I'm trying to draw an image file into the canvas to compose my widget in Flutter.
I did follow canvas documentation but a did not success. O Image docs, thay say that:
To obtain an Image object, use instantiateImageCodec.
I did try use instantiateImageCodec
method, but i just get a Codec
instance, not a Image
How is the right way to get an instance of ui.Image to draw on canvas using canvas.drawImage
Here is a snnipet of my code:
Future<ui.Codec> _loadImage(AssetBundleImageKey key) async {
final ByteData data = await key.bundle.load(key.name);
if (data == null)
throw 'Unable to read data';
return await ui.instantiateImageCodec(data.buffer.asUint8List());
}
final Paint paint = new Paint()
..color = Colors.yellow
..strokeWidth = 2.0
..strokeCap = StrokeCap.butt
..style = PaintingStyle.stroke;
var sunImage = new ExactAssetImage("res/images/grid_icon.png");
sunImage.obtainKey(new ImageConfiguration()).then((AssetBundleImageKey key){
_loadImage(key).then((ui.Codec codec){
print("frameCount: ${codec.frameCount.toString()}");
codec.getNextFrame().then((info){
print("image: ${info.image.toString()}");
print("duration: ${info.duration.toString()}");
canvas.drawImage(info.image, size.center(Offset.zero), paint);
});
});
});
This simple utility method returns a Future<UI.Image>
given the image asset's path:
import 'dart:async';
import 'dart:typed_data';
import 'dart:ui' as UI;
import 'package:flutter/services.dart';
Future<UI.Image> loadUiImage(String imageAssetPath) async {
final ByteData data = await rootBundle.load(imageAssetPath);
final Completer<UI.Image> completer = Completer();
UI.decodeImageFromList(Uint8List.view(data.buffer), (UI.Image img) {
return completer.complete(img);
});
return completer.future;
}
ui.Codec has a method getNextFrame()
which returns a Future<FrameInfo>
(you should probably have logic around how many frames but if you know it's always a normal picture you could skip that.) FrameInfo
has an image
property which is the Image you need.
EDIT: looking at the code you have in the post, it's not clear where you're doing what. Is that all defined within the CustomPainter.paint
method? If so, you'd definitely have issues because you can only use the canvas
for the duration of the paint
call; you should not retain any references to it outside of the function (which would include any asynchronous call).
I'd recommend using a FutureBuilder so that you only draw on the canvas once you've added the image.
That would look something like this:
Future<Image> _loadImage(AssetBundleImageKey key) async {
final ByteData data = await key.bundle.load(key.name);
if (data == null)
throw 'Unable to read data';
var codec = await ui.instantiateImageCodec(data.buffer.asUint8List());
// add additional checking for number of frames etc here
var frame = await codec.getNextFrame();
return frame.image;
}
new FutureBuilder<Image>(
future: loadImage(....), // a Future<String> or null
builder: (BuildContext context, AsyncSnapshot<Image> snapshot) {
switch (snapshot.connectionState) {
case ConnectionState.waiting: return new Text('Image loading...');
default:
if (snapshot.hasError)
return new Text('Error: ${snapshot.error}');
else
// ImageCanvasDrawer would be a (most likely) statless widget
// that actually makes the CustomPaint etc
return new ImageCanvasDrawer(image: snapshot.data)
}
},
)
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With