AssetImage class
Fetches an image from an AssetBundle, having determined the exact image to use based on the context.
Given a main asset and a set of variants, AssetImage chooses the most appropriate asset for the current context, based on the device pixel ratio and size given in the configuration passed to resolve.
To show a specific image from a bundle without any asset resolution, use an AssetBundleImageProvider.
Naming assets for matching with different pixel densities
Main assets are presumed to match a nominal pixel ratio of 1.0. To specify assets targeting different pixel ratios, place the variant assets in the application bundle under subdirectories named in the form "Nx", where N is the nominal device pixel ratio for that asset.
For example, suppose an application wants to use an icon named "heart.png". This icon has representations at 1.0 (the main icon), as well as 2.0 and 4.0 pixel ratios (variants). The asset bundle should then contain the following assets:
heart.png
2.0x/heart.png
4.0x/heart.png
On a device with a 1.0 device pixel ratio, the image chosen would be heart.png; on a device with a 2.0 device pixel ratio, the image chosen would be 2.0x/heart.png; on a device with a 4.0 device pixel ratio, the image chosen would be 4.0x/heart.png.
On a device with a device pixel ratio that does not exactly match an available asset the "best match" is chosen. Which asset is the best depends on the screen. Low-resolution screens (those with device pixel ratio strictly less than 2.0) use a different matching algorithm from the high-resolution screen. Because in low-resolution screens the physical pixels are visible to the user upscaling artifacts (e.g. blurred edges) are more pronounced. Therefore, a higher resolution asset is chosen, if available. For higher-resolution screens, where individual physical pixels are not visible to the user, the asset variant with the pixel ratio that's the closest to the screen's device pixel ratio is chosen.
For example, for a screen with device pixel ratio 1.25 the image chosen would be 2.0x/heart.png, even though heart.png (i.e. 1.0) is closer. This is because the screen is considered low-resolution. For a screen with device pixel ratio of 2.25 the image chosen would also be 2.0x/heart.png. This is because the screen is considered to be a high-resolution screen, and therefore upscaling a 2.0x image to 2.25 won't result in visible upscaling artifacts. However, for a screen with device-pixel ratio 3.25 the image chosen would be 4.0x/heart.png because it's closer to 4.0 than it is to 2.0.
Choosing a higher-resolution image than necessary may waste significantly more memory if the difference between the screen device pixel ratio and the device pixel ratio of the image is high. To reduce memory usage, consider providing more variants of the image. In the example above adding a 3.0x/heart.png variant would improve memory usage for screens with device pixel ratios between 3.0 and 3.5.
ImageConfiguration can be used to customize the selection of the image variant by setting ImageConfiguration.devicePixelRatio to value different from the default. The default value is derived from MediaQueryData.devicePixelRatio by createLocalImageConfiguration.
The directory level of the asset does not matter as long as the variants are at the equivalent level; that is, the following is also a valid bundle structure:
icons/heart.png
icons/1.5x/heart.png
icons/2.0x/heart.png
assets/icons/3.0x/heart.png would be a valid variant of assets/icons/heart.png.
Fetching assets
When fetching an image provided by the app itself, use the assetName
argument to name the asset to choose. For instance, consider the structure
above. First, the pubspec.yaml
of the project should specify its assets in
the flutter
section:
flutter:
assets:
- icons/heart.png
Then, to fetch the image, use:
const AssetImage('icons/heart.png')
class MyImage extends StatefulWidget {
const MyImage({
super.key,
required this.assetImage,
});
final AssetImage assetImage;
@override
State<MyImage> createState() => _MyImageState();
}
class _MyImageState extends State<MyImage> {
ImageStream? _imageStream;
ImageInfo? _imageInfo;
@override
void didChangeDependencies() {
super.didChangeDependencies();
// We call _getImage here because createLocalImageConfiguration() needs to
// be called again if the dependencies changed, in case the changes relate
// to the DefaultAssetBundle, MediaQuery, etc, which that method uses.
