Those who have built native Android apps might cringe when they try to work with assets in Flutter. As a Flutter developer, you have no choice but to refer to them using strings directly in your code. Working with images, for instance, is not easy because you have to refer to them by their path string.
The Android app development environment has a tool to help convert all your assets into type-safe variables that can be referenced anywhere in your code. This tool has a lot of benefits which include:
Flutter does not offer such a tool out of the box. Fortunately, there’s FlutterGen, a Flutter code generator for your assets that help remove all string-based APIs in your app.
In this article, you will learn how to use FlutterGen in your Flutter apps.
An asset is any file bundled and deployed with your application for accessing at runtime. Assets can be in the following forms:
To load assets in your Flutter app, you have to reference the asset using path strings, which is not safe. The FlutterGen package helps remove all string-based APIs in your app by generating code for all your assets.
Working with FlutterGen is super easy:
pubspec.yaml
file as you would normally do; no other configuration is neededlib/gen
directory by defaultThe following are available parsers you can configure:
assets.gen.dart
file under lib/gen
fonts.gen.dart
file under lib/gen
colors.gen.dart
file under lib/gen
When working with assets such as animations, FlutterGen offers the following integrations:
Let’s try it out!
To follow along, you can get the starter app here. The app has the following assets added under the assets
folder in the root directory:
.riv
file.ttf
file.png
and .svg
files.json
file.mp4
It is good practice to group your assets based on type as shown in the folder structure.
Below is the folder structure and app look:
The assets have been loaded in the app but with path strings. You will generate the code for the assets and access them using static variables instead. You can find the final app with the generated code in the FlutterGen branch.
Learn how to get started with FlutterGen next.
To set up FlutterGen in your app:
You can install FlutterGen in several ways:
build_runner
We will install it as part of build_runner
.
Add build_runner
and flutter_gen
as part of your dev_dependencies
in the pubspec.yaml
file:
dev_dependencies: build_runner: flutter_gen_runner:
Run the command below in your root app directory to install FlutterGen:
$ flutter pub get
Specify assets in your pubspec.yaml
file as shown:
flutter: uses-material-design: true assets: - assets/images/ - assets/video/ - assets/animations/ - assets/json/ fonts: - family: RobotoMono fonts: - asset: assets/fonts/RobotoMono-Regular.ttf - asset: assets/fonts/RobotoMono-Bold.ttf weight: 700 - asset: assets/fonts/RobotoMono-Italic.ttf style: italic
Note the types of parsers used, assets
, and fonts
. The starter app contains the assets and fonts.
Run flutter packages pub run build_runner build
in your root app directory. This command will generate the files for related assets in the lib/gen
folder. In this case, since two parsers are specified, assets
and fonts
, two files are generated for each:
assets.gen.dart
— contains generated code for your image, video, animation, and JSON assetsfonts.gen.dart
— contains generated code for your font assetsYou will have to add the file imports to the relevant layout files:
import '../gen/assets.gen.dart'; import '../gen/fonts.gen.dart';
Depending on how you named your asset files, a class will be created to read its path string.
For example, if we added a video in the format below, a string class is created and can be accessed:
// getter String get bee => 'assets/video/bee.mp4'; // static variable static const String robotoMono = 'RobotoMono';
Now that you have the generated code for your assets, say goodbye to typos and use the static variables generated in your code.
You’ll learn how to work with the generated code in your layout files next.
If the format of the image added is supported by Flutter, an Image
class is generated.
For your case, the image path is assets/images/add_color.png
. You can load your image in the following formats:
Assets.images.addcolor
— implements the AssetImage
classAssets.images.addcolor.image(...)
— return Image
classAssets.images.addcolor.path
— return path stringIn the starter code, replace the image path with the generated path:
// with string APIs Image.asset( "assets/images/add_color.png", height: 400, width: 400, ), // with generated path - option 1 Image.asset( Assets.images.addColor.path, height: 400, width: 400, ), // with generated image class- option 2 Assets.images.addColor.image(width: 400, height: 400),
You can also use .svg
image files. The svg
class is also created in this case. You will implement the flutter_svg
integration to load your .svg
files:
pubspec.yaml
fileThe FlutterGen integrations are set to false
by default. To use them, you have to set their values to true
.
flutter_gen: integrations: flutter_svg: true flutter:
Run the code below whenever you make changes to pubspec.yaml
:
flutter pub get flutter packages pub run build_runner build
To finish, add an SVG image to the app:
// with string APIs SvgPicture.asset( "assets/images/book_lover.svg", height: 300, width:300, ), // with generated SVG class Assets.images.bookLover.svg(width: 300, height: 300),
For videos, the path string can be read from the string class created:
// with string APIs _videoController = VideoPlayerController.asset("assets/video/bee.mp4"); // with generated path string _videoController = VideoPlayerController.asset(Assets.video.bee);
For animations as well as images, a class is created: rive
, in this case, as we are using a .rive
file. You will have to enable the rive
integration as well:
flutter_gen: integrations: flutter_svg: true rive: true
You can access the animations the same way you accessed images:
// with string APIs RiveAnimation.asset( "assets/animations/vehicles.riv", controllers: [_animationController], animations: const ['idle', 'curves'], ), // with generated path - option 1 RiveAnimation.asset( Assets.animations.vehicles.path, controllers: [_animationController], animations: const ['idle', 'curves'], ), // with generated rive class - option 2 Assets.animations.vehicles.rive( controllers: [_animationController], animations: const ['idle', 'curves'], ), ),
The generated font name is assigned to a static variable in a FontFamily
class that can be accessed throught your app:
// with string APIs const Text( "This is RobotoMono font - medium", style: TextStyle(fontFamily: 'RobotoMono'), ), // with generated variable const Text( "This is RobotoMono font - medium", style: TextStyle(fontFamily: FontFamily.robotoMono),
The path to static data such as texts and JSON are assigned to getters, which can be read from your app:
// with string APIs final String response = await rootBundle.loadString("assets/json/assets_tye.json"); final data = await json.decode(response); // with generated path final String response = await rootBundle.loadString(Assets.json.assetsTye); final data = await json.decode(response);
By default, the FlutterGen package generates code for your assets using the dot-delimiter style:
Assets.video.bee
. Other styles of code generation are supported. These include:
snake-case
— asset accessed as Assets.video_bee
camel-case
— asset accessed as Assets.videoBee
To change the code generation style, you have to specify the style
in your pubspec.yaml
file:
flutter_gen: integrations: flutter_svg: true rive: true assets: enabled: true # Avaliable values: # - camel-case # - snake-case # - dot-delimiter style: dot-delimiter
You have gone through the type of assets and how they are accessed in Flutter using string paths. You are now able to install and use FlutterGen to:
You can check out FlutterGen on GitHub. We hope you enjoyed this tutorial!
Install LogRocket via npm or script tag. LogRocket.init()
must be called client-side, not
server-side
$ npm i --save logrocket // Code: import LogRocket from 'logrocket'; LogRocket.init('app/id');
// Add to your HTML: <script src="https://cdn.lr-ingest.com/LogRocket.min.js"></script> <script>window.LogRocket && window.LogRocket.init('app/id');</script>
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