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information, so you only need it if you’re writing your own controls from
scratch. You can use addHighlightModeListener callback to listen for changes
in the highlight mode.
<topic_end>
<topic_start>Adding assets and images
Flutter apps can include both code and assets
(sometimes called resources). An asset is a file
that is bundled and deployed with your app,
and is accessible at runtime. Common types of assets include
static data (for example, JSON files),
configuration files, icons, and images
(JPEG, WebP, GIF, animated WebP/GIF, PNG, BMP, and WBMP).<topic_end>
<topic_start>
Specifying assets
Flutter uses the pubspec.yaml file,
located at the root of your project,
to identify assets required by an app.Here is an example:To include all assets under a directory,
specify the directory name with the / character at the end:info Note
Only files located directly in the directory are included.
Resolution-aware asset image variants are the only exception.
To add files located in subdirectories, create an entry per directory.<topic_end>
<topic_start>
Asset bundling
The assets subsection of the flutter section
specifies files that should be included with the app.
Each asset is identified by an explicit path
(relative to the pubspec.yaml file) where the asset
file is located. The order in which the assets are
declared doesn’t matter. The actual directory name used
(assets in first example or directory in the above
example) doesn’t matter.During a build, Flutter places assets into a special
archive called the asset bundle that apps read
from at runtime.<topic_end>
<topic_start>
Loading assets
Your app can access its assets through an
AssetBundle object.The two main methods on an asset bundle allow you to load a
string/text asset (loadString()) or an image/binary asset (load())
out of the bundle, given a logical key. The logical key maps to the path
to the asset specified in the pubspec.yaml file at build time.<topic_end>
<topic_start>
Loading text assets
Each Flutter app has a rootBundle
object for easy access to the main asset bundle.
It is possible to load assets directly using the
rootBundle global static from
package:flutter/services.dart.However, it’s recommended to obtain the AssetBundle
for the current BuildContext using
DefaultAssetBundle, rather than the default
asset bundle that was built with the app; this
approach enables a parent widget to substitute a
different AssetBundle at run time,
which can be useful for localization or testing
scenarios.Typically, you’ll use DefaultAssetBundle.of()
to indirectly load an asset, for example a JSON file,
from the app’s runtime rootBundle.Outside of a Widget context, or when a handle
to an AssetBundle is not available,
you can use rootBundle to directly load such assets.
For example:
<code_start>import 'package:flutter/services.dart' show rootBundle;
Future<String> loadAsset() async {
return await rootBundle.loadString('assets/config.json');
}<code_end>
<topic_end>
<topic_start>
Loading images
To load an image, use the AssetImage
class in a widget’s build() method.For example, your app can load the background
image from the asset declarations in the previous example:
<code_start>return const Image(image: AssetImage('assets/background.png'));<code_end>
<topic_end>
<topic_start>
Resolution-aware image assets
Flutter can load resolution-appropriate images for
the current device pixel ratio.AssetImage will map a logical requested
asset onto one that most closely matches the current
device pixel ratio.For this mapping to work, assets should be arranged
according to a particular directory structure:Where M and N are numeric identifiers that correspond
to the nominal resolution of the images contained within.
In other words, they specify the device pixel ratio that
the images are intended for.In this example, image.png is considered the main asset,
while Mx/image.png and Nx/image.png are considered to be
variants.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:On devices with a device pixel ratio of 1.8, the asset
.../2.0x/my_icon.png is chosen.
For a device pixel ratio of 2.7, the asset
.../3.0x/my_icon.png is chosen.If the width and height of the rendered image are not specified
on the Image widget, the nominal resolution is used to scale
the asset so that it occupies 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 render into 72px by 72px (in logical pixels),
if width and height are not specified.info Note
Device pixel ratio depends on MediaQueryData.size, which requires having either
MaterialApp or CupertinoApp as an ancestor of your AssetImage.<topic_end>
<topic_start>Bundling of resolution-aware image assets
You only need to specify the main asset or its parent directory
in the assets section of pubspec.yaml.