I have this code which playing my camera's view in a video tag and also into canvas, How I can edit it to make it share my screen(instead of my camera's view) into that canvas.
here is my html file:
<html>
<head>
<meta charset="UTF-8">
<title>With canvas</title>
</head>
<body>
<div class="booth">
<video id="video" width="400" height="300" autoplay></video>
<canvas id="canvas" width="400" height="300" style="border: 1px solid black;"></canvas>
</div>
<script src="video.js"></script>
</body>
and here is the js file:
(function() {
var canvas= document.getElementById('canvas'),
context = canvas.getContext('2d'),
video = document.getElementById('video'),
vendorUrl = window.URL || window.webkitURL;
navigator.getMedia = navigator.getUserMedia ||
navigator.webkitGetUserMedia ||
navigator.mozGetUserMedia ||
navigator.msGetUserMedia;
navigator.getMedia ({
video: true,
audio: false
}, function(stream) {
//video.src = vendorUrl.createObjectURL(stream);
if ('srcObject' in video) {
video.srcObject = stream;
} else {
video.src = vendorUrl.createObjectURL(stream);
}
video.play();
}, function(error) {
// An error occured
//error.code
});
video.addEventListener('play', function() {
setInterval(() => {
draw(this, context, 400, 300);
}, 100);
}, false );
function draw(video, context, width, height) {
context.drawImage(video, 0, 0, width, height);
}
}) ();
please, help!
CodePudding user response:
You must drawImage many times to simulate video not once time. So try to add setInterval
to draw the frame every 100ms
video.addEventListener('play', function() {
draw(this, context, 400, 300);
}, false );
to
video.addEventListener('play', function() {
setInterval(() => {
draw(this, context, 400, 300);
}, 100);
}, false );