video-canvas
Version:
Paint video on canvas. Extra light.
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Markdown
# video-canvas
> Paint video on canvas. Extra light.
[](#readme)
[](https://travis-ci.org/fregante/video-canvas)
[](https://www.npmjs.com/package/video-canvas)
`video-canvas` will take care of painting a video on canvas for you. In the easiest of setups, you provide a video and you get a correctly-sized self-updating `canvas` ready to be used.
Features:
- It automatically starts and pauses painting with `video.play()` and `video.pause()`.
- If the video is paused or in a background tab, nothing is painted.
- It automatically creates a `canvas` element from your video (optional).
- It automatically resizes the canvas to match your video (optional).
## Install
```sh
npm install --save video-canvas
```
```js
var videoCanvas = require('video-canvas');
```
```js
import videoCanvas from 'video-canvas';
```
## Usage
Simple usage:
```js
const video = document.querySelector('video');
const canvas = videoCanvas(video); // returns the <canvas> element
document.body.appendChild(canvas)
video.play();
video.pause();
```
Provide your own canvas:
```js
videoCanvas(video, {
canvas: document.querySelector('.your-own-canvas'),
});
```
By default, `video-canvas` will automatically match the canvas size to the video size, whenever that changes. If you want to prevent this behavior, pass `updateSize: false`
```js
const canvas = videoCanvas(video, {
updateSize: false
});
```
If you want to customize the draw call, pass your drawing function as `drawCall`
```js
const canvas = videoCanvas(video, {
drawCall: function (ctx, video) {
ctx.drawImage(video, 0, 0, 100, 100)
}
});
```
## Dependencies
No dependencies.
## Related
* [`get-media-size`](https://github.com/fregante/get-media-size): get the real size of any media: images, videos, canvas and canvas' contexts
* [`iphone-inline-video`](https://github.com/fregante/iphone-inline-video): You don't need canvas to play video inline on the iPhone
## License
MIT © [Federico Brigante](https://bfred.it)