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CameraView | well documented, highlevel Android interface | Video Utils library

 by   natario1 Java Version: v2.7.0 License: Non-SPDX

 by   natario1 Java Version: v2.7.0 License: Non-SPDX

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kandi X-RAY | CameraView Summary

CameraView is a Java library typically used in Telecommunications, Media, Telecom, Video, Video Utils applications. CameraView has no bugs, it has no vulnerabilities and it has medium support. However CameraView build file is not available and it has a Non-SPDX License. You can download it from GitHub, Maven.
CameraView is a well documented, high-level library that makes capturing pictures and videos easy, addressing most of the common issues and needs, and still leaving you with flexibility where needed.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • CameraView has a medium active ecosystem.
  • It has 3887 star(s) with 736 fork(s). There are 85 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 54 open issues and 834 have been closed. On average issues are closed in 140 days. There are 7 open pull requests and 0 closed requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of CameraView is v2.7.0
CameraView Support
Best in #Video Utils
Average in #Video Utils
CameraView Support
Best in #Video Utils
Average in #Video Utils

quality kandi Quality

  • CameraView has 0 bugs and 0 code smells.
CameraView Quality
Best in #Video Utils
Average in #Video Utils
CameraView Quality
Best in #Video Utils
Average in #Video Utils

securitySecurity

  • CameraView has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • CameraView code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
CameraView Security
Best in #Video Utils
Average in #Video Utils
CameraView Security
Best in #Video Utils
Average in #Video Utils

license License

  • CameraView has a Non-SPDX License.
  • Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.
CameraView License
Best in #Video Utils
Average in #Video Utils
CameraView License
Best in #Video Utils
Average in #Video Utils

buildReuse

  • CameraView releases are available to install and integrate.
  • Deployable package is available in Maven.
  • CameraView has no build file. You will be need to create the build yourself to build the component from source.
  • Installation instructions, examples and code snippets are available.
  • CameraView saves you 12712 person hours of effort in developing the same functionality from scratch.
  • It has 25714 lines of code, 2159 functions and 295 files.
  • It has medium code complexity. Code complexity directly impacts maintainability of the code.
CameraView Reuse
Best in #Video Utils
Average in #Video Utils
CameraView Reuse
Best in #Video Utils
Average in #Video Utils
Top functions reviewed by kandi - BETA

kandi has reviewed CameraView and discovered the below as its top functions. This is intended to give you an instant insight into CameraView implemented functionality, and help decide if they suit your requirements.

  • Generates the renderers frame .
  • Initializes the camera session .
  • Override the default implementation of measureView .
  • Renders a frame .
  • Schedule a state change .
  • Rotate image .
  • Handles an exception .
  • Opens the camera .
  • Sets the media format .
  • Draws this image with the specified target .

CameraView Key Features

Fast & reliable

Gestures support [docs]

Real-time filters [docs]

Camera1 or Camera2 powered engine [docs]

Frame processing support [docs]

Watermarks & animated overlays [docs]

OpenGL powered preview [docs]

Take high-quality content with takePicture and takeVideo [docs]

Take super-fast snapshots with takePictureSnapshot and takeVideoSnapshot [docs]

Smart sizing: create a CameraView of any size [docs]

Control HDR, flash, zoom, white balance, exposure, location, grid drawing & more [docs]

RAW pictures support [docs]

Lightweight

Works down to API level 15

Well tested

CameraView

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api 'com.otaliastudios:cameraview:2.7.0'

