I need to write html code that uses the camera API in phonegap and sets the image to a specific canvas. I found an online code that should work (also includes a watermark), but it does not return anything to the canvas. Can someone tell me what I am missing? I am new to html and javascript and just trying to figure out how this particular part works before I expand it to include other images in order to overlay on top of the image taken from the camera.
thanks
<!DOCTYPE html>
<head>
<script type="text/javascript" charset="utf-8" src="cordova-2.7.0.js"></script>
<link rel="stylesheet" href="http://code.jquery.com/mobile/1.3.2/jquery.mobile- 1.3.2.min.css" />
<script src="http://code.jquery.com/jquery-1.9.1.min.js"></script>
<script src="http://code.jquery.com/mobile/1.3.2/jquery.mobile-1.3.2.min.js"></script>
<script src="phonegap.js"></script>
<script type="text/javascript" charset="utf-8">
var canvas;
var watermark;
document.addEventListener("deviceready",onDeviceReady,false);
function onDeviceReady() {
canvasDOM = $("myCanvas")[0];
canvas = canvasDOM.getContext("2d");
watermark = new Image();
watermark.src = "q1.jpg";
}
function cybershot() {
navigator.camera.getPicture(camSuccess, camError, {quality: 75, targetWidth: 400, targetHeight: 400, destinationType: Camera.DestinationType.FILE_URI});
}
function camError(e) {
console.log("Camera Error");
console.log(JSON.stringify(e));
}
function camSuccess(picuri) {
console.log("Camera Success");
var img = new Image();
img.src = picuri;
img.onload = function(e) {
canvas.drawImage(img, 0, 0);
canvas.drawImage(watermark, canvasDOM.width-watermark.width, canvasDOM.height - watermark.height);
}
} </script>
<style>
#myCanvas {
width: 400px;
height: 400px;
}
</style>
</head>
<body>
<h1>Watermark Camera</h1>
<button onclick="cybershot();">Capture Photo</button> <br>
<p>Canvas:</p>"
<canvas id="myCanvas"></canvas>
</body>
</html>
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