How to override current language used inside an app - ios

I've found testing localizations to be a slight pain since I have to go and change the device's language in order for the app to change.
How can I make my app "think" I changed my default language? I could then link that to a button or popover, but the actual changing of the language is the tricky part.

You can test the with any of the supported languages or regions by settings then in the option of the run target.
This fully described in Internationalization and Localization Guide

Related

How to set Base Localization & Development Language in Xcode 12(.5)?

I'm writing this question because a lot of information on Stackoverflow (and even Apple's developer website) about this topic is unfortunately partially outdated:
I want to support multiple languages in my Xcode 12.5/Swift 5/iOS 12.3+ app: German as the default language and English as a "fallback".
Currently the "Info" tab lists two "Localization" languages:
The "Localization" section of the File Inspector for both my Main.storyboard and LaunchScreen.storyboard file look like this (by default):
"Base" is checked and that's why the first screenshot shows 2 files for it.
The language in Info.plist is set to the following:
So far I haven't touched the actual localization settings yet and I've been using the same language for every label,... in XIB (which is probably saved in "Base").
According to Apple's old Localization Guide, "Base" is the default language that is used, as long as it's included in the user's language settings (so in my case: German). The "Developer Language" is the "fallback" language that is used if the user's language settings don't include the base language (in my case: English). This Q&A page also says:
If you adopt Base Localization, make sure that the value of
CFBundleDevelopmentRegion matches the language used by your content in
the Base.lproj folder.
... and in this guide enabling the base localization for "English - Development Language" for both storyboards adds 2 localized files to it, without actually adding another ("Base") localization to the list. As you can see on my first screenshot, "Base" and "Development" are separate list entries, which wasn't the case in earlier Xcode versions.
My first question is: Did I understand all of this correctly? It's a bit confusing that the quote sees "Base" and "Development Language" as the same thing, even though you can of course have a default language that isn't the "fallback" language.
The same Q&A I linked above also goes into detail about regional versions of a specific language:
If my app supports "German" (language code: "de") but the user's language settings only list e.g. Austrian German ("de_AT"), then the app is still going to set its own language to German. Let's say I want to use Swiss German (de_CH) as the default language but the user only picked Austrian German ("de_AT") in his settings, does this still work the same way? Should you rather set your app's default language to the regular non-regional language (German = "de") instead, even if the labels,... use e.g. Swiss German words?
How do I change the "Base" language to German (let's say, "de_CH") and also make it appear as that in the list, while using English ("en") as the "fallback"? I did find a similar question but unfortunately the steps described in the answer don't work the same way in Xcode 12.5. anymore.
What I wanted to achieve:
Support English but use German as the default language that is also used if the user's language settings don't include English or German.
How I achieved this in Xcode 12.5:
Add "German (de)" to the "Localizations" list via the little "+" button. In the new Choose files and reference language to create German localization pop-up every storyboard file should already be ticked by default. This adds .strings (German) localization files for all storyboards in the Project Navigator on the left:
In Main.storyboard's File Inspector tick the "English" box in the "Localization" section (this might take a while). This adds an additional Main.strings (English) file in the Project Navigator. Repeat this step for each storyboard, including the launch screen.
To change the "Development Language", which is the language the app uses by default and also if it doesn't support any of the languages the user set in their device's language settings, close Xcode, then open the project's .xcodeproj file with a text editor (I used BBEdit, which is free). There should be a list of files, including project.pbxproj. Open it and set developmentRegion (= development language) to the language code of the language that you added in step 1, so in my case "de". Do not use a different code (e.g. add "German (de)" but set it to "de_CH") because that's going to create an additional localization.
There are now two ways to finish this part of localization:
A. Leave it as is. Changes in storyboard aren't going to affect any of the .strings files. Advantage: The text can be edited directly (without using storyboard), which is useful if you aren't the person who's working on the translations. Disadvantage: You can't quickly see and test the changes to a translation in storyboard but have to run the app in the simulator or on an actual device.
B. Use the default language as "Base" language: Untick "German" for every storyboard and hit "Remove" in the pop-up, which removes the localizations in the list. This way changes to the storyboard affect the default language, which makes it easier to test changes.
I used version B:
Important:
These .strings files are only used for storyboards! If you also want to set localized text at runtime using NSLocalizedString (e.g. for an error dialog), then you have to add an additional Localizable.strings file (more details here):
File - New - File - Strings File - Call it Localizable.strings
Click "Localize" in its File Inspector and pick one of the languages you want to use in code.
Afterwards, also in the File Inspector, you can tick the other languages in the "Localization" section (including the development one).
Bonus infos:
You can change the app language of the simulator through the scheme:
Product - Scheme - Edit Scheme - Run (left side) - Options tab (right side) - App Language
You can also show a preview of the currently selected UIViewController and change its displayed language without starting a simulator:
Editor - Preview - In the new preview window on the right there's a button in the bottom right
Disclaimer: I found this solution by testing different things, as there's currently no tutorial for this (using the latest Xcode version). If this is not the "right" way to do localization, please post your own answer and I'll check it out.

