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 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.
This page covers concepts and workflows necessary to localize a
Flutter application using the MaterialApp
and CupertinoApp
classes, as most apps are written that way. However, applications
written using the lower level WidgetsApp
class can also
be internationalized using the same classes and logic.
Introduction to localizations in Flutter
This section provides a tutorial on how to internationalize a Flutter application, along with any additional setup that a target platform might require.
_localizations package
Setting up an internationalized app: the FlutterBy default, Flutter only provides US English localizations.
To add support for other languages,
an application must specify additional MaterialApp
(or CupertinoApp
)
properties, and include a package called
flutter_localizations
. As of November 2020,
this package supports 78 languages.
To use flutter_localizations,
add the package as a dependency to your pubspec.yaml
file:
dependencies: flutter: sdk: flutter flutter_localizations: # Add this line sdk: flutter # Add this line
Next, run pub get packages
, then import the flutter_localizations
library and specify
localizationsDelegates
and supportedLocales
for MaterialApp
:
import 'package:flutter_localizations/flutter_localizations.dart';
return const MaterialApp( title: 'Localizations Sample App', localizationsDelegates: [ GlobalMaterialLocalizations.delegate, GlobalWidgetsLocalizations.delegate, GlobalCupertinoLocalizations.delegate, ], supportedLocales: [ Locale('en', ''), // English, no country code Locale('es', ''), // Spanish, no country code ], home: MyHomePage(), );
After introducing the flutter_localizations
package
and adding the code above, the Material
and Cupertino
packages should now be correctly localized in
one of the 78 supported locales. Widgets should be
adapted to the localized messages, along with
correct left-to-right and right-to-left layout.
Try switching the target platform’s locale to
Spanish (es
) and notice that the messages should
be localized.
Apps based on WidgetsApp
are similar except that the
GlobalMaterialLocalizations.delegate
isn’t needed.
The full Locale.fromSubtags
constructor is preferred
as it supports scriptCode
, though the Locale
default
constructor is still fully valid.
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.
Adding your own localized messages
Once the flutter_localizations
package is added, use the
following instructions to add localized text to your application.
-
Add the
intl
package to thepubspec.yaml
file:dependencies: flutter: sdk: flutter flutter_localizations: sdk: flutter intl: ^0.17.0 # Add this line
-
Also, in the
pubspec.yaml
file, enable thegenerate
flag. This is added to the section of the pubspec that is specific to Flutter, and usually comes later in the pubspec file.# The following section is specific to Flutter. flutter: generate: true # Add this line
-
Add a new yaml file to the root directory of the Flutter project called
l10n.yaml
with the following content:arb-dir: lib/l10n template-arb-file: app_en.arb output-localization-file: app_localizations.dart
This file configures the localization tool; in this example, the input files are located in
${FLUTTER_PROJECT}/lib/l10n
, theapp_en.arb
file provides the template, and the generated localizations are placed in theapp_localizations.dart
file. -
In
${FLUTTER_PROJECT}/lib/l10n
, add theapp_en.arb
template file. For example:{ "helloWorld": "Hello World!", "@helloWorld": { "description": "The conventional newborn programmer greeting" } }
-
Next, add an
app_es.arb
file in the same directory for Spanish translation of the same message:{ "helloWorld": "¡Hola Mundo!" }
-
Now, run your app so that codegen takes place. You should see generated files in
${FLUTTER_PROJECT}/.dart_tool/flutter_gen/gen_l10n
. -
Add the import statement on
app_localizations.dart
andAppLocalizations.delegate
in your call to the constructor forMaterialApp
.import 'package:flutter_gen/gen_l10n/app_localizations.dart';
return const MaterialApp( title: 'Localizations Sample App', localizationsDelegates: [ AppLocalizations.delegate, // Add this line GlobalMaterialLocalizations.delegate, GlobalWidgetsLocalizations.delegate, GlobalCupertinoLocalizations.delegate, ], supportedLocales: [ Locale('en', ''), // English, no country code Locale('es', ''), // Spanish, no country code ], home: MyHomePage(), );
-
Use AppLocalizations anywhere in your app. Here, the translated message is used in a Text widget.
Text(AppLocalizations.of(context)!.helloWorld);
-
You can also use the generated
localizationsDelegates
andsupportedLocales
list instead of providing them manually.const MaterialApp( title: 'Localizations Sample App', localizationsDelegates: AppLocalizations.localizationsDelegates, supportedLocales: AppLocalizations.supportedLocales, );
This code generates a Text widget that displays “Hello World!” if the target device’s locale is set to English, and “¡Hola Mundo!” if the target device’s locale is set to Spanish. In the
arb
files, the key of each entry is used as the method name of the getter, while the value of that entry contains the localized message.
To see a sample Flutter app using this tool, please see
gen_l10n_example
.