Setup

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<com.otaliastudios.cameraview.CameraView
    xmlns:app="http://schemas.android.com/apk/res-auto"
    android:layout_width="wrap_content"
    android:layout_height="wrap_content"
    app:cameraPictureSizeMinWidth="@integer/picture_min_width"
    app:cameraPictureSizeMinHeight="@integer/picture_min_height"
    app:cameraPictureSizeMaxWidth="@integer/picture_max_width"
    app:cameraPictureSizeMaxHeight="@integer/picture_max_height"
    app:cameraPictureSizeMinArea="@integer/picture_min_area"
    app:cameraPictureSizeMaxArea="@integer/picture_max_area"
    app:cameraPictureSizeSmallest="false|true"
    app:cameraPictureSizeBiggest="false|true"
    app:cameraPictureSizeAspectRatio="@string/video_ratio"
    app:cameraVideoSizeMinWidth="@integer/video_min_width"
    app:cameraVideoSizeMinHeight="@integer/video_min_height"
    app:cameraVideoSizeMaxWidth="@integer/video_max_width"
    app:cameraVideoSizeMaxHeight="@integer/video_max_height"
    app:cameraVideoSizeMinArea="@integer/video_min_area"
    app:cameraVideoSizeMaxArea="@integer/video_max_area"
    app:cameraVideoSizeSmallest="false|true"
    app:cameraVideoSizeBiggest="false|true"
    app:cameraVideoSizeAspectRatio="@string/video_ratio"
    app:cameraSnapshotMaxWidth="@integer/snapshot_max_width"
    app:cameraSnapshotMaxHeight="@integer/snapshot_max_height"
    app:cameraFrameProcessingMaxWidth="@integer/processing_max_width"
    app:cameraFrameProcessingMaxHeight="@integer/processing_max_height"
    app:cameraFrameProcessingFormat="@integer/processing_format"
    app:cameraFrameProcessingPoolSize="@integer/processing_pool_size"
    app:cameraFrameProcessingExecutors="@integer/processing_executors"
    app:cameraVideoBitRate="@integer/video_bit_rate"
    app:cameraAudioBitRate="@integer/audio_bit_rate"
    app:cameraGestureTap="none|autoFocus|takePicture"
    app:cameraGestureLongTap="none|autoFocus|takePicture"
    app:cameraGesturePinch="none|zoom|exposureCorrection|filterControl1|filterControl2"
    app:cameraGestureScrollHorizontal="none|zoom|exposureCorrection|filterControl1|filterControl2"
    app:cameraGestureScrollVertical="none|zoom|exposureCorrection|filterControl1|filterControl2"
    app:cameraEngine="camera1|camera2"
    app:cameraPreview="glSurface|surface|texture"
    app:cameraPreviewFrameRate="@integer/preview_frame_rate"
    app:cameraPreviewFrameRateExact="false|true"
    app:cameraFacing="back|front"
    app:cameraHdr="on|off"
    app:cameraFlash="on|auto|torch|off"
    app:cameraWhiteBalance="auto|cloudy|daylight|fluorescent|incandescent"
    app:cameraMode="picture|video"
    app:cameraAudio="on|off|mono|stereo"
    app:cameraGrid="draw3x3|draw4x4|drawPhi|off"
    app:cameraGridColor="@color/grid_color"
    app:cameraPlaySounds="true|false"
    app:cameraVideoMaxSize="@integer/video_max_size"
    app:cameraVideoMaxDuration="@integer/video_max_duration"
    app:cameraVideoCodec="deviceDefault|h264|h263"
    app:cameraAutoFocusResetDelay="@integer/autofocus_delay"
    app:cameraAutoFocusMarker="@string/cameraview_default_autofocus_marker"
    app:cameraUseDeviceOrientation="true|false"
    app:cameraFilter="@string/real_time_filter"
    app:cameraPictureMetering="true|false"
    app:cameraPictureSnapshotMetering="false|true"
    app:cameraPictureFormat="jpeg|dng"
    app:cameraRequestPermissions="true|false"
    app:cameraExperimental="false|true">
    
    <!-- Watermark! -->
    <ImageView
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_gravity="bottom|end"
        android:src="@drawable/watermark"
        app:layout_drawOnPreview="true|false"
        app:layout_drawOnPictureSnapshot="true|false"
        app:layout_drawOnVideoSnapshot="true|false"/>
        
</com.otaliastudios.cameraview.CameraView>

How to handle a device rotation for AVCaptureVideoPreviewLayer?

