# Localize **Repository Path**: Shan_Newt/Localize ## Basic Information - **Project Name**: Localize - **Description**: Localize is a framework writed in swift to localize your projects easier improves i18n, including storyboards and strings. - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2021-11-30 - **Last Updated**: 2021-11-30 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Localize [![Carthage compatible](https://img.shields.io/badge/Carthage-compatible-4BC51D.svg?style=flat)](https://github.com/Carthage/Carthage) [![codecov.io](https://codecov.io/github/andresilvagomez/Localize/coverage.svg?branch=master)](https://codecov.io/github/andresilvagomez/Localize?branch=master) [![CocoaPods](https://img.shields.io/cocoapods/v/Localize.svg)](https://cocoapods.org/pods/Localize) [![Build Status](https://travis-ci.org/andresilvagomez/Localize.svg?branch=master)](https://travis-ci.org/andresilvagomez/Localize) [![Language](https://img.shields.io/badge/language-Swift%204.1-orange.svg)](https://swift.org) [![GitHub license](https://img.shields.io/badge/license-MIT-blue.svg)](https://raw.githubusercontent.com/andresilvagomez/Localize/master/LICENSE) [![Awesome](https://cdn.rawgit.com/sindresorhus/awesome/d7305f38d29fed78fa85652e3a63e154dd8e8829/media/badge.svg)](https://github.com/vsouza/awesome-ios) Localize is a framework written in swift to help you localize and pluralize your projects. It supports both storyboards and strings. ![Localize Storyboard](https://www.dropbox.com/s/t5uij0bg0tgignu/localize.gif?raw=1) ___ - [Features](#features) - [Requirements](#requirements) - [Installation](#installation) - [Usage](#usage) - [Notes for your App Store release](#notes-for-your-appstore-release) - [Credits](#credits) - [License](#license) ## Features - [x] Storyboard with IBInspectable - [x] Pluralize and localize your keys - [x] Keep the File.strings files your app already uses - [x] Support Apple strings and JSON Files - [x] Change your app language without changing device language - [x] Localize your Storyboards without extra files or/and ids ## Requirements - iOS 9.0+ - Xcode 8.0+ - Swift 3.0+ ## Installation ### CocoaPods [CocoaPods](http://cocoapods.org) is a dependency manager for Cocoa projects. You can install it with the following command: ```bash gem install cocoapods ``` > CocoaPods 1.1.0+ is required to build Localize 1.+. To integrate Localize into your Xcode project using CocoaPods, specify it in your `Podfile`: ```ruby source 'https://github.com/CocoaPods/Specs.git' platform :ios, '9.0' use_frameworks! target '' do pod 'Localize' , '~> 2.3.0' end # If you are using Swift 4.x # target '' do # pod 'Localize' , '~> 2.1.0' # end ``` Then, run the following command: ```bash pod install ``` ### Carthage [Carthage](https://github.com/Carthage/Carthage) is a decentralized dependency manager that builds your dependencies and provides you with binary frameworks. You can install Carthage with [Homebrew](http://brew.sh/) using the following command: ```bash brew update brew install carthage ``` To integrate Localize into your Xcode project using Carthage, specify it in your `Cartfile`: ```carthage github "andresilvagomez/Localize" ``` Run `carthage update` to build the framework and drag the built `Localize.framework` into your Xcode project. ### Swift Package Manager The [Swift Package Manager](https://swift.org/package-manager/) is a tool for automating the distribution of Swift code and is integrated into the swift compiler. Once you have your Swift package set up, adding Localize as a dependency is as easy as adding it to the dependencies value of your Package.swift. ```swift dependencies: [ .Package(url: "https://github.com/andresilvagomez/Localize.git") ] ``` ___ ## Usage Add ```.localize()``` for any ```String``` if you want localize. You don't need import anything in your code, Localize uses extensions to localize your Strings. ```swift textLabel.text = "hello.world".localize() // Or textLabel.text = "hello.world".localized ``` You can decide if you want use JSON or Apple Strings, we support both, if you decide to use JSON please follow these instructions. ### Create JSON file Please create a JSON file in your code with this rule: ```strings {your file name}-{your lang code}.json ``` For example - lang-en.json - lang-es.json - lang-fr.json Example JSON File ```json { "hello" : { "world" : "Hello world!", "name" : "Hello %!" }, "values" : "Hello % we are %, see you soon", "username" : "My username is :username", "navigation.title" : "" } ``` ### Create String file If you decide use Apple strings, please follow [Apple Localization Guide](https://developer.apple.com/library/content/documentation/MacOSX/Conceptual/BPInternational/LocalizingYourApp/LocalizingYourApp.html) to create strings file. String file example ```strings "hello.world" = "Hello world!"; "name" = "Hello %"; "values" = "Hello everyone my name is % and I'm %, see you soon"; "username" = "My username is :username"; "level.one.two.three" = "This is a multilevel key"; "the.same.lavel" = "This is a localized in the same level"; "enlish" = "This key only exist in english file."; ``` Whatever way you choose to, use that methods. ### Localize strings ```swift print( "hello.world".localize() ) // Hello world! // Also you can use print( "hello.world".localized ) ``` ### Localize strings, replacing text Localize use `%` identifier to replace the text ```swift print( "hello.name".localize(value: "everyone") ) // Hello everyone! ``` ### Localize strings, replacing many texts Localize use `%` identifier to replace the text ```swift print( "values".localize(values: "everyone", "Software Developer") ) // Hello everyone we are Software Developer, see you soon ``` ### Localize strings, replacing dictionary values Localize use `:yourid` to search your id in JSON File ```swift