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HTML Settings

Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <div class="camera">
  <video id="video-still">Video stream not available.</video>
  <button id="startbutton">Take photo</button>
</div>

<canvas id="canvas">
</canvas>

<div class="output">
  <img id="photo" alt="The screen capture will appear in this box.">
</div>
            
          
!
            
              // ** Capture a still image **
// This block of code is contained in a self invoked function. 

(function() {
    // Set a width and height for the video/image

    var width = 320; // We will scale the photo width to this
    var height = 0; // This will be computed based on the input stream

    // |streaming| indicates whether or not we're currently streaming
    // video from the camera. Obviously, we start at false.

    var streaming = false;

    // The various HTML elements we need to configure or control. These
    // will be set by the startup() function.

    var video = null;
    var canvas = null;
    var photo = null;
    var startbutton = null;

    // ****************************************************************
    // Start capturing video
    function startup() {
        // Define elements 
        video = document.getElementById('video-still');
        canvas = document.getElementById('canvas');
        photo = document.getElementById('photo');
        startbutton = document.getElementById('startbutton');
        
        // Check for vendor version of getUserMedia
        
        navigator.getMedia = (navigator.getUserMedia ||
            navigator.webkitGetUserMedia ||
            navigator.mozGetUserMedia ||
            navigator.msGetUserMedia);
        
        // Check for getUserMedia
        if (!navigator.getMedia) {
            // No user media exit
            console.log("Has get user media");
            return; 
        }
        
        // invoke getUserMedia to start a video stream. 
        navigator.getMedia({
            video: true,    // Get video
            audio: false    // No audio
        }, getMediaSuccess, getMediaError); // Pass a success, and error function
        
        // Media success function
        function getMediaSuccess(stream) {
            // Check for FireFox. 
            if (navigator.mozGetUserMedia) {
                video.mozSrcObject = stream; // Assign the stream to #video-still
            } else {
                var vendorURL = window.URL || window.webkitURL;
                video.src = vendorURL.createObjectURL(stream); // Assign the stream to #video-still
            }
            video.play(); // Tell #video-still to play
        }

        // This is invoked on a user media error. 
        function getMediaError(error) {
            console.log("An error occured! " + error);
        }

        // Add an event to the #video-still. The canplay event occurs when 
        // the video is ready to play. 
        video.addEventListener('canplay', function (event) {
            // Check the streaming flag. 
            if (!streaming) {
                // Not streaming.
                // Get the height of the video
                height = video.videoHeight / (video.videoWidth / width);

                // Firefox currently has a bug where the height can't be read from
                // the video, so we will make assumptions if this happens.

                if (isNaN(height)) {
                    height = width / (4 / 3);
                }
                
                // Set some attributes of the #video-still element
                video.setAttribute('width', width);
                video.setAttribute('height', height);
                canvas.setAttribute('width', width);
                canvas.setAttribute('height', height);
                // Set streaming to true
                streaming = true;
            }
        }, false);

        // Add click event to #startbutton
        startbutton.addEventListener('click', function (event) {
            event.preventDefault();
            takepicture(); // Take a picture
        }, false);

        clearphoto();
    }
    // End startup function
    // ****************************************************************

    
    // #canvas is used to hold a still image. Here the convas is cleared 
    // by filling with gray. 
    function clearphoto() {
        // Fill with a gray
        var context = canvas.getContext('2d');
        context.fillStyle = "#AAA";
        context.fillRect(0, 0, canvas.width, canvas.height);
        // Set the data url of #photo to the image on the canvas
        var data = canvas.toDataURL('image/png');
        photo.setAttribute('src', data);
    }

    // Capture a photo by fetching the current contents of the video
    // and drawing it into a canvas, then converting that to a PNG
    // format data URL. By drawing it on an offscreen canvas and then
    // drawing that to the screen, we can change its size and/or apply
    // other changes before drawing it.
    
    // Capture an image. 

    function takepicture() {
        var context = canvas.getContext('2d');
        if (width && height) {
            canvas.width = width;
            canvas.height = height;
            context.drawImage(video, 0, 0, width, height);

            var data = canvas.toDataURL('image/png');
            photo.setAttribute('src', data);
        } else {
            clearphoto();
        }
    }

    // Set up our event listener to run the startup process
    // once loading is complete.
    // This calls startup (above)
    window.addEventListener('load', startup, false);
})();
            
          
!
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