iOS13 getUserMedia not working on chrome and edge - javascript

Me and my friend are building an app that requires camera access and we're having some issue with getting the camera working with iOS (we're using iOS13):
Safari freeze right after getting the camera content, chrome and edge doesn't acquire camera access at all. Our code is as follow:
let windowWidth=window.innerWidth;
let windowHeight=window.innerHeight;
function isMobile() {
const isAndroid = /Android/i.test(navigator.userAgent);
const isiOS = /iPhone|iPad|iPod/i.test(navigator.userAgent);
return isAndroid || isiOS;
}
async function setupCamera() {
video = document.getElementById('video');
console.log("a")
video.setAttribute('autoplay', '');
video.setAttribute('muted', '');
video.setAttribute('playsinline', '');
const stream = await navigator.mediaDevices.getUserMedia({
'audio': false,
'video': {
facingMode: 'user',
width: mobile ? undefined : windowWidth,
height: mobile ? undefined : windowHeight
},
});
console.log("b")
video.srcObject = stream;
return new Promise((resolve) => {
video.onloadedmetadata = () => {
resolve(video);
};
});
}
According to the console, 'a' always gets printed but never 'b'. Any clue on what's wrong will be greatly appreciated!

Update - 19/11/2020
WKWebView can use getUserMedia in iOS 14.3 beta 1.
https://bugs.webkit.org/show_bug.cgi?id=208667
https://bugs.chromium.org/p/chromium/issues/detail?id=752458
Browser compatibility
I've been following this problem for years via other posts (e.g. NotReadableError: Could not start source) . As of this date there is no access to getUserMedia outside of Safari standalone view (webapp) or the iOS Safari app.
Any browser on iOS other than Safari does not have getUserMedia access. This is because under the hood they are using WKWebView.
A bug ticket has been filed specifically for WKWebView. No support. https://bugs.webkit.org/show_bug.cgi?id=208667
Updates to standalone mode gaining getUserMedia access in iOS 13.4 https://bugs.webkit.org/show_bug.cgi?id=185448#c6
Safari freezing
You are passing in constraints which are invalid (e.g. window width and height). You need to use standard camera resolutions e.g. 640x480, 1280x720, etc. When you use an atypical resolution WebRTC spec states the browser will try emulate your desired feed however this often results in the camera freezing or looking warped.
If you are trying to capture the front camera and fullscreen it you can look at: getUserMedia (Selfie) Full Screen on Mobile
There also maybe 1 or 2 bugs with the use of async/await. Below is a demo which should work (However within stackoverflow it will error due to security permissions, but should work locally or hosted). Let me know if I can help further.
function isMobile() {
const isAndroid = /Android/i.test(navigator.userAgent);
const isiOS = /iPhone|iPad|iPod/i.test(navigator.userAgent);
return isAndroid || isiOS;
}
async function setupCamera() {
const isPortrait = true; // do logic here
let video = document.getElementById('video');
console.log("Getting video");
video.setAttribute('autoplay', '');
video.setAttribute('muted', '');
video.setAttribute('playsinline', '');
console.log("Calling getUserMedia");
return new Promise((resolve) => {
(async() => {
await navigator.mediaDevices.getUserMedia({
'audio': false,
'video': {
facingMode: 'user',
width: isPortrait ? 480 : 640,
height: isPortrait ? 640 : 480,
},
})
.then((stream) => {
console.log("Got getUserMedia stream");
video.srcObject = stream;
video.play();
resolve(true);
})
.catch((err) => {
console.log("Encountered getUserMedia error", err);
resolve(false);
});
})();
});
}
(async() => {
const ret = await setupCamera();
console.log(`Initialised camera: ${ret}`)
})();
html,
body {
height: 100%;
margin: 0;
}
div {
position: relative;
min-height: 100%;
min-width: 100%;
overflow: hidden;
object-fit: cover;
}
video {
width: 480px;
height: 640px;
background-color: black;
}
<div><video id="video"></video></div>

Related

Javascript attributes not changing after once they have changed already

I have a webpage where I display streaming videos (WebRTC Conference) dynamically and for that I also have to set there video element size dynamically depending on number of videos.
I realized that my javascript code only changes the size of video elements only once (when I apply it for the first time). Or may be I am doing something wrong. Because it works fine if I hardcode number of videos (only html and js; no webrtc) and js has to set their size in one go (at once).. my webrtc code is in a way that in beginning its always one video, as it loops through (when new video comes in) then my code not able to handle the size of all elements.
