Reputation: 737
I want to put an arrow at the end (or on both sides) of a line drawn with a drawLine() of canvas.
Like this
Can I know how to do this?
Upvotes: 3
Views: 3811
Reputation: 419
Here's a solution derived from obscure's answer to subtract the head of the arrow from the line so it does not stick out:
void drawArrow(Offset a, Offset b, Canvas canvas, Color color) {
final paint = Paint()
..color = color
..strokeWidth = 2
..strokeCap = StrokeCap.round;
const arrowSize = 10;
const arrowAngle = pi / 6;
final dX = b.dx - a.dx;
final dY = b.dy - a.dy;
final angle = atan2(dY, dX);
// Recalculate b such that it's the end of the line minus the arrow.
final Offset subtractedB = Offset(
b.dx - (arrowSize - 2) * cos(angle),
b.dy - (arrowSize - 2) * sin(angle),
);
canvas.drawLine(a, subtractedB, paint);
final path = Path();
path.moveTo(b.dx - arrowSize * cos(angle - arrowAngle),
b.dy - arrowSize * sin(angle - arrowAngle));
path.lineTo(b.dx, b.dy);
path.lineTo(b.dx - arrowSize * cos(angle + arrowAngle),
b.dy - arrowSize * sin(angle + arrowAngle));
path.close();
canvas.drawPath(path, paint);
}
Upvotes: 2
Reputation: 169
Simple:
class ArrowPainter extends CustomPainter {
@override
void paint(Canvas canvas, Size size) {
Paint paint = Paint()
..color = Colors.black
..strokeWidth = 2.0
..style = PaintingStyle.stroke;
// Drawing the line
Offset startPoint = Offset(size.width / 2, size.height);
Offset endPoint = Offset(size.width / 2, 0);
canvas.drawLine(startPoint, endPoint, paint);
// Drawing the arrowhead
double arrowSize = 10; // Size of the arrowhead
double angle = math.pi / 6; // Angle of the arrowhead
Path path = Path();
path.moveTo(size.width / 2, 0);
path.lineTo(size.width / 2 - arrowSize * math.cos(angle), arrowSize * math.sin(angle));
path.moveTo(size.width / 2, 0);
path.lineTo(size.width / 2 + arrowSize * math.cos(angle), arrowSize * math.sin(angle));
canvas.drawPath(path, paint);
}
@override
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return false;
}
}
Call the class:
CustomPaint(
size: Size(10, 200), // Width and height of the arrow
painter: ArrowPainter(),
)
Upvotes: 1
Reputation: 12891
That's actually not that hard to do - there's just a little math involved.
Let's have a line and paint set up like this:
final paint = Paint()
..color = Colors.black
..strokeWidth = 2;
final p1 = Offset(50, 50);
final p2 = Offset(250, 150);
canvas.drawLine(p1, p2, paint);
this will give us:
Now if we think of this line as a vector, we remember a vector has a direction. To get the direction we must find the angle between the start and the end of the line. This can be done using the atan2
function of dart's math library.
So import the math library
import 'dart:math' as math;
and add the following lines
final dX = p2.dx - p1.dx;
final dY = p2.dy - p1.dy;
final angle = math.atan2(dY, dX);
Afterwards let's determine a size and an angle for the arrow we're about to put at the end of the line:
final arrowSize = 15;
final arrowAngle= 25 * math.pi / 180;
Everything that's left is actually drawing the arrow. This is basically done by drawing a triangle at the proper angle the line is facing using a path.
final path = Path();
path.moveTo(p2.dx - arrowSize * math.cos(angle - arrowAngle),
p2.dy - arrowSize * math.sin(angle - arrowAngle));
path.lineTo(p2.dx, p2.dy);
path.lineTo(p2.dx - arrowSize * math.cos(angle + arrowAngle),
p2.dy - arrowSize * math.sin(angle + arrowAngle));
path.close();
canvas.drawPath(path, paint);
Which will finally give us:
Upvotes: 13