How can I improving the aliasing of Image objects painted on a scaled Canvas? For example, for the following:
import 'dart:async';
import 'dart:typed_data';
import 'dart:ui' as ui;
import 'package:flutter/material.dart';
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;
}
void main() async {
WidgetsFlutterBinding.ensureInitialized();
final image = await loadUiImage("assets/thierry.png");
runApp(MyApp(image));
}
class MyApp extends StatelessWidget {
final ui.Image image;
const MyApp(this.image, {Key? key}) : super(key: key);
#override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
appBar: AppBar(
elevation: 0,
),
body: Container(
height: 300,
width: 300,
child: CustomPaint(
painter: CanvasPainter(this.image),
),
),
));
}
}
class CanvasPainter extends CustomPainter {
final ui.Image image;
CanvasPainter(this.image);
#override
void paint(Canvas canvas, Size size) {
canvas.save();
canvas.scale(size.width / image.width);
canvas.drawImage(
image,
Offset.zero,
ui.Paint()
..isAntiAlias = true
..filterQuality = ui.FilterQuality.high);
canvas.restore();
}
#override
bool shouldRepaint(CanvasPainter oldDelegate) => true;
}
This is what I see in the emulator:
If I scale the image in an image viewer to similar dimensions, I see this:
The original image is 5814 x 3828.
Notice that the long horizontal lines are more aliased in the version displayed on the emulator. If I don't scale, I don't see this level of aliasing.
To get the best image quality for my scenario, I had to use filterQuality = ui.FilterQuality.medium. According to the documentation, "when scaling down, medium provides the best quality especially when scaling an image to less than half its size". In my case the scale factor is less than half, so that explains why quality is better with medium.
For reference, here's what the above image looks like with medium:
Related
So I have this world map SVG from here: https://mapsvg.com/maps/world. I'm trying to copy the individual path data of the map and store them into a multi-line string. Then splitting that string by a new line.
Then for each data string, I'm converting the data string to the path object and tried to draw it, but it doesn't draw anything.
Here is the sample code:
import 'package:flutter/material.dart';
import 'package:path_drawing/path_drawing.dart';
import 'package:touchable/touchable.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
#override
Widget build(BuildContext context) {
return const MaterialApp(
home: HomePage(),
debugShowCheckedModeBanner: false,
);
}
}
class HomePage extends StatelessWidget {
const HomePage({super.key});
#override
Widget build(BuildContext context) {
return Scaffold(
body: CanvasTouchDetector(
gesturesToOverride: const [GestureType.onTapUp],
builder: (context) {
return CustomPaint(
size: const Size(double.infinity, double.infinity),
painter: MyPainter(context),
);
},
),
);
}
}
class MyPainter extends CustomPainter {
final BuildContext context;
MyPainter(this.context);
#override
void paint(Canvas canvas, Size size) {
TouchyCanvas touchyCanvas = TouchyCanvas(context, canvas);
final List<String> paths =
'''m 479.68275,331.6274 -0.077,0.025 -0.258,0.155 -0.147,0.054 -0.134,0.027 -0.105,-0.011 -0.058,-0.091 0.006,-0.139 -0.024,-0.124 -0.02,-0.067 0.038,-0.181 0.086,-0.097 0.119,-0.08 0.188,0.029 0.398,0.116 0.083,0.109 10e-4,0.072 -0.073,0.119 z'''
.split('\n');
// drawing the paths
for (int i = 0; i < paths.length; i++) {
Path path = parseSvgPathData(paths[i]);
touchyCanvas.drawPath(
path,
Paint()
..color = Colors.red
..strokeWidth = 2,
onTapUp: (details) {
print('clicked');
},
);
}
}
#override
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return true;
}
}
Note: The path data inside the string is of Andorra.
I'm trying to follow this answer here: https://stackoverflow.com/a/60947105/11283915. When I use the data string from this answer, it draws fine but doesn't work with the data string that I'm trying to use from the SVG.
