I need to detect if the phone has a front facing camera, and if so, I need to calculate the megapixels. The same thing goes for a rear facing camera.
I know how to get the megapixels of a "Camera" object, but I don't know how to check for the other things.
P.s.: I would also be nice if you know a way to check if the Camera has flash or not, and other cool statistics about the camera
I always try to create helpers
check if you have a front Camera:
public static boolean checkCameraFront(Context context) {
if(context.getPackageManager().hasSystemFeature(PackageManager.FEATURE_CAMERA_FRONT)) {
return true;
} else {
return false;
}
}
Check if you have Camera in your device
public static boolean checkCameraRear() {
int numCamera = Camera.getNumberOfCameras();
if(numCamera > 0) {
return true;
} else {
return false;
}
}
http://developer.android.com/reference/android/hardware/Camera.html#getNumberOfCameras() , introduced in API lvl 9. This gets you the number of cameras
http://developer.android.com/reference/android/hardware/Camera.CameraInfo.html contains information of its facing direction.
http://developer.android.com/reference/android/hardware/Camera.Parameters.html#getPictureSize() is megapixels, if counted
http://developer.android.com/reference/android/hardware/Camera.Parameters.html#getFlashMode() returns null if no flash..
many other parameters can be gotten from the camera object too
http://developer.android.com/reference/android/hardware/Camera.html has step by step instructions for using camera. You can follow these instructions if you understand any object oriented language.
Related
I am working on a multlayer third person game and I am using motion controller for animations and photon for network manager.I ahve a problem: when I connect and join the room the other players don't move on others player screen. They move only on their devices. Here is what I deactivated:
using UnityEngine;
using com.ootii.Input;
using com.ootii.Actors;
using com.ootii.Actors.AnimationControllers;
public class netView : Photon.MonoBehaviour {
public Camera cam;
public UnityInputSource uis;
public GameObject canvas;
public ActorController ac;
public MotionController mc;
// Use this for initialization
void Start () {
if (photonView.isMine) {
cam.enabled = true;
uis._IsEnabled = true;
canvas.active = true;
ac.enabled = true;
mc.enabled = true;
} else {
cam.enabled = false;
uis._IsEnabled = false;
canvas.active = false;
ac.enabled = false;
mc.enabled = false;
}
}
}
Here is a video: https://youtu.be/mOaAejsVX04 . In it i am playing in editor and on my phone. In my device I move around and the editor player does not move. Also in editor, the player from the device just stays there, doesn't move while on phone is moveing around.
For input I am using CrossPlatformManager class. How can I repair it?
In your case I think the problem is that you don't synchronize the transform to begin with. You need either a PhotonTransformView Component attached to your network object, with a photonView observing that PhotonTransformView, or inside your network behaviour manually writing and reading to that network object stream.
I strongly encourage you do go through the basic tutorial which will show you all the above technique step by step:
https://doc.photonengine.com/en-us/pun/current/demos-and-tutorials/pun-basics-tutorial/player-networking#trans_sync
https://doc.photonengine.com/en-us/pun/current/demos-and-tutorials/pun-basics-tutorial/player-networking#beams
it doesn't matter the input technique you use, what matters is the synchronization of the transform.
I am building this app, that will recognize painting and will display the info about it with the help of AR.
And I need to call multiple image target but not simultaneously, it will only call the image target if it is detected by AR camera.
*Ive tried creating many scenes with Image target on it but I cant call different imagetarget it keeps on reverting to only 1 imagetarget.
This is wat you can see in menu,
Main menu
Start AR camera(This part should have many image target but not detecting it simultaneously)
Help(how to use the app)
Exit
*Im using vuforia in creating AR
Thanks in advance for those who will help me.
This is the imagetarget and its Database
View post on imgur.com
Run the multi target scene sample. There are three target (stone, wood and road).
Each contains the TrackableBehaviour component.
Grab it and disable it in Start. If you do it in Awake it will be set back to active most likely in the Awake of the component itself or via some other manager.
public class TrackerController:MonoBehaviour
{
private IDictionary<string,TrackableBehaviours> trackers = null;
private void Start()
{
this.trackers = new Dictionary<string,TrackableBehaviour>();
var trackers = FindObjectsOfType<TrackableBehaviour>();
foreach(TrackingBehaviour tb in trackers)
{
this.trackers.Add(tb.TrackableName, tb);
tb.enabled = false;
}
}
public bool SetTracker(string name, bool value)
{
if(string.IsNullOrEmpty(name) == true){ return false; }
if(this.trackers.ContainsKey(name) == false){ return false; }
this.trackers[name].enabled = value;
return true;
}
}
The method finds all TrackableBehaviour and places them in a dictionary for easy access. The setting method return boolean, you can change it to throw exception or else.
I have a application which uses camera functionality in it but part of its functionality can also run without camera feature. SO I have put this in my manifest.