My code:
// I have to reuse this code everytime I have to change size (properties) of all video tags in the document
function layout() {
for(var i=0;i<videoIds.length;i++){ // I've tried with ids
var localView = document.getElementById(videoIds[i]);
localView.setAttribute('position', 'relative');
localView.setAttribute('height', '50vh');
localView.setAttribute('width', '50vw');
localView.setAttribute('object-fit', 'cover');
}
var localView = document.getElementsByClassName('class'); // I've tried with class name
for(var i=0;i<localView.length;i++){
localView.setAttribute('position', 'relative');
localView.setAttribute('height', '50vh');
localView.setAttribute('width', '50vw');
localView.setAttribute('object-fit', 'cover');
}
var localView = document.getElementsByTagName('video'); // I've tried with tag name
for(var i=0;i<localView.length;i++){
localView.setAttribute('position', 'relative');
localView.setAttribute('height', '50vh');
localView.setAttribute('width', '50vw');
localView.setAttribute('object-fit', 'cover');
}
}
Am I missing anything here? please help.
Is it possible that my code is not getting completed by the time code is re-called again, or some how code is skipped. Example:
const initSelfStream = (id) => {
(async () => {
try {
await navigator.mediaDevices.getUserMedia(
{
//video: { facingMode: selectedCamera },
video: video_constraints,
audio: true
}).then(stream => {
const video = document.createElement("video");
loadAndShowVideoView(video, stream, localId);
});
} catch (err) {
console.log('(async () =>: ' + err);
}
})();
}
initSelfStream(id);
// Some Code
pc.ontrack(e){
const video = document.createElement("video");
loadAndShowVideoView(video, e.tracks[0], remoteId);
}
const loadAndShowVideoView = (video, stream, id) => {
if(totalUsers.length == 1){
console.log('Currently ' + totalUsers.length + ' User Are Connected.');
video.classList.add('video-inset', 'background-black');
video.setAttribute("id", id);
video.style.position = "absolute"
video.srcObject = stream;
video.style.height = 100+"vh"
video.style.width = 100+"vw"
video.muted = true;
video.style.objectFit = "cover"
appendVideo(video, stream);
} else if(totalUsers.length == 2){
// I add new video with desirable height & width
// Then call and run original function on the top with element number & condition
layout('8 videos', "size should be 25vh, 25vw");
}
}
const appendVideo = (video, stream) => {
container.append(video);
video.play()
}
Html is very simple. One div in body that contain videos:
<body>
<div class="views-container background-black" id="container"></div>
</body>
Try to combine all style attributes. Instead of:
video.style.position = "absolute"
video.style.height = 100+"vh"
video.style.width = 100+"vw"
video.style.objectFit = "cover"
You can:
video.setAttribute('style', 'position: absolute; height: 100vh; width: 100vw; object-fit: cover;);
And since you already uses css classes, you don't have to repeat it over on your conditions and just:
video { position: absolute; top: 0; left: 0; obejct-fit: cover; }
Now you can change width and height with setAttribute.

Capture screenshot of a page in Chrome browser from another webpage (without puppeteer) [duplicate]

Google's "Report a Bug" or "Feedback Tool" lets you select an area of your browser window to create a screenshot that is submitted with your feedback about a bug.
Screenshot by Jason Small, posted in a duplicate question.
How are they doing this? Google's JavaScript feedback API is loaded from here and their overview of the feedback module will demonstrate the screenshot capability.
JavaScript can read the DOM and render a fairly accurate representation of that using canvas. I have been working on a script which converts HTML into a canvas image. Decided today to make an implementation of it into sending feedbacks like you described.
The script allows you to create feedback forms which include a screenshot, created on the client's browser, along with the form. The screenshot is based on the DOM and as such may not be 100% accurate to the real representation as it does not make an actual screenshot, but builds the screenshot based on the information available on the page.
It does not require any rendering from the server, as the whole image is created on the client's browser. The HTML2Canvas script itself is still in a very experimental state, as it does not parse nearly as much of the CSS3 attributes I would want it to, nor does it have any support to load CORS images even if a proxy was available.
Still quite limited browser compatibility (not because more couldn't be supported, just haven't had time to make it more cross browser supported).
For more information, have a look at the examples here:
http://hertzen.com/experiments/jsfeedback/
edit
The html2canvas script is now available separately here and some examples here.
edit 2
Another confirmation that Google uses a very similar method (in fact, based on the documentation, the only major difference is their async method of traversing/drawing) can be found in this presentation by Elliott Sprehn from the Google Feedback team:
http://www.elliottsprehn.com/preso/fluentconf/
Your web app can now take a 'native' screenshot of the client's entire desktop using getUserMedia():
Have a look at this example:
https://www.webrtc-experiment.com/Pluginfree-Screen-Sharing/
The client will have to be using chrome (for now) and will need to enable screen capture support under chrome://flags.
