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@Cody01100011
Created August 18, 2024 16:57
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Web_cam_html
<div class="camera">
<video id="video">Video stream not available.</video>
<button id="startbutton">Take photo</button>
<button id="endbutton">Stop camera</button>
</div>
<canvas id="canvas"></canvas>
<div class="output">
<img id="photo" alt="The screen capture will appear in this box.">
</div>
<style>
#video {
border: 1px solid black;
box-shadow: 2px 2px 3px black;
width:320px;
height:240px;
}
#photo {
border: 1px solid black;
box-shadow: 2px 2px 3px black;
width:320px;
height:240px;
}
#canvas {
display:none;
}
.camera {
width: 340px;
display:inline-block;
}
.output {
width: 340px;
display:inline-block;
}
#endbutton, #startbutton {
display:inline-block;
position:relative;
margin-left:auto;
margin-right:auto;
bottom:32px;
background-color: rgba(0, 150, 0, 0.5);
border: 1px solid rgba(255, 255, 255, 0.7);
box-shadow: 0px 0px 1px 2px rgba(0, 0, 0, 0.2);
font-size: 14px;
font-family: "Lucida Grande", "Arial", sans-serif;
color: rgba(255, 255, 255, 1.0);
}
.contentarea {
font-size: 16px;
font-family: "Lucida Grande", "Arial", sans-serif;
width: 760px;
}
</style>
<script>
(function() {
// The width and height of the captured photo. We will set the
// width to the value defined here, but the height will be
// calculated based on the aspect ratio of the input stream.
var width = 320; // We will scale the photo width to this
var height = 0; // This will be computed based on the input stream
// |streaming| indicates whether or not we're currently streaming
// video from the camera. Obviously, we start at false.
var streaming = false;
// The various HTML elements we need to configure or control. These
// will be set by the startup() function.
var video = null;
var canvas = null;
var photo = null;
var startbutton = null;
var endbutton = null;
function startup() {
video = document.getElementById('video');
canvas = document.getElementById('canvas');
photo = document.getElementById('photo');
startbutton = document.getElementById('startbutton');
endbutton = document.getElementById('endbutton');
navigator.mediaDevices.getUserMedia({video: true, audio: false})
.then(function(stream) {
video.srcObject = stream;
video.play();
})
.catch(function(err) {
console.log("An error occurred: " + err);
});
video.addEventListener('canplay', function(ev){
if (!streaming) {
height = video.videoHeight / (video.videoWidth/width);
// Firefox currently has a bug where the height can't be read from
// the video, so we will make assumptions if this happens.
if (isNaN(height)) {
height = width / (4/3);
}
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);
endbutton.addEventListener('click', function(ev){
stoprecording();
ev.preventDefault();
}, false);
clearphoto();
}
// Fill the photo with an indication that none has been
// captured.
function clearphoto() {
var context = canvas.getContext('2d');
context.fillStyle = "#AAA";
context.fillRect(0, 0, canvas.width, canvas.height);
var data = canvas.toDataURL('image/png');
photo.setAttribute('src', data);
}
// Capture a photo by fetching the current contents of the video
// and drawing it into a canvas, then converting that to a PNG
// format data URL. By drawing it on an offscreen canvas and then
// drawing that to the screen, we can change its size and/or apply
// other changes before drawing it.
function stoprecording() {
video.srcObject.getTracks().forEach(track => track.stop());
}
function takepicture() {
var context = canvas.getContext('2d');
if (width && height) {
canvas.width = width;
canvas.height = height;
context.drawImage(video, 0, 0, width, height);
var data = canvas.toDataURL('image/png');
photo.setAttribute('src', data);
} else {
clearphoto();
}
}
// Set up our event listener to run the startup process
// once loading is complete.
window.addEventListener('load', startup, false);
})();
</script>
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