- Install
- Set up an editor
- Test drive
- Write your first Flutter app, part 1
- Learn more
- Flutter for Android developers
- Flutter for iOS developers
- Flutter for React Native developers
- Flutter for web developers
- Flutter for Xamarin.Forms developers
- Introduction to declarative UI
- Cookbook
- Codelabs
- Tutorials
- User interface
- Introduction to widgets
- Layouts in Flutter
- Layout tutorial
- Dealing with box constraints
- Adding interactivity to your Flutter app
- Adding assets and images
- Navigation & routing
- Introduction to animations
- Animations overview
- Animations tutorial
- Hero Animations
- Staggered Animations
- Advanced UI
- Slivers
- Taps, drags, and other gestures
- Widget catalog
- Data & backend
- State management
- State management
- Start thinking declaratively
- Differentiate between ephemeral state and app state
- Simple app state management
- List of state management approaches
- JSON and serialization
- Firebase
- Accessibility & internationalization
- Accessibility
- Internationalizing Flutter apps
- Platform integration
- Writing custom platform-specific code
- Packages & plugins
- Using packages
- Developing packages & plugins
- Background processes
- Tools & techniques
- Android Studio / IntelliJ
- Visual Studio Code
- Upgrading Flutter
- Hot reload
- Code formatting
- Debugging Flutter apps
- Using OEM debuggers
- Flutter's build modes
- Testing Flutter apps
- Performance best practices
- Flutter performance profiling
- Creating flavors for Flutter
- Preparing an Android App for Release
- Preparing an iOS App for Release
- Continuous Delivery using fastlane with Flutter
- Bootstrap into Dart
- Inside Flutter
- Platform specific behaviors and adaptations
- Technical Overview
- Technical videos
- FAQ
- Flutter widget index
- Install
- Windows install
- MacOS install
- Linux install
- Set up an editor
- Write your first Flutter app, part 1
- Learn more
- Cupertino (iOS-style) widgets
- Layout widgets
- Animation and motion widgets
- Retrieve the value of a text field
- Basic widgets
- Material Components widgets
- Animate the properties of a Container
- Fade a Widget in and out
- Add a Drawer to a screen
- Displaying SnackBars
- Exporting fonts from a package
- Updating the UI based on orientation
- Using Themes to share colors and font styles
- Using custom fonts
- Working with Tabs
- Building a form with validation
- Create and style a text field
- Focus on a Text Field
- Handling changes to a text field
- Retrieve the value of a text field
- Adding Material Touch Ripples
- Handling Taps
- Implement Swipe to Dismiss
- Display images from the internet
- Fade in images with a placeholder
- Working with cached images
- Basic List
- Create a horizontal list
- Creating a Grid List
- Creating lists with different types of items
- Place a floating app bar above a list
- Working with long lists
- Report errors to a service
- Animating a Widget across screens
- Navigate to a new screen and back
- Navigate with named routes
- Pass arguments to a named route
- Return data from a screen
- Send data to a new screen
- Fetch data from the internet
- Making authenticated requests
- Parsing JSON in the background
- Working with WebSockets
- Persist data with SQLite
- Reading and Writing Files
- Storing key-value data on disk
- Play and pause a video
- Take a picture using the Camera
- An introduction to integration testing
- Performance profiling
- Scrolling
- An introduction to unit testing
- Mock dependencies using Mockito
- An introduction to widget testing
- Finding widgets
- Tapping, dragging and entering text
- Development
- Introduction to widgets
- Layout tutorial
- Dealing with box constraints
- Adding interactivity to your Flutter app
- Adding assets and images
- Navigation & routing
- Navigate to a new screen and back
- Send data to a new screen
- Return data from a screen
- Navigate with named routes
- Animating a Widget across screens
- AnimatedList
- Sample App Catalog
- Animations overview
- Animations tutorial
- Staggered Animations
- Slivers
- Taps, drags, and other gestures
- Accessibility widgets
- Assets, images, and icon widgets
- Async widgets
- Input widgets
- Interaction model widgets
- Painting and effect widgets
- Scrolling widgets
- Styling widgets
- Text widgets
- State management
- Start thinking declaratively
- Differentiate between ephemeral state and app state
- Simple app state management
- List of state management approaches
- JSON and serialization
- Accessibility
- Internationalizing Flutter apps
- Writing custom platform-specific code
- Using packages
- Fetch data from the internet
- Developing packages & plugins
- Background processes
- Android Studio / IntelliJ
- Set up an editor
- Flutter inspector
- Creating Useful Bug Reports
- Visual Studio Code
- Set up an editor
- Upgrading Flutter
- Hot reload
- Code formatting
Internationalizing Flutter apps
If your app might be deployed to users who speak another language then you’ll need to “internationalize” it. That means you’ll need to write the app in a way that makes it possible to “localize” values like text and layouts for each language or “locale” that the app supports. Flutter provides widgets and classes that help with internationalization and the Flutter libraries themselves are internationalized.