PoC
As Niklas mentioned you can use the html2canvas library to take a screenshot using JS in the browser. I will extend his answer in this point by providing an example of taking a screenshot using this library ("Proof of Concept"):
function report() {
let region = document.querySelector("body"); // whole screen
html2canvas(region, {
onrendered: function(canvas) {
let pngUrl = canvas.toDataURL(); // png in dataURL format
let img = document.querySelector(".screen");
img.src = pngUrl;
// here you can allow user to set bug-region
// and send it with 'pngUrl' to server
},
});
}
.container {
margin-top: 10px;
border: solid 1px black;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
<div>Screenshot tester</div>
<button onclick="report()">Take screenshot</button>
<div class="container">
<img width="75%" class="screen">
</div>
In report() function in onrendered after getting image as data URI you can show it to the user and allow him to draw "bug region" by mouse and then send a screenshot and region coordinates to the server.
In this example async/await version was made: with nice makeScreenshot() function.
UPDATE
Simple example which allows you to take screenshot, select region, describe bug and send POST request (here jsfiddle) (the main function is report()).
async function report() {
let screenshot = await makeScreenshot(); // png dataUrl
let img = q(".screen");
img.src = screenshot;
let c = q(".bug-container");
c.classList.remove('hide')
let box = await getBox();
c.classList.add('hide');
send(screenshot,box); // sed post request with bug image, region and description
alert('To see POST requset with image go to: chrome console > network tab');
}
// ----- Helper functions
let q = s => document.querySelector(s); // query selector helper
window.report = report; // bind report be visible in fiddle html
async function makeScreenshot(selector="body")
{
return new Promise((resolve, reject) => {
let node = document.querySelector(selector);
html2canvas(node, { onrendered: (canvas) => {
let pngUrl = canvas.toDataURL();
resolve(pngUrl);
}});
});
}
async function getBox(box) {
return new Promise((resolve, reject) => {
let b = q(".bug");
let r = q(".region");
let scr = q(".screen");
let send = q(".send");
let start=0;
let sx,sy,ex,ey=-1;
r.style.width=0;
r.style.height=0;
let drawBox= () => {
r.style.left = (ex > 0 ? sx : sx+ex ) +'px';
r.style.top = (ey > 0 ? sy : sy+ey) +'px';
r.style.width = Math.abs(ex) +'px';
r.style.height = Math.abs(ey) +'px';
}
//console.log({b,r, scr});
b.addEventListener("click", e=>{
if(start==0) {
sx=e.pageX;
sy=e.pageY;
ex=0;
ey=0;
drawBox();
}
start=(start+1)%3;
});
b.addEventListener("mousemove", e=>{
//console.log(e)
if(start==1) {
ex=e.pageX-sx;
ey=e.pageY-sy
drawBox();
}
});
send.addEventListener("click", e=>{
start=0;
let a=100/75 //zoom out img 75%
resolve({
x:Math.floor(((ex > 0 ? sx : sx+ex )-scr.offsetLeft)*a),
y:Math.floor(((ey > 0 ? sy : sy+ey )-b.offsetTop)*a),
width:Math.floor(Math.abs(ex)*a),
height:Math.floor(Math.abs(ex)*a),
desc: q('.bug-desc').value
});
});
});
}
function send(image,box) {
let formData = new FormData();
let req = new XMLHttpRequest();
formData.append("box", JSON.stringify(box));
formData.append("screenshot", image);
req.open("POST", '/upload/screenshot');
req.send(formData);
}
.bug-container { background: rgb(255,0,0,0.1); margin-top:20px; text-align: center; }
.send { border-radius:5px; padding:10px; background: green; cursor: pointer; }
.region { position: absolute; background: rgba(255,0,0,0.4); }
.example { height: 100px; background: yellow; }
.bug { margin-top: 10px; cursor: crosshair; }
.hide { display: none; }
.screen { pointer-events: none }
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
<body>
<div>Screenshot tester</div>
<button onclick="report()">Report bug</button>
<div class="example">Lorem ipsum</div>
<div class="bug-container hide">
<div>Select bug region: click once - move mouse - click again</div>
<div class="bug">
<img width="75%" class="screen" >
<div class="region"></div>
</div>
<div>
<textarea class="bug-desc">Describe bug here...</textarea>
</div>
<div class="send">SEND BUG</div>
</div>
</body>
Get screenshot as Canvas or Jpeg Blob / ArrayBuffer using getDisplayMedia API:
FIX 1: Use the getUserMedia with chromeMediaSource only for Electron.js
FIX 2: Throw error instead return null object
FIX 3: Fix demo to prevent the error: getDisplayMedia must be called from a user gesture handler
// docs: https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/getDisplayMedia
// see: https://www.webrtc-experiment.com/Pluginfree-Screen-Sharing/#20893521368186473
