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Assets and Images
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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 or WidgetsApp in your application, and you want to use resolution awareness, you'll need to establish your own AssetVendor in your build logic.
  • 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.