Reputation: 1024
I use image_picker with Flutter web to allow users to select an image. This returns the URI of a local network Blob object, which I can display with Image.network(pickedFile.path)
. Where I get into trouble is when I want to start manipulating that image. First, I need to pull it off the network and into memory. When I'm done, I need to push it back up to a network-accessible Blob.
I don't mean the built-in Image widget. I mean an ImageLib.Image where ImageLib is the Dart image library. Why do I want to do this? Well, I have a web app in which the user selects an image, which is returned as a Blob. I bring this into memory, use ImageLib to crop and resize it, and then want to push it back up to a Blob URL. This is where my code is currently:
# BROKEN:
var png = ImageLib.encodePng(croppedImage);
var blob = html.Blob([base64Encode(png)], 'image/png');
var url = html.Url.createObjectUrl(blob);
The code does not throw an error until I try to display the image with Image(image: NetworkImage(url))
. The error begins with:
The following Event$ object was thrown resolving an image frame:
Copying and pasting url
into the browser reveals a black screen, which I take to be a 0x0 image. And so I come to my questions:
While I'm at it, I might as well ask what is the best practice for bringing an image into memory. For mobile, I used image_picker
to get the name of a file, and I would use the package:image/image.dart as ImageLib
to manipulate it:
// pickedfile.path is the name of a file
ImageLib.Image img = ImageLib.decodeImage(File(pickedfile.path).readAsBytesSync());
With web I don't have filesystem access, so I've been doing this instead:
// pickedfile.path is the URL of an HTML Blob
var response = await http.get(pickedfile.path);
ImageLib.Image img = ImageLib.decodeImage(response.bodyBytes);
This is considerably slower than the old way, probably because of the GET. Is this really the best (or only) way to get my image into memory?
Upvotes: 2
Views: 4539
Reputation: 1024
The secret, as suggested by Brendan Duncan, was to use the browser's native decoding functionality:
// user browser to decode
html.ImageElement myImageElement = html.ImageElement(src: imagePath);
await myImageElement.onLoad.first; // allow time for browser to render
html.CanvasElement myCanvas = html.CanvasElement(width: myImageElement.width, height: myImageElement.height);
html.CanvasRenderingContext2D ctx = myCanvas.context2D;
//ctx.drawImage(myImageElement, 0, 0);
//html.ImageData rgbaData = ctx.getImageData(0, 0, myImageElement.width, myImageElement.height);
// resize to save time on encoding
int _MAXDIM = 500;
int width, height;
if (myImageElement.width > myImageElement.height) {
width = _MAXDIM;
height = (_MAXDIM*myImageElement.height/ myImageElement.width).round();
} else {
height = _MAXDIM;
width = (_MAXDIM*myImageElement.width/ myImageElement.height).round();
}
ctx.drawImageScaled(myImageElement, 0, 0, width, height);
html.ImageData rgbaData = ctx.getImageData(0, 0, width, height);
var myImage = ImageLib.Image.fromBytes(rgbaData.width, rgbaData.height, rgbaData.data);
He proposed a similar trick for encoding, but for my use case it was sufficient to do it with Dart:
int width, height;
if (myImageElement.width > myImageElement.height) {
width = 800;
height = (800*myImageElement.height/ myImageElement.width).round();
} else {
height = 800;
width = (800*myImageElement.width/ myImageElement.height).round();
}
ctx.drawImageScaled(myImageElement, 0, 0, width, height);
html.ImageData rgbaData = ctx.getImageData(0, 0, width, height);
var myImage = ImageLib.Image.fromBytes(rgbaData.width, rgbaData.height, rgbaData.data);
Note that in both cases I resize the image first to reduce the size.
Upvotes: 0