// see: https://github.com/muaz-khan/WebRTC-Experiment/blob/master/Pluginfree-Screen-Sharing/conference.js
function getDisplayMedia(options) {
if (navigator.mediaDevices && navigator.mediaDevices.getDisplayMedia) {
return navigator.mediaDevices.getDisplayMedia(options)
}
if (navigator.getDisplayMedia) {
return navigator.getDisplayMedia(options)
}
if (navigator.webkitGetDisplayMedia) {
return navigator.webkitGetDisplayMedia(options)
}
if (navigator.mozGetDisplayMedia) {
return navigator.mozGetDisplayMedia(options)
}
throw new Error('getDisplayMedia is not defined')
}
function getUserMedia(options) {
if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
return navigator.mediaDevices.getUserMedia(options)
}
if (navigator.getUserMedia) {
return navigator.getUserMedia(options)
}
if (navigator.webkitGetUserMedia) {
return navigator.webkitGetUserMedia(options)
}
if (navigator.mozGetUserMedia) {
return navigator.mozGetUserMedia(options)
}
throw new Error('getUserMedia is not defined')
}
async function takeScreenshotStream() {
// see: https://developer.mozilla.org/en-US/docs/Web/API/Window/screen
const width = screen.width * (window.devicePixelRatio || 1)
const height = screen.height * (window.devicePixelRatio || 1)
const errors = []
let stream
try {
stream = await getDisplayMedia({
audio: false,
// see: https://developer.mozilla.org/en-US/docs/Web/API/MediaStreamConstraints/video
video: {
width,
height,
frameRate: 1,
},
})
} catch (ex) {
errors.push(ex)
}
// for electron js
if (navigator.userAgent.indexOf('Electron') >= 0) {
try {
stream = await getUserMedia({
audio: false,
video: {
mandatory: {
chromeMediaSource: 'desktop',
// chromeMediaSourceId: source.id,
minWidth : width,
maxWidth : width,
minHeight : height,
maxHeight : height,
},
},
})
} catch (ex) {
errors.push(ex)
}
}
if (errors.length) {
console.debug(...errors)
if (!stream) {
throw errors[errors.length - 1]
}
}
return stream
}
async function takeScreenshotCanvas() {
const stream = await takeScreenshotStream()
// from: https://stackoverflow.com/a/57665309/5221762
const video = document.createElement('video')
const result = await new Promise((resolve, reject) => {
video.onloadedmetadata = () => {
video.play()
video.pause()
// from: https://github.com/kasprownik/electron-screencapture/blob/master/index.js
const canvas = document.createElement('canvas')
canvas.width = video.videoWidth
canvas.height = video.videoHeight
const context = canvas.getContext('2d')
// see: https://developer.mozilla.org/en-US/docs/Web/API/HTMLVideoElement
context.drawImage(video, 0, 0, video.videoWidth, video.videoHeight)
resolve(canvas)
}
video.srcObject = stream
})
stream.getTracks().forEach(function (track) {
track.stop()
})
if (result == null) {
throw new Error('Cannot take canvas screenshot')
}
return result
}
// from: https://stackoverflow.com/a/46182044/5221762
function getJpegBlob(canvas) {
return new Promise((resolve, reject) => {
// docs: https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob
canvas.toBlob(blob => resolve(blob), 'image/jpeg', 0.95)
})
}
async function getJpegBytes(canvas) {
const blob = await getJpegBlob(canvas)
return new Promise((resolve, reject) => {
const fileReader = new FileReader()
fileReader.addEventListener('loadend', function () {
if (this.error) {
reject(this.error)
return
}
resolve(this.result)
})
fileReader.readAsArrayBuffer(blob)
})
}
async function takeScreenshotJpegBlob() {
const canvas = await takeScreenshotCanvas()
return getJpegBlob(canvas)
}
async function takeScreenshotJpegBytes() {
const canvas = await takeScreenshotCanvas()
return getJpegBytes(canvas)
}
function blobToCanvas(blob, maxWidth, maxHeight) {
return new Promise((resolve, reject) => {
const img = new Image()
img.onload = function () {
const canvas = document.createElement('canvas')
const scale = Math.min(
1,
maxWidth ? maxWidth / img.width : 1,
maxHeight ? maxHeight / img.height : 1,
)
canvas.width = img.width * scale
canvas.height = img.height * scale
const ctx = canvas.getContext('2d')
ctx.drawImage(img, 0, 0, img.width, img.height, 0, 0, canvas.width, canvas.height)
resolve(canvas)
}
img.onerror = () => {
reject(new Error('Error load blob to Image'))
}
img.src = URL.createObjectURL(blob)
})
}
DEMO:
document.body.onclick = async () => {
// take the screenshot
var screenshotJpegBlob = await takeScreenshotJpegBlob()
// show preview with max size 300 x 300 px
var previewCanvas = await blobToCanvas(screenshotJpegBlob, 300, 300)
previewCanvas.style.position = 'fixed'
document.body.appendChild(previewCanvas)
// send it to the server
var formdata = new FormData()
formdata.append("screenshot", screenshotJpegBlob)
await fetch('https://your-web-site.com/', {
