong = document.createElement('strong');
strong.innerHTML = JSON.stringify(e);
alert('strong.innerHTML : '+strong.innerHTML);
document.body.appendChild(strong);
});
};
var getMediaSource = function(media) {
console.log(media);
media.forEach(function(media_source) {
if (!media_source) return;
if (media_source.kind === 'video')
{
// add buttons for each media item
var button = $('<input/>', {id: media_source.id, value:media_source.id, type:'submit'});
$("body").append(button);
// show video on click
$(document).on("click", "#"+media_source.id, function(e){
console.log(e);
console.log(media_source.id);
get_and_show_media(media_source.id);
});
}
});
}
</script>
</body>
</html>

In the latest Chrome Canary (30.0.1587.2) it looks like you can enable device enumeration in chrome://flags (looks like it might already be enabled) and use the MediaStreamTrack.getSources API to select the camera.
See this WebRTC bug and mailing list post for more details.

Related

How to implement a barcode scanner that works on a smartphone (iPhone and Android) using zxing in html

Among the answers to various questions, I checked the answers below and applied them.
Running the app and taking a picture works on Android, but it doesn't work on the iPhone. What should I do?
<!DOCTYPE html>
<HTML>
<HEAD>
<script type="text/javascript">
if(window.location.hash.substr(1,2) == "zx"){
var bc = window.location.hash.substr(3);
localStorage["barcode"] = decodeURI(window.location.hash.substr(3))
window.close();
self.close();
window.location.href = "about:blank";//In case self.close isn't allowed
}
</script>
<SCRIPT type="text/javascript" >
var changingHash = false;
function onbarcode(event){
switch(event.type){
case "hashchange":{
if(changingHash == true){
return;
}
var hash = window.location.hash;
if(hash.substr(0,3) == "#zx"){
hash = window.location.hash.substr(3);
changingHash = true;
window.location.hash = event.oldURL.split("\#")[1] || ""
changingHash = false;
processBarcode(hash);
}
break;
}
case "storage":{
window.focus();
if(event.key == "barcode"){
window.removeEventListener("storage", onbarcode, false);
processBarcode(event.newValue);
}
break;
}
default:{
console.log(event)
break;
}
}
}
window.addEventListener("hashchange", onbarcode, false);
function getScan(){
var href = window.location.href;
var ptr = href.lastIndexOf("#");
if(ptr>0){
href = href.substr(0,ptr);
}
window.addEventListener("storage", onbarcode, false);
setTimeout('window.removeEventListener("storage", onbarcode, false)', 15000);
localStorage.removeItem("barcode");
//window.open (href + "#zx" + new Date().toString());
if(navigator.userAgent.match(/Firefox/i)){
//Used for Firefox. If Chrome uses this, it raises the "hashchanged" event only.
window.location.href = ("zxing://scan/?ret=" + encodeURIComponent(href + "#zx{CODE}"));
}else{
//Used for Chrome. If Firefox uses this, it leaves the scan window open.
window.open ("zxing://scan/?ret=" + encodeURIComponent(href + "#zx{CODE}"));
}
}
function processBarcode(bc){
document.getElementById("scans").innerHTML += "<div>" + bc + "</div>";
//put your code in place of the line above.
}
</SCRIPT>
<META name="viewport" content="width=device-width, initial-scale=1" />
</HEAD>
<BODY>
<INPUT id=barcode type=text >
<INPUT style="width:100px;height:100px" type=button value="Scan" onclick="getScan();">
<div id="scans"></div>
</BODY>
</HTML>
Apple has removed its access to use camera to scan barcode directly from a website or even a app can't do it, If you want to scan barcode, you need to use their camera app to scan, more on here and if you want to link your application to a QR code, you can use their universal links to launch an app by scanning a QR code.
But yes, in android, any barcode scanner will work directly from website, even to this date.

