This library is no longer being maintained. Since it is still being actively used on many projects, we will consider fixing any potential critical bugs, but there will be no further feature development nor minor bug fixing.
We recommend migrating to CameraX. While some very simple use-cases are still easier with GoldenEye, CameraX is lifecycle-aware and is an overall more complete solution.
implementation 'co.infinum:goldeneye:1.1.2'
val goldenEye = GoldenEye.Builder(activity).build()
if (ContextCompat.checkSelfPermission(context, Manifest.permission.CAMERA)
== PackageManager.PERMISSION_GRANTED
) {
/* Find back camera */
val backCamera = goldenEye.availableCameras.find { it.facing == Facing.BACK }
/* Open back camera */
goldenEye.open(textureView, backCamera, initCallback)
}
goldenEye.takePicture(pictureCallback)
goldenEye.startRecording(file, videoCallback)
/* Somewhere later */
goldenEye.stopRecording()
You can see all GoldenEye methods here.
GoldenEye supports multiple Camera features that can be changed at runtime:
If you are interested to read in detail what is supported, there is thorough documentation inside interfaces.
When initializing GoldenEye instance you can configure it to fit your needs with several interfaces.
By default logging is turned OFF. By implementing Logger interface, you can enable logs if needed.
object: Logger {
override fun log(message: String) {
/* Log standard message */
}
override fun log(t: Throwable) {
/* Log error */
}
}
GoldenEye supports pinch to zoom functionality. By using OnZoomChangedCallback you can receive callback every time the zoom changes.
object: OnZoomChangedCallback {
override fun onZoomChanged(zoom: Int) {
/* Do something */
}
}
GoldenEye supports tap to focus functionality. By using OnFocusChangedCallback you can receive callback every time the focus changes.
object: OnFocusChangedCallback {
override fun onFocusChanged(point: Point) {
/* Do something */
}
}
Once the picture is taken, by default, library will rotate the bitmap to be in sync with device's orientation and mirror
the image if it is taken with front camera. If you are not OK with this behavior, you can provide PictureTransformation
implementation
that will be used instead. PictureTransformation.transform
method is executed on the background thread!
object: PictureTransformation {
override fun transform(picture: Bitmap, config: CameraConfig, orientationDifference: Float): Bitmap {
/* Transform raw picture */
}
}
Advanced features are still in experimental phase and we noticed that they do not work on some devices and they were not thoroughly tested so we decided to disable them by default. That means that if you try to change the value via setter, it will simply be ignored.
In case you want to try and play with advanced features, you can enable them when initializing GoldenEye instance.
GoldenEye.Builder(activity)
.withAdvancedFeatures()
.build()
You can manually set Camera API and override default GoldenEye behavior. You can call GoldenEye.preferredCameraApi(Context)
to check which
Camera API will be used by default. It can be useful to force Camera1 API as it is more consistent when taking pictures with FlashMode.ON
than Camera2. The issue with Camera1 is that some newer devices would crash when trying to record a video so be very cautious.
GoldenEye.Builder(activity)
.setCameraApi(CameraApi.CAMERA1)
.build()
startRecording
or takePicture
while GoldenEye is already taking a picture or recording a video, immediate onError
callback will be dispatched for the second call, first call to startRecording
or takePicture
will still be activerelease
while GoldenEye is taking a picture or recording a video, everything will be canceled including all callbacks,
nothing will be dispatchedGoldenEye.config
before InitCallback#onReady
is dispatched, returned config
will be null
open
while camera is already opened, old camera will be released and closed and new camera will be openedFeedback and code contributions are very much welcome. Just make a pull request with a short description of your changes. By making contributions to this project you give permission for your code to be used under the same license.
Maintained and sponsored by Infinum.