Flutter makes loading image data and drawing it onto a canvas quite straightforward.
Why Load Image Bytes?
Sometimes you need more control over how an image is displayed, like drawing it as part of a custom shape or applying special effects. Loading the image data as bytes gives you this flexibility before rendering it.
The Steps Involved
Here's the typical flow:
1. Load the Bytes
Get the raw data of your image. If it's in your app's assets, you can use rootBundle
:
final ByteData data = await rootBundle.load(path);
2. Convert to Uint8List
The ByteData
needs to be converted into a Uint8List
.
final Uint8List bytes = data.buffer.asUint8List();
3. Decode into a ui.Image
Now, decode the bytes into an actual image object that Flutter's ui
library understands.
final ui.Image image = await decodeImageFromList(bytes);
4. Draw on a Canvas
You can use a CustomPainter
to draw this ui.Image
onto a canvas. In the paint
method, you'll use canvas.drawImageRect
.
Example Custom Painter
class MyPainter extends CustomPainter {
final ui.Image image;
MyPainter(this.image);
void paint(Canvas canvas, Size size) {
// Define source and destination rectangles
final srcRect = Rect.fromLTWH(0, 0, image.width.toDouble(), image.height.toDouble());
final dstRect = Rect.fromLTWH(0, 0, size.width, size.height);
canvas.drawImageRect(image, srcRect, dstRect, Paint());
}
bool shouldRepaint(covariant CustomPainter oldDelegate) => false;
}
Using the Painter
Wrap your CustomPainter
in a CustomPaint
widget to show it.
This process allows you to handle images flexibly for custom drawing needs within your Flutter app.