Clear canvas drawpad jquery

I'm using the drawing pad (pen tool) plugin of Jquery to draw with different colors and having an image in the canvas as background. My purpose is to have a button to clear the drawing over the canvas. The way I try to do it remove the background image along with the drawing. How can I keep the background and remove the drawing on clicking the clear button ?
My fiddle : https://jsfiddle.net/ub3s9go7/
<script>
$(document).ready(function() {
// set background
var urlBackground = 'https://picsum.photos/id/100/500/400';
var imageBackground = new Image();
imageBackground.src = urlBackground;
imageBackground.setAttribute('crossorigin', 'anonymous');
$("#target").drawpad();
var contextCanvas = $("#target canvas").get(0).getContext('2d');
imageBackground.onload = function(){
contextCanvas.drawImage(imageBackground, 0, 0);
}
// Need to clear only the drawing not the background image
$("#clearDrawing").click(function() {
contextCanvas.clearRect(0, 0, 750, 423);
});
});
</script>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<link rel="stylesheet" href="https://cnbilgin.github.io/jquery-drawpad/jquery-drawpad.css" />
<style>
body {background-color:rgb(248, 255, 227)}
#target {
width:500px;
height:400px;
}
</style>
<script src="https://code.jquery.com/jquery-3.5.1.min.js"></script>
<script src="https://cnbilgin.github.io/jquery-drawpad/jquery-drawpad.js"></script>
</head>
<body>
<button id="clearDrawing">Clear Drawing</button>
<div id="target" class="drawpad-dashed"></div>
</body>
</html>
This answer is an improvisation on my previous answer at https://stackoverflow.com/a/67155647/3706717
So we have new requirement: delete/clear previous drawings
There are some possible approach here:
#sinisake in comment suggested to reload the background so that we have fresh canvas with only the background intact (but for some reason, white doodle make the background gone)
the library must have "delete" or "erase" doodle feature (which it didn't have)
save each changes of the drawing when user click "save", so that user can "undo" to previous version of the drawing (like git's git commit and git reset command), I'll be using this approach in my answer
Ideally, you should use server-side language and persistent storage (e.g.: database) to store user's doodling history. But in this case, to simulate such thing I'll be using javascript's localStorage API https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage
So every time I'm calling localStorage API, just assume that I'm calling some ajax to some endpoint.
Fiddle: https://jsfiddle.net/0da572jy/3/
Here is stack fiddle (modified because browser didn't allow stack fiddle to use localStorage)
// polyfill for localStorage API
var localStorage1 = {
items: {},
removeItem: function(key) {
window.localStorage1.items[key] = null;
},
getItem: function(key) {
return window.localStorage1.items[key];
},
setItem: function(key, val) {
return window.localStorage1.items[key] = val;
},
}
//window.localStorage = localStorage1;
window.localStorage1 = localStorage1;
$(document).ready(function() {
$("#save").click(function() {
// I already explained the #save logic in https://stackoverflow.com/a/67155647/3706717
