Following on from https://www.b4x.com/android/forum/threads/windows-10-copilot.159957/
I just used it again on another javascript problem - it was so good I have reproduced the dialog (I won't say conversation because that sort of implies sentience ):
I used Notepad to create the prompt:
From which I was able to deduce that the only change I need to make in my javascript was add
mycam1canvas.width = mycam1video.videoWidth;
mycam1canvas.height = mycam1video.videoHeight;
i.e. my javascript became:
This is probably a "SO WHAT" to any experienced javascript type - but I am not - because it is somewhat tangential to my objectives and I simply do not want to invest the monumental time that would be involved.
This provides a great enabler for someone like me.
I just used it again on another javascript problem - it was so good I have reproduced the dialog (I won't say conversation because that sort of implies sentience
I used Notepad to create the prompt:
It responded with:I have a HTML5 div as follows:
<div id="mycam1" style="margin-top: 0px;margin-bottom: 0px;margin-left: 0px;margin-right: 0px;padding-top: 0px;padding-bottom: 0px;padding-left: 0px;padding-right: 0px;z-depth-0;width:100%px;height:100%px;background:#ffffff;border-radius:0px;">
<video autoplay muted playsinline id="mycam1video" width="100%" height="100%" style="border:none#03a9f4;border-width:0px;border-radius:0px;padding: 0px 0px 0px 0px;"></video>
<canvas id="mycam1canvas" width=10, height=10 style="border:none #03a9f4;display:none;"></canvas>
</div><script>var _mycam1;</script>
I have a HTML5 javascript as follows:
var mycam1canvas = document.getElementById('mycam1canvas');
var mycam1context = mycam1canvas.getContext('2d');
var mycam1video = document.getElementById('mycam1video');
mycam1context.drawImage(mycam1video, 0, 0, mycam1video.videoWidth, mycam1video.videoHeight);
var mycam1dataURL = mycam1canvas.toDataURL('image/jpeg');
var image = document.getElementById('imgshow');
image.src = mycam1dataURL;
b4j_raiseEvent('mycam1_takepicture', {'value':mycam1dataURL});
The javascript is fired when I want to take a picture of the video stream but the picture is only 10 pixels by 10 pixels as per the initial div.
How do I change the javascript so that the canvas is adjusted to the size of the video?
The response was much better formatted than what appears above.To adjust the canvas size to match the video dimensions, you can follow these steps:
Here’s an example of how you can modify your code:
- Wrap the Video and Canvas: Wrap both the <video> and <canvas> elements in a parent <div> element. This will allow you to position them relative to each other.
- Set Canvas Size: Use JavaScript to set the canvas size to match the video size when the video’s metadata is loaded. You can achieve this by listening for the loadedmetadata event on the video element.
- Position the Canvas: Position the canvas over the video using CSS. Set the canvas position to absolute and use the getBoundingClientRect() method to get the position and dimensions of the video. Then apply these values to the canvas.
HTML
<!DOCTYPE html>
<html>
<head>
<!-- Add any necessary styles here -->
<style>
body {
font-family: sans-serif;
}
video {
max-width: 100%;
width: 320px;
}
canvas {
position: absolute;
}
</style>
</head>
<body>
<h1>Realtime communication with WebRTC</h1>
<div id="videos">
<video id="localVideo" autoplay muted></video>
<video id="remoteVideo" autoplay></video>
</div>
<canvas id="mycam1canvas"></canvas>
<script>
const mycam1canvas = document.getElementById('mycam1canvas');
const mycam1context = mycam1canvas.getContext('2d');
const mycam1video = document.getElementById('localVideo');
// Set canvas size to match video size when metadata is loaded
mycam1video.addEventListener('loadedmetadata', function() {
mycam1canvas.width = mycam1video.videoWidth;
mycam1canvas.height = mycam1video.videoHeight;
});
// Draw video frame onto the canvas
function drawFrame() {
mycam1context.drawImage(mycam1video, 0, 0, mycam1video.videoWidth, mycam1video.videoHeight);
requestAnimationFrame(drawFrame); // Continuously update canvas
}
// Start drawing frames
mycam1video.addEventListener('play', drawFrame);
</script>
</body>
</html>
AI-generated code. Review and use carefully. More info on FAQ.
In this modified code:
Remember to adjust the styling and other elements as needed for your specific use case. ??️
- The canvas size is set to match the video size.
- The canvas is positioned over the video using absolute positioning.
- The drawFrame() function continuously draws video frames onto the canvas.
From which I was able to deduce that the only change I need to make in my javascript was add
mycam1canvas.width = mycam1video.videoWidth;
mycam1canvas.height = mycam1video.videoHeight;
i.e. my javascript became:
And it all worked!!!!!var mycam1canvas = document.getElementById('mycam1canvas');
var mycam1context = mycam1canvas.getContext('2d');
var mycam1video = document.getElementById('mycam1video');
mycam1canvas.width = mycam1video.videoWidth;
mycam1canvas.height = mycam1video.videoHeight;
mycam1context.drawImage(mycam1video, 0, 0, mycam1video.videoWidth, mycam1video.videoHeight);
var mycam1dataURL = mycam1canvas.toDataURL('image/jpeg');
var image = document.getElementById('imgshow');
image.src = mycam1dataURL;
b4j_raiseEvent('mycam1_takepicture', {'value':mycam1dataURL});
This is probably a "SO WHAT" to any experienced javascript type - but I am not - because it is somewhat tangential to my objectives and I simply do not want to invest the monumental time that would be involved.
This provides a great enabler for someone like me.
Last edited: