Currently i am working on a open webapp camera, right now i have implemented the camera setup(live stream as viewport, take picture button, capture, display taken picture in corner... etc) but now i am running into the issue of how to save that picture for the user to their device or computer, this app is currently being designed for mobile b2g primarily. I know most people are gonna tell me security issues!!! i dont mean tell the device exactly where to put it. I mean something like
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<script type="text/javascript">
window.onload = function () {
var img = document.getElementById('embedImage');
var button = document.getElementById('saveImage');
img.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUA'+
'AAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO'+
'9TXL0Y4OHwAAAABJRU5ErkJggg==';
img.onload = function () {
button.removeAttribute('disabled');
};
button.onclick = function () {
window.location.href = img.src.replace('image/png', 'image/octet-stream');
};
};
</script>
</head>
<body>
<img id="embedImage" alt="Red dot"/>
<input id="saveImage" type="button" value="save image" disabled="disabled"/>
</body>
</html>
that specific code executed on mobile triggers the file to automatically be saved on click of the button. now what i want to do is use that to take my picture from its var its in and save it as that file, for example that will be in downloads folder.
this is what my code is currently https://github.com/1Jamie/1Jamie.github.io
any help would be appreciated and this is the current running implementation if you want to take a working look http://1Jamie.github.io
This worked for me when I was playing around with getUserMedia - I did notice that you did not have the name of the method in the proper case and it is a method of the navigator.mediaDevices interface - not a method of the window directly...
References:
[Navigator for mozilla]https://developer.mozilla.org/en-US/docs/Mozilla/B2G_OS/API/Navigator
https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices
[mediaDevices for chrome and android]https://developers.google.com/web/updates/2015/10/media-devices?hl=en
var video = document.getElementById('monitor');
var canvas1 = document.getElementById('photo1');
var img1 = document.getElementById('canvasImg');
navigator.mediaDevices.getUserMedia({
video: true
}).then(function (stream) {
video.srcObject = stream;
video.onloadedmetadata = function () {
canvas1.width = video.videoWidth;
canvas1.height = video.videoHeight;
document.getElementById('splash').hidden = true;
document.getElementById('app').hidden = false;
};
}).catch(function (reason) {
document.getElementById('errorMessage').textContent = 'No camera available.';
});
function snapshot1() {
canvas1.getContext('2d').drawImage(video, 0, 0);
}
"save_snap" is the id of a button - Disclaimer I am using jQuery- but you should easily see where this corresponds to your code:
$("#save_snap").click(function (event){
// save canvas image as data url (png format by default)
var dataURL = canvas2.toDataURL();
// set canvasImg image src to dataURL
// so it can be saved as an image
$('#canvasImg').attr("src" , dataURL);
$('#downloader').attr("download" , "download.png");
$('#downloader').attr("href" , dataURL);
//* trying to force download - jQuery trigger does not apply
//Use CustomEvent Vanilla js: https://developer.mozilla.org/en-US/docs/Web/API/CustomEvent
// In particular
var event1 = new MouseEvent('click', {
'view': window,
'bubbles': true,
'cancelable': true
});
//NOW we are effectively clicking the element with the href attribute:
//Could use jQuery selector but then we would have to unwrap it
// to expose it to the native js function...
document.getElementById('downloader').dispatchEvent(event1);
});
Related
Hi im developing activex control to manage webcam in IE, everything works but i need to refresh the image when a new frame is captures, up to now i display images on click, but i want to listen "Captured frame event" in JS to refresh my html view.
I have seen a lot of samples but all of these are using Object tag in html
<object id="Control" classid="CLSID:id"/>
<script for="Control" event="myEvent()">
alert("hello");
</script>
is there a way to listen activex events using pure JS? using :
Ob = new ActivexObject('PROG.ID');
No, it's not working in purly JavaScript you can only use JScript.