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struct CameraPreview: UIViewRepresentable {
    @ObservedObject var camera: CameraModel
    
    class LayerView: UIView {
        override func layoutSubviews() {
            super.layoutSubviews()
            // To disable default animation of layer. You can comment out those lines with `CATransaction` if you want to include
            CATransaction.begin() 
            CATransaction.setDisableActions(true)
            layer.sublayers?.forEach({ layer in
                layer.frame = frame
            })
            CATransaction.commit()
        }
    }
    
    func makeUIView(context: Context) -> some UIView {
        let view = LayerView()
        camera.preview = AVCaptureVideoPreviewLayer(session: camera.session)
        camera.preview.frame = view.frame
        camera.preview.videoGravity = AVLayerVideoGravity.resizeAspectFill
        view.layer.addSublayer(camera.preview)
        camera.session.startRunning()
        return view
    }
    
    func updateUIView(_ uiView: UIViewType, context: Context) {
    }
}
-----------------------
struct CameraView: View {
    @StateObject var model = CameraModel()
    var body: some View {
        CameraPreview(camera: model)
            .safeAreaInset(edge: .bottom, alignment: .center, spacing: 0) {
                Color.clear
                    .frame(height: 0)
                    .background(Material.bar)
            }
            .ignoresSafeArea(.all, edges: [.top, .horizontal])
            .onAppear() {
                model.check()
            }
    }
}

struct CameraPreview: UIViewRepresentable {
    @ObservedObject var camera: CameraModel
    
    class LayerView: UIView {
        var parent: CameraPreview! = nil
        
        override func layoutSubviews() {
            super.layoutSubviews()
            // To disable default animation of layer. You can comment out those lines with `CATransaction` if you want to include
            CATransaction.begin()
            CATransaction.setDisableActions(true)
            layer.sublayers?.forEach({ layer in
                layer.frame = UIScreen.main.bounds
            })
            self.parent.camera.rotate(orientation: UIDevice.current.orientation)
            CATransaction.commit()
        }
    }
    
    func makeUIView(context: Context) -> some UIView {
        let view = LayerView()
        view.parent = self
        camera.preview = AVCaptureVideoPreviewLayer(session: camera.session)
        camera.preview.videoGravity = AVLayerVideoGravity.resizeAspectFill
        camera.preview.frame = view.frame
        view.layer.addSublayer(camera.preview)
        camera.start()
        return view
    }
    
    func updateUIView(_ uiView: UIViewType, context: Context) {
    }
}

struct CameraView_Previews: PreviewProvider {
    static var previews: some View {
        CameraView()
    }
}

class CameraModel: ObservableObject {
    @Published var session = AVCaptureSession()
    @Published var alert = false
    @Published var preview: AVCaptureVideoPreviewLayer!
    
    func check() {
        switch AVCaptureDevice.authorizationStatus(for: .video) {
        case .authorized:
            setUp()
            break
        case .notDetermined:
            AVCaptureDevice.requestAccess(for: .video) { (status) in
                if status {
                    self.setUp()
                }
            }
            break
        case .denied:
            self.alert.toggle()
            break
        default:
            break
        }
    }
    
    func setUp() {
        do {
            self.session.beginConfiguration()
            let device = AVCaptureDevice.default(.builtInDualCamera, for: .video, position: .back)
            let input = try AVCaptureDeviceInput(device: device!)
            
            if self.session.canAddInput(input) {
                self.session.addInput(input)
            }
            
            self.session.commitConfiguration()
        }
        catch {
            print(error.localizedDescription)
        }
    }
    
    func start() {
        self.session.startRunning()
    }
    
    func rotate(orientation: UIDeviceOrientation) {
        let videoConnection = self.preview.connection
        switch orientation {
        case .portraitUpsideDown:
            videoConnection?.videoOrientation = .portraitUpsideDown
        case .landscapeLeft:
            videoConnection?.videoOrientation = .landscapeRight
        case .landscapeRight:
            videoConnection?.videoOrientation = .landscapeLeft
        case .faceDown:
            videoConnection?.videoOrientation = .portraitUpsideDown
        default:
            videoConnection?.videoOrientation = .portrait
        }
    }
}

Swiftui nested navigation issue while using navigation link

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struct ChildView: View {
    
    @Environment(\.presentationMode) var presentationMode

    @Binding var show: Bool
    
    var body: some View {
        Button("Assume capture success"){
            show = false
            presentationMode.wrappedValue.dismiss()
        }
    }
}

