Hi, recently I wanted to build a mobile app for my ML project. As usual I was planning to acomplish this with Java. I started searching through Android forums and its community to find out more about manipulating camera preview. However, to my surprise I found it hard to fully understand tens or hundreds lines of tedious code. I felt frustrated at first. So searching desperately for easier solutions I came across Cordova framework for developing hybrid mobile apps and its cool plugin for customizing camera preview.

In fact there are several frameworks for building hybrid mobile apps.

    Ionic has strong AngularJS influence. So if you’re not familiar with AngularJS, you might want to try other frameworks.
    Cordova is an open source project supported by Apache. This is the simplest and fastest framework to use.
    PhoneGap is Adobe’s distribution of Cordova. PhoneGap is powered by Cordova but has a separate command line tool.
    PhoneGap Build is a service provided by Adobe. With PhoneGap Build, you upload your HTML, CSS and JavaScript to Adobe’s servers and they build native applications for you.
    The major benefit is that you don’t have to have the native SDKs installed on your computer.
    This lets you do things like build iOS application from Windows.

NOTE: You definitely should read about cons of building a hybrid app before building any other native apps.

Easy Cordova setup

# Install nodejs
# Nodejs is a package manager, distributing javascript packages
sudo apt-get install nodejs

# Install cordova using nodejs
npm install -g cordova

# Create a new cordova project
cordova create path/to/myApp

# Add platforms you want to build your app for
# List available platforms: cordova platform
cordova platform add <platform_name>

# Add camera preview plugin
cordova plugin add cordova-plugin-camera-preview

NOTE: For some reason emulator appear not to take cordova-camera-preview plugin into consideration.
However, building the app directly on mobile device does the trick.

Camera preview


    <script type="text/javascript" src="cordova.js"></script>

    <!-- jQuery for http POST request -->
    <script src="https://code.jquery.com/jquery-1.12.4.js"></script>

    <!-- crop.js contains our crop function -->
    <script type="text/javascript" src="js/crop.js"></script>
    <script type="text/javascript" src="js/index.js"></script>

We remove all redundant code from body section except script tags.
Notice crop.js file. Later in this post we will define crop function in there.


onDeviceReady: function() {
    // Method below REQUIRES elements we removed from body in index.html
    // So we comment it out.
    // this.receivedEvent('deviceready');

    let options = {
        x: 0,
        y: 0,
        width: window.screen.width,
        height: window.screen.height,
        camera: CameraPreview.CAMERA_DIRECTION.BACK,  // Front/back camera
        toBack: true,   // Set to true if you want your html in front of your preview
        tapPhoto: false,  // Tap to take photo
        tapFocus: true,   // Tap to focus
        previewDrag: false

    var flash_mode = 'off';
    // Take a look at docs: https://github.com/cordova-plugin-camera-preview/cordova-plugin-camera-preview#methods

    // Create a rectangle & buttons
    var rect = document.createElement('div');
    var take_pic_btn = document.createElement('img');
    var flash_on_btn = document.createElement('img');
    var flash_off_btn = document.createElement('img');

    // You must specify path relative to www folder
    take_pic_btn.src = 'img/btn_icon_mini.png';
    flash_on_btn.src = 'img/flash_on.svg';
    flash_off_btn.src = 'img/flash_off.svg';

    // Add styles
    rect.className += 'rect_class';
    take_pic_btn.className += 'btn_class';
    flash_on_btn.className += 'btn_class';
    flash_off_btn.className += 'btn_class';

    take_pic_btn.className += ' take_pic_class'
    flash_on_btn.className += ' flash_class'
    flash_off_btn.className += ' flash_class'

    // Hide flash_off btn by default
    flash_off_btn.style.visibility = 'hidden';

    // Append to body section

    // Get rectangle coordinates
    var rect_coords = rect.getBoundingClientRect();
    var x_coord = rect_coords.left, y_coord = rect_coords.top;

    take_pic_btn.onclick = function(){
        // Get rectangle size
        var rect_width = rect.offsetWidth, rect_height = rect.offsetHeight;

        CameraPreview.takePicture(function(base64PictureData) {

            // We pass width, height, x and y coordinates of our rectangle to crop method
            // At the very end, crop methods send cropped image to server
            var cropped_img = crop(base64PictureData, rect_width, rect_height, x_coord, y_coord, function(cropped_img_base64) {

