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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. |
flutter bundles the variants for you. |
each entry should correspond to a real file, with the exception of |
the main asset entry. if the main asset entry doesn’t correspond |
to a real file, then the asset with the lowest resolution |
is used as the fallback for devices with device pixel |
ratios below that resolution. the entry should still |
be included in the pubspec.yaml manifest, however. |
anything using the default asset bundle inherits resolution |
awareness when loading images. (if you work with some of the lower |
level classes, like ImageStream or ImageCache, |
you’ll also notice parameters related to scale.) |
<topic_end> |
<topic_start> |
asset images in package dependencies |
to load an image from a package dependency, |
the package argument must be provided to AssetImage. |
for instance, suppose your application depends on a package |
called my_icons, which has the following directory structure: |
to load the image, use: |
<code_start> |
return const AssetImage('icons/heart.png', package: 'my_icons'); |
<code_end> |
assets used by the package itself should also be fetched |
using the package argument as above. |
<topic_end> |
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