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套件詳情v0.4.1

flutter_localization

Flutter Localization 是一個用於應用內本地化的套件,支援地圖資料。實作起來更簡單快速,靈感來自 flutter_localizations。

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安裝套件

flutter pub add flutter_localization

套件介紹

根據套件公開資料產生的選型評估,僅供參考。

Flutter Localization 是一個專為簡化應用內本地化而設計的套件,使用基於地圖的資料。它簡化了國際化實作,讓管理 Flutter 應用中的翻譯更快且更容易。受到官方 flutter_localizations 套件的啟發,支援多種語言與平台,使開發人員能有效率地在 Android、iOS、Web、macOS、Windows 和 Linux 上提供多語系體驗。

適用情境

  • 多語言應用支援
  • 輕鬆的翻譯管理
  • 應用內語言切換
  • 跨平台本地化
  • 快速國際化整合
  • 動態語言更新

主要特色

  • 基於地圖的翻譯儲存
  • 輕量且快速設定
  • 受 flutter_localizations 啟發
  • 支援所有主要平台
  • 用於語言處理的簡單 API
  • 內建回退機制

適合對象

  • 開發多語言應用程式的開發者
  • 需要快速實現國際化 (i18n) 的團隊
  • 需要動態語言變更的項目
  • 面向全球受眾的應用
  • 專注於快速部署的初創企業
  • 前端團隊管理翻譯

使用建議

  • 需要手動設定地圖資料
  • 有限的內建翻譯工具
  • 與外部來源無即時同步
  • 最適合靜態或半靜態內容
  • 大規模翻譯工作流程可能需要額外的工具
  • 並非開箱即用的完整國際化解決方案

原始 README

以下為關聯原始碼儲存庫的 README 原文快照,最新內容請造訪原始碼儲存庫。

Flutter Localization

Flutter Localization is a package used for in-app localization with Map data or JSON assets. It is designed to be easy and fast to implement. This package is inspired by the Flutter SDK flutter_localizations itself. Follow the steps below to use the package, or you can check out a small example project of the package.

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Breaking Changes

  • From version 0.3.0 onward, there is a major update that breaks the code in the initialize flow. Please re-check the Project Configuration section to see more detail of migration from version 0.2 to 0.3. Don't worry, there are only a few things to change and add.

How To Use

Prepare Language Source

From version 0.4.0 onward, we support 2 ways of language source (in-memory Map data and JSON asset file).

  • In-memory Map data: use more RAM but faster load time. Recommend for 3-5 languages support base on amount of content you have in each Map data.
  • JSON Asset file: use less RAM but slightly slower than in-memory Map data. Recommend for more than 5 languages support with large amount of content.
In-memory Map Data (Map<String, dynamic>)

Create a dart file which will contain all the Map data of the locale language your app need. You can change the file name, class name, and file path whatever you like. Example:

mixin AppLocale {
  static const String title = 'title';

  static const Map<String, dynamic> EN = {title: 'Localization'};
  static const Map<String, dynamic> KM = {title: 'ការធ្វើមូលដ្ឋានីយកម្ម'};
  static const Map<String, dynamic> JA = {title: 'ローカリゼーション'};
}
Asset File (JSON assets)

You can also store your translations in JSON files and load them via assets. Asset's path is not restricted but the file name is. You need to name the file follow your supported language code. For example, create assets/i18n/en.json:

{
  "title": "Localization"
}

Then declare the assets in your pubspec.yaml:

flutter:
  assets:
    - assets/i18n/en.json
    - assets/i18n/km.json
    - assets/i18n/ja.json

Project Configuration

  • Ensure plugin initialize. Update main function into async function, add WidgetsFlutterBinding.ensureInitialized() and await FlutterLocalization.instance.ensureInitialized() before runApp() function like below.
Future<void> main() async {
  WidgetsFlutterBinding.ensureInitialized();
  await FlutterLocalization.instance.ensureInitialized();
  runApp(const MyApp());
}
  • Initialize the FlutterLocalization object (this can be local or global, up to you)

final FlutterLocalization localization = FlutterLocalization.instance;
  • Provide the list of MapLocale or JsonLocale and startup language for the app. This has to be done only at the main.dart or the MaterialApp in your project.
@override
void initState() {
  super.initState();
  localization.onTranslatedLanguage = _onTranslatedLanguage;
  // Initialize with map-based
  _initializeLocalizationMapBased();
  // or JSON asset base on your language source 
  _initializeLocalizationJsonAsset();
  // make sure to use only 1 type of source
}