Error: Required named parameter 'path' must be provided

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CameraViewPage({Key? key, required this.path}) : super(key: key);
Navigator.push(context, MaterialPageRoute(builder: (builder)=> CameraViewPage(path: path)));
await _cameraController.takePicture(path: path);
-----------------------
CameraViewPage({Key? key, required this.path}) : super(key: key);
Navigator.push(context, MaterialPageRoute(builder: (builder)=> CameraViewPage(path: path)));
await _cameraController.takePicture(path: path);
-----------------------
CameraViewPage({Key? key, required this.path}) : super(key: key);
Navigator.push(context, MaterialPageRoute(builder: (builder)=> CameraViewPage(path: path)));
await _cameraController.takePicture(path: path);
-----------------------
  void takePhoto(BuildContext context) async {
       final path = join((await getTemporaryDirectory()).path,"${DateTime.now()}.png");
       await _cameraController.takePicture(path);
       Navigator.push(context, MaterialPageRoute(builder: (builder)=> CameraViewPage(path:path)));
      }

Swift UITapGestureRecognizer not calling

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let focusGesture = UITapGestureRecognizer(target: context.coordinator, action: #selector(context.coordinator.tapFocus(_:)))

Swiftui IGStoryKit Vertical Image flips Horizontal when sharing to Instagram Story from my app

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var fixOrientation: UIImage? {
        guard self.imageOrientation != .up else { return self }
        UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
        let rect = CGRect(x: 0,
                          y: 0,
                          width: self.size.width,
                          height: self.size.height)
        self.draw(in: rect)
        guard let normalizedImage: UIImage = UIGraphicsGetImageFromCurrentImageContext() else { return nil }
        UIGraphicsEndImageContext()
        return normalizedImage
}
let image = UIImage(data: self.picData)!
guard let fixedOrientationImage = image.fixOrientation else { return }

// Now pass this `fixedOrientationImage` to IGDispatcher
-----------------------
var fixOrientation: UIImage? {
        guard self.imageOrientation != .up else { return self }
        UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
        let rect = CGRect(x: 0,
                          y: 0,
                          width: self.size.width,
                          height: self.size.height)
        self.draw(in: rect)
        guard let normalizedImage: UIImage = UIGraphicsGetImageFromCurrentImageContext() else { return nil }
        UIGraphicsEndImageContext()
        return normalizedImage
}
let image = UIImage(data: self.picData)!
guard let fixedOrientationImage = image.fixOrientation else { return }

// Now pass this `fixedOrientationImage` to IGDispatcher

@Published UIImage property not updating in SwiftUI

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@ObservedObject var cameraViewModel 
@StateObject var cameraViewModel
-----------------------
@ObservedObject var cameraViewModel 
@StateObject var cameraViewModel

javascript- getUserMedia on Safari

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 navigator.mediaDevices
    .getUserMedia(constraints)
    .then(function (stream) {
        cameraView.srcObject = stream
        cameraView.onloadedmetadata = function(e) {
            cameraView.play()
        }
      })
    .catch(function (error) {
        alert(error)
    })
-----------------------
            <video id="camera--view" muted autoplay playsinline></video>

metadataOutputRectConverted(fromLayerRect:) in Android

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private fun cropImage(bitmap: Bitmap, cameraFrame: View, cropRectFrame: View): Bitmap {
    val scaleFactor: Double; val widthOffset: Double; val heightOffset: Double

    if (cameraFrame.height * bitmap.width > cameraFrame.height * bitmap.width) {
        scaleFactor = (bitmap.width).toDouble() / (cameraFrame.width).toDouble()
        widthOffset = 0.0
        heightOffset = (bitmap.height - cameraFrame.height * scaleFactor) / 2
    } else {
        scaleFactor = (bitmap.height).toDouble() / (cameraFrame.height).toDouble()
        widthOffset = (bitmap.width - cameraFrame.width * scaleFactor) / 2
        heightOffset = 0.0
    }

    val newX = cropRectFrame.left * scaleFactor + widthOffset
    val newY = cropRectFrame.top * scaleFactor + heightOffset
    val width = cropRectFrame.width * scaleFactor
    val height = cropRectFrame.height * scaleFactor

    return Bitmap.createBitmap(bitmap, (newX).toInt(), (newY).toInt(), (width).toInt(), (height).toInt())

}

SwiftUI- server not receiving base64 string

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func takePic(){
    DispatchQueue.global(qos: .background).async {
        self.output.capturePhoto(with: AVCapturePhotoSettings(), delegate: self)
        DispatchQueue.main.async {
            Timer.scheduledTimer(withTimeInterval: 0.1, repeats: false) { (timer) in
                self.session.stopRunning()
            }
        }
        
