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API Canvas: tracciati, pennelli e shader

Disegni forme, gradienti e tratti usando le primitive Canvas e la configurazione di Paint.

API Canvas: tracciati, pennelli e shader è una lezione Flutter Mobile Development gratuita su CoddyKit. Questa è la lezione 1 di 4. Puoi leggere la lezione completa qui gratuitamente — poi esercitati direttamente nel browser con un editor di codice integrato e un tutor IA disponibile 24/7. Fa parte del percorso di apprendimento Flutter Mobile Development, e i tuoi progressi si sincronizzano tra il web e l'app CoddyKit. Il corso Flutter Mobile Development include 4 lezioni in totale.

Parti di questa lezione non sono ancora state tradotte e vengono mostrate in inglese.

Meet the Canvas

When you build a CustomPainter, Flutter hands you two things in paint(): a Canvas and a Size.

  • Canvas is your drawing surface. It exposes primitives like drawRect, drawCircle, drawPath, and drawLine.
  • Size tells you how big the area is, so you can scale your drawing to fit any device.

Every draw call needs a Paint object that describes how to draw: color, stroke vs fill, width, and more.

void paint(Canvas canvas, Size size) {
  final paint = Paint()..color = const Color(0xFF2196F3);
  canvas.drawRect(
    Rect.fromLTWH(0, 0, size.width, size.height),
    paint,
  );
}

The Paint Object

A Paint is a bundle of styling options. The most important fields are:

  • color — the color used to draw.
  • style — PaintingStyle.fill (solid interior) or PaintingStyle.stroke (outline only).
  • strokeWidth — line thickness when stroking.
  • isAntiAlias — smooth edges, on by default.

Flutter idiom uses the cascade operator .. to configure a freshly created Paint in one expression.

final fill = Paint()
  ..color = const Color(0xFFE91E63)
  ..style = PaintingStyle.fill;

final outline = Paint()
  ..color = const Color(0xFF000000)
  ..style = PaintingStyle.stroke
  ..strokeWidth = 4.0;

Drawing Basic Shapes

The Canvas offers ready-made primitives so you do not always need a path:

  • drawRect(Rect, Paint) — axis-aligned rectangle.
  • drawRRect(RRect, Paint) — rounded rectangle.
  • drawCircle(Offset center, double radius, Paint)
  • drawOval(Rect, Paint) — fills the bounding rect with an ellipse.

Coordinates start at (0,0) in the top-left corner; x grows right, y grows down.

void paint(Canvas canvas, Size size) {
  final p = Paint()..color = const Color(0xFF4CAF50);
  final center = Offset(size.width / 2, size.height / 2);

  canvas.drawCircle(center, 40, p);
  canvas.drawRRect(
    RRect.fromRectAndRadius(
      Rect.fromLTWH(10, 10, 80, 50),
      const Radius.circular(12),
    ),
    p,
  );
}

Strokes: Caps, Joins, and Width

When style is PaintingStyle.stroke, several properties shape the line:

  • strokeWidth — thickness in logical pixels.
  • strokeCap — how line ends look: butt, round, or square.
  • strokeJoin — how corners connect: miter, round, or bevel.

Round caps and joins are common for friendly, smooth chart and signature drawing.

final stroke = Paint()
  ..color = const Color(0xFF9C27B0)
  ..style = PaintingStyle.stroke
  ..strokeWidth = 6.0
  ..strokeCap = StrokeCap.round
  ..strokeJoin = StrokeJoin.round;

// canvas.drawLine(Offset(10, 10), Offset(120, 60), stroke);

Building a Path

A Path describes an arbitrary outline made of line and curve segments. The core methods are:

  • moveTo(x, y) — lift the pen and start a new subpath.
  • lineTo(x, y) — draw a straight segment.
  • quadraticBezierTo / cubicTo — curved segments.
  • close() — connect back to the subpath start.

Draw the finished path with canvas.drawPath(path, paint).

void paint(Canvas canvas, Size size) {
  final path = Path()
    ..moveTo(size.width / 2, 0)
    ..lineTo(size.width, size.height)
    ..lineTo(0, size.height)
    ..close();

  final paint = Paint()..color = const Color(0xFFFF5722);
  canvas.drawPath(path, paint);
}

Curves with Bezier Segments

Smooth shapes come from Bezier curves. The most common is the quadratic Bezier, which uses one control point.

  • quadraticBezierTo(cpx, cpy, x, y) bends the line toward the control point (cpx, cpy) on its way to the end point (x, y).
  • cubicTo(c1x, c1y, c2x, c2y, x, y) uses two control points for S-curves.

These power wave dividers, chart lines, and speech-bubble tails.

void paint(Canvas canvas, Size size) {
  final wave = Path()
    ..moveTo(0, size.height * 0.5)
    ..quadraticBezierTo(
      size.width * 0.25, size.height * 0.2,
      size.width * 0.5, size.height * 0.5,
    )
    ..quadraticBezierTo(
      size.width * 0.75, size.height * 0.8,
      size.width, size.height * 0.5,
    );

  final paint = Paint()
    ..color = const Color(0xFF00BCD4)
    ..style = PaintingStyle.stroke
    ..strokeWidth = 3;
  canvas.drawPath(wave, paint);
}

Plain Dart: Computing Points

Canvas math is just geometry. Before you draw, you often compute coordinates with plain Dart. Here we generate evenly spaced points along a sine wave — the same values you would feed into path.lineTo.