The tutorial that follows is largely written in terms of the Flutter MaterialApp class, since most applications are written that way. Applications written in terms of the lower level WidgetsApp class can also be internationalized using the same classes and logic.
Setting up an internationalized app: the flutter_localizations package
By default, Flutter only provides US English localizations. To add support for other languages, an application must specify additional MaterialApp properties, and include a separate package called flutter_localizations
. As of April 2019, this package supports about 52 languages.
To use flutter_localizations, add the package as a dependency to your pubspec.yaml
file:
dependencies: flutter: sdk: flutter flutter_localizations: sdk: flutter
Next, import the flutter_localizations library and specify localizationsDelegates
and supportedLocales
for MaterialApp:
import 'package:flutter_localizations/flutter_localizations.dart'; MaterialApp( localizationsDelegates: [ // ... app-specific localization delegate[s] here GlobalMaterialLocalizations.delegate, GlobalWidgetsLocalizations.delegate, ], supportedLocales: [ const Locale('en'), // English const Locale('he'), // Hebrew const Locale('zh'), // Chinese // ... other locales the app supports ], // ... )
Apps based on WidgetsApp are similar except that the GlobalMaterialLocalizations.delegate
isn’t needed.
The elements of the localizationsDelegates
list are factories that produce collections of localized values. GlobalMaterialLocalizations.delegate
provides localized strings and other values for the Material Components library. GlobalWidgetsLocalizations.delegate
defines the default text direction, either left to right or right to left, for the widgets library.
More information about these app properties, the types they depend on, and how internationalized Flutter apps are typically structured, can be found below.
Tracking the locale: The Locale class and the Localizations widget
The Locale
class is used to identify the user’s language. Mobile devices support setting the locale for all applications, usually via a system settings menu. Internationalized apps respond by displaying values that are locale-specific. For example, if the user switches the device’s locale from English to French then a Text widget that displayed “Hello World” would be rebuilt with “Bonjour le monde”.
The Localizations
widget defines the locale for its child and the localized resources that the child depends on. The WidgetsApp widget creates a Localizations widget and rebuilds it if the system’s locale changes.
You can always lookup an app’s current locale with Localizations.localeOf()
:
Locale myLocale = Localizations.localeOf(context);
Loading and retrieving localized values
The Localizations widget is used to load and lookup objects that contain collections of localized values. Apps refer to these objects with Localizations.of(context,type)
. If the device’s locale changes, the Localizations widget automatically loads values for the new locale and then rebuilds widgets that used it. This happens because Localizations works like an InheritedWidget. When a build function refers to an inherited widget an implicit dependency on the inherited widget is created. When an inherited widget changes (when the Localizations widget’s locale changes), its dependent contexts are rebuilt.
Localized values are loaded by the Localizations widget’s list of LocalizationsDelegates. Each delegate must define an asynchronous load()
method that produces an object which encapsulates a collection of localized values. Typically these objects define one method per localized value.
In a large app, different modules or packages might be bundled with their own localizations. That’s why the Localizations widget manages a table of objects, one per LocalizationsDelegate. To retrieve the object produced by one of the LocalizationsDelegate’s load
methods, you specify a BuildContext and the object’s type.
For example, the localized strings for the Material Components widgets are defined by the MaterialLocalizations class. Instances of this class are created by a LocalizationDelegate provided by the MaterialApp class. They can be retrieved with Localizations.of
:
Localizations.of<MaterialLocalizations>(context, MaterialLocalizations);
This particular Localizations.of()
expression is used frequently, so the MaterialLocalizations class provides a convenient shorthand:
static MaterialLocalizations of(BuildContext context) { return Localizations.of<MaterialLocalizations>(context, MaterialLocalizations); } /// References to the localized values defined by MaterialLocalizations /// are typically written like this: tooltip: MaterialLocalizations.of(context).backButtonTooltip,
Using the bundled LocalizationsDelegates
To keep things as small and uncomplicated as possible, the flutter package includes implementations of the MaterialLocalizations and WidgetsLocalizations interfaces that only provide US English values. These implementation classes are called DefaultMaterialLocalizations and DefaultWidgetsLocalizations, respectively. They’re included automatically unless a different delegate of the same base type is specified with the app’s localizationsDelegates
parameter.
