Simple cross platform plugin to take photos and video or pick them from a gallery from shared code.
Ported from Xamarin.Mobile to a cross platform API.
- Available on NuGet: http://www.nuget.org/packages/Xam.Plugin.Media
- Install into your PCL project and Client projects.
- Please see the additional setup for each platforms permissions.
Build Status:
- CI NuGet Feed: https://ci.appveyor.com/nuget/mediaplugin
Platform Support
Platform | Version |
---|---|
Xamarin.iOS | iOS 7+ |
Xamarin.Android | API 14+ |
Windows 10 UWP | 10+ |
Call CrossMedia.Current from any project or PCL to gain access to APIs.
Before taking photos or videos you should check to see if a camera exists and if photos and videos are supported on the device. There are five properties that you can check:
/// <summary>
/// Initialize all camera components, must be called before checking properties below
/// </summary>
/// <returns>If success</returns>
Task<bool> Initialize();
/// <summary>
/// Gets if a camera is available on the device
/// </summary>
bool IsCameraAvailable { get; }
/// <summary>
/// Gets if ability to take photos supported on the device
/// </summary>
bool IsTakePhotoSupported { get; }
/// <summary>
/// Gets if the ability to pick photo is supported on the device
/// </summary>
bool IsPickPhotoSupported { get; }
/// <summary>
/// Gets if ability to take video is supported on the device
/// </summary>
bool IsTakeVideoSupported { get; }
/// <summary>
/// Gets if the ability to pick a video is supported on the device
/// </summary>
bool IsPickVideoSupported { get; }
/// <summary>
/// Picks a photo from the default gallery
/// </summary>
/// <param name="options">Pick Photo Media Options</param>
/// <returns>Media file or null if canceled</returns>
Task<MediaFile> PickPhotoAsync(PickMediaOptions options = null);
/// <summary>
/// Take a photo async with specified options
/// </summary>
/// <param name="options">Camera Media Options</param>
/// <returns>Media file of photo or null if canceled</returns>
Task<MediaFile> TakePhotoAsync(StoreCameraMediaOptions options);
/// <summary>
/// Picks a video from the default gallery
/// </summary>
/// <returns>Media file of video or null if canceled</returns>
Task<MediaFile> PickVideoAsync();
/// <summary>
/// Take a video with specified options
/// </summary>
/// <param name="options">Video Media Options</param>
/// <returns>Media file of new video or null if canceled</returns>
Task<MediaFile> TakeVideoAsync(StoreVideoOptions options);
Via a Xamarin.Forms project with a Button and Image to take a photo:
takePhoto.Clicked += async (sender, args) =>
{
await CrossMedia.Current.Initialize();
if (!CrossMedia.Current.IsCameraAvailable || !CrossMedia.Current.IsTakePhotoSupported)
{
DisplayAlert("No Camera", ":( No camera available.", "OK");
return;
}
var file = await CrossMedia.Current.TakePhotoAsync(new Plugin.Media.Abstractions.StoreCameraMediaOptions
{
Directory = "Sample",
Name = "test.jpg"
});
if (file == null)
return;
await DisplayAlert("File Location", file.Path, "OK");
image.Source = ImageSource.FromStream(() =>
{
var stream = file.GetStream();
file.Dispose();
return stream;
});
//or:
//image.Source = ImageSource.FromFile(file.Path);
//image.Dispose();
};
To see more examples of usage without Xamarin.Forms open up the test folder in this project.
Setting these properties are optional. Any illegal characters will be removed and if the name of the file is a duplicate then a number will be appended to the end. The default implementation is to specify a unique time code to each value.
When calling TakePhotoAsync
or PickPhotoAsync
you can specify multiple options to reduce the size and quality of the photo that is taken or picked. These are applied to the StoreCameraMediaOptions
and PickMediaOptions
.
By default the photo that is taken/picked is the maxiumum size and quality available. For most applications this is not needed and can be Resized. This can be accomplished by adjusting the PhotoSize
property on the options. The easiest is to adjust it to Small, Medium, or Large
, which is 25%, 50%, or 75% or the original. This is only supported in Android & iOS. On UWP there is a different scale that is used based on these numbers to the respected resolutions UWP supports.
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions
{
PhotoSize = PhotoSize.Medium,
});
Or you can set to a custom percentage:
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions
{
PhotoSize = PhotoSize.Custom,
CustomPhotoSize = 90 //Resize to 90% of original
});
Set the CompressionQuality
, which is a value from 0 the most compressed all the way to 100, which is no compression. A good setting from testing is around 92. This is only supported in Android & iOS
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions
{
CompressionQuality = 92
});
You can now save a photo or video to the camera roll/gallery. When creating the StoreCameraMediaOptions
or StoreVideoMediaOptions
simply set SaveToAlbum
to true. When your user takes a photo it will still store temporary data, but also if needed make a copy to the public gallery (based on platform). In the MediaFile you will now see a AlbumPath that you can query as well.
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions
{
SaveToAlbum = true
});
//Get the public album path
var aPpath = file.AlbumPath;
//Get private path
var path = file.Path;
This will restult in 2 photos being saved for the photo. One in your private folder and one in a public directory that is shown. The value will be returned at AlbumPath
.
Android: When you set SaveToAlbum this will make it so your photos are public in the Pictures/YourDirectory or Movies/YourDirectory. This is the only way Android can detect the photos.
