- Version: 3.2.1
- GitHub:
- NPM: https://www.npmjs.com/package/nativescript-camera-overfullscreen
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Welcome to the nativescript-camera-overfullscreen
plugin for NativeScript framework
Prerequisites
- installed NativeScript-CLI
Working with the camera plugin
Overview
Almost every mobile application needs the option to capture, save and share images. The NativeScript camera plugin was designed for the first two parts of the job (taking a picture and optionally saving to device storage).
Installation
Navigate to project folder and run NativeScript-CLI command
tns plugin add nativescript-camera-overfullscreen
Plugin could be added as a standard npm dependency running command
npm install nativescript-camera-overfullscreen --save
Note: the
--save
flag will add the plugin as dependency in your package.json file
Requesting permissions
Newer API levels of Android and iOS versions are requiring explicit permissions in order the application to have access to the camera and to be able to save photos to the device. Once the user has granted permissions the camera module can be used.
camera.requestPermissions();
Note: Older versions won't be affected by the usage of the requestPermissions method.
Using the camera module to take a picture
Using the camera module is relatively simple. However, there are some points that need a little bit more explanation.
In order to use the camera module, just require it, as shown in Example 1:
Example 1: Require camera module in the application
var camera = require("nativescript-camera-overfullscreen");
import * as camera from "nativescript-camera-overfullscreen";
Then you are ready to use it:
Example 2: How to take a picture and to recieve image asset
var imageModule = require("ui/image");
camera.takePicture()
.then(function (imageAsset) {
console.log("Result is an image asset instance");
var image = new imageModule.Image();
image.src = imageAsset;
}).catch(function (err) {
console.log("Error -> " + err.message);
});
import { Image } from "ui/image";
camera.takePicture({).
then((imageAsset) => {
console.log("Result is an image asset instance");
var image = new Image();
image.src = imageAsset;
}).catch((err) => {
console.log("Error -> " + err.message);
});
The code in Example 2 will start the native platform camera application. After taking the picture and tapping the button Save
(Android) or use image
(iOS), the promise will resolve the then
part and image asset will be set as src
of the ui/image
control.
Using the options to take memory efficient picture
Example 2 shows how to take a picture using the NativeScript camera module. However, it takes a huge image (even mid-level devices has a 5MP camera, which results in a image 2580x2048, which in bitmap means approximately 15 MB). In many cases you don't need such a huge picture to show an image with 100x100 size, so taking a big picture is just a waste of memory. The camera takePicture() method accepts an optional parameter that could help in that case. With that optional parameter, you could set some properties like:
- width: The desired width of the picture (in device independent pixels).
- height: The desired height of the picture (in device independent pixels).
- keepAspectRatio: A boolean parameter that indicates if the aspect ratio should be kept.
- saveToGallery: A boolean parameter that indicates if the taken photo will be saved in "Photos" for Android and in "Camera Roll" in iOS
- cameraFacing: Start with either the "front" or "rear" (default) camera of the device. The current implementation doesn't work on all Android devices, in which case it falls back to the default behavior.
What does device independent pixels
mean? The NativeScript layout mechanism uses device-independent pixels when measuring UI controls. This allows you to declare one layout and this layout will look similar to all devices (no matter the device's display resolution). In order to get a proper image quality for high resolution devices (like iPhone retina and Android Full HD), camera will return an image with bigger dimensions. For example, if we request an image that is 100x100, on iPhone 6 the actual image will be 200x200 (since its display density factor is 2 -> 1002x1002).
Setting the keepAspectRatio
property could result in a different than requested width or height. The camera will return an image with the correct aspect ratio but generally only one (from width and height) will be the same as requested; the other value will be calculated in order to preserve the aspect of the original image.
Example 3 shows how to use the options parameter:
Example 3: How to setup
width
,height
,keepAspectRatio
andsaveToGallery
properties for the camera module
var imageModule = require("ui/image");
var options = { width: 300, height: 300, keepAspectRatio: false, saveToGallery: true };
camera.takePicture(options)
.then(function (imageAsset) {
console.log("Size: " + imageAsset.options.width + "x" + imageAsset.options.height);
console.log("keepAspectRatio: " + imageAsset.options.keepAspectRatio);
console.log("Photo saved in Photos/Gallery for Android or in Camera Roll for iOS");
}).catch(function (err) {
console.log("Error -> " + err.message);
});
import { Image } from "ui/image";
var options = { width: 300, height: 300, keepAspectRatio: false, saveToGallery: true };
camera.takePicture(options).
then((imageAsset) => {
console.log("Size: " + imageAsset.options.width + "x" + imageAsset.options.height);
console.log("keepAspectRatio: " + imageAsset.options.keepAspectRatio);
console.log("Photo saved in Photos/Gallery for Android or in Camera Roll for iOS");
}).catch((err) => {
console.log("Error -> " + err.message);
});
Check if the device has available camera
The first thing that the developers should check if the device has an available camera. The method isAvaiable will return true if the camera hardware is ready to use or false if otherwise.
var isAvailable = camera.isAvailable();
Note: This method will return false when used in iOS simulator (as the simulator does not have camera hardware)