Zxing library problem configure zoom x0.5 on iphone 13 - javascript

As part of a react web app, we use the Zxing library to perform barcode and qr code scans. However, we encounter a problem with the iphone 13 which sets the zoom to x1 by default, which results in a blurred image when we get closer to the elements to be scanned. We would like to configure the zoom to x0.5 (as is possible in the native iphone app), but I can't find a solution compatible with ios. If you have any ideas, I'm all ears.
Thanks in advance.
`
if(!navigator?.mediaDevices?.getUserMedia){
onError && onError('Cannot stream camera')
return
}
let userMediaStream: MediaStream
navigator.mediaDevices.getUserMedia({ audio: false, video: { facingMode: 'environment'}})
.then(stream => {
userMediaStream = stream
if(!videoRef?.current){
onError && onError('video ref missing')
return
}
videoRef.current.srcObject = stream
})
return () => {
if(userMediaStream) {
userMediaStream.getTracks().forEach(t => t.stop())
}
}
`
I've already tried listing the supportedConstraints:
`
const constraintList = new Array();
const supportedConstraints = navigator.mediaDevices.getSupportedConstraints();
for (const constraint of Object.keys(supportedConstraints)) {
constraintList.push(constraint);
}
console.log(constraintList);
`
But I get no element allowing me to modify the zoom or the focus: ['aspectRatio', 'deviceId', 'echoCancellation', 'facingMode', 'frameRate', 'groupId', 'height', 'sampleRate', ' sampleSize', 'volume', 'width']

Related

Record video in lower resolution than original using MediaRecorder

I'm creating a video recorder script using JavaScript and the MediaRecorder API. I'm using a video capture as source. The video output is 1920 x 1080 but I'm trying to shrink this resolution to 640 x 360 (360p).
I will write all the code below. I tried many configurations and variants of HTML and JS, and according to this site my video source can fit that size I'm trying to force.
The video source is from this elgato camlink 4k
UPDATE
Instead of using exact in video constraints, replace it with ideal and it will see if this resolution is available in the device.
The elgato camlink device don't support 360p apparently, I tested with external webcam which does support 360p and using ideal it works.
Using windows camera settings you can see there is no other resolutions available on elgato camlink only HD and FHD.
The HTML tag:
<video id="videoEl" width="640" height="360" autoplay canplay resize></video>
This is the getUSerMedia() script:
const video = document.getElementById('videoEl');
const constraints = {
audio: { deviceId: audioDeviceId },
video: {
deviceId: videoDeviceId,
width: { exact: 640 },
height: { exact: 360 },
frameRate: 30
}
};
this.CameraStream = await navigator.mediaDevices.getUserMedia(constraints);
video.srcObject = this.CameraStream;
Before that I choose the video source using navigator.mediaDevices.enumerateDevices();
Then I tried some options for the MediaRecorder constructor:
this.MediaRecorder = new MediaRecorder(this.CameraStream)
this.MediaRecorder = new MediaRecorder(this.CameraStream, { mimeType: 'video/webm' })
Found this mimeType in this Forum
this.MediaRecorder = new MediaRecorder(this.CameraStream, { mimeType: 'video/x-matroska;codecs=h264' })
And the event listener
this.MediaRecorder.addEventListener('dataavailable', event => {
this.BlobsRecorded.push(event.data);
});
MediaRecorder on stop
As I mention before, I tried some variants of options:
const options = { type: 'video/x-matroska;codecs=h264' };
const options = { type: 'video/webm' };
const options = { type: 'video/mp4' }; // not supported
const finalVideo = URL.createObjectURL(
new Blob(this.BlobsRecorded, options)
);
Note
Everything is working perfectly, I just leave the code to let you see the used constraints and for illustrative purposes. If there is something missing let me know to put it here.
Thank you for your time.

