Re: PROPOSAL: Simple image capture API

Harald Alvestrand wrote:
> On 03/24/2012 05:50 PM, Bryan Sullivan wrote:
>> Harald, FYI
>>
>> To get your example to work, I had to replace:
>>
>> video.src = webkitURL.createObjectURL(s);
>>
>> With
>>
>> video.src = webkitURL.createObjectURL(stream);
>
> Sorry 'bout that - was cleaning up the script after having pasted it
> into the mail, and did not run it before hitting "send".
>
> BTW, I do agree that the redirection via a video tag before getting to
> the canvas is crufty.
>

This is a reasonable methodology if you're doing e.g. real-time image 
processing. It's an advanced usage. Just for completeness (and FYI) it 
should be noted that an easier way also exists if the use case is simply 
to obtain a one-off image from the user's camera:

<input type=file accept="image/*;capture=camera"/>
<img src=""/>
<script>
var input = document.getElementsByTagName('input')[0],
     image = document.getElementsByTagName('img')[0];
input.onchange = function() {
   var fileList = this.files;
   if(fileList.length > 0)
     image.src = window.URL.createObjectURL(fileList[0]);
}
</script>

This implementation of [1] opens the native camera app, allows the user 
to take a picture - applying any camera settings as they wish - and the 
resulting image is returned as an async callback in-page.

As of today, this is already supported in the Android browser [2] and 
Chrome for Android, I believe.

- Rich

[1] http://www.w3.org/TR/html-media-capture/

[2] 
http://davidbcalhoun.com/2011/android-3-0-honeycomb-is-first-to-implement-the-device-api

Received on Monday, 26 March 2012 09:38:30 UTC