Setting the size of the custom painter same as the viewbox of the SVG made the path appear on the painter. e.g. I had a SVG with viewbox="0 0 2000 857" so I set the custom painter size to Size(2000, MediaQuery.of(context).size.hieght) setting the height to the device height only because my device height was pretty close to the height defined in the viewbox.
The below code works:
import 'package:flutter/material.dart';
import 'package:path_drawing/path_drawing.dart';
import 'package:touchable/touchable.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
#override
Widget build(BuildContext context) {
return const MaterialApp(
home: HomePage(),
debugShowCheckedModeBanner: false,
);
}
}
class HomePage extends StatelessWidget {
const HomePage({super.key});
#override
Widget build(BuildContext context) {
return Scaffold(
body: SingleChildScrollView(
scrollDirection: Axis.horizontal,
child: InteractiveViewer(
child: CanvasTouchDetector(
gesturesToOverride: const [GestureType.onTapUp],
builder: (context) {
return CustomPaint(
size: const Size(2000, double.infinity),
painter: MyPainter(context),
);
},
),
),
),
);
}
}
class MyPainter extends CustomPainter {
final BuildContext context;
MyPainter(this.context);
#override
void paint(Canvas canvas, Size size) {
print(size);
TouchyCanvas touchyCanvas = TouchyCanvas(context, canvas);
final Map<String, String> mapData = {
'af':
'M1383 261.6l1.5 1.8-2.9 0.8-2.4 1.1-5.9 0.8-5.3 1.3-2.4 2.8 1.9 2.7 1.4 3.2-2 2.7 0.8 2.5-0.9 2.3-5.2-0.2 3.1 4.2-3.1 1.7-1.4 3.8 1.1 3.9-1.8 1.8-2.1-0.6-4 0.9-0.2 1.7-4.1 0-2.3 3.7 0.8 5.4-6.6 2.7-3.9-0.6-0.9 1.4-3.4-0.8-5.3 1-9.6-3.3 3.9-5.8-1.1-4.1-4.3-1.1-1.2-4.1-2.7-5.1 1.6-3.5-2.5-1 0.5-4.7 0.6-8 5.9 2.5 3.9-0.9 0.4-2.9 4-0.9 2.6-2-0.2-5.1 4.2-1.3 0.3-2.2 2.9 1.7 1.6 0.2 3 0 4.3 1.4 1.8 0.7 3.4-2 2.1 1.2 0.9-2.9 3.2 0.1 0.6-0.9-0.2-2.6 1.7-2.2 3.3 1.4-0.1 2 1.7 0.3 0.9 5.4 2.7 2.1 1.5-1.4 2.2-0.6 2.5-2.9 3.8 0.5 5.4 0z',
};
// drawing the paths
for (String key in mapData.keys) {
Path path = parseSvgPathData(mapData[key]!);
touchyCanvas.drawPath(
path,
Paint()
..color = Colors.red
..strokeWidth = 2,
onTapUp: (details) {
print('clicked $key');
},
);
}
}
#override
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return true;
}
}
To see the path drawn, I just need to scroll the screen. In case if you want to limit the area in which the SVG is drawn, follow this: https://stackoverflow.com/a/60947105/11283915
I am trying to add multiple Rectangles in the Canvas and rotate them with user pan action. But the Constructor I found till now for Rect is all to draw them without Rotation. and I found a method canvas.rotate() which will rotate the whole canvas.
How to achieve this? Any code where rotation of the Rectangle is dealt with user pan action without using canvas.rotate() will be helpful.
The solution is simple as #pskink answered in the comment above.