_getImage();
}
@override
void didUpdateWidget(MyImage oldWidget) {
super.didUpdateWidget(oldWidget);
if (widget.assetImage != oldWidget.assetImage) {
_getImage();
}
}
void _getImage() {
final ImageStream? oldImageStream = _imageStream;
_imageStream = widget.assetImage.resolve(createLocalImageConfiguration(context));
if (_imageStream!.key != oldImageStream?.key) {
// If the keys are the same, then we got the same image back, and so we don't
// need to update the listeners. If the key changed, though, we must make sure
// to switch our listeners to the new image stream.
final ImageStreamListener listener = ImageStreamListener(_updateImage);
oldImageStream?.removeListener(listener);
_imageStream!.addListener(listener);
}
}
void _updateImage(ImageInfo imageInfo, bool synchronousCall) {
setState(() {
// Trigger a build whenever the image changes.
_imageInfo?.dispose();
_imageInfo = imageInfo;
});
}
@override
void dispose() {
_imageStream?.removeListener(ImageStreamListener(_updateImage));
_imageInfo?.dispose();
_imageInfo = null;
super.dispose();
}
@override
Widget build(BuildContext context) {
return RawImage(
image: _imageInfo?.image, // this is a dart:ui Image object
scale: _imageInfo?.scale ?? 1.0,
);
}
}
Assets in packages
To fetch an asset from a package, the package argument must be provided.
For instance, suppose the structure above is inside a package called
my_icons
. Then to fetch the image, use:
const AssetImage('icons/heart.png', package: 'my_icons')
Assets used by the package itself should also be fetched using the package argument as above.
If the desired asset is specified in the pubspec.yaml
of the package, it
is bundled automatically with the app. In particular, assets used by the
package itself must be specified in its pubspec.yaml
.
A package can also choose to have assets in its 'lib/' folder that are not
specified in its pubspec.yaml
. In this case for those images to be
bundled, the app has to specify which ones to include. For instance a
package named fancy_backgrounds
could have:
lib/backgrounds/background1.png
lib/backgrounds/background2.png
lib/backgrounds/background3.png
To include, say the first image, the pubspec.yaml
of the app should specify
it in the assets
section:
assets:
- packages/fancy_backgrounds/backgrounds/background1.png
The lib/
is implied, so it should not be included in the asset path.
See also:
- Image.asset for a shorthand of an Image widget backed by AssetImage when used without a scale.
- Inheritance
- Annotations
Constructors
- AssetImage(String assetName, {AssetBundle? bundle, String? package})
-
Creates an object that fetches an image from an asset bundle.
const
Properties
- assetName → String
-
The name of the main asset from the set of images to choose from. See the
documentation for the AssetImage class itself for details.
final
- bundle → AssetBundle?
-
The bundle from which the image will be obtained.
final
- hashCode → int
-
The hash code for this object.
no setteroverride
- keyName → String
-
The name used to generate the key to obtain the asset. For local assets
this is assetName, and for assets from packages the assetName is
prefixed 'packages/<package_name>/'.
no setter
- package → String?
-
The name of the package from which the image is included. See the
documentation for the AssetImage class itself for details.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
createStream(
ImageConfiguration configuration) → ImageStream -
Called by resolve to create the ImageStream it returns.
inherited
-
evict(
{ImageCache? cache, ImageConfiguration configuration = ImageConfiguration.empty}) → Future< bool> -
Evicts an entry from the image cache.
inherited
-
loadBuffer(
AssetBundleImageKey key, DecoderBufferCallback decode) → ImageStreamCompleter -
Converts a key into an ImageStreamCompleter, and begins fetching the
image.
inherited
-
loadImage(
AssetBundleImageKey key, ImageDecoderCallback decode) → ImageStreamCompleter -
Converts a key into an ImageStreamCompleter, and begins fetching the
image.
inherited
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
obtainCacheStatus(
{required ImageConfiguration configuration, ImageErrorListener? handleError}) → Future< ImageCacheStatus?> -
Returns the cache location for the key that this ImageProvider creates.
inherited
-
obtainKey(
ImageConfiguration configuration) → Future< AssetBundleImageKey> -
Converts an ImageProvider's settings plus an ImageConfiguration to a key
that describes the precise image to load.
override
-
resolve(
ImageConfiguration configuration) → ImageStream -
Resolves this image provider using the given
configuration
, returning an ImageStream.inherited -
resolveStreamForKey(
ImageConfiguration configuration, ImageStream stream, AssetBundleImageKey key, ImageErrorListener handleError) → void -
Called by resolve with the key returned by obtainKey.
inherited
-
toString(
) → String -
A string representation of this object.
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
override