method: 'POST',
body: formdata,
'Content-Type' : "multipart/form-data",
})
}
// and click on the page
Here is a complete screenshot example that works with chrome in 2021. The end result is a blob ready to be transmitted. Flow is: request media > grab frame > draw to canvas > transfer to blob. If you want to do it more memory efficient explore OffscreenCanvas or possibly ImageBitmapRenderingContext
https://jsfiddle.net/v24hyd3q/1/
// Request media
navigator.mediaDevices.getDisplayMedia().then(stream =>
{
// Grab frame from stream
let track = stream.getVideoTracks()[0];
let capture = new ImageCapture(track);
capture.grabFrame().then(bitmap =>
{
// Stop sharing
track.stop();
// Draw the bitmap to canvas
canvas.width = bitmap.width;
canvas.height = bitmap.height;
canvas.getContext('2d').drawImage(bitmap, 0, 0);
// Grab blob from canvas
canvas.toBlob(blob => {
// Do things with blob here
console.log('output blob:', blob);
});
});
})
.catch(e => console.log(e));
Heres an example using: getDisplayMedia
document.body.innerHTML = '<video style="width: 100%; height: 100%; border: 1px black solid;"/>';
navigator.mediaDevices.getDisplayMedia()
.then( mediaStream => {
const video = document.querySelector('video');
video.srcObject = mediaStream;
video.onloadedmetadata = e => {
video.play();
video.pause();
};
})
.catch( err => console.log(`${err.name}: ${err.message}`));
Also worth checking out is the Screen Capture API docs.
You can try my new JS library: screenshot.js.
It's enable to take real screenshot.
You load the script:
<script src="https://raw.githubusercontent.com/amiad/screenshot.js/master/screenshot.js"></script>
and take screenshot:
new Screenshot({success: img => {
// callback function
myimage = img;
}});
You can read more options in project page.

Why won't my webstream show?

I tried to test the code below on an android device, it didn't work (the switch button appeared but the camera output didn't.). I then decided to test it on a Mac and it worked (it just showed the camera output and the button, the button didn't do anything because there is no back camera.). Here is my code (the javascript portion of it.):
var constraints = {
audio: true,
video: {
width: 1280,
height: 720
}
};
navigator.mediaDevices.getUserMedia(constraints).then(function(mediaStream) {
var video = document.querySelector('#webcam');
video.srcObject = mediaStream;
video.onloadedmetadata = function(e) {
video.play();
};
}).catch(function(err) {
console.log(err.name + ": " + err.message);
});
var front = false;
document.getElementById('flip-button').onclick = function() {
front = !front;
};
var constraints = {
video: {
facingMode: (front ? "user" : "environment")
}
};
Here's the HTML portion of my code:
<video id="webcam">
</video>
<button Id="flip-button">switch
</button>
here's the css portion of my code:
#webcam {} #flip-button {
background-color: #202060;
height: 15%;
width: 20%;
border: none;
margin-left: 40%;
}
Thanks for your time.
You got your id wrong. Replace #webcam with #video.
Or just remove this line:
var video = document.querySelector('#webcam');
The latter works because ids are implicitly available in global scope for backwards compatibility. Some people frown on this, but it's neat for tidy fiddles.
Some beginner's advice: Always check your browser's web console for errors. Here it said:
TypeError: video is null
which was the clue that the result from querySelector was null.
PS: You also have two competing definitions of constraints, leaving your facingMode unused. Lastly, flipping front won't do much, unless front is used again, which it is not.

Screenshot in form file (js?) [duplicate]

Google's "Report a Bug" or "Feedback Tool" lets you select an area of your browser window to create a screenshot that is submitted with your feedback about a bug.
Screenshot by Jason Small, posted in a duplicate question.
How are they doing this? Google's JavaScript feedback API is loaded from here and their overview of the feedback module will demonstrate the screenshot capability.
JavaScript can read the DOM and render a fairly accurate representation of that using canvas. I have been working on a script which converts HTML into a canvas image. Decided today to make an implementation of it into sending feedbacks like you described.
The script allows you to create feedback forms which include a screenshot, created on the client's browser, along with the form. The screenshot is based on the DOM and as such may not be 100% accurate to the real representation as it does not make an actual screenshot, but builds the screenshot based on the information available on the page.