Select back camera on html5-qrcode.min.js

I use this qr code scanner:
https://github.com/mebjas/html5-qrcode
I use this code to scan qr code:
function onScanSuccess(decodedText, decodedResult) {
// handle the scanned code as you like, for example:
document.getElementById('text').value = decodedText;
console.log(`Code matched = ${decodedText}`, decodedResult);
}
function onScanFailure(error) {
// handle scan failure, usually better to ignore and keep scanning.
// for example:
console.warn(`Code scan error = ${error}`);
}
let html5QrcodeScanner = new Html5QrcodeScanner(
"reader", { fps: 10, qrbox: 250 }, /* verbose= */ false);
html5QrcodeScanner.render(onScanSuccess, onScanFailure);
It is possible to set default camera to back smartfone camera. I want to run scanner with setted back camera on startup.
Thanks, for some help.
I accomplish it using this bit of code when I launch the scanner:
facingMode: { exact: "environment"}
Maybe this will help point you in the right direction. Below is the way the setting is used when I launch the scanner:
/** load scanner using back camera **/
html5QrCode.start({ facingMode: { exact: "environment"} }, config, qrCodeSuccessCallback);

webrtc speed issues when i capture screen

am developing a 4 peers webrtc video chat!
everything is fine at this point , so i add a screen sharing future to the website!
when ever i press screenshare , the connection becomes so slow ! i thought it's because 4 peers connection , but this happens only when i share my screen .
i tried to use RemoveStream function that sends the camera stream, but the streams still lagging .
this is the function that runs after i press screenshare button
async function startCapture() {
var audioStream = await navigator.mediaDevices.getUserMedia({audio:true});
var audioTrack = audioStream.getAudioTracks()[0];
let captureStream = null;
try {
captureStream = await navigator.mediaDevices.getDisplayMedia(gdmOptions);
captureStream.addTrack( audioTrack );
} catch(err) {
console.error("Error: " + err);
}
// return captureStream;
if(rtcPeerConn){
rtcPeerConn.removeStream(myStream);
rtcPeerConn.addStream(captureStream);
}
if(rtcPeerConn1){
rtcPeerConn1.removeStream(myStream);
rtcPeerConn1.addStream(captureStream);
}
if(rtcPeerConn2){
rtcPeerConn2.removeStream(myStream);
rtcPeerConn2.addStream(captureStream);
}
if(rtcPeerConn3){
rtcPeerConn3.removeStream(myStream);
rtcPeerConn3.addStream(captureStream);
}
myStream.getTracks().forEach(function(track) {
track.stop();
});
myStream = captureStream;
success(myStream);
}
i even tried to remove tracks from the first stream like this
async function startCapture() {
myStream.getTracks().forEach(function(track) {
track.stop();
});
var audioStream = await navigator.mediaDevices.getUserMedia({audio:true});
var audioTrack = audioStream.getAudioTracks()[0];
let captureStream = null;
try {
captureStream = await navigator.mediaDevices.getDisplayMedia(gdmOptions);
captureStream.addTrack( audioTrack );
} catch(err) {
console.error("Error: " + err);
}
if(rtcPeerConn){
rtcPeerConn.removeStream(myStream);
rtcPeerConn.addStream(captureStream);
}
if(rtcPeerConn1){
rtcPeerConn1.removeStream(myStream);
rtcPeerConn1.addStream(captureStream);
}
if(rtcPeerConn2){
rtcPeerConn2.removeStream(myStream);
rtcPeerConn2.addStream(captureStream);
}
if(rtcPeerConn3){
rtcPeerConn3.removeStream(myStream);
rtcPeerConn3.addStream(captureStream);
}
myStream = captureStream;
success(myStream);
}
as you see i used removeStream function to avoid sending useless streams , but still nothing changed.
What are the constraints you are placing on getDisplayMedia? Perhaps you are sending "too much" video content, and thus slowing everything down.
[edit]
According to your comment, you are recording audio from the screen, and also audio from the mic. Perhaps remove the audio track from the screen recording?
You can also use options to reduce the size of the video: (this requires using getUserMedia instead of getDisplayMedia)
video:{
width: { min: 100, ideal: width, max: 1920 },
height: { min: 100, ideal: height, max: 1080 },
frameRate: {ideal: framerate}
}
Perhaps a lower framerate? Try reducing the size and see if that helps too :)

