Flutter
Flutter applications include both code and assets (sometimes called resources).
Assets can include static data, configuration files, or anything else an
application needs to function; in particular, assets include icons and other
images displayed in the UI.
Specifying assets
Flutter uses the flutter.yaml file to identify assets required by an
application, as shown in the Tutorial. A typical flutter.yaml
file might include something like the following:
assets:
- assets/my_icon.png
- assets/background.png
The assets section specifies files that should be included with the
application. Flutter places them in a special archive called the asset bundle,
which applications can read from at runtime. It lists explicit paths (relative
to the flutter.yaml file) where the asset files are located.
Asset variants
The build process supports the notion of asset variants: different versions of
an asset that might be displayed in different contexts. When an asset’s path is
specified in the assets section of flutter.yaml, the build process looks for
any files with the same name in adjacent subdirectories. Such files are then
included in the asset bundle along with the specified asset.
For example, if you have the following assets:
assets/background.png
assets/dark/background.png
and your flutter.yaml file contains:
assets:
- assets/background.png
then both assets/background.png and assets/dark/background.png will be
included in your asset bundle. The former is considered the main asset, while
the latter is considered a variant.
Flutter uses asset variants when choosing resolution appropriate images; see
below. In the future, this mechanism may be extended to include variants for
different locales or regions, reading directions, etc.
Working with assets
Your application can access its assets through the
AssetBundle
interface. The two main methods on an asset bundle allow you to load a string
(loadString) or an image (loadImage) out of the bundle, given a logical key.
The logical key maps to the path to the asset specified in the flutter.yaml
file at build time. The application’s asset bundle is accessible through the
DefaultAssetBundle
widget’s of method.
For example, the dark background from the example above could be loaded in a
widget’s build method like so:
Widget build(BuildContext context) {
...
String name = 'assets/dark/background.png';
ImageResource image = DefaultAssetBundle.of(context).loadImage(name);
...
}
As a convenience, the
AssetImage
widget provides a simple way to display an image in the UI. Images may also
be specified as the background in a
DecoratedBox.
Resolution awareness
Flutter can load resolution-appropriate images for the current device
pixel ratio.
AssetImage
understands how to map a logical requested asset onto one that most
closely matches the current device pixel ratio. In order for this mapping to
work, assets should be arranged according to a particular directory structure:
.../image.png
.../Mx/image.png
.../Nx/image.png
...etc.
Where M and N are numeric identifiers that correspond to the nominal resolution
of the images contained within. The main asset is assumed to correspond to a
resolution of 1.0. For example, consider the following asset layout for an
image named my_icon.png:
.../my_icon.png
.../2.0x/my_icon.png
.../3.0x/my_icon.png
On devices with a device pixel ratio of 1.8, the asset .../2.0x/my_icon.png
would be chosen. For a device pixel ratio of 2.7, the asset.../3.0x/my_icon.png would be chosen.
If the width and height of the rendered image are not specified, the nominal
resolution is used to scale the asset so that it will occupy the same amount
of screen space as the main asset would have, just with a higher resolution.
That is, if .../my_icon.png is 72px by 72px, then .../3.0x/my_icon.png
should be 216px by 216px; but they both will render into 72px by 72px
(in logical pixels) if width and height are not specified.
The way this works is through an object called
AssetVendor
established at the top of the build tree. AssetVendor replaces the default asset
bundle, so anything using the default asset bundle will inherit resolution
awareness when loading images. (If you work with some of the lower level
classes, like
ImageResource
or
ImageCache,
you’ll also notice parameters related to scale.)
Some caveats:
- If you’re not using
MaterialApp
in your application, and you want to use resolution awareness, you’ll need to
establish your own AssetVendor in your build logic. (This may change, please see
this issue.) - If you want establish a your own
MediaQuery or
DefaultAssetBundle
below the root of the widget hierarchy, the root-level AssetVendor won’t be
aware of the change. If you want resolution awareness with the new MediaQuery
or DefaultAssetBundle you specify, you’ll need to create an AssetVendor at
that point in the tree as well.
You can see an example
(examples/widgets.dart)
from the flutter repo.
Run flutter run -t resolution_awareness.dart to see it in action.