The flutter_localizations package includes multi-language implementations of the localizations interfaces called GlobalMaterialLocalizations and GlobalWidgetsLocalizations. International apps must specify localization delegates for these classes as described in Setting up an internationalized app.
import 'package:flutter_localizations/flutter_localizations.dart'; MaterialApp( localizationsDelegates: [ // ... app-specific localization delegate[s] here GlobalMaterialLocalizations.delegate, GlobalWidgetsLocalizations.delegate, ], supportedLocales: [ const Locale('en'), // English const Locale('he'), // Hebrew const Locale('zh'), // Chinese // ... other locales the app supports ], // ... )
The global localization delegates construct locale-specific instances of the corresponding classes. For example, GlobalMaterialLocalizations.delegate
is a LocalizationsDelegate that produces an instance of GlobalMaterialLocalizations.
As of April 2019, the global localization classes support about 52 languages.
Defining a class for the app’s localized resources
Putting all of this together for an internationalized app usually starts with the class that encapsulates the app’s localized values. The example that follows is typical of such classes.
Complete source code for this example app.
This example is based on the APIs and tools provided by the intl package. An alternative class for the app’s localized resources describes an example that doesn’t depend on the intl package.
The DemoLocalizations class contains the app’s strings (just one for the example) translated into the locales that the app supports. It uses the initializeMessages()
function generated by Dart’s intl package to load the translated strings, and Intl.message()
to look them up.
class DemoLocalizations { static Future<DemoLocalizations> load(Locale locale) { final String name = locale.countryCode.isEmpty ? locale.languageCode : locale.toString(); final String localeName = Intl.canonicalizedLocale(name); return initializeMessages(localeName).then((_) { Intl.defaultLocale = localeName; return DemoLocalizations(); }); } static DemoLocalizations of(BuildContext context) { return Localizations.of<DemoLocalizations>(context, DemoLocalizations); } String get title { return Intl.message( 'Hello World', name: 'title', desc: 'Title for the Demo application', ); } }
A class based on the intl
package imports a generated message catalog that provides the initializeMessages()
function and the per-locale backing store for Intl.message()
. The message catalog is produced by an intl
tool that analyzes the source code for classes that contain Intl.message()
calls. In this case that would just be the DemoLocalizations class.
Specifying the app’s supportedLocales parameter
Although Flutter’s flutter_localizations library includes support for about 52 languages, only English language translations are available by default. It’s up to the developer to decide exactly which languages to support, since it wouldn’t make sense for the toolkit libraries to support a different set of locales than the app does.
The MaterialApp supportedLocales
parameter limits locale changes. When the user changes the locale setting on their device, the app’s Localizations
widget only follows suit if the new locale is a member of the this list. If an exact match for the device locale isn’t found, then the first supported locale with a matching languageCode
is used. If that fails, then the first element of the supportedLocales
list is used.
In terms of the previous DemoApp example, the app only accepts the US English or French Canadian locales, and it substitutes US English (the first locale in the list) for anything else.
An app that wants to use a different “locale resolution” method can provide a localeResolutionCallback
. For example, to have your app unconditionally accept whatever locale the user selects:
class DemoApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( localeResolutionCallback(Locale locale, Iterable<Locale> supportedLocales) { return locale; } // ... ); } }
An alternative class for the app’s localized resources
The previous DemoApp example was defined in terms of the Dart intl
package. Developers can choose their own approach for managing localized values for the sake of simplicity or perhaps to integrate with a different i18n framework.
Complete source code for this example app.
In this version of DemoApp the class that contains the app’s localizations, DemoLocalizations, includes all of its translations directly in per language Maps.
class DemoLocalizations { DemoLocalizations(this.locale); final Locale locale; static DemoLocalizations of(BuildContext context) { return Localizations.of<DemoLocalizations>(context, DemoLocalizations); } static Map<String, Map<String, String>> _localizedValues = { 'en': { 'title': 'Hello World', }, 'es': { 'title': 'Hola Mundo', }, }; String get title { return _localizedValues[locale.languageCode]['title']; } }
In the minimal app the DemoLocalizationsDelegate is slightly different. Its load
method returns a SynchronousFuture because no asynchronous loading needs to take place.
class DemoLocalizationsDelegate extends LocalizationsDelegate<DemoLocalizations> { const DemoLocalizationsDelegate(); @override bool isSupported(Locale locale) => ['en', 'es'].contains(locale.languageCode); @override Future<DemoLocalizations> load(Locale locale) { return SynchronousFuture<DemoLocalizations>(DemoLocalizations(locale)); } @override bool shouldReload(DemoLocalizationsDelegate old) => false; }
Adding support for a new language
An app that needs to support a language that’s not included in GlobalMaterialLocalizations has to do some extra work: it must provide about 70 translations (“localizations”) for words or phrases.