How to resolve iOS 11 Safari getUserMedia "Invalid constraint" issue

I'm attempting to run the following code in Safari in iOS 11. It should prompt the user to give access to their devices camera and then display it in my <video autoplay id="video"></video> element. However, when running in iOS 11, it results in an OverconstrainedError to be thrown:
{message: "Invalid constraint", constraint: ""}
The code runs fine in Android and successfully opens the camera.
I've attempted multiple valid configurations with no luck.
I know iOS 11 just came out so it may be a bug, but any thoughts? Has anyone else run into this?
Code:
var video = document.getElementById('video');
if(navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia({video: true})
.then(function(stream) {
video.src = window.URL.createObjectURL(stream);
video.play();
})
.catch(function(err) {
console.log(err);
});
}
Edit 1
I've run navigator.mediaDevices.getSupportedConstraints() and it returns the following:
{
aspectRatio: true,
deviceid: true,
echoCancellation: false,
facingMode: true,
frameRate: true,
groupId: true,
height: true,
sampleRate: false,
sampleSize: false,
volume: true,
width: true
}
I've tried configurations omitting the video property, but had no luck.
The invalid constraint error in safari is because the browser expects that you pass a correct width, one of:
320
640
1280
the height is auto calculate in an aspect ratio of 4:3 for 320 or 640, and 16:9 for 1280, then if you pass a width of 320, you video stream is set in:
320x240
if you set a width of 640, you video stream is set in:
640x480
And if you set a width of 1280, then you video stream is set in:
1280x720
In any other case you got a error "InvalidConstrain" for width value.
Also you can use a min, max, exact or ideal constrains for width, please check the MDN documentation
Here an example in this codepen
var config = { video: { width: 320/*320-640-1280*/ } };
var start = () => navigator.mediaDevices.getUserMedia(config)
.then(stream => v.srcObject = stream)
.then(() => new Promise(resolve => v.onloadedmetadata = resolve))
.then(() => log("Success: " + v.videoWidth + "x" + v.videoHeight))
.catch(log);
var log = msg => div.innerHTML += "<p>" + msg + "</p>";
PD: In chrome you can set a width of height and the video stream is set in these sizes, Firefox do a fitness distance, and Safari expect a exact match.
Remember that the iOS Simulator that comes with Xcode does not support webcam or microphone, which is why you may get the OverconstrainedError (as per https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/getUserMedia docs, that means no device fits the passed options, even if you're not putting specifics)
It appears to have been a bug that was corrected, because I just tried it again and the error message no longer appears.
Note that while the error message went away, I did have to make one more change for it to work, which was adding video.srcObject = stream; in the then callback.

How can I change the wallpaper on a Firefox OS device?

I have recently been learning about Firefox OS/B2G. I am aware of the extensive set of APIs in place that are able to fetch images from the wallpaper gallery, change settings and set reminders (to name a few). However, I'm completely stumped as to how to how to change the wallpaper, or, indeed, if this is even possible. Apologies if this is a silly question. Many thanks in advance.
You can do this by using a share activity
// imgToShare is the image you want to set as wallpaper
var shareImage = document.querySelector("#share-image"),
imgToShare = document.querySelector("#image-to-share");
if (shareImage && imgToShare) {
shareImage.onclick = function () {
if(imgToShare.naturalWidth > 0) {
// Create dummy canvas
var blobCanvas = document.createElement("canvas");
blobCanvas.width = imgToShare.width;
blobCanvas.height = imgToShare.height;
// Get context and draw image
var blobCanvasContext = blobCanvas.getContext("2d");
blobCanvasContext.drawImage(imgToShare, 0, 0);
// Export to blob and share through a Web Activitiy
blobCanvas.toBlob(function (blob) {
new MozActivity({
name: "share",
data: {
type: "image/*",
number: 1,
blobs: [blob]
}
});
});
}
else {
alert("Image failed to load, can't be shared");
}
};
}
You can test a live example with the Firefox OS boilerplate https://github.com/robnyman/Firefox-OS-Boilerplate-App/ .

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