        DispatchQueue.main.async {
            withAnimation{self.isTaken.toggle()}
        }
        print("pic taken...")
    }
}
-----------------------
func takePic(){
    DispatchQueue.global(qos: .background).async {
        self.output.capturePhoto(with: AVCapturePhotoSettings(), delegate: self)
        self.session.stopRunning()
        
        //DispatchQueue.main.async {
        //    withAnimation{self.isTaken.toggle()}  // << IT ISNT TAKEN YET
        //}
        //print("pic taken...")  // << AGAIN IT ISNT TAKEN YET
    }
}
func photoOutput(_ output: AVCapturePhotoOutput, didFinishProcessingPhoto photo: AVCapturePhoto, error: Error?) {

    // NOW ITS TAKEN BUT MAY HAVE ERRORS

    if error != nil{
        return  // MAYBE THIS NEED SOME BETTER FEEDBACK FOR THE USER
    }
    
    guard let imageData = photo.fileDataRepresentation() else{return}  // USER FEEDBACK??

    self.picData = imageData

    // NOW ITS TAKEN


    // I'm assuming this is running on the main thread.
    withAnimation{self.isTaken.toggle()} // SO TOGGLE isTaken
}
-----------------------
func takePic(){
    DispatchQueue.global(qos: .background).async {
        self.output.capturePhoto(with: AVCapturePhotoSettings(), delegate: self)
        self.session.stopRunning()
        
        //DispatchQueue.main.async {
        //    withAnimation{self.isTaken.toggle()}  // << IT ISNT TAKEN YET
        //}
        //print("pic taken...")  // << AGAIN IT ISNT TAKEN YET
    }
}
func photoOutput(_ output: AVCapturePhotoOutput, didFinishProcessingPhoto photo: AVCapturePhoto, error: Error?) {

    // NOW ITS TAKEN BUT MAY HAVE ERRORS

    if error != nil{
        return  // MAYBE THIS NEED SOME BETTER FEEDBACK FOR THE USER
    }
    
    guard let imageData = photo.fileDataRepresentation() else{return}  // USER FEEDBACK??

    self.picData = imageData

    // NOW ITS TAKEN


    // I'm assuming this is running on the main thread.
    withAnimation{self.isTaken.toggle()} // SO TOGGLE isTaken
}

how can I create a rectangular as big as the screen in Xamarin Forms?

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<AbsoluteLayout VerticalOptions="FillAndExpand" HorizontalOptions="FillAndExpand">
    <xct:CameraView x:Name="cameraView"  CameraOptions="Back" CaptureMode="Photo" OnAvailable="CameraView_OnAvailable" AbsoluteLayout.LayoutBounds="0.5,0.5,1,1" AbsoluteLayout.LayoutFlags="All">
        <xct:CameraView.Behaviors >
            <xct:EventToCommandBehavior Command="{Binding PhotoCapturedCommand}" EventName="MediaCaptured" />
        </xct:CameraView.Behaviors>
    </xct:CameraView>
    <Frame BackgroundColor="Transparent" BorderColor="White" AbsoluteLayout.LayoutBounds="0.5,0.5,0.5,0.5" AbsoluteLayout.LayoutFlags="All"/>
</AbsoluteLayout>

Community Discussions

Trending Discussions on CameraView
  • How to handle a device rotation for AVCaptureVideoPreviewLayer?
  • Swiftui nested navigation issue while using navigation link
  • Error: Required named parameter 'path' must be provided
  • Swift UITapGestureRecognizer not calling
  • Swiftui IGStoryKit Vertical Image flips Horizontal when sharing to Instagram Story from my app
  • Could not resolve org.webkit:android-jsc:+
  • @Published UIImage property not updating in SwiftUI
  • javascript- getUserMedia on Safari
  • metadataOutputRectConverted(fromLayerRect:) in Android
  • SwiftUI- server not receiving base64 string
Trending Discussions on CameraView

QUESTION

How to handle a device rotation for AVCaptureVideoPreviewLayer?