This logic is framework-free, so you can unit-test it without rendering anything.

import 'dart:math';

List<Point<double>> wavePoints(double width, double height, int n) {
  final pts = <Point<double>>[];
  for (var i = 0; i <= n; i++) {
    final x = width * i / n;
    final y = height / 2 + sin(i / n * 2 * pi) * height / 4;
    pts.add(Point(x, y));
  }
  return pts;
}

void main() {
  final pts = wavePoints(200, 100, 4);
  for (final p in pts) {
    print('(${p.x.toStringAsFixed(1)}, ${p.y.toStringAsFixed(1)})');
  }
}

Shaders: Linear Gradients

A shader fills a shape with more than a flat color. The most common is a linear gradient. You build it with ui.Gradient.linear and assign it to paint.shader.

  • from / to are the start and end Offsets of the gradient line.
  • colors lists the gradient stops, blended along that line.

Once shader is set, the paint's color is ignored for fills.

import 'dart:ui' as ui;

Paint gradientPaint(Size size) {
  return Paint()
    ..shader = ui.Gradient.linear(
      Offset.zero,
      Offset(size.width, size.height),
      const [Color(0xFF2196F3), Color(0xFF9C27B0)],
    );
}

Radial and Sweep Gradients

Beyond linear, Flutter offers two more gradient shaders:

  • Radial — ui.Gradient.radial(center, radius, colors) blends outward from a center point, great for glows and spotlights.
  • Sweep — ui.Gradient.sweep(center, colors) rotates colors around a center, ideal for circular progress and color wheels.

You can add an optional stops list (0.0 to 1.0) to control exactly where each color sits.

import 'dart:ui' as ui;

Paint glow(Offset center) {
  return Paint()
    ..shader = ui.Gradient.radial(
      center,
      60,
      const [Color(0xFFFFEB3B), Color(0x00FFEB3B)],
      const [0.0, 1.0],
    );
}

Putting It Together in a Painter

A real CustomPainter combines paths, paints, and shaders. Remember two overrides:

  • paint(canvas, size) — do the drawing.
  • shouldRepaint(old) — return true only when inputs changed, so Flutter avoids needless repaints.

This snippet draws a gradient-filled rounded card with a stroked border.

class CardPainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    final rect = Rect.fromLTWH(0, 0, size.width, size.height);
    final rrect = RRect.fromRectAndRadius(rect, const Radius.circular(16));

    final fill = Paint()
      ..shader = ui.Gradient.linear(
        rect.topLeft, rect.bottomRight,
        const [Color(0xFF42A5F5), Color(0xFF7E57C2)],
      );
    canvas.drawRRect(rrect, fill);

    final border = Paint()
      ..style = PaintingStyle.stroke
      ..strokeWidth = 2
      ..color = const Color(0x33000000);
    canvas.drawRRect(rrect, border);
  }

  @override
  bool shouldRepaint(CardPainter oldDelegate) => false;
}

Save, Restore, and Transforms

The Canvas keeps a stack of transforms and clips. Use it to draw rotated or scaled content without permanently changing state:

  • canvas.save() pushes the current matrix.
  • canvas.translate / rotate / scale modify it.
  • canvas.restore() pops back to where you were.

Always pair every save() with a restore(), or later draws will inherit the transform.

void paint(Canvas canvas, Size size) {
  final p = Paint()..color = const Color(0xFF3F51B5);
  canvas.save();
  canvas.translate(size.width / 2, size.height / 2);
  canvas.rotate(0.785398); // 45 degrees in radians
  canvas.drawRect(
    const Rect.fromLTWH(-30, -30, 60, 60),
    p,
  );
  canvas.restore();
}

Quick Check

Test your understanding of the Paint configuration.

Recap

You now command the Canvas API:

  • Paint controls how you draw: color, style (fill vs stroke), strokeWidth, caps, and joins.
  • Primitives like drawRect, drawRRect, and drawCircle handle common shapes; Path with moveTo, lineTo, and Bezier curves handles anything custom.
  • Shaders (Gradient.linear, radial, sweep) fill or stroke with gradients and override the flat color.
  • save/restore isolates transforms, and shouldRepaint keeps rendering efficient.

With these building blocks you can draw charts, custom controls, and rich decorations entirely in Dart.

Domande Frequenti

La lezione «API Canvas: tracciati, pennelli e shader» è gratuita?

Sì — il testo completo di «API Canvas: tracciati, pennelli e shader» è gratuito qui sul web. Per esercitarvi in modo interattivo (un editor di codice integrato e un tutor IA 24/7) e sbloccare il resto del corso Flutter Mobile Development, passa a CoddyKit PRO. Il corso Flutter Mobile Development include 4 lezioni in totale.

Cosa imparerò in «API Canvas: tracciati, pennelli e shader»?

Disegni forme, gradienti e tratti usando le primitive Canvas e la configurazione di Paint. Eserciti Flutter Mobile Development con codice pratico che esegui direttamente nel browser, e un tutor IA 24/7 risponde alle tue domande mentre lavori sulla lezione.

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Quanto tempo richiede la lezione «API Canvas: tracciati, pennelli e shader»?

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Posso scrivere ed eseguire codice in questa lezione Flutter Mobile Development?

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Tutte le lezioni di questo corso

  1. API Canvas: tracciati, pennelli e shader
  2. Creazione di un widget grafico interattivo personalizzato
  3. Clipping, modalità di fusione e composizione dei layer
  4. Hit testing e ottimizzazione del repaint
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