It does not require any rendering from the server, as the whole image is created on the client's browser. The HTML2Canvas script itself is still in a very experimental state, as it does not parse nearly as much of the CSS3 attributes I would want it to, nor does it have any support to load CORS images even if a proxy was available.
Still quite limited browser compatibility (not because more couldn't be supported, just haven't had time to make it more cross browser supported).
For more information, have a look at the examples here:
http://hertzen.com/experiments/jsfeedback/
edit
The html2canvas script is now available separately here and some examples here.
edit 2
Another confirmation that Google uses a very similar method (in fact, based on the documentation, the only major difference is their async method of traversing/drawing) can be found in this presentation by Elliott Sprehn from the Google Feedback team:
http://www.elliottsprehn.com/preso/fluentconf/
Your web app can now take a 'native' screenshot of the client's entire desktop using getUserMedia():
Have a look at this example:
https://www.webrtc-experiment.com/Pluginfree-Screen-Sharing/
The client will have to be using chrome (for now) and will need to enable screen capture support under chrome://flags.
PoC
As Niklas mentioned you can use the html2canvas library to take a screenshot using JS in the browser. I will extend his answer in this point by providing an example of taking a screenshot using this library ("Proof of Concept"):
function report() {
let region = document.querySelector("body"); // whole screen
html2canvas(region, {
onrendered: function(canvas) {
let pngUrl = canvas.toDataURL(); // png in dataURL format
let img = document.querySelector(".screen");
img.src = pngUrl;
// here you can allow user to set bug-region
// and send it with 'pngUrl' to server
},
});
}
.container {
margin-top: 10px;
border: solid 1px black;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
<div>Screenshot tester</div>
<button onclick="report()">Take screenshot</button>
<div class="container">
<img width="75%" class="screen">
</div>
In report() function in onrendered after getting image as data URI you can show it to the user and allow him to draw "bug region" by mouse and then send a screenshot and region coordinates to the server.
In this example async/await version was made: with nice makeScreenshot() function.
UPDATE
Simple example which allows you to take screenshot, select region, describe bug and send POST request (here jsfiddle) (the main function is report()).
async function report() {
let screenshot = await makeScreenshot(); // png dataUrl
let img = q(".screen");
img.src = screenshot;
let c = q(".bug-container");
c.classList.remove('hide')
let box = await getBox();
c.classList.add('hide');
send(screenshot,box); // sed post request with bug image, region and description
alert('To see POST requset with image go to: chrome console > network tab');
}
// ----- Helper functions
let q = s => document.querySelector(s); // query selector helper
window.report = report; // bind report be visible in fiddle html
async function makeScreenshot(selector="body")
{
return new Promise((resolve, reject) => {
let node = document.querySelector(selector);
html2canvas(node, { onrendered: (canvas) => {
let pngUrl = canvas.toDataURL();
resolve(pngUrl);
}});
});
}
async function getBox(box) {
return new Promise((resolve, reject) => {
let b = q(".bug");
let r = q(".region");
let scr = q(".screen");
let send = q(".send");
let start=0;
let sx,sy,ex,ey=-1;
r.style.width=0;
r.style.height=0;
let drawBox= () => {
r.style.left = (ex > 0 ? sx : sx+ex ) +'px';
r.style.top = (ey > 0 ? sy : sy+ey) +'px';
r.style.width = Math.abs(ex) +'px';
r.style.height = Math.abs(ey) +'px';
}
//console.log({b,r, scr});
b.addEventListener("click", e=>{
if(start==0) {
sx=e.pageX;
sy=e.pageY;
ex=0;
ey=0;
drawBox();
}
start=(start+1)%3;
});
b.addEventListener("mousemove", e=>{
//console.log(e)
if(start==1) {
ex=e.pageX-sx;
ey=e.pageY-sy
drawBox();
}
});
send.addEventListener("click", e=>{
start=0;
let a=100/75 //zoom out img 75%
resolve({
x:Math.floor(((ex > 0 ? sx : sx+ex )-scr.offsetLeft)*a),
y:Math.floor(((ey > 0 ? sy : sy+ey )-b.offsetTop)*a),
width:Math.floor(Math.abs(ex)*a),
height:Math.floor(Math.abs(ex)*a),
desc: q('.bug-desc').value
});
});
});
}
function send(image,box) {
let formData = new FormData();
let req = new XMLHttpRequest();
formData.append("box", JSON.stringify(box));
formData.append("screenshot", image);
req.open("POST", '/upload/screenshot');
req.send(formData);
}
