- override
Called whenever the object needs to paint. The given Canvas has its
coordinate space configured such that the origin is at the top left of the
box. The area of the box is the size of the size argument.
Paint operations should remain inside the given area. Graphical operations outside the bounds may be silently ignored, clipped, or not clipped.
Implementations should be wary of correctly pairing any calls to
Canvas.save/Canvas.saveLayer and Canvas.restore, otherwise all
subsequent painting on this canvas may be affected, with potentially
hilarious but confusing results.
To paint text on a Canvas, use a TextPainter.
To paint an image on a Canvas:
-
Obtain an
ImageStream, for example by callingImageProvider.resolveon anAssetImageorNetworkImageobject. -
Whenever the
ImageStream's underlyingImageInfoobject changes (seeImageStream.addListener), create a new instance of your custom paint delegate, giving it the newImageInfoobject. -
In your delegate's
paintmethod, call theCanvas.drawImage,Canvas.drawImageRect, orCanvas.drawImageNinemethods to paint theImageInfo.imageobject, applying theImageInfo.scalevalue to obtain the correct rendering size.
Source
@override
void paint(Canvas canvas, Size size) {
final Paint paintShadow = new Paint()
..color = const Color(0x7F000000)
..maskFilter = new MaskFilter.blur(BlurStyle.normal, 4.0);
final Paint paintBanner = new Paint()
..color = const Color(0xA0B71C1C);
canvas
..translate(_translationX(size.width), _translationY(size.height))
..rotate(_rotation)
..drawRect(_kRect, paintShadow)
..drawRect(_kRect, paintBanner);
final double width = _kOffset * 2.0;
final TextPainter textPainter = new TextPainter(
text: new TextSpan(style: _kTextStyles, text: message),
textAlign: TextAlign.center
)..layout(minWidth: width, maxWidth: width);
textPainter.paint(canvas, _kRect.topLeft.toOffset() + new Offset(0.0, (_kRect.height - textPainter.height) / 2.0));
}