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Media Plugin for Xamarin

Simple cross platform plugin to take photos and video or pick them from a gallery from shared code.

Please read through all of the setup directions below: https://github.com/MatthewKapteyn/MediaPlugin#important-permission-information

Ported from Xamarin.Mobile to a cross platform API.

Key Differences in this Fork

  1. Only iOS and Android supported.
  2. iOS 14+ uses PHPicker library for multi-image support instead of the 10+ year old ELC code (RIP).
  3. Android is forced to open Google image gallery (some image galleries do not support multi-picking)

Setup

  • Download and build src/Media.Plugin into your own project. No plans to distribute this fork via Nuget or elsewhere.
  • Please see the additional setup for each platforms permissions.

Recommended Settings

When picking photos, any options that modify the original images can have a heavy impact on memory and performance (particularly on older devices). For best results disable image rotation, resizing and compression.

// Get photos from library/gallery
List<MediaFile> ChosenLibraryPhotos = await CrossMedia.Current.PickPhotosAsync(new PickMediaOptions
{
    RotateImage = false,
    PhotoSize = PhotoSize.Full,
    CompressionQuality = 100
});

Platform Support

Platform Version
Xamarin.iOS iOS 7+
Xamarin.Android API 14+

API Usage

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; }

Photos

/// <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>
/// Pick multiple photos from the default gallery
/// </summary>
/// <param name="options">Pick Photo Media Options</param>
/// <returns>Media files or null if canceled</returns>
Task<List<MediaFile>> PickPhotosAsync(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);

Videos

/// <summary>
/// Picks a video from the default gallery
/// </summary>
/// <returns>Media file of video or null if canceled</returns>
Task<MediaFile> PickVideoAsync();

/// <summary>
/// Pick multiple videos from the default gallery
/// </summary>
/// <returns>Media files of video or null if canceled</returns>
Task<List<MediaFile>> PickVideosAsync();

/// <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);

Usage

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();
        return stream;
    }); 
};

To see more examples of usage without Xamarin.Forms open up the test folder in this project.

Directories and File Names

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.

Photo & Video Settings

Compressing Photos

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.

Resize Photo Size

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
});

Photo Quality

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
});

Saving Photo/Video to Camera Roll/Gallery

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.

Allow Cropping

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
});

Default Camera

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
});

Take Photo Overlay (iOS Only)

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
});

Important Permission Information

Please read these as they must be implemented for all platforms.

Android

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 Xamarin.Essentials.Platform.OnRequestPermissionsResult code into your Main or Base Activities:

Add to Activity:

public override void OnRequestPermissionsResult(int requestCode, string[] permissions, Android.Content.PM.Permission[] grantResults)
{
    Xamarin.Essentials.Platform.OnRequestPermissionsResult(requestCode, permissions, grantResults);
    base.OnRequestPermissionsResult(requestCode, permissions, grantResults);
}

Android Required Setup

This plugin uses the Xamarin.Essentials, please follow the setup guide: http://aka.ms/essentials-getstarted

Android File Provider Setup

You must also add a few additional configuration files to adhere to the new strict mode:

1a.) (Non AndroidX) Add the following to your AndroidManifest.xml inside the <application> tags:

<provider android:name="android.support.v4.content.FileProvider" 
          android:authorities="${applicationId}.fileprovider" 
          android:exported="false" 
          android:grantUriPermissions="true">
          
	  <meta-data android:name="android.support.FILE_PROVIDER_PATHS" 
                     android:resource="@xml/file_paths"></meta-data>
</provider>

Note: If you receive the following error, it is because you are using AndroidX. To resolve this error, follow the instructions in Step 1b.).

Unable to get provider android.support.v4.content.FileProvider: java.lang.ClassNotFoundException: Didn't find class "android.support.v4.content.FileProvider" on path: DexPathList

1b.) (AndroidX) Add the following to your AndroidManifest.xml inside the <application> tags:

<provider android:name="androidx.core.content.FileProvider" 
          android:authorities="${applicationId}.fileprovider" 
          android:exported="false" 
          android:grantUriPermissions="true">
          
	  <meta-data android:name="android.support.FILE_PROVIDER_PATHS" 
                     android:resource="@xml/file_paths"></meta-data>
</provider>

2.) Add a new folder called xml into your Resources folder and add a new XML file called file_paths.xml. Make sure that this XML file has a Build Action of: AndroidResource.

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>

You can read more at: https://developer.android.com/training/camera/photobasics.html

Android Optional Setup

By default, the library adds android.hardware.camera and android.hardware.camera.autofocus to your apps manifest as optional features. It is your responsbility to check whether your device supports the hardware before using it. If instead you'd like Google Play to filter out devices without the required hardware, add the following to your AssemblyInfo.cs file in your Android project:

[assembly: UsesFeature("android.hardware.camera", Required = true)]
[assembly: UsesFeature("android.hardware.camera.autofocus", Required = true)]

iOS

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. If you want to "SaveToGallery" then you must add the NSPhotoLibraryAddUsageDescription key into your info.plist. 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: 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>
<key>NSPhotoLibraryAddUsageDescription</key>
<string>This app needs access to the photo gallery.</string>

If you want the dialogs to be translated you must support the specific languages in your app. Read the iOS Localization Guide

Permission Recommendations

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.

You can use Xamarin.Essentials to request and check permissions manually.

FAQ

Here are some common answers to questions:

On iOS how do I translate the text on the buttons on the camera?

You need CFBundleLocalizations in your Info.plist.

License

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.
//

Want To Support This Project?

Head on over to the original James Montemagno repo and give that guy some monies.

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