screenshot

A simple plugin to capture widgets as Images.

This plugin wraps your widgets inside RenderRepaintBoundary

Source

Getting Started

This handy plugin can be used to capture any Widget including full screen screenshots & individual widgets like Text().

  1. Create Instance of Screenshot Controller
class _MyHomePageState extends State<MyHomePage> {
  int _counter = 0;
  Uint8List _imageFile;

  //Create an instance of ScreenshotController
  ScreenshotController screenshotController = ScreenshotController(); 

  @override
  void initState() {
    // TODO: implement initState
    super.initState();
  }
  ...
}
  1. Wrap the widget that you want to capture inside Screenshot Widget. Assign the controller to screenshotController that you have created earlier
Screenshot(
    controller: screenshotController,
    child: Text("This text will be captured as image"),
),
  1. Take the screenshot by calling capture method. This will return a Uint8List
screenshotController.capture().then((Uint8List image) {
    //Capture Done
    setState(() {
        _imageFile = image;
    });
}).catchError((onError) {
    print(onError);
});

Example:

@override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text(widget.title),
      ),
      body: Container(
        child: new Center(
          child: Column(
            mainAxisAlignment: MainAxisAlignment.center,
            children: <Widget>[
              Screenshot(
                controller: screenshotController,
                child: Column(
                  children: <Widget>[
                    Text(
                      'You have pushed the button this many times:' +
                          _counter.toString(),
                    ),
                    FlutterLogo(),
                  ],
                ),
              ),
              _imageFile != null ? Image.memory(_imageFile) : Container(),
            ],
          ),
        ),
      ),
      floatingActionButton: FloatingActionButton(
        onPressed: () {
          _incrementCounter();
          _imageFile = null;
          screenshotController
              .capture()
              .then((Uint8List image) async {
            //print("Capture Done");
            setState(() {
              _imageFile = image;
            });
            final result =
                await ImageGallerySaver.save(image); // Save image to gallery,  Needs plugin  https://pub.dev/packages/image_gallery_saver
            print("File Saved to Gallery");
          }).catchError((onError) {
            print(onError);
          });
        },
        tooltip: 'Increment',
        child: Icon(Icons.add),
      ), // This trailing comma makes auto-formatting nicer for build methods.
    );
  }
screenshot

Saving images to Specific Location

For this you can use captureAndSave method by passing directory location. By default, the captured image will be saved to Application Directory. Custom paths can be set using path parameter. Refer path_provider

Note

Method captureAndSave is not supported for web.

final directory = (await getApplicationDocumentsDirectory ()).path; //from path_provide package
String fileName = DateTime.now().microsecondsSinceEpoch;
path = '$directory';

screenshotController.captureAndSave(
    path //set path where screenshot will be saved
    fileName:fileName 
);

If you want to save captured image to Gallery, Please use https://github.com/hui-z/image_gallery_saver Example app uses the same to save screenshots to gallery.

Note:

Captured image may look pixelated. You can overcome this issue by setting value for pixelRatio

The pixelRatio describes the scale between the logical pixels and the size of the output image. It is independent of the window.devicePixelRatio for the device, so specifying 1.0 (the default) will give you a 1:1 mapping between logical pixels and the output pixels in the image.

screenshotController.capture(
    pixelRatio: 1.5
)

Sometimes rastergraphics like images may not be captured by the plugin with default configurations. The issue is discussed here.

...screenshot is taken before the GPU thread is done rasterizing the frame 
so the screenshot of the previous frame is taken, which is wrong.

The solution is to add a small delay before capturing.

screenshotController.capture(delay: Duration(milliseconds: 10))

Known Bugs

  • Image will not be updated if same filename is given multiple times

Libraries

screenshot