//console.log("save");
var base64Image = $("#target canvas").get(0).toDataURL();
//console.log(base64Image);
$("#outputBase64FormInput").val(base64Image);
$("#outputBase64").html(base64Image);
// load/read saved states/histories
var savedImageJson = window.localStorage1.getItem("savedImage");
//console.log(savedImageJson);
// if the history is undefined, create empty array
if(savedImageJson == null || typeof savedImageJson == "undefined") savedImageJson = "[]";
// parse the history
var savedImageArr = JSON.parse(savedImageJson);
// add current state as a new item to history
savedImageArr.push(base64Image);
// save the modified (added history)
window.localStorage1.setItem("savedImage", JSON.stringify(savedImageArr));
$("#numOfSavedHistory").html( savedImageArr.length );
});
// clear button just clears the localStorage (or any kind of API you use for persistent storage
$("#clear").click(function() {
//console.log("save");
window.localStorage1.removeItem("savedImage");
$("#numOfSavedHistory").html( 0 );
});
// undo last change (rollback to last state when you clicked save)
$("#undo").click(function() {
// clear canvas (to prevent white ink bug that also clears the background)
canvas.width = canvas.width;
//console.log("undo");
// load/read saved states/histories
var savedImageJson = window.localStorage1.getItem("savedImage");
//console.log(savedImageJson);
// if the history is undefined, create empty array
if(savedImageJson == null || typeof savedImageJson == "undefined") savedImageJson = "[]";
// parse the history
var savedImageArr = JSON.parse(savedImageJson);
// delete last item in history
savedImageArr.pop();
// save the modified (pop'ed history)
window.localStorage1.setItem("savedImage", JSON.stringify(savedImageArr));
// draw old picture on canvas
var imageOld = new Image();
imageOld.src = savedImageArr[savedImageArr.length-1];
imageOld.onload = function() {
contextCanvas.drawImage(imageOld, 0, 0);
};
$("#numOfSavedHistory").html( savedImageArr.length );
});
// set background
var urlBackground = 'https://picsum.photos/id/100/500/400';
var imageBackground = new Image();
imageBackground.src = urlBackground;
//imageBackground.crossorigin = "anonymous";
imageBackground.setAttribute('crossorigin', 'anonymous');
$("#target").drawpad();
var canvas = $("#target canvas").get(0);
var contextCanvas = canvas.getContext('2d');
imageBackground.onload = function(){
contextCanvas.drawImage(imageBackground, 0, 0);
$("#clear").trigger("click"); // clear previous drawings when page refreshed
$("#save").trigger("click"); // save the first image (background only)
}
});
body {background-color:rgb(248, 255, 227)}
#target {
width:500px;
height:400px;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<link rel="stylesheet" href="https://cnbilgin.github.io/jquery-drawpad/jquery-drawpad.css" />
<script src="https://code.jquery.com/jquery-3.5.1.min.js"></script>
<script src="https://cnbilgin.github.io/jquery-drawpad/jquery-drawpad.js"></script>
</head>
<body>
<button id="undo">Undo</button>
<button id="save">Save</button>
<button id="clear">Clear Saved Picture</button>
<span id="numOfSavedHistory">0</span>
<div id="target" class="drawpad-dashed"></div>
<div id="outputBase64"></div>
</body>
</html>

