JSFiddle - React, Tailwind, and code Playground
by Dean Meehan
HTML
<div id="container">
<video autoplay="true" id="videoElement">dsasd</video>
<br>
<button onclick="snap()">Screenshot</button>
<canvas></canvas>
</div>
CSS
#container {
margin: 0px auto;
width: 500px;
height: 375px;
border: 10px #333 solid;
}
#videoElement, canvas {
width: 500px;
height: 375px;
background-color: #666;
}
JavaScript
var video = document.querySelector("#videoElement");
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia || navigator.oGetUserMedia;
if (navigator.getUserMedia) {
navigator.getUserMedia({
video: true
}, handleVideo, videoError);
}
function handleVideo(stream) {
video.src = window.URL.createObjectURL(stream);
}
function videoError(e) {
// do something
}
// Get handles on the video and canvas elements
var video = document.querySelector('video');
var canvas = document.querySelector('canvas');
// Get a handle on the 2d context of the canvas element
var context = canvas.getContext('2d');
// Define some vars required later
var w, h, ratio;
// Add a listener to wait for the 'loadedmetadata' state so the video's dimensions can be read
video.addEventListener('loadedmetadata', function() {
// Calculate the ratio of the video's width to height
ratio = video.videoWidth / video.videoHeight;
// Define the required width as 100 pixels smaller than the actual video's width
w = video.videoWidth - 100;
// Calculate the height based on the video's width and the ratio
h = parseInt(w / ratio, 10);
// Set the canvas width and height to the values just calculated
canvas.width = w;
canvas.height = h;
}, false);
// Takes a snapshot of the video
function snap() {
// Define the size of the rectangle that will be filled (basically the entire element)
context.fillRect(0, 0, w, h);
// Grab the image from the video
context.drawImage(video, 0, 0, w, h);
}