<uses-permission android:name="android.permission.CAMERA" />
<uses-feature android:name="android.hardware.camera" android:required="false"/>
and in my code I check whether the device has camera or not using this
final boolean deviceHasCameraFlag = pm.hasSystemFeature(PackageManager.FEATURE_CAMERA);
Now I am testing my code on a tablet which runs Android 4.0(ICS) and has no camera. But still I get True value for the deviceHasCameraFlag. Is this weird or am I missing something.
I tried different things and even tried the same thing on Bluetooth feature as Tablet even doesn't have Bluetooth feature. It works fine for Bluetooth but gives me true for camera.
Which device is it? The answer you get is a bug, and 4.0 is very old nowadays. Many tablets that still run this version were not crafted correctly, both hardware and software featuring multiple problems.
Regardless, you should always be prepared to handle failure on Camera.open() or Camera.open(0): for example, in some cases other software on your device will not release the camera gracefully.
So, in your case you have a false positive, you try to open the camera, it fails, and you continue as if there is no camera on the device, even if PackageManager thinks that PackageManager.FEATURE_CAMERA is availabe.
Though I have accepted Alex's answer I still want to put this one collectively as what can be the best solution in such condition.
What I found was in case of some low standard android devices
pm.hasSystemFeature(PackageManager.FEATURE_CAMERA)
returns true even if camera doesn't exist and that seems to be a device bug for me which in unchecked.
So whenever there is scenario that you need to check if camera exists for a device or not best practice is something that I am putting below (best practice as per my knowledge if there is something more interesting and best solution that this you are welcome to put it here on this post)
int numberOfCameras = Camera.getNumberOfCameras();
context = this;
PackageManager pm = context.getPackageManager();
final boolean deviceHasCameraFlag = pm.hasSystemFeature(PackageManager.FEATURE_CAMERA);
if( !deviceHasCameraFlag || numberOfCameras==0 )
{
Log.e(TAG, "Device has no camera" + numberOfCameras);
Toast.makeText(getApplicationContext(), "Device has no camera", Toast.LENGTH_SHORT).show();
captureButton.setEnabled(false);
}
else
{
Log.e(TAG, "Device has camera" + deviceHasCameraFlag + numberOfCameras);
}
In this I am checking both number of cameras as well as device has camera feature Boolean , so in any case it would not fail my condition.
In my case I had this code:
public boolean hasCameraSupport() {
boolean hasSupport = false;
if(getPackageManager().hasSystemFeature(PackageManager.FEATURE_CAMERA_ANY)) { //<- this constant caused problems
hasSupport = true;
}
return hasSupport;
}
and it kept returning false on a Genymotion device running Android 4.1.1 (API 16). Once I changed the constant PackageManager.FEATURE_CAMERA_ANY to PackageManager.FEATURE_CAMERA, my problems went away. I am guessing that not all devices/API levels support PackageManager.FEATURE_CAMERA_ANY.
I got it you will try this one definitely it will work....
import android.hardware.Camera;
int numCameras = Camera.getNumberOfCameras();
if (numCameras > 0) {
System.out.println("camera");
} else {
System.out.println("No Camera");
}
For CameraX, if the FEATURE_CAMERA_ANY method is still returning true when there is no Camera on device, you can add the below method. So whether FEATURE_CAMERA_ANY returns true or false when CameraX is getting initialized, Below method will make sure to do what you want if a camera is actually not available on device.
private CameraSelector cameraSelector;
private ProcessCameraProvider cameraAvailableCheck;
private ListenableFuture<ProcessCameraProvider> cameraAvailableCheckFuture;
private void checkIfAnyCameraExist()
{
cameraAvailableCheckFuture = ProcessCameraProvider.getInstance(context);
cameraAvailableCheckFuture.addListener(new Runnable() {
#Override
public void run() {
try {
cameraAvailableCheck = cameraAvailableCheckFuture.get();
if ((cameraAvailableCheck.hasCamera(cameraSelector.DEFAULT_BACK_CAMERA) || cameraAvailableCheck.hasCamera(cameraSelector.DEFAULT_FRONT_CAMERA) ))
{
//Do what you want if at least back OR front camera exist
}
else
{
//Do what you want if any camera does not exist
}
}
catch (ExecutionException | InterruptedException | CameraInfoUnavailableException e)
{
// No errors need to be handled for this Future.
// This should never be reached.
}
}
}, ContextCompat.getMainExecutor(this));
}
Please try this code:
private boolean isDeviceSupportCamera() {
if (getApplicationContext().getPackageManager().hasSystemFeature(
PackageManager.FEATURE_CAMERA)) {
// this device has a camera
return true;
} else {
// no camera on this device
return false;
}
}
Still it does't work then please let me know
I want to check if a device has any cameras before trying to open a qr code reader.