Here maps not draggable in ms access webbrowser

I have created a simple html using the draggable marker example from here maps. I have adapted it to support IE 11 by adding reference to legacy js, meta tag and using P2D engine in map options. Also added two url parameters for coordinates. It works perfectly in IE11 and it loads and shows pan and zoom buttons in ms-access webbrowser but it keeps static, it's not draggable, but pan and zoom works.
The curious thing is that if I navigate to wego.here.com in the same webbrowser control then the map is draggable. So they're doing something else in the here maps main page that I'm not doing in my script.
I have also tried using Microsoft Web Browser from the activex controls list in access.
I need it to be draggable so I can pick the coordinates after the user changes the marker position.
This is my script:
<html>
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta http-equiv="Content-type" content="text/html;charset=UTF-8">
<title>Draggable Marker</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
<link rel="stylesheet" type="text/css" href="https://js.api.here.com/v3/3.1/mapsjs-ui.css" />
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.4.1/jquery.min.js"></script>
<script src="https://js.api.here.com/v3/3.1/mapsjs-core.js" type="text/javascript" charset="utf-8"></script>
<script src="https://js.api.here.com/v3/3.1/mapsjs-core-legacy.js" type="text/javascript" charset="utf-8"></script>
<script src="https://js.api.here.com/v3/3.1/mapsjs-service.js" type="text/javascript" charset="utf-8"></script>
<script src="https://js.api.here.com/v3/3.1/mapsjs-service-legacy.js" type="text/javascript" charset="utf-8"></script>
<script src="https://js.api.here.com/v3/3.1/mapsjs-ui.js" type="text/javascript" charset="utf-8"></script>
<script src="https://js.api.here.com/v3/3.1/mapsjs-mapevents.js" type="text/javascript" charset="utf-8"></script>
<style>
html, body { margin:0px; padding:0px; width: 100%; height: 100%; }
.main { height: 100%; }
</style>
</head>
<body id="markers-on-the-map">
<div class="main" style="width:100%" id="map"></div>
<input type="hidden" id="long" name="long">
<input type="hidden" id="lat" name="lat">
<script>
function addDraggableMarker(map, behavior){
var marker = new H.map.Marker({lat:latitud, lng:longitud}, {volatility: true});
// Ensure that the marker can receive drag events
marker.draggable = true;
map.addObject(marker);
// disable the default draggability of the underlying map
// and calculate the offset between mouse and target's position
// when starting to drag a marker object:
map.addEventListener('dragstart', function(ev) {
var target = ev.target,
pointer = ev.currentPointer;
if (target instanceof H.map.Marker) {
var targetPosition = map.geoToScreen(target.getGeometry());
target['offset'] = new H.math.Point(pointer.viewportX - targetPosition.x, pointer.viewportY - targetPosition.y);
behavior.disable();
}
}, false);
// re-enable the default draggability of the underlying map
// when dragging has completed
map.addEventListener('dragend', function(ev) {
var target = ev.target;
if (target instanceof H.map.Marker) {
$('#long').val(ev.target.b.lng);
$('#lat').val(ev.target.b.lat);
behavior.enable();
}
}, false);
// Listen to the drag event and move the position of the marker
// as necessary
map.addEventListener('drag', function(ev) {
var target = ev.target,
pointer = ev.currentPointer;
if (target instanceof H.map.Marker) {
target.setGeometry(map.screenToGeo(pointer.viewportX - target['offset'].x, pointer.viewportY - target['offset'].y));
}
}, false);
}
/**
* Boilerplate map initialization code starts below:
*/
//Step 1: initialize communication with the platform
// In your own code, replace variable window.apikey with your own apikey
var platform = new H.service.Platform({
apikey: '?????????????????????????????????'
});
var defaultLayers = platform.createDefaultLayers();
//url parameters
var query_string = {};
var query = window.location.search.substring(1);
var vars = query.split("&");
for (var i=0;i<vars.length;i++) {
var pair = vars[i].split("=");
if (typeof query_string[pair[0]] === "undefined") {
query_string[pair[0]] = decodeURIComponent(pair[1]);
} else if (typeof query_string[pair[0]] === "string") {
var arr = [ query_string[pair[0]],decodeURIComponent(pair[1]) ];
query_string[pair[0]] = arr;
} else {
query_string[pair[0]].push(decodeURIComponent(pair[1]));
}
}
var latitud=query_string.lat;
var longitud=query_string.long;
//Step 2: initialize a map - this map is centered over Boston
var map = new H.Map(document.getElementById('map'),
defaultLayers.raster.normal.map, {
center: {lat:latitud, lng:longitud},
engineType: H.map.render.RenderEngine.EngineType.P2D,
zoom: 12,
pixelRatio: window.devicePixelRatio || 1
});
// add a resize listener to make sure that the map occupies the whole container
//window.addEventListener('resize', () => map.getViewPort().resize());
window.addEventListener('resize', function () {map.getViewPort().resize(); });
//Step 3: make the map interactive
// MapEvents enables the event system
// Behavior implements default interactions for pan/zoom (also on mobile touch environments)
//var behavior = new H.mapevents.Behavior(new H.mapevents.MapEvents(map));
var behavior = new H.mapevents.Behavior(new H.mapevents.MapEvents(map));
// Step 4: Create the default UI:
var ui = H.ui.UI.createDefault(map, defaultLayers, 'en-US');
// Add the click event listener.
addDraggableMarker(map, behavior);
</script>
</body>
</html>```
Check please on this static page
: your code works for my IE11