// The setState call here is required to rebuild the app after language changes.
void _onTranslatedLanguage(Locale? locale) {
  setState(() {});
}

void _initializeLocalizationMapBased() {
  localization.init(
    initLanguageCode: 'en',
    source: LocalizationSource.map,
    mapLocales: const [
      MapLocale('en', AppLocale.EN),
      MapLocale('km', AppLocale.KM),
      MapLocale('ja', AppLocale.JA),
    ],
  );
}

void _initializeLocalizationJsonAsset() {
  localization.init(
    initLanguageCode: 'en',
    source: LocalizationSource.jsonAsset,
    jsonLocales: const [
      JsonLocale('en', 'assets/i18n/en.json'),
      JsonLocale('km', 'assets/i18n/km.json'),
      JsonLocale('ja', 'assets/i18n/ja.json'),
    ],
  );
}
  • Add supportedLocales and localizationsDelegates to the MaterialApp
@override
Widget build(BuildContext context) {
  return MaterialApp(
    supportedLocales: localization.supportedLocales,
    localizationsDelegates: localization.localizationsDelegates,
    home: const SettingsScreen(),
  );
}
  • Call the translate() function anytime you want to translate the app and provide it with the language code
ElevatedButton(
  child: const Text('English'),
  onPressed: () {
    localization.translate('en');
  },
);
  • To display the value from the Map data, just use the getString() extension by providing the context (the AppLocale.title is the constant from mixin class above)
AppLocale.title.getString(context);

Extras

  • You also can get the language name too. If you don't specify the language code for the function, it will return the language name depend on the current app locale
localization.getLanguageName(languageCode: 'en');  // English
localization.getLanguageName(languageCode: 'km');  // ភាសាខ្មែរ
localization.getLanguageName(languageCode: 'ja');  // 日本語

localization.getLanguageName();  // get language name depend on current app locale
  • If you need to use locale identifier in some case, you can get it from the current locale. The identifier format is languageCode_scriptCode_countryCode. For scriptCode and countryCode are optional, this might return only the languageCode.
localization.currentLocale.localeIdentifier;

Some Update Note

Version 0.4.0
  • Added support for loading translations from JSON assets using the new JsonLocale model.
  • Introduced LocalizationSource enum to choose between LocalizationSource.map and LocalizationSource.jsonAsset.
Version 0.3.0

From version 0.3.0 onward, there is a major update that breaks the code in the initialize flow. Please re-check the README document at the beginning of the Project Configuration section to see more. The breaking change is related to:

  • Update main() function from void to Future<void> async for package ensureInitialized function
  • Call ensureInitialized() function to init the core functionality of the package
Version 0.1.13

Added Strings Util and Context Extension for helping with localization text that are dynamic base on language. Check the usage below or the example here.

  • As for Strings Util, it just formats string normally from the list of arguments to the full text string.
Strings.format('Hello %a, this is me %a.', ['Dara', 'Sopheak']);
// Result: Hello Dara, this is me Sopheak.
  • As for Context Extension, the full text and arguments you provide, will use to check and get data from the string source. If the result is null, it will return the key that use to get the resource string.
context.formatString('This is %a package, version %a.', [AppLocale.title, 'LATEST'])
// Result: This is Localization package, version LATEST.
Version 0.1.11

You can provide the font family in the MapLocale model at the init() function that can be from Assets or GoogleFonts package.

// font family from asset
MapLocale('en', AppLocale.EN, fontFamily: 'MuseoSans');

// or from GoogleFonts package
MapLocale('en', AppLocale.EN, fontFamily: GoogleFonts.lato().fontFamily);

Lastly, provide the font family to the MaterialApp's ThemeData

@override
Widget build(BuildContext context) {
    return MaterialApp(
        supportedLocales: localization.supportedLocales,
        localizationsDelegates: localization.localizationsDelegates,
        home: const SettingsScreen(),
        theme: ThemeData(fontFamily: localization.fontFamily),
    );
}

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