// References to all the element we will need.
var video = document.querySelector('#camera-stream'),
image = document.querySelector('#snap'),
start_camera = document.querySelector('#start-camera'),
controls = document.querySelector('.controls'),
take_photo_btn = document.querySelector('#take-photo'),
delete_photo_btn = document.querySelector('#delete-photo'),
download_photo_btn = document.querySelector('#download-photo'),
error_message = document.querySelector('#error-message');
// The getUserMedia interface is used for handling camera input.
// Some browsers need a prefix so here we're covering all the options
navigator.getMedia = ( navigator.getUserMedia ||
navigator.webkitGetUserMedia ||
navigator.mozGetUserMedia ||
navigator.msGetUserMedia);
if(!navigator.getMedia){
displayErrorMessage("Your browser doesn't have support for the navigator.getUserMedia interface.");
}
else{
// Request the camera.
navigator.getMedia(
{
video: true
},
// Success Callback
function(stream){
// Create an object URL for the video stream and
// set it as src of our HTLM video element.
video.src = window.URL.createObjectURL(stream);
// Play the video element to start the stream.
video.play();
video.onplay = function() {
showVideo();
};
},
// Error Callback
function(err){
displayErrorMessage("There was an error with accessing the camera stream: " + err.name, err);
}
);
}
// Mobile browsers cannot play video without user input,
// so here we're using a button to start it manually.
start_camera.addEventListener("click", function(e){
e.preventDefault();
// Start video playback manually.
video.play();
showVideo();
});
take_photo_btn.addEventListener("click", function(e){
e.preventDefault();
var snap = takeSnapshot();
// Show image.
image.setAttribute('src',...
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