Playing WebAudio API automatically in iOS 6

I was performing some tests with the WebAudio API in iOS6. It seems that when you click on a button, the AudioBufferSourceNode will be created correctly and connected to the Contexts destination.
I was simply wondering if there was any way of playing a sound automatically when a page is loaded, as iOS6 devices seem to build the SourceNode correctly, but no sound comes out.
I have posted my code below:
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>HTML 5 WebAudio API Tests</title>
<script type="text/javascript">
var audioContext,
audioBuffer;
function init() {
try {
audioContext = new webkitAudioContext();
initBuffer('resources/dogBarking.mp3');
} catch(e) {
console.error('webkitAudioContext is not supported in this browser');
}
}
function initBuffer(desiredUrl) {
var url = desiredUrl || '';
var request = new XMLHttpRequest();
request.open("GET", url, true);
request.responseType = "arraybuffer";
request.onload = function() {
audioContext.decodeAudioData(request.response, function(buffer) {
audioBuffer = buffer;
}, onError);
}
request.send();
}
function playSound(startTime, endTime) {
var audioSource = audioContext.createBufferSource();
audioSource.buffer = audioBuffer;
audioSource.connect(audioContext.destination);
audioSource.noteOn(0);
audioSource.noteOff(10);
}
</script>
</head>
<body onload="init()">
<script type="text/javascript">
(function() {
var buttonNode = document.createElement('input');
buttonNode.setAttribute('type', 'button');
buttonNode.setAttribute('name', 'playButton');
buttonNode.setAttribute('onclick', 'playSound(0, 1)')
buttonNode.setAttribute('value', 'playSound()');
document.body.appendChild(buttonNode);
document.write('<a id="test" onclick="playSound(0, 2)">hello</a>');
var testLink = document.getElementById('test');
var dispatch = document.createEvent('HTMLEvents');
dispatch.initEvent("click", true, true);
testLink.dispatchEvent(dispatch);
}());
</script>
</body>
</html>
I hope this makes sense.
Kind regards,
Jamie.
This question is very similar to No sound on iOS 6 Web Audio API . WebAudio API needs user input to be initialized and after first sound plays in this way WebAudioAPI works greatly without any actions needed during current session.
You can initialize API by adding listener to first window touchstart event, like this:
w.addEventListener('touchstart', myFunctionThatPlaysAnyWebAudioSound);

How do I display the location of the user on a Google Map in HTML5?

I'm trying to put a Google map in my page and make it so that when the page loads the map will display exactly the location of the user. In order to do so, I've taken the google maps API code and inserted it into my HTML5 page. At first the browser did ask for permission to share my location but it isn't actually showing this location on the map; I've tried with two or more combinations of functions but it is still not working.... please, I need help! If anyone can tell me what is wrong with the code please do:
<html lang="en" manifest="halma.manifest">
<head>
<meta charset="utf-8">
<title>helmas</title>
<link rel="stylesheet" type="text/css" href="css2.css">
<script src="jquery-1.4.2.min.js" type="text/javascript"></script>
<script src="http://maps.google.com/maps?file=api&v=2&sensor=false&key=ABQIAAAAycdS3aS7dItIegOaJzT2RBT2yXp_ZAY8_ufC3CFXhHIE1NvwkxSiGkO1l1KdZvNzo-8b-o7M21o4UA"></script>
<!--[if IE]>
<script src="excanvas.js"></script>
<![endif]-->
</head>
<<body onload="loadMap()" onunload="GUnload()">
<article>
<div id="map" style="width:100%;height:800px;"></div>
<script>
if (navigator.geolocation) {
// try to get the users location
}
if (navigator.geolocation) {
var timeoutVal = 10 * 1000 * 1000;
navigator.geolocation.watchPosition(showPositionOnMap, errorMessage,
{ enableHighAccuracy: true, timeout: timeoutVal, maximumAge: 0 });
}
else {
alert("Geolocation is not supported by this browser");
}
var map = null;
function loadMap() {
map = new GMap2(document.getElementById("map"));
map.setCenter(new GLatLng(52.2021, 0.1346 ), 12); // (sets the map centre to Cambridge UK)
map.setUIToDefault();
}
function showPositionOnMap(position) {
var geoCoords = new GLatLng(position.coords.latitude, position.coords.longitude);
map.addOverlay(new GMarker(geoCoords));
}
function errorMessage(error) {
var errors = {
1: 'Permission denied',
2: 'Position unavailable',
3: 'Request timeout'
};
alert("Error: " + errors[error.code]);
}
</script>
Perhaps the sensor parameter in the maps invocation needs to be set to "true" - at the moment you have it set to "false". So your script tag should contain this url
<script src="http://maps.google.com/maps?file=api&v=2&sensor=true&key=ABQIAAAAycdS3aS7dItIegOaJzT2RBT2yXp_ZAY8_ufC3CFXhHIE1NvwkxSiGkO1l1KdZvNzo-8b-o7M21o4UA"></script>
For more info:
Google Maps Api sensor location