我想使用画布显示视频,包括播放暂停功能,允许用户通过点击画布来切换播放,我还希望在暂停时在视频顶部绘制叠加。怎么在javascript中完成?
画布可用于显示来自各种来源的视频。此示例显示如何将视频作为文件资源加载,显示它并在屏幕播放/暂停切换上添加简单的单击。
就画布而言,视频只是一个图像。你可以像任何图像一样绘制它。不同的是视频可以播放并且有声音。
// It is assumed you know how to add a canvas and correctly size it.
var canvas = document.getElementById("myCanvas"); // get the canvas from the page
var ctx = canvas.getContext("2d");
var videoContainer; // object to hold video and associated info
var video = document.createElement("video"); // create a video element
video.src = "urlOffVideo.webm";
// the video will now begin to load.
// As some additional info is needed we will place the video in a
// containing object for convenience
video.autoPlay = false; // ensure that the video does not auto play
video.loop = true; // set the video to loop.
videoContainer = { // we will add properties as needed
video : video,
ready : false,
};
与图像元素不同,视频不必完全加载即可在画布上显示。视频还提供了许多可用于监控视频状态的额外事件。
在这种情况下,我们希望了解视频何时可以播放。 oncanplay
表示已经加载足够的视频来播放其中的一部分,但可能还不足以播放到最后。
video.oncanplay = readyToPlayVideo; // set the event to the play function that
// can be found below
或者,您可以使用oncanplaythrough
,当已加载足够的视频时,它会触发,以便可以播放到最后。
video.oncanplaythrough = readyToPlayVideo; // set the event to the play function that
// can be found below
仅使用其中一个canPlay事件而不是两者。
function readyToPlayVideo(event){ // this is a referance to the video
// the video may not match the canvas size so find a scale to fit
videoContainer.scale = Math.min(
canvas.width / this.videoWidth,
canvas.height / this.videoHeight);
videoContainer.ready = true;
// the video can be played so hand it off to the display function
requestAnimationFrame(undateCanvas);
}
视频不会在画布上播放。您需要为每个新帧绘制它。由于很难知道确切的帧速率以及它们何时出现,因此最好的方法是将视频显示为以60fps运行。如果帧速率较低,那么w只渲染相同的帧两次。如果帧率更高,那么没有什么可以看到额外的帧,所以我们只是忽略它们。
视频元素只是一个图像元素,可以像任何图像一样绘制,你可以缩放,旋转,平移视频,镜像,淡化,剪辑和仅显示部分,第二次绘制两次全局复合模式添加FX如闪电,屏幕等。
function updateCanvas(){
ctx.clearRect(0,0,canvas.width,canvas.height); // Though not always needed
// you may get bad pixels from
// previous videos so clear to be
// safe
// only draw if loaded and ready
if(videoContainer !== undefined && videoContainer.ready){
// find the top left of the video on the canvas
var scale = videoContainer.scale;
var vidH = videoContainer.video.videoHeight;
var vidW = videoContainer.video.videoWidth;
var top = canvas.height / 2 - (vidH /2 ) * scale;
var left = canvas.width / 2 - (vidW /2 ) * scale;
// now just draw the video the correct size
ctx.drawImage(videoContainer.video, left, top, vidW * scale, vidH * scale);
if(videoContainer.video.paused){ // if not playing show the paused screen
drawPayIcon();
}
}
// all done for display
// request the next frame in 1/60th of a second
requestAnimationFrame(updateCanvas);
现在我们已经加载并显示了所有我们需要的视频播放控件。我们将其作为屏幕上的单击切换播放。播放视频并且用户点击视频时,视频会暂停。暂停时,点击恢复播放。我们将添加一个功能来使视频变暗并绘制一个播放图标(三角形)
function drawPayIcon(){
ctx.fillStyle = "black"; // darken display
ctx.globalAlpha = 0.5;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#DDD"; // colour of play icon
ctx.globalAlpha = 0.75; // partly transparent
ctx.beginPath(); // create the path for the icon
var size = (canvas.height / 2) * 0.5; // the size of the icon
ctx.moveTo(canvas.width/2 + size/2, canvas.height / 2); // start at the pointy end
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 + size);
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 - size);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1; // restore alpha
}
function playPauseClick(){
if(videoContainer !== undefined && videoContainer.ready){
if(videoContainer.video.paused){
videoContainer.video.play();
}else{
videoContainer.video.pause();
}
}
}
// register the event
canvas.addEventListener("click",playPauseClick);
使用画布播放视频非常容易,实时添加效果也很容易。但是格式有一些限制,你可以如何玩和寻找。 MDN HTMLMediaElement是获取视频对象的完整依据的地方。
在画布上绘制完图像后,您可以使用ctx.getImageData
访问其中包含的像素。或者您可以使用canvas.toDataURL
来拍摄静止图像并下载它。 (仅当视频来自受信任的来源且不会污染画布时)。
请注意,如果视频有声音,那么播放它也会播放声音。
快乐视频。
答案 0 :(得分:2)
显示视频与显示图像非常相似。微小差异与onload事件有关,以及你需要每帧渲染视频的事实,或者你只能看到一帧而不是动画帧。
下面的演示与示例有一些细微差别。一个静音功能(在视频点击静音/声音开启以切换声音)和一些错误检查,以捕获IE9 +和Edge,如果他们没有正确的驱动程序。我会使用IE支持的另一种格式,但找不到属于公共域的格式。
注意IE9 +和Edge的用户。您可能无法播放视频格式WebM,因为它需要其他驱动程序才能播放视频。可以在 tools.google.com Download IE9+ WebM support
找到它们
// This code is from the example document on stackoverflow documentation. See HTML for link to the example.