To localize your device app description, you can pass in the localized
string into MaterialApp.onGenerateTitle
:
return MaterialApp( onGenerateTitle: (BuildContext context) => DemoLocalizations.of(context).title,
For more information about the localization tool, such as dealing with DateTime and handling plurals, see the Internationalization User’s Guide.
Localizing for iOS: 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,
use the following instructions:
-
Open your project’s
ios/Runner.xcworkspace
Xcode file. -
In the Project Navigator, open the
Info.plist
file under theRunner
project’sRunner
folder. -
Select the Information Property List item. Then select Add Item from the Editor menu, and select Localizations from the pop-up menu.
-
Select and expand the newly-created
Localizations
item. 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.
Advanced topics for further customization
This section covers additional ways to customize a localized Flutter application.
Advanced locale definition
Some languages with multiple variants require more than just a language code to properly differentiate.
For example, fully differentiating all variants of Chinese requires specifying the language code, script code, and country code. This is due to the existence of simplified and traditional script, as well as regional differences in the way characters are written within the same script type.
In order to fully express every variant of Chinese for the
country codes CN
, TW
, and HK
, the list of supported
locales should include:
supportedLocales: [ Locale.fromSubtags(languageCode: 'zh'), // generic Chinese 'zh' Locale.fromSubtags( languageCode: 'zh', scriptCode: 'Hans'), // generic simplified Chinese 'zh_Hans' Locale.fromSubtags( languageCode: 'zh', scriptCode: 'Hant'), // generic traditional Chinese 'zh_Hant' Locale.fromSubtags( languageCode: 'zh', scriptCode: 'Hans', countryCode: 'CN'), // 'zh_Hans_CN' Locale.fromSubtags( languageCode: 'zh', scriptCode: 'Hant', countryCode: 'TW'), // 'zh_Hant_TW' Locale.fromSubtags( languageCode: 'zh', scriptCode: 'Hant', countryCode: 'HK'), // 'zh_Hant_HK' ],
This explicit full definition ensures that your app can
distinguish between and provide the fully nuanced localized
content to all combinations of these country codes.
If a user’s preferred locale is not specified,
then the closest match is used instead,
which likely contains differences to what the user expects.
Flutter only resolves to locales defined in supportedLocales
.
Flutter provides scriptCode-differentiated
localized content for commonly used languages.
See Localizations
for information on how the supported
locales and the preferred locales are resolved.
Although Chinese is a primary example,
other languages like French (fr_FR
, fr_CA
)
should also be fully differentiated for more nuanced localization.
Tracking the locale: The Locale class and the Localizations widget
The Locale
class identifies the user’s language.
Mobile devices support setting the locale for all applications,
usually using 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 originally
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);
Specifying the app’s supportedLocales parameter
Although the flutter_localizations
library currently supports 78
languages and language variants, only English language translations
are available by default. It’s up to the developer to decide exactly
which languages to support.
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 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.
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:
MaterialApp( localeResolutionCallback: ( Locale? locale, Iterable<Locale> supportedLocales, ) { return locale; }, );
How internationalization in Flutter works
This section covers the technical details of how localizations work in Flutter. If you’re planning on supporting your own set of localized messages, the following content would be helpful. Otherwise, you can skip this section.
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 LocalizationsDelegate
s.
Each delegate must define an asynchronous load()
method that produces an object that 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,
Defining a class for the app’s localized resources
Putting together an internationalized Flutter 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 the intl_example
for this 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 defined below
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,
Intl.message()
, to look them up.
class DemoLocalizations { DemoLocalizations(this.localeName); static Future<DemoLocalizations> load(Locale locale) { final String name = locale.countryCode == null || locale.countryCode!.isEmpty ? locale.languageCode : locale.toString(); final String localeName = Intl.canonicalizedLocale(name); return initializeMessages(localeName).then((_) { return DemoLocalizations(localeName); }); } static DemoLocalizations of(BuildContext context) { return Localizations.of<DemoLocalizations>(context, DemoLocalizations)!; } final String localeName; String get title { return Intl.message( 'Hello World', name: 'title', desc: 'Title for the Demo application', locale: localeName, ); } }
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.
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 and the date patterns and symbols for the
locale.
See the following for an example of how to add support for the Norwegian Nynorsk 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 the complete add_language
example,
minus the actual Nynorsk translations.
The locale-specific GlobalMaterialLocalizations
subclass
is called NnMaterialLocalizations
,
and the LocalizationsDelegate
subclass is
_NnMaterialLocalizationsDelegate
.