print( "username".localize(dictionary: ["username": "Localize"]) ) // My username is Localize ``` ### Localize strings, using other files If you decide use different files use methods with ```tableName``` in the end of each method, for example. ```swift print( "hello.world".localize(tableName: "Other") ) print( "hello.name".localize(value: "everyone", tableName: "Errors") ) print( "values".localize(values: "everyone", "Software Developer", tableName: "YourFileName") ) print( "username".localize(dictionary: ["username": "Localize"], tableName: "YourFileName") ) ``` ___ ### We are amazing with storyboards You don't need to import anything in your code, Localize uses extensions to localize your UIView components To prevent auto localization for some controls you created in storyboard can set **Auto Localize** to **Off** ![Localize Storyboard](https://image.ibb.co/m5yz6V/screenshot.png) - lang-en.json ```json { "navigation" : { "title" : "Localize" }, "app" : { "label" : "Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium.", "textfield" : "Write some here." } } ``` You can use extensions for - `UIBarButtonItem` - `UIButton` - `UILabel` - `UINavigationItem` - `UISearchBar` - `UISegmentedControl` - `UITabBarItem` - `UITextField` - `UITextView` ___ ## Updating language When you change a language, automatically all views update your content to new language ```swift Localize.update(language: "fr") ``` To make this work with strings, you need to implement a notification ```swift override func viewDidLoad() { super.viewDidLoad() NotificationCenter.default.addObserver(self, selector: #selector(localize), name: NSNotification.Name(localizeChangeNotification), object: nil) } public func localize() { yourLabel.text = "app.names".localize(values: "mark", "henrry", "peater") otherLabel.text = "app.username".localize(value: "Your username") } ``` Implementing internal acction to change a language ```swift @IBAction func updateLanguage(_ sender: Any) { let actionSheet = UIAlertController(title: nil, message: "app.update.language".localize(), preferredStyle: UIAlertControllerStyle.actionSheet) for language in Localize.availableLanguages { let displayName = Localize.displayNameForLanguage(language) let languageAction = UIAlertAction(title: displayName, style: .default, handler: { (alert: UIAlertAction!) -> Void in Localize.update(language: language) }) actionSheet.addAction(languageAction) } let cancelAction = UIAlertAction(title: "Cancel", style: UIAlertActionStyle.cancel, handler: { (alert: UIAlertAction) -> Void in }) actionSheet.addAction(cancelAction) self.present(actionSheet, animated: true, completion: nil) } ``` ### Config This not is necesary, only if you need different results. ```swift // AppDelegate.swift import Localize func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool { let localize = Localize.shared // Set your localize provider. localize.update(provider: .json) // Set your file name localize.update(fileName: "lang") // Set your default language. localize.update(defaultLanguage: "fr") // If you want change a user language, different to default in phone use thimethod. localize.update(language: "en") // If you want remove storaged language use localize.resetLanguage() // The used language print(localize.currentLanguage) // List of available language print(localize.availableLanguages) // Or you can use static methods for all Localize.update(fileName: "lang") Localize.update(defaultLanguage: "fr") Localize.update(language: "en-DE") return true } ``` ## Pluralize ```swift print( "people".pluralize(value: 0) ) // there are no people print( "people".pluralize(value: 1) ) // only one person print( "people".pluralize(value: 2) ) // two people print( "people".pluralize(value: 27) ) // many people print( "people".pluralize(value: 103) ) // hundreds of people print( "people".pluralize(value: 1010) ) // thousand of people print( "people".pluralize(value: 1000000) ) // millions of people ``` how you need compose your file. ```json // Json file { "people": { "zero": "there are no people", "one": "only one person", "two": "two people", "many": "many people", "hundreds": "hundreds of people", "thousand": "thousand of people", "millions": "millions of people", "other": "not defined people" } } ``` ```strings # string file "people.zero" = "there are no people"; "people.one" = "only one person"; "people.two" = "two people"; "people.many" = "many people"; "people.hundreds" = "hundreds of people"; "people.thousand" = "thousand of people"; "people.millions" = "millions of people"; "people.other" = "not defined people"; ``` but also you can show your value ```swift print( "people".pluralize(value: 1) ) /// 1 Person ``` in your file ```json // JSON { "people": { "one": "% Person", ... } } // Strings "people.one" = "% Person"; ``` ___ ## Notes for your AppStore release To make all languages you have localized your app for visible on the AppStore, you must add a language in the project's settings. 1. For that, click on your project name in the left side bar. 2. Then, choose project, instead of a target. 3. At the bottom, under *Localizations*, press the + button & select a language you want to add 4. On prompt, uncheck all files Xcode wants to add localization for, but keep a single one, that you won't actually localize, such as your launch screen for instance. - if you need to localize all your files, I suggest adding a placeholder storyboard file that you'll then add to localization 5. Done! (You don't actually have to localize the placehodler file.) The AppStore will now show the new language in localizations for your app. ___ ## Credits [Andres Silva Gomez](https://github.com/andresilvagomez) Special thanks to [Benjamin Erhart](https://github.com/tladesignz) ## License Localize is released under the MIT license. See LICENSE for details.