Hello, as you’ve already seen, I want to create a script to activate a webcam when a button is clicked. I’ve managed to create a script but it just starts when refreshing or loading the page but I want it to only activate when a button is clicked. Here’s the code:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="PhoneProject.css">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.min.css">
<title>Document</title>
</head>
<body>
<!-- Stream video via webcam -->
<div class="video-wrap">
<video id="video" playsinline autoplay></video>
</div>
<!-- Trigger canvas web API -->
<div class="controller">
<button id="snap">Capture</button>
</div>
<!-- Webcam video snapshot -->
<canvas id="canvas" width="100" height="100"></canvas>
</div>
<script>
'use strict';
const video = document.getElementById('video');
const canvas = document.getElementById('canvas');
const snap = document.getElementById("snap");
const errorMsgElement = document.querySelector('span#errorMsg');
const constraints = {
audio: true,
video: {
width: 300, height: 400
}
};
// Access webcam
async function init() {
try {
const stream = await navigator.mediaDevices.getUserMedia(constraints);
handleSuccess(stream);
} catch (e) {
errorMsgElement.innerHTML = `navigator.getUserMedia error:${e.toString()}`;
}
}
// Success
function handleSuccess(stream) {
window.stream = stream;
video.srcObject = stream;
}
// Load init
init();
// Draw image
var context = canvas.getContext('2d');
snap.addEventListener("click", function() {
context.drawImage(video, 0, 0, 640, 480);
});
</script>
</body>
</html>