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@ -13,7 +13,7 @@ |
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</div> |
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<!-- Heading --> |
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<h1 id="ViewHeading" class="text-4xl text-center font-light pt-4"> |
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<h1 id="ViewHeading" class="text-center font-bold"> |
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<span v-if="uploading"> Uploading... </span> |
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<span v-else-if="blob"> Look Good? </span> |
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<span v-else> Say "Cheese"! </span> |
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@ -30,6 +30,7 @@ |
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> |
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<span>Upload</span> |
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</button> |
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<!--{{ imageHeight }} {{ imageWidth }} {{ imageWarning }}--> |
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<button |
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@click="retryImage" |
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class="bg-slate-500 hover:bg-slate-700 text-white font-bold py-2 px-2 rounded-full" |
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@ -37,16 +38,20 @@ |
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<span>Retry</span> |
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</button> |
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</div> |
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<img :src="URL.createObjectURL(blob)" class="mt-2 w-full" /> |
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<div |
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:style="'height: ' + imageHeight + 'px; width: ' + imageWidth + 'px;'" |
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> |
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<img :src="URL.createObjectURL(blob)" class="mt-2" /> |
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</div> |
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</div> |
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<div v-else> |
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<!-- |
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Camera "resolution" doesn't change how it shows on screen but rather stretches the result, eg the following which just stretches it vertically: |
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:resolution="{ width: 375, height: 812 }" |
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It even messes up when trying to match the ratio with imageHeight and imageWidth. |
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--> |
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<camera facingMode="environment" autoplay ref="camera"> |
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<div class="absolute bottom-0 w-full flex justify-center pb-4"> |
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<!-- Button --> |
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<div class="absolute top-0 w-full flex justify-center pb-4"> |
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<button |
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@click="takeImage" |
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class="bg-blue-500 hover:bg-blue-700 text-white font-bold py-2 px-2 rounded-full" |
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@ -78,6 +83,9 @@ export default class GiftedPhotoDialog extends Vue { |
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activeDid = ""; |
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blob: Blob | null = null; |
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setImage: (arg: string) => void = () => {}; |
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imageHeight?: number = window.innerHeight / 2; |
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imageWidth?: number = window.innerWidth / 2; |
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imageWarning = "."; |
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uploading = false; |
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visible = false; |
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@ -115,7 +123,55 @@ export default class GiftedPhotoDialog extends Vue { |
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async takeImage(/* payload: MouseEvent */) { |
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const cameraComponent = this.$refs.camera as InstanceType<typeof Camera>; |
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this.blob = await cameraComponent?.snapshot(); // png is default; if that changes, change extension in formData.append |
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console.log("cameraComponent", cameraComponent, cameraComponent.resolution); |
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this.imageHeight = cameraComponent?.resolution?.height; |
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this.imageWidth = cameraComponent?.resolution?.width; |
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const initialImageRatio = this.imageWidth / this.imageHeight; |
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console.log( |
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"initialImageRatio", |
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initialImageRatio, |
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this.imageWidth, |
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this.imageHeight, |
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); |
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const windowRatio = window.innerWidth / window.innerHeight; |
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console.log( |
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"windowRatio", |
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windowRatio, |
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window.innerWidth, |
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window.innerHeight, |
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); |
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if (initialImageRatio > 1 && windowRatio < 1) { |
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this.imageWarning = "?"; |
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// For some reason, mobile in portrait orientation renders a horizontally-stretched image. |
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// We're gonna force it opposite. |
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this.imageHeight = cameraComponent?.resolution?.width; |
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this.imageWidth = cameraComponent?.resolution?.height; |
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} else if (initialImageRatio < 1 && windowRatio > 1) { |
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// Haven't seen this happen, but just in case. |
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this.imageWarning = "??"; |
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this.imageHeight = cameraComponent?.resolution?.width; |
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this.imageWidth = cameraComponent?.resolution?.height; |
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} |
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const newImageRatio = this.imageWidth / this.imageHeight; |
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console.log( |
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"newImageRatio", |
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newImageRatio, |
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this.imageWidth, |
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this.imageHeight, |
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); |
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if (newImageRatio < windowRatio) { |
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this.imageHeight = window.innerHeight / 2; |
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this.imageWidth = this.imageHeight * newImageRatio; |
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} else { |
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this.imageWidth = window.innerWidth / 2; |
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this.imageHeight = this.imageWidth / newImageRatio; |
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} |
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// The resolution is only necessary because of that mobile portrait-orientation case. |
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// But setting this screws up desktop the mobile emulation. |
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this.blob = await cameraComponent?.snapshot({ |
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height: this.imageHeight, |
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width: this.imageWidth, |
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}); // png is default; if that changes, change extension in formData.append |
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if (!this.blob) { |
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this.$notify( |
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{ |
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@ -134,6 +190,45 @@ export default class GiftedPhotoDialog extends Vue { |
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this.blob = null; |
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} |
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/**** |
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Here's an approach without a library, which works similarly and looks ugly. |
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<button id="start-camera" @click="cameraClicked">Start Camera</button> |
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<video id="video" width="320" height="240" autoplay></video> |
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<button id="snap-photo" @click="photoSnapped">Snap Photo</button> |
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<canvas id="canvas" width="320" height="240"></canvas> |
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async cameraClicked() { |
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console.log("camera_button clicked"); |
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const video = document.querySelector("#video"); |
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const stream = await navigator.mediaDevices.getUserMedia({ |
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video: true, |
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audio: false, |
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}); |
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if (video instanceof HTMLVideoElement) { |
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video.srcObject = stream; |
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} |
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} |
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photoSnapped() { |
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const video = document.querySelector("#video"); |
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const canvas = document.querySelector("#canvas"); |
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console.log("snap_photo clicked"); |
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if ( |
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canvas instanceof HTMLCanvasElement && |
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video instanceof HTMLVideoElement |
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) { |
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canvas |
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?.getContext("2d") |
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?.drawImage(video, 0, 0, canvas.width, canvas.height); |
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const image_data_url = canvas?.toDataURL("image/jpeg"); |
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// data url of the image |
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console.log(image_data_url); |
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} |
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} |
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****/ |
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async uploadImage() { |
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this.uploading = true; |
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const identifier = await getIdentity(this.activeDid); |
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