JScript only works in Internet Explorer and there it only works, if the user confirms to execute the scripts, ussualy you use it in an .hta Hyper Text (Markup Language) Application
Example:
<script language="JScript">
"use strict";
function openFile(strFileName) {
var fso = new ActiveXObject("Scripting.FileSystemObject");
var f = fso.OpenTextFile(strFileName, 1);
if (f.AtEndOfStream) {
return;
}
var file = f.ReadAll();
f.close();
return file;
}
function writeFile(filename, content) {
var fso = new ActiveXObject("Scripting.FileSystemObject");
var f = fso.OpenTextFile(filename, 2, true);
f.Write(content);
f.Close();
}
</script>
<script language="javascript">
"use strict";
var native_db;
function init() {
var file = openFile("./Natives.json");
native_db = JSON.parse(file);
displayNamespaces();
};
I also would have as alternate an example how it works in modern Browsers, if it helps you out there:
<video id="webcam"></video>
<input type="button" value="activate webcam" onclick="test()">
<script>
function test() {
navigator.mediaDevices.getUserMedia({video: true, audio: true}).then((stream) => { // get access to webcam
const videoElement = document.getElementById('webcam');
videoElement.srcObject = stream; // set our stream, to the video element
videoElement.play();
// This creates a Screenshot on click, as you mentioned
videoElement.addEventListener('click', function(event) {
const canvas = document.createElement('canvas');
canvas.width = videoElement.videoWidth;
canvas.height = videoElement.videoHeight;
const context = canvas.getContext('2d');
context.drawImage(videoElement, 0, 0, videoElement.videoWidth, videoElement.videoHeight);
// you could just do this, to display the canvas:
// document.body.appendChild(canvas);
canvas.toBlob(function (blob) { // we automatlicly download the screenshot
const a = document.createElement('a');
a.href = URL.createObjectURL(blob); // creates a Datastream Handle Link in your Browser
a.download = 'screenshot.png'; // the name we have to define here now, since it will not use the url name
document.body.appendChild(a); // some Browsers don't like operating with Events of Objects which aren't on DOM
setTimeout(function() { // so we timeout a ms
a.click(); // trigger the download
URL.revokeObjectURL(a.href); // release the Handle
document.body.removeChild(a); // remove the element again
}, 1);
});
});
}).catch(console.error);
}
</script>
I ended up using timer, when i click enable button in the view i call the method startRecord, in this method i read Activex value every 70 ms, I would rather not use timer but it works.
private async startRecord() {
while (this.banCapturing) {
await new Promise(res => setTimeout(res, 70)); //14 ~ 15 fps
this.foto = this.Ob.imageBase64; //Read Activex Value, DLL is updating imageBase64 on camera event.
}
}
I am using microscopy camera Lumenera INFINITY1-2 (https://www.lumenera.com/infinity1-2.html) and from the camera description it tells that it can be integrated into 3rd party software packages using TWAIN support. I try to capture image from web page using HTML5 but it gives me error.
I also tried to check video streaming with Adobe Flash but camera stream is not displayed properly and captured images is quite broken (in fact it is empty)
I checked camera's drivers and they all installed and works. Native camera application also captures images well.
Question, is it possible to capture images in the web browser from the microscopy camera like that? It is being recognized by browser as a device but video stream is not working.
Please see below script (code is getting from here https://github.com/jhuckaby/webcamjs/blob/master/DOCS.md)
Thank you in advance
window.addEventListener("load", function () {
// [1] GET ALL THE HTML ELEMENTS
var video = document.getElementById("vid-show"),
canvas = document.getElementById("vid-canvas"),
take = document.getElementById("vid-take");
navigator.mediaDevices.getUserMedia({ video: true })
.then(function (stream) {
// [3] SHOW VIDEO STREAM ON VIDEO TAG
video.srcObject = stream;
video.play();
take.addEventListener("click", function () {
// Create snapshot from video
var draw = document.createElement("canvas");
draw.width = video.videoWidth;
draw.height = video.videoHeight;
var context2D = draw.getContext("2d");
context2D.drawImage(video, 0, 0, video.videoWidth, video.videoHeight);
// Output as file
var anchor = document.createElement("a");
anchor.href = draw.toDataURL("image/png");
anchor.download = "webcam.png";
anchor.innerHTML = "Click to download";
canvas.innerHTML = "";
canvas.appendChild(anchor);
var imageBase64 = draw.toDataURL("image/png").replace("data:image/png;base64,", "");
document.getElementById("hdn_ImageByte").setAttribute("value", imageBase64);
});
})
.catch(function (err) {
debugger;
console.log(err)
document.getElementById("vid-controls").innerHTML = "Please enable access and attach a camera";
});
});
</script>```
The point of the website is to download an image of a signed consent form. Everything works how I would like on desktop, but it does not work on mobile unfortunately. I tried chrome, brave, firefox, and safari. I either get the image showing but not downloading, or some weird page distortion. How can I adjust the code to fix it?
