是否可以阻止智能手机打开画廊?



我有一个从智能手机相机捕获图像的输入,如下所示:

<input ng-model="fileModel" type="file" name="input_default" accept="image/*;capture=camera"
capture="camera" capture />

如果安装的智能手机(Android或IOS操作系统)上没有摄像头,则输入打开手机图库。我想提醒用户它没有摄像头,不要打开设备库。

我试了下面的方法,但是没有成功。

var el = document.createElement('input');
if(el.capture == undefined){
// display message user
} else{
// open the camera normally on the device
}

是否可以BLOCK打开图库的智能手机使用Javascript ?

这是一个使用WebRTC直接从相机拍摄照片的工作示例。

这种方法被许多政府网站用来验证真伪。

这是演示,https://yari-demos.prod.mdn.mozit.cloud/en-US/docs/Web/API/Media_Streams_API/Taking_still_photos/_sample_.demo.html

这是完整的解释,https://developer.mozilla.org/en-US/docs/Web/API/Media_Streams_API/Taking_still_photos

(function() {
// The width and height of the captured photo. We will set the
// width to the value defined here, but the height will be
// calculated based on the aspect ratio of the input stream.
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;
function showViewLiveResultButton() {
if (window.self !== window.top) {
// Ensure that if our document is in a frame, we get the user
// to first open it in its own tab or window. Otherwise, it
// won't be able to request permission for camera access.
document.querySelector(".contentarea").remove();
const button = document.createElement("button");
button.textContent = "View live result of the example code above";
document.body.append(button);
button.addEventListener('click', () => window.open(location.href));
return true;
}
return false;
}
function startup() {
if (showViewLiveResultButton()) { return; }
video = document.getElementById('video');
canvas = document.getElementById('canvas');
photo = document.getElementById('photo');
startbutton = document.getElementById('startbutton');
navigator.mediaDevices.getUserMedia({video: true, audio: false})
.then(function(stream) {
video.srcObject = stream;
video.play();
})
.catch(function(err) {
console.log("An error occurred: " + err);
});
video.addEventListener('canplay', function(ev){
if (!streaming) {
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);
}
video.setAttribute('width', width);
video.setAttribute('height', height);
canvas.setAttribute('width', width);
canvas.setAttribute('height', height);
streaming = true;
}
}, false);
startbutton.addEventListener('click', function(ev){
takepicture();
ev.preventDefault();
}, false);
clearphoto();
}
// Fill the photo with an indication that none has been
// captured.
function clearphoto() {
var context = canvas.getContext('2d');
context.fillStyle = "#AAA";
context.fillRect(0, 0, canvas.width, canvas.height);
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.
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.
window.addEventListener('load', startup, false);
})();

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