As an example, we’ll show how to add support for the Belarusan language.
A new GlobalMaterialLocalizations subclass defines the localizations that the Material library depends on. A new LocalizationsDelegate subclass, which serves as factory for the GlobalMaterialLocalizations subclass, must also be defined.
Here’s the source code for a complete example, less the actual Belarusan translations, of an app that includes support for a new language.
The locale-specific GlobalMaterialLocalizations subclass is called BeMaterialLocalizations
, and the LocalizationsDelegate subclass is _BeMaterialLocalizationsDelegate
. The value of BeMaterialLocalizations.delegate
is an instance of the delegate, and it’s all that’s needed by an app that uses these localizations.
The delegate class includes basic date and number format localizations. All of the other localizations are defined by String valued property getters in BeMaterialLocalizations, like this:
@override String get backButtonTooltip => r'Back'; @override String get cancelButtonLabel => r'CANCEL'; @override String get closeButtonLabel => r'CLOSE'; // etc..
These are the English translations of course. To complete the job you need to change the return value of each getter to an appropriate Belarusan string.
The getters return “raw” Dart strings that have an r prefix, like r'About $applicationName'
, because sometimes the strings contain variables with a $
prefix. The variables are expanded by parameterized localization methods:
@override String get aboutListTileTitleRaw => r'About $applicationName'; @override String aboutListTileTitle(String applicationName) { final String text = aboutListTileTitleRaw; return text.replaceFirst(r'$applicationName', applicationName); }
For more information about localization strings, see the flutter_localizations README.
Once you’ve implemented your language-specific subclasses of GlobalMaterialLocalizations and LocalizationsDelegate, you just need to add the language and a delegate instance to your app. Here’s some code that sets the app’s language to Belarusan and adds the BeMaterialLocalizations delegate instance to the app’s localizationsDelegates list:
MaterialApp( localizationsDelegates: [ GlobalWidgetsLocalizations.delegate, GlobalMaterialLocalizations.delegate, BeMaterialLocalizations.delegate, ], supportedLocales: [ const Locale('be', 'BY') ], home: ... )
Appendix: Using the Dart intl tools
Before building an API using the Dart intl
package you’ll want to review the intl
package’s documentation. Here’s a summary of the process for localizing an app that depends on the intl
package.
The demo app depends on a generated source file called l10n/messages_all.dart
which defines all of the localizable strings used by the app.
Rebuilding l10n/messages_all.dart
requires two steps.
With the app’s root directory as the current directory, generate
l10n/intl_messages.arb
fromlib/main.dart
:$ flutter packages pub run intl_translation:extract_to_arb --output-dir=lib/l10n lib/main.dart
The
intl_messages.arb
file is a JSON format map with one entry for eachIntl.message()
function defined inmain.dart
. This file serves as a template for the English and Spanish translations,intl_en.arb
andintl_es.arb
. These translations are created by you, the developer.With the app’s root directory as the current directory, generate
intl_messages_<locale>.dart
for eachintl_<locale>.arb
file andintl_messages_all.dart
, which imports all of the messages files:$ flutter packages pub run intl_translation:generate_from_arb \ --output-dir=lib/l10n --no-use-deferred-loading \ lib/main.dart lib/l10n/intl_*.arb
The DemoLocalizations class uses the generated
initializeMessages()
function (defined inintl_messages_all.dart
) to load the localized messages andIntl.message()
to look them up.
Appendix: Updating the iOS app bundle
iOS applications define key application metadata, including supported locales, in an Info.plist
file that is built into the application bundle. To configure the locales supported by your app, you’ll need to edit this file.
First, open your project’s ios/Runner.xcworkspace
Xcode workspace file then, in the Project Navigator, open the Info.plist
file under the Runner
project’s Runner
folder.
Next, select the Information Property List
item, select Add Item from the Editor menu, then select Localizations
from the pop-up menu.
Select and expand the newly-created Localizations
item then, for each locale your application supports, add a new item and select the locale you wish to add from the pop-up menu in the Value field. This list should be consistent with the languages listed in the supportedLocales parameter.
Once all supported locales have been added, save the file.
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