Both iOS and UWP have crop controls built into the the camera control when taking a photo. On iOS the default is false
and UWP the default is true
. You can adjust the AllowCropping
property when taking a photo to allow your user to crop.
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions
{
AllowCropping = true
});
By default when you take a photo or video the default system camera will be selected. Simply set the DefaultCamera
on StoreCameraMediaOptions
. This option does not guarantee that the actual camera will be selected because each platform is different. It seems to work extremely well on iOS, but not so much on Android. Your mileage may vary.
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions
{
DefaultCamera = Plugin.Media.Abstractions.CameraDevice.Front
});
On iOS you are able to specify an overlay on top of the camera. It will show up on the live camera and on the final preview, but it is not saved as part of the photo, which means it is not a filter.
//Load an image as an overlay (this is in the iOS Project)
Func<object> func = () =>
{
var imageView = new UIImageView(UIImage.FromBundle("face-template.png"));
imageView.ContentMode = UIViewContentMode.ScaleAspectFit;
var screen = UIScreen.MainScreen.Bounds;
imageView.Frame = screen;
return imageView;
};
//Take Photo, could be in iOS Project, or in shared code where there function is passed up via Dependency Services.
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions
{
OverlayViewProvider = func
});
Please read these as they must be implemented for all platforms.
The WRITE_EXTERNAL_STORAGE
& READ_EXTERNAL_STORAGE
permissions are required, but the library will automatically add this for you. Additionally, if your users are running Marshmallow the Plugin will automatically prompt them for runtime permissions. You must add the Permission Plugin code into your Main or Base Activities:
public override void OnRequestPermissionsResult(int requestCode, string[] permissions, Permission[] grantResults)
{
PermissionsImplementation.Current.OnRequestPermissionsResult(requestCode, permissions, grantResults);
}
You MUST set your Target version to API 23+ and Compile against API 23+:
By adding these permissions Google Play will automatically filter out devices without specific hardware. You can get around this by adding the following to your AssemblyInfo.cs file in your Android project:
[assembly: UsesFeature("android.hardware.camera", Required = false)]
[assembly: UsesFeature("android.hardware.camera.autofocus", Required = false)]
If your application targets Android N (API 24) or newer, you must use version 2.6.0+.
You must also add a few additional configuration files to adhere to the new strict mode:
1.) Add the following to your AndroidManifest.xml inside the <application>
tags:
<provider android:name="android.support.v4.content.FileProvider"
android:authorities="YOUR_APP_PACKAGE_NAME.fileprovider"
android:exported="false"
android:grantUriPermissions="true">
<meta-data android:name="android.support.FILE_PROVIDER_PATHS"
android:resource="@xml/file_paths"></meta-data>
</provider>
YOUR_APP_PACKAGE_NAME must be set to your app package name!
2.) Add a new folder called xml
into your Resources folder and add a new XML file called file_paths.xml
Add the following code:
<?xml version="1.0" encoding="utf-8"?>
<paths xmlns:android="http://schemas.android.com/apk/res/android">
<external-files-path name="my_images" path="Pictures" />
<external-files-path name="my_movies" path="Movies" />
</paths>
YOUR_APP_PACKAGE_NAME must be set to your app package name!
You can read more at: https://developer.android.com/training/camera/photobasics.html
Your app is required to have keys in your Info.plist for NSCameraUsageDescription
and NSPhotoLibraryUsageDescription
in order to access the device's camera and photo/video library. If you are using the Video capabilities of the library then you must also add NSMicrophoneUsageDescription
. The string that you provide for each of these keys will be displayed to the user when they are prompted to provide permission to access these device features. You can read me here: https://blog.xamarin.com/new-ios-10-privacy-permission-settings/
Such as:
<key>NSCameraUsageDescription</key>
<string>This app needs access to the camera to take photos.</string>
<key>NSPhotoLibraryUsageDescription</key>
<string>This app needs access to photos.</string>
<key>NSMicrophoneUsageDescription</key>
<string>This app needs access to microphone.</string>
If you want the dialogs to be translated you must support the specific languages in your app. Read the iOS Localization Guide
Set Webcam
permission.
By default, the Media Plugin will attempt to request multiple permissions, but each platform handles this a bit differently, such as iOS which will only pop up permissions once. I recommend adding the Permissions Plugin into your application and before taking any photo or picking photos that you check permissions ahead of time.
Here is an example:
var cameraStatus = await CrossPermissions.Current.CheckPermissionStatusAsync(Permission.Camera);
var storageStatus = await CrossPermissions.Current.CheckPermissionStatusAsync(Permission.Storage);
if (cameraStatus != PermissionStatus.Granted || storageStatus != PermissionStatus.Granted)
{
var results = await CrossPermissions.Current.RequestPermissionsAsync(new[] {Permission.Camera, Permission.Storage});
cameraStatus = results[Permission.Camera];
storageStatus = results[Permission.Storage];
}
if (cameraStatus == PermissionStatus.Granted && storageStatus == PermissionStatus.Granted)
{
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions
{
Directory = "Sample",
Name = "test.jpg"
});
}
else
{
await DisplayAlert("Permissions Denied", "Unable to take photos.", "OK");
//On iOS you may want to send your user to the settings screen.
//CrossPermissions.Current.OpenAppSettings();
}
Licensed under MIT, see license file. This is a derivative to Xamarin.Mobile's Media with a cross platform API and other enhancements. // // Copyright 2011-2013, Xamarin Inc. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //