The purpose of the plugin is to capture video to preview camera in a web page's canvas element. Allows to select front or back camera and to control the flash.
Having trouble using CanvasCamera Plugin ? Check our working demo here.
- 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:
cordova plugin add https://github.com/VirtuoWorks/CanvasCameraPlugin.git && cordova prepare
Through the Command-line Interface:
cordova plugin remove com.virtuoworks.cordova-plugin-canvascamera
The CanvasCamera plugin type definition has been added to the DefinitelyTyped repository (see commit here) thanks to a benevolent contributor.
If you wish to install the type definition file :
npm install --save @types/cordova-plugin-canvascamera
You can check this NPM page for more informations about this type definition.
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.
Call initialize
with a reference to the canvas object used to preview the video and a second, optional, reference to a thumbnail canvas.
document.addEventListener('deviceready', function () {
// Call the initialize() function with canvas element reference
var objCanvas = document.getElementById('canvas');
window.plugin.CanvasCamera.initialize(objCanvas);
// window.plugin.CanvasCamera is now available
}, false);
Start capturing video as images from camera to preview camera on web page.
capture
callback function will be called with image data (image file url) each time the plugin takes an image for a frame.
window.plugin.CanvasCamera.start(options);
This function starts a video capturing session, then the plugin takes each frame as a JPEG image and gives its url to web page calling the capture
callback function with the image url(s).
The capture
callback function will draw the image inside a canvas element to display the video.
var options = {
cameraPosition: 'front',
};
window.plugin.CanvasCamera.start(options);
Set flash mode for camera.
window.plugin.CanvasCamera.flashMode(true);
Change input camera to 'front' or 'back' camera.
window.plugin.CanvasCamera.cameraPosition('front');
Optional parameters to customize the settings.
{
width: 352,
height: 288,
canvas: {
width: 352,
height: 288
},
capture: {
width: 352,
height: 288
},
fps: 30,
use: 'file',
flashMode: false,
thumbnailRatio: 1/6,
cameraFacing: 'front' // or 'back',
onBeforeDraw: function(frame){
// do something before drawing a frame
// frame.image; // HTMLImageElement
// frame.element; // HTMLCanvasElement
},
onAfterDraw: function(frame){
// do something after drawing a frame
// frame.image.src; // file path or base64 data URI
// frame.element.toDataURL(); // requested base64 data URI
}
}
-
width
: Number, optional, default :352
, width in pixels of the video to capture and the output canvas width in pixels. -
height
: Number, optional, default :288
, height in pixels of the video to capture and the output canvas height in pixels. -
capture.width
: Number, optional, default :352
, width in pixels of the video to capture. -
capture.height
: Number, optional, default :288
, height in pixels of the video to capture. -
canvas.width
: Number, optional, default :352
, output canvas width in pixels. -
canvas.height
: Number, optional, default :288
, output canvas height in pixels. -
fps
: Number, optional, default :30
, desired number of frames per second. -
cameraFacing
: String, optional, default :'front'
,'front'
or'back'
. -
flashMode
: Boolean, optional, default :false
, a boolean to set flash mode on/off. -
thumbnailRatio
: Number, optional, default :1/6
, a ratio used to scale down the thumbnail. -
use
: String, optional, default :file
,file
to use files for rendering (lower CPU / higher storage) ordata
to use base64 jpg data for rendering (higher cpu / lower storage). -
onBeforeDraw
: Function, optional, default :null
, callback executed before a frame has been drawn.frame
contains the canvas element, the image element, the tracking data, ... -
onAfterDraw
: Function, optional, default :null
, callback executed after a frame has been drawn.frame
contains the canvas element, the image element, the tracking data, ...
let fullsizeCanvasElement = document.getElementById('fullsize-canvas');
CanvasCamera.initialize(fullsizeCanvasElement);
let options:CanvasCamera.CanvasCameraOptions = {
cameraPosition: 'back',
onAfterDraw: function(frame) {
// do something with each frame
// frame.image.src; // file path or base64 data URI
// frame.element.toDataURL(); // requested base64 data URI
}
};
CanvasCamera.start(options);
let fullsizeCanvasElement = document.getElementById('fullsize-canvas');
let thumbnailCanvasElement = document.getElementById('thumbnail-canvas');
CanvasCamera.initialize(fullsizeCanvasElement, thumbnailCanvasElement);
let options:CanvasCamera.CanvasCameraOptions = {
cameraPosition: 'front',
fps: 15,
thumbnailRatio: 1/6,
onAfterDraw: function(frame) {
// do something with each frame of the fullsize canvas element only
// frame.image.src; // file path or base64 data URI
// frame.element.toDataURL(); // requested base64 data URI
}
};
CanvasCamera.start(options);
- Fork it
- Create your feature branch (
git checkout -b my-new-feature
) - Commit your changes (
git commit -am 'Added some feature'
) - Push to the branch (
git push origin my-new-feature
) - Create new Pull Request
This software is released under the MIT License.