- From: Robin Berjon <robin@robineko.com>
- Date: Fri, 4 Dec 2009 15:52:05 +0100
- To: Ilkka Oksanen <Ilkka.Oksanen@nokia.com>
- Cc: public-device-apis <public-device-apis@w3.org>
On Dec 4, 2009, at 15:23 , Ilkka Oksanen wrote: > To keep things simple in v1.0 most of the configuration could happen > through UI in native side. Resolution (and quality) setting is a special > case in a sense that it affects directly to the file size. Following > could happen more often if there is no way of hinting the preffered > resolution in the API. > > - A widget allows user to set profile picture, max resolution is > 640x480 > - Native camera has the default resolution of 1600x1200 > - User doesn't change resolution and takes the profile image > - Widget uploads the image to server > - Server shrinks the image -> Bandwith wasted. There's an API for that! You would: - get the image somehow - assign it to an <img> element (visible or not); alternatively, get a way of extracting HTML5 ImageData from it) - if it's the right size or less, you're good, otherwise continue - create a canvas element of the desired size, get its 2D context - use c2d.drawImage(yourImg, 0, 0, width, height) (or putImageData if you have ImageData) - then return c2d.getImageData(), or c2d.toDataURL(), or whatever newish thing that can return properly encoded image content Not perfect, but workable. -- Robin Berjon robineko — hired gun, higher standards http://robineko.com/
Received on Friday, 4 December 2009 14:52:36 UTC