4

Hello can anyone tell me why the background to this masking attempt is black. This must be close but I just can't kill the background. I've seen others reference that saveLayer(rect, paint) is the key here as that shoves the whole canvas rect in to the masking operation. This question (no masking operation) and this one (no actual answer) are similar but were no use to me.

main.dart

import 'dart:typed_data';
import 'dart:ui' as ui;

import 'package:flutter/cupertino.dart';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart' show rootBundle;

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);

  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  ui.Image mask;
  ui.Image image;

  @override
  void initState() {
    super.initState();
    load('images/squircle.png').then((i) {
      setState(() {
        mask = i;
      });
    });
    load('images/noodlejpg.jpg').then((i) {
      setState(() {
        image = i;
      });
    });
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(backgroundColor: Colors.blue, title: Text('I am a title')),
      body: SafeArea(
        child: SizedBox(
          width: 200.0,
          height: 200.0,
          child: CustomPaint(painter: OverlayPainter(mask, image)),
        ),
      ),
    );
  }

  Future<ui.Image> load(String asset) async {
    ByteData data = await rootBundle.load(asset);
    ui.Codec codec = await ui.instantiateImageCodec(data.buffer.asUint8List());
    ui.FrameInfo fi = await codec.getNextFrame();
    return fi.image;
  }
}

class OverlayPainter extends CustomPainter {
  ui.Image mask;
  ui.Image image;

  OverlayPainter(this.mask, this.image);

  @override
  void paint(Canvas canvas, Size size) {
    var paint = new Paint();
    paint.isAntiAlias = true;

    if (image != null) {
      var rect = Rect.fromLTRB(0, 0, 200, 200);
      Size outputSize = rect.size;
      Size inputSize = Size(image.width.toDouble(), image.height.toDouble());
      final FittedSizes fittedSizes =
          applyBoxFit(BoxFit.cover, inputSize, outputSize);
      final Size sourceSize = fittedSizes.source;

      canvas.save();
      final Rect sourceRect = Alignment.center.inscribe(
        sourceSize,
        Offset.zero & inputSize,
      );
      canvas.drawImageRect(image, sourceRect, rect, paint);
      canvas.restore();
    }

    if (mask != null) {
      var rect = Rect.fromLTRB(0, 0, 200, 200);
      Size outputSize = rect.size;
      Size inputSize = Size(mask.width.toDouble(), mask.height.toDouble());
      final FittedSizes fittedSizes =
          applyBoxFit(BoxFit.cover, inputSize, outputSize);
      final Size sourceSize = fittedSizes.source;

      canvas.saveLayer(rect, Paint()..blendMode = BlendMode.dstIn);

      final Rect sourceRect = Alignment.center.inscribe(
        sourceSize,
        Offset.zero & inputSize,
      );
      canvas.drawImageRect(mask, sourceRect, rect, paint);
      canvas.restore();
    }
  }

  @override
  bool shouldRepaint(OverlayPainter oldDelegate) {
    return mask != oldDelegate.mask || image != oldDelegate.image;
  }
}

noodlejpg.jpg

enter image description here

squircle.jpg

enter image description here

result

enter image description here

Daniel Wilson
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  • that's right, you need `saveLayer` but called before drawing the first image – pskink Feb 29 '20 at 20:19
  • Thanks @pskink you had me trying to figure out exactly what saveLayer does and the description under "Application to the Canvas API" in the blend mode docs is most useful: https://api.flutter.dev/flutter/dart-ui/BlendMode-class.html I will post the working code below – Daniel Wilson Feb 29 '20 at 21:59

2 Answers2

6

The key is in when to call saveLayer and when to call restore.

From here:

When using Canvas.saveLayer and Canvas.restore, the blend mode of the Paint given to the Canvas.saveLayer will be applied when Canvas.restore is called. Each call to Canvas.saveLayer introduces a new layer onto which shapes and images are painted; when Canvas.restore is called, that layer is then composited onto the parent layer, with the source being the most-recently-drawn shapes and images, and the destination being the parent layer. (For the first Canvas.saveLayer call, the parent layer is the canvas itself.)

Working code

  @override
  void paint(Canvas canvas, Size size) {
    if (image != null && mask != null) {
      var rect = Rect.fromLTRB(0, 0, 200, 200);
      Size outputSize = rect.size;
      Paint paint = new Paint();

      //Mask
      Size maskInputSize = Size(mask.width.toDouble(), mask.height.toDouble());
      final FittedSizes maskFittedSizes =
          applyBoxFit(BoxFit.cover, maskInputSize, outputSize);
      final Size maskSourceSize = maskFittedSizes.source;

      final Rect maskSourceRect = Alignment.center
          .inscribe(maskSourceSize, Offset.zero & maskInputSize);

      canvas.saveLayer(rect, paint);
      canvas.drawImageRect(mask, maskSourceRect, rect, paint);

      //Image
      Size inputSize = Size(image.width.toDouble(), image.height.toDouble());
      final FittedSizes fittedSizes =
          applyBoxFit(BoxFit.cover, inputSize, outputSize);
      final Size sourceSize = fittedSizes.source;
      final Rect sourceRect =
          Alignment.center.inscribe(sourceSize, Offset.zero & inputSize);

      canvas.drawImageRect(
          image, sourceRect, rect, paint..blendMode = BlendMode.srcIn);
      canvas.restore();
    }
  }

Result:

enter image description here

Daniel Wilson
  • 18,838
  • 12
  • 85
  • 135
5

as an option without any CustomPainters

import 'dart:typed_data';
import 'dart:ui';

import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        appBar: AppBar(),
        body: SafeArea(
          child: Center(
            child: SizedBox(
              width: 300,
              height: 300,
              child: MaskedImage(asset: 'images/noodlejpg.jpeg', mask: 'images/circle.png'),
            ),
          ),
        ),
      ),
    );
  }
}

class MaskedImage extends StatelessWidget {
  final String asset;
  final String mask;

  MaskedImage({@required this.asset, @required this.mask});

  @override
  Widget build(BuildContext context) {
    return LayoutBuilder(builder: (context, constraints) {
      return FutureBuilder<List>(
        future: _createShaderAndImage(asset, mask, constraints.maxWidth, constraints.maxHeight),
        builder: (context, snapshot) {
          if (!snapshot.hasData) return const SizedBox.shrink();
          return ShaderMask(
            blendMode: BlendMode.dstATop,
            shaderCallback: (rect) => snapshot.data[0],
            child: snapshot.data[1],
          );
        },
      );
    });
  }

  Future<List> _createShaderAndImage(String asset, String mask, double w, double h) async {
    ByteData data = await rootBundle.load(asset);
    ByteData maskData = await rootBundle.load(mask);

    Codec codec = await instantiateImageCodec(maskData.buffer.asUint8List(), targetWidth: w.toInt(), targetHeight: h.toInt());
    FrameInfo fi = await codec.getNextFrame();

    ImageShader shader = ImageShader(fi.image, TileMode.clamp, TileMode.clamp, Matrix4.identity().storage);
    Image image = Image.memory(data.buffer.asUint8List(), fit: BoxFit.cover, width: w, height: h);
    return [shader, image];
  }
}

enter image description here

  • Wow this is great! I wonder which is better for performance... – Daniel Wilson Mar 03 '20 at 11:45
  • Does this support the mask image have a centerSlice? (my masked image has a centerSlice (for nine patch effect), and the mask will need it too). Thanks – Gilian Aug 27 '22 at 11:35