.bug-container { background: rgb(255,0,0,0.1); margin-top:20px; text-align: center; }
.send { border-radius:5px; padding:10px; background: green; cursor: pointer; }
.region { position: absolute; background: rgba(255,0,0,0.4); }
.example { height: 100px; background: yellow; }
.bug { margin-top: 10px; cursor: crosshair; }
.hide { display: none; }
.screen { pointer-events: none }
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
<body>
<div>Screenshot tester</div>
<button onclick="report()">Report bug</button>
<div class="example">Lorem ipsum</div>
<div class="bug-container hide">
<div>Select bug region: click once - move mouse - click again</div>
<div class="bug">
<img width="75%" class="screen" >
<div class="region"></div>
</div>
<div>
<textarea class="bug-desc">Describe bug here...</textarea>
</div>
<div class="send">SEND BUG</div>
</div>
</body>
Get screenshot as Canvas or Jpeg Blob / ArrayBuffer using getDisplayMedia API:
FIX 1: Use the getUserMedia with chromeMediaSource only for Electron.js
FIX 2: Throw error instead return null object
FIX 3: Fix demo to prevent the error: getDisplayMedia must be called from a user gesture handler
// docs: https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/getDisplayMedia
// see: https://www.webrtc-experiment.com/Pluginfree-Screen-Sharing/#20893521368186473
// see: https://github.com/muaz-khan/WebRTC-Experiment/blob/master/Pluginfree-Screen-Sharing/conference.js
function getDisplayMedia(options) {
if (navigator.mediaDevices && navigator.mediaDevices.getDisplayMedia) {
return navigator.mediaDevices.getDisplayMedia(options)
}
if (navigator.getDisplayMedia) {
return navigator.getDisplayMedia(options)
}
if (navigator.webkitGetDisplayMedia) {
return navigator.webkitGetDisplayMedia(options)
}
if (navigator.mozGetDisplayMedia) {
return navigator.mozGetDisplayMedia(options)
}
throw new Error('getDisplayMedia is not defined')
}
function getUserMedia(options) {
if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
return navigator.mediaDevices.getUserMedia(options)
}
if (navigator.getUserMedia) {
return navigator.getUserMedia(options)
}
if (navigator.webkitGetUserMedia) {
return navigator.webkitGetUserMedia(options)
}
if (navigator.mozGetUserMedia) {
return navigator.mozGetUserMedia(options)
}
throw new Error('getUserMedia is not defined')
}
async function takeScreenshotStream() {
// see: https://developer.mozilla.org/en-US/docs/Web/API/Window/screen
const width = screen.width * (window.devicePixelRatio || 1)
const height = screen.height * (window.devicePixelRatio || 1)
const errors = []
let stream
try {
stream = await getDisplayMedia({
audio: false,
// see: https://developer.mozilla.org/en-US/docs/Web/API/MediaStreamConstraints/video
video: {
width,
height,
frameRate: 1,
},
})
} catch (ex) {
errors.push(ex)
}
// for electron js
if (navigator.userAgent.indexOf('Electron') >= 0) {
try {
stream = await getUserMedia({
audio: false,
video: {
mandatory: {
chromeMediaSource: 'desktop',
// chromeMediaSourceId: source.id,
minWidth : width,
maxWidth : width,
minHeight : height,
maxHeight : height,
},
},
})
} catch (ex) {
errors.push(ex)
}
}
if (errors.length) {
console.debug(...errors)
if (!stream) {
throw errors[errors.length - 1]
}
}
return stream
}
async function takeScreenshotCanvas() {
const stream = await takeScreenshotStream()
// from: https://stackoverflow.com/a/57665309/5221762
const video = document.createElement('video')
const result = await new Promise((resolve, reject) => {
video.onloadedmetadata = () => {
video.play()
video.pause()
// from: https://github.com/kasprownik/electron-screencapture/blob/master/index.js
const canvas = document.createElement('canvas')
canvas.width = video.videoWidth
canvas.height = video.videoHeight
const context = canvas.getContext('2d')
// see: https://developer.mozilla.org/en-US/docs/Web/API/HTMLVideoElement
context.drawImage(video, 0, 0, video.videoWidth, video.videoHeight)
resolve(canvas)
}
video.srcObject = stream
})
stream.getTracks().forEach(function (track) {
track.stop()
})
if (result == null) {
throw new Error('Cannot take canvas screenshot')
}
return result
}
// from: https://stackoverflow.com/a/46182044/5221762
function getJpegBlob(canvas) {
return new Promise((resolve, reject) => {
// docs: https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob
canvas.toBlob(blob => resolve(blob), 'image/jpeg', 0.95)
})
}
async function getJpegBytes(canvas) {
const blob = await getJpegBlob(canvas)
return new Promise((resolve, reject) => {
const fileReader = new FileReader()
fileReader.addEventListener('loadend', function () {
if (this.error) {
reject(this.error)
return
}