There is only canvas.rotate() and canvas.transform() to rotate anything in the flutter canvas and there is canvas.scale() to scale them.
now if you want to rotate one object 120, and another 40 degrees you need to draw them inside a canvas.save() ... canvas.restore() block. then your objects will be rotated at a different angles. look at the below code for example:
import 'dart:async';
import 'dart:typed_data';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'dart:ui' as ui;
const kCanvasSize = 300.0;
class ImageInsideRectPage extends StatefulWidget {
const ImageInsideRectPage({Key? key}) : super(key: key);
#override
_ImageInsideRectPageState createState() => _ImageInsideRectPageState();
}
class _ImageInsideRectPageState extends State<ImageInsideRectPage> {
ui.Image? image;
#override
void initState() {
_load('assets/img.png');
super.initState();
}
void _load(String path) async {
var bytes = await rootBundle.load(path);
image = await decodeImageFromList(bytes.buffer.asUint8List());
setState(() {});
}
#override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: Container(
decoration: BoxDecoration(
border: Border.all(color: Colors.greenAccent, width: 2)),
height: kCanvasSize,
width: kCanvasSize,
child: CustomPaint(
painter: ImageInsideRectangle(context: context, image: image),
child: SizedBox.expand(),
),
),
),
);
}
}
class ImageInsideRectangle extends CustomPainter {
ImageInsideRectangle({required this.context, required this.image});
ui.Image? image;
final BuildContext context;
#override
void paint(Canvas canvas, Size size) async {
canvas.clipRRect(ui.RRect.fromRectXY(
Rect.fromPoints(Offset(0, 0), Offset(kCanvasSize - 4, kCanvasSize - 4)),
0,
0,
));
Paint greenBrush = Paint()..color = Colors.greenAccent;
if (image != null) {
canvas.save();
rotate(
canvas: canvas,
cx: image!.width.toDouble() / 2,
cy: image!.height.toDouble() / 2,
angle: -0.3);
canvas.scale(kCanvasSize / image!.height);
canvas.drawImage(image!, Offset(0, 0), greenBrush);
canvas.restore();
}
canvas.save();
rotate(canvas: canvas, cx: 200 + 50, cy: 100 + 50, angle: 0.5);
canvas.drawRect(Rect.fromLTWH(200, 100, 100, 100), greenBrush);
canvas.restore();
}
void rotate(
{required Canvas canvas,
required double cx,
required double cy,
required double angle}) {
canvas.translate(cx, cy);
canvas.rotate(angle);
canvas.translate(-cx, -cy);
}
#override
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return true;
}
}
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;
}
This way you can rotate multiple objects in multiple directions. also, there is an example of loading an image from local asset and rotating it around its own center.
Hello can anyone tell me why the background to this masking attempt is black. This must be close but I just can't kill the background. I've seen others reference that saveLayer(rect, paint) is the key here as that shoves the whole canvas rect in to the masking operation. This question (no masking operation) and this one (no actual answer) are similar but were no use to me.
main.dart
import 'dart:typed_data';
import 'dart:ui' as ui;
import 'package:flutter/cupertino.dart';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart' show rootBundle;
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
home: MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
ui.Image mask;
ui.Image image;
#override
void initState() {
super.initState();
load('images/squircle.png').then((i) {
setState(() {
mask = i;
});
});
load('images/noodlejpg.jpg').then((i) {
setState(() {
image = i;
});
});
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(backgroundColor: Colors.blue, title: Text('I am a title')),
body: SafeArea(
child: SizedBox(
width: 200.0,
height: 200.0,
child: CustomPaint(painter: OverlayPainter(mask, image)),
),
),
);
}
Future<ui.Image> load(String asset) async {
ByteData data = await rootBundle.load(asset);
ui.Codec codec = await ui.instantiateImageCodec(data.buffer.asUint8List());
ui.FrameInfo fi = await codec.getNextFrame();
return fi.image;
}
}
class OverlayPainter extends CustomPainter {
ui.Image mask;
ui.Image image;
OverlayPainter(this.mask, this.image);
#override
void paint(Canvas canvas, Size size) {
var paint = new Paint();
paint.isAntiAlias = true;
if (image != null) {
var rect = Rect.fromLTRB(0, 0, 200, 200);
Size outputSize = rect.size;