this is the source code:
https://github.com/jacelecomte/wwvhSigns
The methods that deal with the saving of the image are here:
function finalizeScreenshot() {
html2canvas(document.body).then(function (canvas) {
document.body.appendChild(canvas);
saveScreenshot(canvas);
});
}
function injectScript(uri) {
const document = window.document;
const script = document.createElement("script");
script.setAttribute("src", uri);
//document.body.appendChild(script);
}
function injectHtml2canvas() {
injectScript("//html2canvas.hertzen.com/dist/html2canvas.js");
}
injectScript('./src/html2canvas.js');
injectHtml2canvas();
finalizeScreenshot();
function saveScreenshot(canvas) {
const fileName = "Consent Form";
const link = document.createElement("a");
link.download = fileName + ".png";
//console.log(canvas);
canvas.toBlob(function (blob) {
console.log(blob);
link.href = URL.createObjectURL(blob);
link.click();
});
}
//these 3 functions are run in a row to create and download the screenshot.
injectScript('./src/html2canvas.js');
injectHtml2canvas();
finalizeScreenshot();
Change the viewport just before calling html2canvas, then change it back afterwards. This answer was derived from html2canvas issue fix on github
This should fix it:
1: give your <meta name="viewport"../> an id, like this:
<meta name="viewport" content="width=device-width, initial-scale=1.0" id="viewportMeta" />
revised function
function finalizeScreenshot() {
var vp = document.getElementById("viewportMeta").getAttribute("content");
document.getElementById("viewportMeta").setAttribute("content", "width=800");
html2canvas(document.body).then(function (canvas) {
document.body.appendChild(canvas);
saveScreenshot(canvas);
}).then(function () {
document.getElementById("viewportMeta").setAttribute("content", vp);
}); }
You should also be able to set your own windowWidth setting which should trigger the relevant media queries:
html2canvas( document.body, {
windowWidth: '1280px'
} ).then( function( canvas ) {
document.body.appendChild( canvas );
} );
See the available html2canvas options.
I have a HTML div with external images. (The following is an example, but in the actual case I am using Amazon S3, so downloading and storing the image on the same server is not an option) Currently I am using html2canvas to convert the div to image. However, the external image is always replaced by a blank space.
The code I use to capture the image:
$(function() {
$("#btnSave").click(function() {
html2canvas($("#widget"), {
onrendered: function(canvas) {
theCanvas = canvas;
document.body.appendChild(canvas);
// Convert and download as image
Canvas2Image.saveAsPNG(canvas);
$("#img-out").append(canvas);
}
});
});
});
Edited: jsfiddle: https://jsfiddle.net/0y2zxxL8/3/
I may use other library. I may also do that in backend. (I am using PHP + laravel 5 for backend) Is there a way I can generate a "screenshot" of the HTML div with external images?
Update The current answer are working after editing. Yet, for my actual use, there will be multiple image with their position set by the user by drag and drop. I can still get the position, but it would be better for me if it is possible to not set the position specifically.
Your JSFiddle given ReferenceError: Canvas2Image is not defined while hit on 'Save PNG' button. So check your code(not fiddle) for same error.
UPDATE
See this JSFiddle example as reference. May this one will help you.
UPDATE 2
I place some code into your one, check it out. Hope this will be your solution..!
Working result with FF v44 and its working. Taken snap with JSFiddle code
$(function() {
$("#btnSave").click(function() {
html2canvas($("#widget"), {
onrendered: function(canvas) {
var context=canvas.getContext("2d"); // returns the 2d context object
var img=new Image() //creates a variable for a new image
img.src= "http://lorempixel.com/400/200/"; // specifies the location of the image
context.drawImage(img,0,50); // draws the image at the specified x and y location
// Convert and download as image
theCanvas = canvas;
document.body.appendChild(canvas);
// Convert and download as image
Canvas2Image.saveAsPNG(canvas);
$("#img-out").append(canvas);
}
});
});
});
UPDATE 3 (12/29/2016) JSFiddle
After research, found that the problem is because we are only assigning the image source which is only pass message to the browser to retrieve the data.
Further image element is may be not really accessible with the browser when click to draw canvas from it. We are just tell code to load it and it's done.
Change code to solve OP's facing chrome issue like below:
img.onload = function() {
context.drawImage(img, 0, 50);// draws the image at the specified x and y location
}
UPDATE 4 JSFiddle
Make image position dynamic based on OP requirement.
onrendered is no longer working..
i solved this problem by adding "allowTaint" option
{ allowTaint: true }
2018 solution:
html2canvas(document.getElementById('result'), { allowTaint: true }).then(function (canvas) {
document.body.appendChild(canvas);
});
You may try to scan the image source for external urls and change them to your website and load them with php.
