Draw SVG (and some Android VectorDrawable (XML)) files on a Flutter Widget.
This is a Dart-native rendering library. Issues/PRs will be raised in Flutter and flutter/engine as necessary for features that are not good candidates for Dart implementations (especially if they're impossible to implement without engine support). However, not everything that Skia can easily do needs to be done by Skia; for example, the Path parsing logic here isn't much slower than doing it in native, and Skia isn't always doing low level GPU accelerated work where you might think it is (e.g. Dash Paths).
All of the SVGs in the
assets/ folder (except the text related one(s)) now
have corresponding PNGs in the
golden/ folder that were rendered using
flutter test tool/gen_golden.dart and compared against their rendering output
in Chrome. Automated tests will continue to compare these to ensure code changes
do not break known-good renderings.
Basic usage (to create an SVG rendering widget from an asset):
final String assetName = 'assets/image.svg'; final Widget svg = new SvgPicture.asset( assetName, semanticsLabel: 'Acme Logo' );
You can color/tint the image like so:
final String assetName = 'assets/up_arrow.svg'; final Widget svgIcon = new SvgPicture.asset( assetName, color: Colors.red, semanticsLabel: 'A red up arrow' );
The default placeholder is an empty box (
LimitedBox) - although if a
width is specified on the
SizedBox will be used instead
(which ensures better layout experience). There is currently no way to show an
Error visually, however errors will get properly logged to the console in debug
You can also specify a placeholder widget. The placeholder will display during parsing/loading (normally only relevant for network access).
// Will print error messages to the console. final String assetName = 'assets/image_that_does_not_exist.svg'; final Widget svg = new SvgPicture.asset( assetName, ); final Widget networkSvg = new SvgPicture.network( 'https://site-that-takes-a-while.com/image.svg', semanticsLabel: 'A shark?!', placeholderBuilder: (BuildContext context) => new Container( padding: const EdgeInsets.all(30.0), child: const CircularProgressIndicator()), );
If you'd like to render the SVG to some other canvas, you can do something like:
import 'package:flutter_svg/flutter_svg.dart'; final String rawSvg = '''<svg viewBox="...">...</svg>'''; final DrawableRoot svgRoot = await svg.fromSvgString(rawSvg, rawSvg); // If you only want the final Picture output, just use final Picture picture = svgRoot.toPicture(); // Otherwise, if you want to draw it to a canvas: // Optional, but probably normally desirable: scale the canvas dimensions to // the SVG's viewbox svgRoot.scaleCanvasToViewBox(canvas); // Optional, but probably normally desireable: ensure the SVG isn't rendered // outside of the viewbox bounds svgRoot.clipCanvasToViewBox(canvas); svgRoot.draw(canvas, size);
SvgPicture helps to automate this logic, and it provides some convenience
wrappers for getting assets from multiple sources and caching the resultant
Picture. It does not render the data to an
Image at any point; you
certainly can do that in Flutter, but you then lose some of the benefit of
having a vector format to begin with.
While I'm making every effort to avoid needlessly changing the API, it's not
guarnateed to be stable yet (hence the pre-1.0.0 version). To date, the biggest
change is deprecating the
SvgImage widgets in favor of
SvgPicture - it
became very confusing to maintain that name, as
Pictures are the underlying
mechanism for rendering rather than
See main.dart for a complete sample.
- Your designer creates a vector asset that you want to include without converting to 5 different raster format resolutions.
- Your vector drawing is meant to be static and non (or maybe minimally) interactive.
- You want to load SVGs dynamically from network sources at runtime.
- You want to paint SVG data and render it to an image.
This list is not very well ordered. I'm mainly picking up things that seem interesting or useful, or where I've gotten a request to fix something/example of something that's broken.
- Text support (partially implemented).
- Support Radial gradients that use percentages in the offsets.
- Dash path with percentage dasharray values (need good examples).
- Display/visibility support. My hunch is that this is usually used more for SVG specific interactivity, which isn't supported or planned.
- Inheritance of inheritable properties (
necessary? preprocess?significant progress, still some rough edges, particularly for definitions).
- Support for minimal CSS/styles? See also usvg (partial style attribute mostly supported).
- Filters/effects (will require upstream engine changes, but doable).
- Android Vector Drawable support beyond PoC - I'm willing to put more time into this if there's actually demand, but it doesn't come up often.
Probably out of scope/non-goals
- SMIL animations. That just seems crazy. I think it'll be possible to animate the SVG but probably in a more Flutter driven way.
- Interactivity/events in SVG.
- Full (any?) CSS support - preprocess your SVGs (perhaps with usvg or scour to get rid of all CSS?).
- Scripting in SVGs
- Foreign elements
- Rendering properties/hints
SVG sample attribution
/assets/w3samples pulled from W3 sample files
/assets/deborah_ufw provided by @deborah-ufw
/assets/simple are pulled from trivial examples or generated to test
basic functionality - some of them come directly from the SVG 1.1 spec. Some
have also come or been adapted from issues raised in this repository.
/assets/wikimedia are pulled from Wikimedia Commons
Android Drawables in
/assets/android_vd are pulled from Android Documentation
The Flutter Logo created based on the Flutter Logo Widget © Google.
The Dart logo is from dartlang.org © Google
/assets/noto-emoji are from Google i18n noto-emoji,
licensed under the Apache license.
Please submit SVGs this can't render properly (e.g. that don't render here the way they do in chrome), as long as they're not using anything "probably out of scope" (above).