Size inputSize = Size(image.width.toDouble(), image.height.toDouble());
final FittedSizes fittedSizes =
applyBoxFit(BoxFit.cover, inputSize, outputSize);
final Size sourceSize = fittedSizes.source;
canvas.save();
final Rect sourceRect = Alignment.center.inscribe(
sourceSize,
Offset.zero & inputSize,
);
canvas.drawImageRect(image, sourceRect, rect, paint);
canvas.restore();
}
if (mask != null) {
var rect = Rect.fromLTRB(0, 0, 200, 200);
Size outputSize = rect.size;
Size inputSize = Size(mask.width.toDouble(), mask.height.toDouble());
final FittedSizes fittedSizes =
applyBoxFit(BoxFit.cover, inputSize, outputSize);
final Size sourceSize = fittedSizes.source;
canvas.saveLayer(rect, Paint()..blendMode = BlendMode.dstIn);
final Rect sourceRect = Alignment.center.inscribe(
sourceSize,
Offset.zero & inputSize,
);
canvas.drawImageRect(mask, sourceRect, rect, paint);
canvas.restore();
}
}
#override
bool shouldRepaint(OverlayPainter oldDelegate) {
return mask != oldDelegate.mask || image != oldDelegate.image;
}
}
noodlejpg.jpg
squircle.jpg
result
The key is in when to call saveLayer and when to call restore.
From here:
When using Canvas.saveLayer and Canvas.restore, the blend mode of the Paint given to the Canvas.saveLayer will be applied when Canvas.restore is called. Each call to Canvas.saveLayer introduces a new layer onto which shapes and images are painted; when Canvas.restore is called, that layer is then composited onto the parent layer, with the source being the most-recently-drawn shapes and images, and the destination being the parent layer. (For the first Canvas.saveLayer call, the parent layer is the canvas itself.)
Working code
#override
void paint(Canvas canvas, Size size) {
if (image != null && mask != null) {
var rect = Rect.fromLTRB(0, 0, 200, 200);
Size outputSize = rect.size;
Paint paint = new Paint();
//Mask
Size maskInputSize = Size(mask.width.toDouble(), mask.height.toDouble());
final FittedSizes maskFittedSizes =
applyBoxFit(BoxFit.cover, maskInputSize, outputSize);
final Size maskSourceSize = maskFittedSizes.source;
final Rect maskSourceRect = Alignment.center
.inscribe(maskSourceSize, Offset.zero & maskInputSize);
canvas.saveLayer(rect, paint);
canvas.drawImageRect(mask, maskSourceRect, rect, paint);
//Image
Size inputSize = Size(image.width.toDouble(), image.height.toDouble());
final FittedSizes fittedSizes =
applyBoxFit(BoxFit.cover, inputSize, outputSize);
final Size sourceSize = fittedSizes.source;
final Rect sourceRect =
Alignment.center.inscribe(sourceSize, Offset.zero & inputSize);
canvas.drawImageRect(
image, sourceRect, rect, paint..blendMode = BlendMode.srcIn);
canvas.restore();
}
}
Result:
as an option without any CustomPainters
import 'dart:typed_data';
import 'dart:ui';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
appBar: AppBar(),
body: SafeArea(
child: Center(
child: SizedBox(
width: 300,
height: 300,
child: MaskedImage(asset: 'images/noodlejpg.jpeg', mask: 'images/circle.png'),
),
),
),
),
);
}
}
class MaskedImage extends StatelessWidget {
final String asset;
final String mask;
MaskedImage({#required this.asset, #required this.mask});
#override
Widget build(BuildContext context) {
return LayoutBuilder(builder: (context, constraints) {
return FutureBuilder<List>(
future: _createShaderAndImage(asset, mask, constraints.maxWidth, constraints.maxHeight),
builder: (context, snapshot) {
if (!snapshot.hasData) return const SizedBox.shrink();
return ShaderMask(
blendMode: BlendMode.dstATop,
shaderCallback: (rect) => snapshot.data[0],
child: snapshot.data[1],
);
},
);
});
}
Future<List> _createShaderAndImage(String asset, String mask, double w, double h) async {
ByteData data = await rootBundle.load(asset);
ByteData maskData = await rootBundle.load(mask);
Codec codec = await instantiateImageCodec(maskData.buffer.asUint8List(), targetWidth: w.toInt(), targetHeight: h.toInt());
FrameInfo fi = await codec.getNextFrame();
ImageShader shader = ImageShader(fi.image, TileMode.clamp, TileMode.clamp, Matrix4.identity().storage);
Image image = Image.memory(data.buffer.asUint8List(), fit: BoxFit.cover, width: w, height: h);
return [shader, image];
}
}
I have been trying to add text on top of an image and then allow the user to share the image. I'm having two issues that I can't seem to figure out.