The value of NnMaterialLocalizations.delegate
is an instance of the delegate, and is 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 NnMaterialLocalizations
, like this:
@override String get moreButtonTooltip => r'More'; @override String get aboutListTileTitleRaw => r'About $applicationName'; @override String get alertDialogLabel => r'Alert';
These are the English translations, of course. To complete the job you need to change the return value of each getter to an appropriate Nynorsk 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 pageRowsInfoTitleRaw => r'$firstRow–$lastRow of $rowCount'; @override String get pageRowsInfoTitleApproximateRaw => r'$firstRow–$lastRow of about $rowCount';
The date patterns and symbols of the locale will also need to be specified. In the source code, the date patterns and symbols are defined like this:
const nnLocaleDatePatterns = { 'd': 'd.', 'E': 'ccc', 'EEEE': 'cccc', 'LLL': 'LLL', // ... }
const nnDateSymbols = { 'NAME': 'nn', 'ERAS': <dynamic>[ 'f.Kr.', 'e.Kr.', ], // ... }
These will need to be modified for the locale to use the correct
date formatting. Unfortunately, since the intl
library does
not share the same flexibility for number formatting, the formatting
for an existing locale will have to be used as a substitute in
_NnMaterialLocalizationsDelegate
:
class _NnMaterialLocalizationsDelegate extends LocalizationsDelegate<MaterialLocalizations> { const _NnMaterialLocalizationsDelegate(); @override bool isSupported(Locale locale) => locale.languageCode == 'nn'; @override Future<MaterialLocalizations> load(Locale locale) async { final String localeName = intl.Intl.canonicalizedLocale(locale.toString()); // The locale (in this case `nn`) needs to be initialized into the custom // date symbols and patterns setup that Flutter uses. date_symbol_data_custom.initializeDateFormattingCustom( locale: localeName, patterns: nnLocaleDatePatterns, symbols: intl.DateSymbols.deserializeFromMap(nnDateSymbols), ); return SynchronousFuture<MaterialLocalizations>( NnMaterialLocalizations( localeName: localeName, // The `intl` library's NumberFormat class is generated from CLDR data // (see https://github.com/dart-lang/intl/blob/master/lib/number_symbols_data.dart). // Unfortunately, there is no way to use a locale that isn't defined in // this map and the only way to work around this is to use a listed // locale's NumberFormat symbols. So, here we use the number formats // for 'en_US' instead. decimalFormat: intl.NumberFormat('#,##0.###', 'en_US'), twoDigitZeroPaddedFormat: intl.NumberFormat('00', 'en_US'), // DateFormat here will use the symbols and patterns provided in the // `date_symbol_data_custom.initializeDateFormattingCustom` call above. // However, an alternative is to simply use a supported locale's // DateFormat symbols, similar to NumberFormat above. fullYearFormat: intl.DateFormat('y', localeName), compactDateFormat: intl.DateFormat('yMd', localeName), shortDateFormat: intl.DateFormat('yMMMd', localeName), mediumDateFormat: intl.DateFormat('EEE, MMM d', localeName), longDateFormat: intl.DateFormat('EEEE, MMMM d, y', localeName), yearMonthFormat: intl.DateFormat('MMMM y', localeName), shortMonthDayFormat: intl.DateFormat('MMM d'), ), ); } @override bool shouldReload(_NnMaterialLocalizationsDelegate old) => false; }
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 Nynorsk and
adds the NnMaterialLocalizations
delegate instance to the app’s
localizationsDelegates
list:
const MaterialApp( localizationsDelegates: [ GlobalWidgetsLocalizations.delegate, GlobalMaterialLocalizations.delegate, NnMaterialLocalizations.delegate, // Add the newly created delegate ], supportedLocales: [ Locale('en', 'US'), Locale('nn'), ], home: Home(), ),
Alternative internationalization workflows
This section describes different approaches to internationalize your Flutter application.
An alternative class for the app’s localized resources
The previous 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 the minimal
app.
In the below example, the DemoLocalizations
class
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 const _localizedValues = <String, Map<String, String>>{ 'en': { 'title': 'Hello World', }, 'es': { 'title': 'Hola Mundo', }, }; static List<String> languages ()=> _localizedValues.keys.toList(); 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) => DemoLocalizations.languages().contains(locale.languageCode); @override Future<DemoLocalizations> load(Locale locale) { // Returning a SynchronousFuture here because an async "load" operation // isn't needed to produce an instance of DemoLocalizations. return SynchronousFuture<DemoLocalizations>(DemoLocalizations(locale)); } @override bool shouldReload(DemoLocalizationsDelegate old) => false; }
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 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 pub run intl_translation:generate_from_arb \ --output-dir=lib/l10n --no-use-deferred-loading \ lib/main.dart lib/l10n/intl_*.arb
Windows does not support file name wildcarding. Instead, list the .arb files that were generated by the
intl_translation:extract_to_arb
command.$ flutter pub run intl_translation:generate_from_arb \ --output-dir=lib/l10n --no-use-deferred-loading \ lib/main.dart \ lib/l10n/intl_en.arb lib/l10n/intl_fr.arb lib/l10n/intl_messages.arb
The
DemoLocalizations
class uses the generatedinitializeMessages()
function (defined inintl_messages_all.dart
) to load the localized messages andIntl.message()
to look them up.