                // Ending slash is necessary
                        // Data sent along with a request
                        image: cropped_img_base64
                    function(data, status, xhr) {
                        // Success callback
                        alert('Status: ' + status + '\nData: ' + data);
                .fail(function(error, status, xhr) {
                    // Failure callback
                    alert('Status: ' + status + '\nReason: ' + xhr);


    flash_on_btn.onclick = function() {
        flash_mode = 'on';
        flash_off_btn.style.visibility = 'visible';
        flash_on_btn.style.visibility = 'hidden';


    flash_off_btn.onclick = function() {
        flash_mode = 'off';
        flash_off_btn.style.visibility = 'hidden';
        flash_on_btn.style.visibility = 'visible';


First, locate onDeviceReady method defined inside index.js.
Within onDeviceReady body, we start camera activity with specific options set.
Next, we create a rectangle & submit button. When button is clicked we crop area set by the rectangle.


var crop = function(base64PictureData, rect_width, rect_height, x_coord, y_coord, callback) {

    // image variable will contain ORIGINAL image
    var image = new Image();

    // canvas variable will contain CROPPED image
    var canvas = document.createElement('canvas');
    var ctx = canvas.getContext('2d');

    // Load original image onto image object
    image.src = 'data:image/png;base64,' + base64PictureData;
    image.onload = function(){

        // Map rectangle onto image taken
        var x_axis_scale = image.width / window.screen.width
        var y_axis_scale = image.height / window.screen.height
        // INTERPOLATE
        var x_coord_int = x_coord * x_axis_scale;
        var y_coord_int = y_coord * y_axis_scale;
        var rect_width_int = rect_width * x_axis_scale;
        var rect_height_int = rect_height * y_axis_scale

        // Set canvas size equivalent to cropped image size
        canvas.width = rect_width_int;
        canvas.height = rect_height_int;

            x_coord_int, y_coord_int,           // Start CROPPING from x_coord(interpolated) and y_coord(interpolated)
            rect_width_int, rect_height_int,    // Crop interpolated rectangle
            0, 0,                               // Place the result at 0, 0 in the canvas,
            rect_width_int, rect_height_int);   // Crop interpolated rectangle

        // Get base64 representation of cropped image
        var cropped_img_base64 = canvas.toDataURL();

        // Now we are ready to send cropped image TO SERVER

        return cropped_img_base64;

Since the size of image taken is completly different from camera preview size, we need to map rectangle onto image taken.


/* index.css */

div.rect_class {
    width: 280px;
    height: 100px;

    /* Make inner part of rectangle transparent */
    background-color: rgba(255, 255, 255, 0);

    /* Center vertically AND horizontally */
    /* position attribute can be fixed too*/
    position: absolute;
    left: 0; right: 0;
    top: 0; bottom: 0;
    margin: auto;

    /* This to solve "the content will not be cut when the window is smaller than the content": */
    max-width: 100%;
    max-height: 100%;
    overflow: auto;

    /* COOL BORDER */
    border-width: 20px;
    border-style: solid;
    /* You need to place border.png into img folder */
    border-image: url(../img/border.png) 50 round;

    /* SHADOW EFFECT darkens everything outside rectangle */
    box-shadow: 0 0 500px 5000px rgba(0, 0, 0, 0.4);

img.btn_class {
    width: 75px;
    height: 75px;

    /* Center horizontally */
    /* position attribute can be fixed too*/
    position: absolute;
    margin: auto;

img.flash_class {
    top: 20px; right: 20px;

img.take_pic_class {
    bottom: 20px;
    left: 0px; right: 0px;

Status bar

Our app would be looking even better with customized status bar. Cordova enables us customizing status bar with cordova-plugin-statusbar. For example we can change its background color.

Example of statusbar customization:

  • Install plugin: cordova plugin add cordova-plugin-statusbar.
  • Head over to config.xml inside your project’s root directory.
  • Insert <preference name="StatusBarBackgroundColor" value="HEX_RGB_CODE" />.

For more info visit statusbar plugin docs.

Resize rectangle

You might also make elements draggable/resizable using jQuery UI Touch Punch.
Visit their docs for installation guide and examples.



Full code

Visit my repo: cordova-camera-preview-example


Now, that we have cropped base64 image, we want to do something cool with it. Predicion of digits combined with arithmetic operators found in an image sounds cool.

We want our server to serve predictions, so that clients from around the world can use our recognizer.

In the next post, I’ll show you how to build web application that can handle requested images and store them on a server using Django-REST-framework. But by now, I wish you a great day :)