I have the following code:
public boolean checkDeviceCompatibility() {
PackageManager pm = context.getPackageManager();
if (pm.hasSystemFeature(PackageManager.FEATURE_CAMERA_ANY)) {
if (pm.hasSystemFeature(PackageManager.FEATURE_CAMERA)) {
return true;
} else {
// use front camera
Toast.makeText(
context,
"This device does not have a back camera so it has automatically reverted to the front camera",
Toast.LENGTH_SHORT).show();
return true;
}
} else {
util.displayErrorDialog(
context,
"This device does not have any cameras and therefore cannot make use of the QR Code feature.");
return false;
}
}
But now if I run this code in debug mode on my galaxy S3 with two cameras. the first if statement is returned false.
Why could this be?
FEATURE_CAMERA_ANY was added in Android 4.2. hasSystemFeature(PackageManager.FEATURE_CAMERA_ANY) should return false for any pre-4.2 device. If your S3 is still on 4.1, that would explain your problem.
To make it clear.
FEATURE_CAMERA_ANY was added to Android 4.2 ( API-17): Android - developers.
code:
public static boolean hasCamera(Context context) {
return context.getPackageManager().hasSystemFeature(PackageManager.FEATURE_CAMERA_ANY);
}
Note that using this code will return false if device under version 4.2:
Then you should know that there is a bug with emulator when use FEATURE_CAMERA_ANY feature (with android 4.2 and above). see: Emulator does not honour Camera support flag
Thats why Im still using old way even its deprecated:
public static boolean hasCamera() {
return android.hardware.Camera.getNumberOfCameras() > 0;
}
I am trying to write an app that requires the LED flash to go into torch mode. The problem is, Android 2.1 does not support this mode and therefore I cannot support the platform yet. Wouldn't be an issue, but I am writing it for my fiance and her Epic 4G only has 2.1 right now. I found some code samples that use some undocumented API calls and therefore work on the Motorola Droid and such, but they do not work on the Epic. Does anyone have some suggestions on where to look to find code that should help me get this working?
I'm finding that torch mode is generally working fine on 2.1 but I had the same problem with the Samsung Epic and found a hack around it.
Looking at the params returned by Camera.getParameters() when run on the Samsung Epic, I noticed that the flash-modes it claims to support are: flash-mode-values=off,on,auto;
torch-mode is not listed, implying it's not supported.
However, I found that this model would still accept that mode and WOULD turn the LED on! The bad news was that when later setting the flash-mode back to auto or off left the LED still lit! It will not turn off until you call Camera.release().
I guess that's why Samsung dont include it in the list of supported!?!
So...the method I use to toggle torch in a CameraHelper class is...
/***
* Attempts to set camera flash torch/flashlight mode on/off
* #param isOn true = on, false = off
* #return boolean whether or not we were able to set it
*/
public boolean setFlashlight(boolean isOn)
{
if (mCamera == null)
{
return false;
}
Camera.Parameters params = mCamera.getParameters();
String value;
if (isOn) // we are being ask to turn it on
{
value = Camera.Parameters.FLASH_MODE_TORCH;
}
else // we are being asked to turn it off
{
value = Camera.Parameters.FLASH_MODE_AUTO;
}
try{
params.setFlashMode(value);
mCamera.setParameters(params);
String nowMode = mCamera.getParameters().getFlashMode();
if (isOn && nowMode.equals(Camera.Parameters.FLASH_MODE_TORCH))
{
return true;
}
if (! isOn && nowMode.equals(Camera.Parameters.FLASH_MODE_AUTO))
{
return true;
}
return false;
}
catch (Exception ex)
{
MyLog.e(mLOG_TAG, this.getClass().getSimpleName() + " error setting flash mode to: "+ value + " " + ex.toString());
}
}
The activities that use this call it as follows...
private void toggleFlashLight()
{
mIsFlashlightOn = ! mIsFlashlightOn;
/**
* hack to fix an issue where the Samsung Galaxy will turn torch on,
* even though it says it doesnt support torch mode,
* but then will NOT turn it off via this param.
*/
if (! mIsFlashlightOn && Build.MANUFACTURER.equalsIgnoreCase("Samsung"))
{
this.releaseCameraResources();
this.initCamera();
}
else
{
boolean result = mCamHelper.setFlashlight(mIsFlashlightOn);
if (! result)
{
alertFlashlightNotSupported();
}
}
}
The magic that makes this work in releaseCameraResources() is that it calls Camera.release()....and then I have to reinitialize all my camera stuff for Samsung devices.
Not pretty but seems to be working for plenty of users.
Note that I do have a report of torch mode not working at all with this code on Nexus one but have been able to dig into it. It definitely works on HTC EVO and Samsung Epic.
Hope this helps.
In my case for Samsung devices I needed to set focus mode to infinity and it started to work
params.setFocusMode(Camera.Parameters.FOCUS_MODE_INFINITY);
mCamera.setParameters(params);
mCamera.startPreview();