resolve(this.result)
})
fileReader.readAsArrayBuffer(blob)
})
}
async function takeScreenshotJpegBlob() {
const canvas = await takeScreenshotCanvas()
return getJpegBlob(canvas)
}
async function takeScreenshotJpegBytes() {
const canvas = await takeScreenshotCanvas()
return getJpegBytes(canvas)
}
function blobToCanvas(blob, maxWidth, maxHeight) {
return new Promise((resolve, reject) => {
const img = new Image()
img.onload = function () {
const canvas = document.createElement('canvas')
const scale = Math.min(
1,
maxWidth ? maxWidth / img.width : 1,
maxHeight ? maxHeight / img.height : 1,
)
canvas.width = img.width * scale
canvas.height = img.height * scale
const ctx = canvas.getContext('2d')
ctx.drawImage(img, 0, 0, img.width, img.height, 0, 0, canvas.width, canvas.height)
resolve(canvas)
}
img.onerror = () => {
reject(new Error('Error load blob to Image'))
}
img.src = URL.createObjectURL(blob)
})
}
DEMO:
document.body.onclick = async () => {
// take the screenshot
var screenshotJpegBlob = await takeScreenshotJpegBlob()
// show preview with max size 300 x 300 px
var previewCanvas = await blobToCanvas(screenshotJpegBlob, 300, 300)
previewCanvas.style.position = 'fixed'
document.body.appendChild(previewCanvas)
// send it to the server
var formdata = new FormData()
formdata.append("screenshot", screenshotJpegBlob)
await fetch('https://your-web-site.com/', {
method: 'POST',
body: formdata,
'Content-Type' : "multipart/form-data",
})
}
// and click on the page
Here is a complete screenshot example that works with chrome in 2021. The end result is a blob ready to be transmitted. Flow is: request media > grab frame > draw to canvas > transfer to blob. If you want to do it more memory efficient explore OffscreenCanvas or possibly ImageBitmapRenderingContext
https://jsfiddle.net/v24hyd3q/1/
// Request media
navigator.mediaDevices.getDisplayMedia().then(stream =>
{
// Grab frame from stream
let track = stream.getVideoTracks()[0];
let capture = new ImageCapture(track);
capture.grabFrame().then(bitmap =>
{
// Stop sharing
track.stop();
// Draw the bitmap to canvas
canvas.width = bitmap.width;
canvas.height = bitmap.height;
canvas.getContext('2d').drawImage(bitmap, 0, 0);
// Grab blob from canvas
canvas.toBlob(blob => {
// Do things with blob here
console.log('output blob:', blob);
});
});
})
.catch(e => console.log(e));
Heres an example using: getDisplayMedia
document.body.innerHTML = '<video style="width: 100%; height: 100%; border: 1px black solid;"/>';
navigator.mediaDevices.getDisplayMedia()
.then( mediaStream => {
const video = document.querySelector('video');
video.srcObject = mediaStream;
video.onloadedmetadata = e => {
video.play();
video.pause();
};
})
.catch( err => console.log(`${err.name}: ${err.message}`));
Also worth checking out is the Screen Capture API docs.
You can try my new JS library: screenshot.js.
It's enable to take real screenshot.
You load the script:
<script src="https://raw.githubusercontent.com/amiad/screenshot.js/master/screenshot.js"></script>
and take screenshot:
new Screenshot({success: img => {
// callback function
myimage = img;
}});
You can read more options in project page.

How to stop chrome from capturing a tab?

I'm trying to build an chrome extension similar to the chromecast one. I am using chrome.tabCapture to successfully start a audio/video stream. How do I stop the screen capture? I want to have a stop button, but I am not sure what to call to stop it. I can stop the LocalMediaStream, but the tab is still capturing and does not allow me to start a new capture without closing the tab. Any suggestions or maybe an api page I may have missed?
Try stream.getVideoTracks()[0].stop(); to stop the screen capture. And to record the stream caught using chrome.tabCapture API , you could use RecordRTC.js
var video_constraints = {
mandatory: {
chromeMediaSource: 'tab'
}
};
var constraints = {
audio: false,
video: true,
videoConstraints: video_constraints
};
chrome.tabCapture.capture(constraints, function(stream) {
console.log(stream)
var options = {
type: 'video',
mimeType : 'video/webm',
// minimum time between pushing frames to Whammy (in milliseconds)
frameInterval: 20,
video: {
width: 1280,
height: 720
},
canvas: {
width: 1280,
height: 720
}
};
var recordRTC = new RecordRTC(stream, options);
recordRTC.startRecording();
setTimeout(function(){
recordRTC.stopRecording(function(videoURL) {
stream.getVideoTracks()[0].stop();
recordRTC.save();
});
},10*1000);
});
I hope the above code snippet would help you :)
Edit 1: corrected the RecordRTC initialization.

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