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).
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:
flutter:
assets:
- assets/my_icon.png
- assets/background.png
To include all assets under a directory,
specify the directory name with the /
character at the end:
flutter:
assets:
- directory/
- directory/subdirectory/
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.
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 pubspec.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 files in your application directory:
.../pubspec.yaml
.../graphics/my_icon.png
.../graphics/background.png
.../graphics/dark/background.png
...etc.
And your pubspec.yaml
file contains the following:
flutter:
assets:
- graphics/background.png
Then both graphics/background.png
and graphics/dark/background.png
are included in your asset bundle. The former is considered the
main asset, while the latter is considered a variant.
If, on the other hand, the graphics directory is specified:
flutter:
assets:
- graphics/
Then the graphics/my_icon.png
, graphics/background.png
and graphics/dark/background.png
files are also included.
Flutter uses asset variants when choosing resolution-appropriate images. In the future, this mechanism might be extended to include variants for different locales or regions, reading directions, and so on.
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.
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:
import 'package:flutter/services.dart' show rootBundle;
Future<String> loadAsset() async {
return await rootBundle.loadString('assets/config.json');
}
Loading images
Flutter can load resolution-appropriate images for the current device pixel ratio.
Declaring resolution-aware image assets
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. In other words, they specify the device pixel ratio that the images are intended for.
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 (mdpi baseline)
.../1.5x/my_icon.png (hdpi)
.../2.0x/my_icon.png (xhdpi)
.../3.0x/my_icon.png (xxhdpi)
.../4.0x/my_icon.png (xxxhdpi)
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.
Each entry in the asset section of the pubspec.yaml
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.
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 above:
return const Image(image: AssetImage('graphics/background.png'));
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.)
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:
.../pubspec.yaml
.../icons/heart.png
.../icons/1.5x/heart.png
.../icons/2.0x/heart.png
...etc.
To load the image, use:
return const AssetImage('icons/heart.png', package: 'my_icons');
Assets used by the package itself should also be fetched
using the package
argument as above.
Bundling of package assets
If the desired asset is specified in the pubspec.yaml
file of the package, it’s bundled automatically with the
application. 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
file.
In this case, for those images to be bundled,
the application has to specify which ones to include in its
pubspec.yaml
. For instance, a package named fancy_backgrounds
could have the following files:
.../lib/backgrounds/background1.png
.../lib/backgrounds/background2.png
.../lib/backgrounds/background3.png
To include, say, the first image, the pubspec.yaml
of the
application should specify it in the assets
section:
flutter:
assets:
- packages/fancy_backgrounds/backgrounds/background1.png
The lib/
is implied,
so it should not be included in the asset path.
If you are developing a package, to load an asset within the package, specify it in the ‘pubspec.yaml’ of the package:
flutter:
assets:
- assets/images/
To load the image within your package, use:
return const AssetImage('packages/fancy_backgrounds/backgrounds/background1.png');
Sharing assets with the underlying platform
Flutter assets are readily available to platform code
using the AssetManager
on Android and NSBundle
on iOS.
Loading Flutter assets in Android
On Android the assets are available through the
AssetManager
API. The lookup key used in,
for instance openFd
, is obtained from
lookupKeyForAsset
on PluginRegistry.Registrar
or
getLookupKeyForAsset
on FlutterView
.
PluginRegistry.Registrar
is available when developing a plugin
while FlutterView
would be the choice when developing an
app including a platform view.
As an example, suppose you have specified the following in your pubspec.yaml
flutter:
assets:
- icons/heart.png
This reflects the following structure in your Flutter app.
.../pubspec.yaml
.../icons/heart.png
...etc.
To access icons/heart.png
from your Java plugin code,
do the following:
AssetManager assetManager = registrar.context().getAssets();
String key = registrar.lookupKeyForAsset("icons/heart.png");
AssetFileDescriptor fd = assetManager.openFd(key);
Loading Flutter assets in iOS
On iOS the assets are available through the mainBundle
.
The lookup key used in, for instance pathForResource:ofType:
,
is obtained from lookupKeyForAsset
or lookupKeyForAsset:fromPackage:
on FlutterPluginRegistrar
, or lookupKeyForAsset:
or
lookupKeyForAsset:fromPackage:
on FlutterViewController
.
FlutterPluginRegistrar
is available when developing
a plugin while FlutterViewController
would be the choice
when developing an app including a platform view.
As an example, suppose you have the Flutter setting from above.
To access icons/heart.png
from your Objective-C plugin code you
would do the following:
NSString* key = [registrar lookupKeyForAsset:@"icons/heart.png"];
NSString* path = [[NSBundle mainBundle] pathForResource:key ofType:nil];
For a more complete example, see the implementation of the
Flutter video_player
plugin on pub.dev.
The ios_platform_images
plugin on pub.dev wraps
up this logic in a convenient category. You fetch
an image as follows:
Objective-C:
[UIImage flutterImageWithName:@"icons/heart.png"];
Swift:
UIImage.flutterImageNamed("icons/heart.png")
Loading iOS images in Flutter
When implementing Flutter by
adding it to an existing iOS app,
you might have images hosted in iOS that you
want to use in Flutter. To accomplish
that, use the ios_platform_images
plugin
available on pub.dev.
Platform assets
There are other occasions to work with assets in the platform projects directly. Below are two common cases where assets are used before the Flutter framework is loaded and running.
Updating the app icon
Updating a Flutter application’s launch icon works the same way as updating launch icons in native Android or iOS applications.
Android
In your Flutter project’s root directory, navigate to
.../android/app/src/main/res
. The various bitmap resource
folders such as mipmap-hdpi
already contain placeholder
images named ic_launcher.png
. Replace them with your
desired assets respecting the recommended icon size per
screen density as indicated by the Android Developer Guide.
iOS
In your Flutter project’s root directory,
navigate to .../ios/Runner
. The
Assets.xcassets/AppIcon.appiconset
directory already contains
placeholder images. Replace them with the appropriately
sized images as indicated by their filename as dictated by the
Apple Human Interface Guidelines.
Keep the original file names.
Updating the launch screen
Flutter also uses native platform mechanisms to draw transitional launch screens to your Flutter app while the Flutter framework loads. This launch screen persists until Flutter renders the first frame of your application.
Android
To add a launch screen (also known as “splash screen”) to your
Flutter application, navigate to .../android/app/src/main
.
In res/drawable/launch_background.xml
,
use this layer list drawable XML to customize
the look of your launch screen. The existing template provides
an example of adding an image to the middle of a white splash
screen in commented code. You can uncomment it or use other
drawables to achieve the intended effect.
For more details, see Adding a splash screen to your mobile app.
iOS
To add an image to the center of your “splash screen”,
navigate to .../ios/Runner
.
In Assets.xcassets/LaunchImage.imageset
,
drop in images named LaunchImage.png
,
LaunchImage@2x.png
, LaunchImage@3x.png
.
If you use different filenames,
update the Contents.json
file in the same directory.
You can also fully customize your launch screen storyboard
in Xcode by opening .../ios/Runner.xcworkspace
.
Navigate to Runner/Runner
in the Project Navigator and
drop in images by opening Assets.xcassets
or do any
customization using the Interface Builder in
LaunchScreen.storyboard
.
For more details, see Adding a splash screen to your mobile app.