It's a follow-up question to Detect play event in youtube wrapped via MediaElement.js. I tried to detect play or click event in the question but can't do it because of cross-origin issue (maybe). I also found that you draw the youtube clip directly to canvas, it will not be copied (will be blank), like this:
<!DOCTYPE html>
<html>
<head>
<title>video in canvas</title>
<link rel="stylesheet" href="mediaelementplayer.css" />
<script src="jquery.js"></script>
<script src="mediaelement-and-player.min.js"></script>
<script>
$(document).ready( function() {
$('#v').mediaelementplayer();
var v = $('#v')[0];
var canvas = $('#c')[0];
var context = canvas.getContext('2d');
console.log('play event entered');
draw(v, context, 640, 360);
});
function draw(v, c, w, h) {
// if(v.paused || v.ended) return false;
console.log("draw event entered");
c.drawImage(v, 0, 0, w, h);
setTimeout(draw, 20, v, c, w, h);
}
</script>
</head>
<body>
<video width="640" height="360" id="v" preload="none">
<source type="video/youtube" src="http://www.youtube.com/watch?v=nOEw9iiopwI"/>
</video>
<canvas id="c" width="640" height="360"></canvas>
</body>
</html>
Anybody knows other more promising approach to draw youtube stream in canvas? Thanks.
You cannot use canvas drawImage
to draw <video> or <img> coming from a different domain.
Maybe you could proxy Youtube streams through your server, but that probably goes against Youtube TOS