The text is overflowing off the screen and not wrapping in the TextPainter when adding to Canvas.
I have been trying to share the image using a FloatingActionButton. The issue I am having is sharing an actual image and not image string. I have been using the esys_flutter_share package to try and achieve it but I get an error. I really just want to share the Image that I wrote the text on top of.
Unhandled Exception: type 'Image' is not a subtype of type 'String'
.
Any help is greatly appreciated.
import 'dart:typed_data';
import 'dart:ui' as ui;
import 'package:flutter/material.dart';
import 'dart:io';
import 'package:esys_flutter_share/esys_flutter_share.dart';
import 'package:flutter/services.dart' show rootBundle;
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
// This widget is the root of your application.
#override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
var _imageUrl = 'https://imageurl.png';
var _img;
var nimg;
#override
void initState() {
_showImg();
super.initState();
}
#override
Widget build(BuildContext context) {
var widget =
_img != null ? Image.memory(_img) : Text('pleace click button');
return Scaffold(
appBar: AppBar(),
body: Center(child: widget),
floatingActionButton: FloatingActionButton(
onPressed: () async {
final ByteData bytes = await rootBundle.load(nimg);
await Share.file('esys image', '$nimg', bytes.buffer.asUint8List(), 'image/png');
},
tooltip: 'Increment',
child: Icon(Icons.add),
), // This trailing comma makes auto-formatting nicer for build methods.
);
}
_showImg() async{
var uri = Uri.parse(_imageUrl);
var httpClient = HttpClient();
var request = await httpClient.getUrl(uri);
var response = await request.close();
var imageData = <int>[];
await response.forEach((data) async {
imageData.addAll(data);
});
ui.Image image =
await decodeImageFromList(Uint8List.fromList(imageData));
var pictureRecorder = ui.PictureRecorder();
var canvas = Canvas(pictureRecorder);
var paint = Paint();
paint.isAntiAlias = true;
var src = Rect.fromLTWH(
0.0, 0.0, image.width.toDouble(), image.height.toDouble());
var dst = Rect.fromLTWH(
0.0, 0.0, image.width.toDouble(), image.height.toDouble());
canvas.drawRect(Rect.fromLTWH(0.0, 0.0, 200.0, 200.0), paint);
canvas.drawImageRect(image, src, dst, paint);
//Add text on image
TextSpan span = new TextSpan(
style: new TextStyle(color: Colors.white, fontSize: 150.0,
fontFamily: 'Roboto'), text: "Here is some great text to put on top");
TextPainter tp = new TextPainter(
text: span, textDirection: TextDirection.ltr, textAlign: TextAlign.center);
tp.layout();
tp.paint(canvas, new Offset(image.width/2 - image.width/2 /2, image.height/2 - image.height/2 /3));
var pic = pictureRecorder.endRecording();
ui.Image img = await pic.toImage(image.width, image.height);
var byteData = await img.toByteData(format: ui.ImageByteFormat.png);
var buffer = byteData.buffer.asUint8List();
//Assign image to be shared
nimg = img;
//Set the image as the child in the body
setState(() {
_img = buffer;
});
}
}
The easiest way to share image with text:
Create a Stack and put Image in it, positioned the Text widget anywhere you want on the image.