// This code is almost identical to the example. Mute has been added and a media source. Also added some error handling incase the media load fails and a link to fix IE9+ and Edge suport.
// Code by Blindman67.
var mediaSource = "http://video.webmfiles.org/big-buck-bunny_trailer.webm";
var muted = true;
var canvas = document.getElementById("myCanvas"); // get the canvas from the page
var ctx = canvas.getContext("2d");
var videoContainer; // object to hold video and associated info
var video = document.createElement("video"); // create a video element
video.src = mediaSource;
// the video will now begin to load.
// As some additional info is needed we will place the video in a
// containing object for convenience
video.autoPlay = false; // ensure that the video does not auto play
video.loop = true; // set the video to loop.
video.muted = muted;
videoContainer = { // we will add properties as needed
video : video,
ready : false,
};
// To handle errors. This is not part of the example at the moment. Just fixing for Edge that did not like the ogv format video
video.onerror = function(e){
document.body.removeChild(canvas);
document.body.innerHTML += "<h2>There is a problem loading the video</h2><br>";
document.body.innerHTML += "Users of IE9+ , the browser does not support WebM videos used by this demo";
document.body.innerHTML += "<br><a href='https://tools.google.com/dlpage/webmmf/'> Download IE9+ WebM support</a> from tools.google.com<br> this includes Edge and Windows 10";
}
video.oncanplay = readyToPlayVideo; // set the event to the play function that
// can be found below
function readyToPlayVideo(event){ // this is a referance to the video
// the video may not match the canvas size so find a scale to fit
videoContainer.scale = Math.min(
canvas.width / this.videoWidth,
canvas.height / this.videoHeight);
videoContainer.ready = true;
// the video can be played so hand it off to the display function
requestAnimationFrame(updateCanvas);
// add instruction
document.getElementById("playPause").textContent = "Click video to play/pause.";
document.querySelector(".mute").textContent = "Mute";
}
function updateCanvas(){
ctx.clearRect(0,0,canvas.width,canvas.height);
// only draw if loaded and ready
if(videoContainer !== undefined && videoContainer.ready){
// find the top left of the video on the canvas
video.muted = muted;
var scale = videoContainer.scale;
var vidH = videoContainer.video.videoHeight;
var vidW = videoContainer.video.videoWidth;
var top = canvas.height / 2 - (vidH /2 ) * scale;
var left = canvas.width / 2 - (vidW /2 ) * scale;
// now just draw the video the correct size
ctx.drawImage(videoContainer.video, left, top, vidW * scale, vidH * scale);
if(videoContainer.video.paused){ // if not playing show the paused screen
drawPayIcon();
}
}
// all done for display
// request the next frame in 1/60th of a second
requestAnimationFrame(updateCanvas);
}
function drawPayIcon(){
ctx.fillStyle = "black"; // darken display
ctx.globalAlpha = 0.5;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#DDD"; // colour of play icon
ctx.globalAlpha = 0.75; // partly transparent
ctx.beginPath(); // create the path for the icon
var size = (canvas.height / 2) * 0.5; // the size of the icon
ctx.moveTo(canvas.width/2 + size/2, canvas.height / 2); // start at the pointy end
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 + size);
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 - size);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1; // restore alpha
}
function playPauseClick(){
if(videoContainer !== undefined && videoContainer.ready){
if(videoContainer.video.paused){
videoContainer.video.play();
}else{
videoContainer.video.pause();
}
}
}
function videoMute(){
muted = !muted;
if(muted){
document.querySelector(".mute").textContent = "Mute";
}else{
document.querySelector(".mute").textContent= "Sound on";
}
}
// register the event
canvas.addEventListener("click",playPauseClick);
document.querySelector(".mute").addEventListener("click",videoMute)
body {
font :14px arial;
text-align : center;
background : #36A;
}
h2 {
color : white;
}
canvas {
border : 10px white solid;
cursor : pointer;
}
a {
color : #F93;
}
.mute {
cursor : pointer;
display: initial;
}
<h2>Basic Video & canvas example</h2>
<p>Code example from Stackoverflow Documentation HTML5-Canvas<br>
<a href="https://stackoverflow.com/documentation/html5-canvas/3689/media-types-and-the-canvas/14974/basic-loading-and-playing-a-video-on-the-canvas#t=201607271638099201116">Basic loading and playing a video on the canvas</a></p>
<canvas id="myCanvas" width = "532" height ="300" ></canvas><br>
<h3><div id = "playPause">Loading content.</div></h3>
<div class="mute"></div><br>