Something like
$(function() {
var imageproxy = "http://example.com/imageproxy.php"; //Change this
var mydomain = new RegExp(location.host);
$("#btnSave").click(function() {
$("#widget").find('img').each(function(){
var img_src = $(this).attr('src');
if(!mydomain.test(img_src)){
$(this).attr('src', imageproxy + "?url=" + encodeURIComponent(img_src));
}
});
html2canvas($("#widget"), {
onrendered: function(canvas) {
var link = $('<a target="_blank">Download</a>');
link.attr('download', 'test.png');
link.attr('href', canvas.toDataURL());
$("#btnSave").after(link);
}
});
});
});
imageproxy.php
<?php
if(!empty($_GET['url'])){
$url = urldecode($_GET['url']);
$img_type = "image/jpeg";
$chunks = explode('.', $url);
if(is_array($chunks) && count($chunks) > 1){
$ext = end($chunks);
switch ($ext){
case 'jpg':
case 'jpeg':
$img_type = "image/jpeg";
break;
case 'png':
$img_type = "image/png";
break;
case 'gif':
$img_type = "image/gif";
break;
}
}
$img = file_get_contents($url);
header ("Content-Type: $img_type");
echo $img;
}
note: php script is very simple, image detection is not working 100%, this is just ti give you an idea. If you use some php image libs to load and get image type you can do this just with few lines of code. you may also try with "php readfile".
I am having problems running the CamanJS script on mobile devices, i.e. iPad and iPhone's Safari / Chrome, and I've been trying to resolve it for days.
The test script is very simple:
1) Accepts browser file selection of image
2) Gets the image source using FileData, then drawing it into a canvas, then instantiate a Caman("#sample") object
3) Run some filter (either within onLoad of that image, or manually by clicking a button)
It works perfectly fine on all desktop browsers and the filters are also successfully applied, but when I try it on mobile devices like iOS Safari, the moment I try to instantiate the Caman object, my existing canvas #sample goes blank and reverts to the original canvas default background color, with no image loaded at all. I've tried instantiating the Caman object before image is drawn on canvas, image onLoad, or on demand after the canvas image is successfully drawn, but the end result is still the same - the canvas goes blank.
Below is my sample code, can someone please advise? Thank you for your kind assistance.
<script>
var caman = null;
function handleUpload(evt) {
var target = (evt.target) ? evt.target : evt.srcElement;
var files = target.files; // FileList object
var field = target.id;
var curCount = target.id.replace(/\D+/, "");
for (var i = 0, f; f = files[i]; i++) {
var reader = new FileReader();
reader.onload = (function(theFile) {
return function(e) {
renderImage(e.target.result);
};
})(f);
reader.readAsDataURL(f);
}
}
function renderImage(imagedata) {
var canvas = document.getElementById("sample");
var ctx = canvas.getContext("2d");
// Render Preview
var previewImage = new Image();
previewImage.src = imagedata;
previewImage.onload = function() {
ctx.drawImage(previewImage, 0, 0, previewImage.width, previewImage.height);
caman = Caman("#sample", function () { this.sunrise().render(); });
};
}
function testProcess() {
//caman = Caman("#sample", function () { this.sunrise().render(); });
if (caman) {
caman.sunrise().render();
}
}
</script>
<form>
<input id="photo" name="photo" value="" type=file size="30" maxlength="50">
</form>
<canvas id="sample" width=300 height=300 style="background-color: #aaaaaa;"></canvas>
<br><br>Test Process<br><br>
<script>
document.getElementById('photo').addEventListener('change', handleUpload, false);
</script>
I had the same problem: worked on Chrome and Safari on my Mac, but did not work on Chrome or Safari on the iPhone 5s running iOS7. I solved by adding the data-caman-hidpi-disabled attribute to my canvas tag.
Try this:
<canvas id="sample" width=300 height=300 style="background-color: #aaaaaa;" data-caman-hidpi-disabled="true"></canvas>
According to the CamanJS website:
If a HiDPI display is detected, CamanJS will automatically switch to
the HiDPI version if available unless you force disable it with the
data-caman-hidpi-disabled attribute.
http://camanjs.com/guides/#BasicUsage