Wrap Stack with RepaintBoundary
Screenshot with
RenderRepaintBoundary boundary = _globalKey.currentContext.findRenderObject();
Image image = await boundary.toImage();
Share with esys_flutter_share
PS. Of course you can also use image packages to add text to image.
esys_flutter_share is not having capability of sharing both data type at a same time. I have faced this issue and fixed by taking this package in my code and editing it's methods that allows us to share both data type. Here is the edited package files.
How to take packages in local code?
Checkout this answer
The updated code url is this, download it and follow above answer.
I am trying to create a new Image from two existing images using Canvas
one Img from asset ("asset image")
one Img from network
To achieve that first problem is to draw "asset image" on Canvas using drawImage.. this is where I am facing the problem.
drawCircle is working fine, But for using drawImage as per following code, it is outputting blank image.
I am new to using Canvas and experimenting, any help appreciated..
Complete code..
import 'package:flutter/material.dart';
//import 'package:path_provider/path_provider.dart';
import 'dart:ui' as ui;
import 'dart:typed_data';
import 'dart:async';
//import 'dart:io';
import 'package:flutter/services.dart';
void main() => runApp(new MyApp());
class MyApp extends StatelessWidget {
// This widget is the root of your application.
#override
Widget build(BuildContext context) {
return new MaterialApp(
title: 'Flutter Demo',
theme: new ThemeData(
primarySwatch: Colors.blue,
),
home: new MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => new _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
Image _image;
ui.Image imagetoDraw;
#override
void initState() {
super.initState();
_image = new Image.network(
'https://www.google.com/images/branding/googlelogo/2x/googlelogo_color_120x44dp.png',
);
getImageFromAsset();
}
getImageFromAsset() async {
imagetoDraw = await load('images/loading.png');
print('...getImageFromAsset done');
}
Future<ui.Image> load(String asset) async {
ByteData data = await rootBundle.load(asset);
ui.Codec codec = await ui.instantiateImageCodec(data.buffer.asUint8List());
ui.FrameInfo fi = await codec.getNextFrame();
return fi.image;
}
_generateImage() {
_generate().then((val) => setState(() {
_image = val;
}));
}
Future<Image> _generate() async {
ui.PictureRecorder recorder = new ui.PictureRecorder();
Canvas c = new Canvas(recorder);
var rect = new Rect.fromLTWH(0.0, 0.0, 100.0, 100.0);
c.clipRect(rect);
final paint = new Paint();
paint.strokeWidth = 2.0;
paint.color = const Color(0xFF333333);
paint.style = PaintingStyle.fill;
final offset = new Offset(50.0, 50.0);
// c.drawCircle(offset, 40.0, paint);
c.drawImage(imagetoDraw, offset, paint);
var picture = recorder.endRecording();
final pngBytes = await picture
.toImage(100, 100)
.toByteData(format: ui.ImageByteFormat.png);
var image = Image.memory(pngBytes.buffer.asUint8List());
return image;
}
#override
Widget build(BuildContext context) {
return new Scaffold(
appBar: new AppBar(
title: new Text(widget.title),
),
body: new Center(
child: new Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
_image,
],
),
),
floatingActionButton: new FloatingActionButton(
onPressed: _generateImage,
tooltip: 'Generate',
child: new Icon(Icons.add),
),
);
}
}
The image asset path seems to be the problem. I can not say that for sure, as There is no pubspec.yaml asset declarations here.
Let's assume that you have added assets in pubspec.yaml as below:
assets:
- assets/images/image_01.png
- assets/images/image_02.jpg
In that case, you need to specify the path of asset 'assets/images/image_01.png'.
Means the exact path that is defined inside the pubspec.yaml file.
i.e. In your case, imagetoDraw = await load('assets/images/image_01.png');
Tip: You can directly use Image.asset('assets/images/image_01.png'); to get the image from assets.
The source I have referred to: Load Image from assets in flutter
I hope this helps.