Asked 2022-Apr-01 at 21:27

I have a simple camera preview implementation:

import SwiftUI
import AVFoundation

struct CameraView: View {
    @StateObject var model = CameraModel()
    var body: some View {
        CameraPreview(camera: model)
            .safeAreaInset(edge: .bottom, alignment: .center, spacing: 0) {
                Color.clear
                    .frame(height: 0)
                    .background(Material.bar)
            }
            .ignoresSafeArea(.all, edges: .top)
            .onAppear() {
                model.check()
            }
    }
}

struct CameraPreview: UIViewRepresentable {
    @ObservedObject var camera: CameraModel
    
    func makeUIView(context: Context) -> some UIView {
        let view = UIView(frame: UIScreen.main.bounds)
        camera.preview = AVCaptureVideoPreviewLayer(session: camera.session)
        camera.preview.videoGravity = AVLayerVideoGravity.resizeAspectFill
        camera.preview.frame = view.frame
        view.layer.addSublayer(camera.preview)
        camera.start()
        return view
    }
    
    func updateUIView(_ uiView: UIViewType, context: Context) {
    }
}

struct CameraView_Previews: PreviewProvider {
    static var previews: some View {
        CameraView()
    }
}

class CameraModel: ObservableObject {
    @Published var session = AVCaptureSession()
    @Published var alert = false
    @Published var preview: AVCaptureVideoPreviewLayer!
    
    func check() {
        switch AVCaptureDevice.authorizationStatus(for: .video) {
        case .authorized:
            setUp()
            break
        case .notDetermined:
            AVCaptureDevice.requestAccess(for: .video) { (status) in
                if status {
                    self.setUp()
                }
            }
            break
        case .denied:
            self.alert.toggle()
            break
        default:
            break
        }
    }
    
    func setUp() {
        do {
            self.session.beginConfiguration()
            let device = AVCaptureDevice.default(.builtInDualCamera, for: .video, position: .back)
            let input = try AVCaptureDeviceInput(device: device!)
            
            if self.session.canAddInput(input) {
                self.session.addInput(input)
            }
            
            self.session.commitConfiguration()
        }
        catch {
            print(error.localizedDescription)
        }
    }
    
    func start() {
        self.session.startRunning()
    }
}

The problem is that it doesn't handle screen rotations:

Screenshot

I found similar topics, for example, this one, but I am a noobie in iOS development, I can't even understand where to put this solution. I've checked neither View, nor UIViewRepresentable have such methods to override.

How to handle screen rotation in AVCaptureVideoPreviewLayer?

ANSWER

Answered 2022-Apr-01 at 06:29

If you want to update layer frame in rotation, you need to create custom UIView and override layoutSubviews(). Inside layoutSubviews(), you need to update frame for sublayers.

The code will be as below.

struct CameraPreview: UIViewRepresentable {
    @ObservedObject var camera: CameraModel
    
    class LayerView: UIView {
        override func layoutSubviews() {
            super.layoutSubviews()
            // To disable default animation of layer. You can comment out those lines with `CATransaction` if you want to include
            CATransaction.begin() 
            CATransaction.setDisableActions(true)
            layer.sublayers?.forEach({ layer in
                layer.frame = frame
            })
            CATransaction.commit()
        }
    }
    
    func makeUIView(context: Context) -> some UIView {
        let view = LayerView()
        camera.preview = AVCaptureVideoPreviewLayer(session: camera.session)
        camera.preview.frame = view.frame
        camera.preview.videoGravity = AVLayerVideoGravity.resizeAspectFill
        view.layer.addSublayer(camera.preview)
        camera.session.startRunning()
        return view
    }
    
    func updateUIView(_ uiView: UIViewType, context: Context) {
    }
}

Source https://stackoverflow.com/questions/71700250

Community Discussions, Code Snippets contain sources that include Stack Exchange Network

Vulnerabilities

No vulnerabilities reported

Install CameraView

Please read the official website for setup instructions and documentation. You might also be interested in our changelog or in the v1 migration guide. Using CameraView is extremely simple:.

Support

If you like the project, make profit from it, or simply want to thank back, please consider sponsoring me through the GitHub Sponsors program! You can have your company logo here, get private support hours or simply help me push this forward. If you prefer, you can also donate to our OpenCollective page. CameraView is trusted and supported by ShareChat, a social media app with over 100 million downloads. Feel free to contact me for support, consulting or any other business-related question. Thanks to all our project backers... [become a backer]. ...and to all our project sponsors! [become a sponsor].

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