How to switch language for one element of iOS-App?

My question:
How to switch language for one element of iOS-App ?
I have app with different languages locale there
function of switch locale (language) work fine.
but I can't to understand how to make function for my special element (button) that switched only part of my app to another language.
So I can't to find any information about right solution.
Any one please help
I don't think UIKit provides such a fine grained localization support (i.e., language per view). The current locale is an application wide setting, made available by Locale.current.
You may need to track such settings yourself and configure the desired views accordingly.

Change localizations of base storyboard to german swift xcode

I have an App which is nearly done and I only need to add localizations to it. The problem is that I have written it completely in German (because I am from Germany) and I don't have changed the development language. That means xCode thinks that everything I have done is written in English and not in German:
I have tried to set the CFBundleDevelopmentRegion to German and also to set the Localization native development region (in target) to german but nothing worked.
So my basic question is: I have an app written in German and how can I add an English and maybe other language support?
I was fighting with this for a long time but finally I think I found a solution for Xcode 7.
In general If you're developing language is different than English you have to make 2 things. After you create a new project in Xcode 7 quit Xcode and go to the terminal.
Edit the file in your project folder with your favorite text editor:
vi <your_project_name>.xcodeproj/project.pbxproj
Search for the key: knownRegions.
You should find something similar to:
knownRegions = (
pl,
Base,
);
Put your development language code on the first position. In general position is not important but I prefer that my native language be first. In Your case put there de. By default the first language in new project is en.
Next you should look for developmentRegion (in the same file) and change its value to “Polish" or whatever language you are using. In your case "Germany". What I noticed this makes Xcode to notice that your Development Language changes from English (default) to your language. After those changes save and exit text editor. Start the Xcode and point your eyes to Project -> Info tab. You should see something similar to this with Your native language set as Development Language.
Now open Info.plist. Edit the CFBundleDevelopmentRegion key and set its value to pl or de in your case.
Thats all. Now Your Base.lproj can contain resources in your native language. If you want a new Language just add it as usual.
Let me know if it working for you. I don't know how this little trick change your current project with existing translations but this is good point if you're starting new project.

IOS Localizations Global

Its been a couple of years since I worked on IOS, but now that I've created one with the latest Xcode 5.1 I see that there is a "Global" localization. I've always assumed that if the user has a localization that it is not supported by the app, that it will revert to the Localization native development region property in the info.plist.
Has this changed ? and what does the global do exactly ?
Global localization? Do you mean perhaps "Base localization"?
The question is really too broad to answer in the SO format. In short, however: base localization (coupled with auto layout) allows you to you use your reference language (usually your native language) in your storyboards and xibs. When you add a localization to your app, Xcode generates a strings file for all the text that is contained in each UI file.
Good starting point to read up on the new localization guidelines: Apple Developer Internationalization guide

How to detect localization on basis of Settings.bundle selection (Story board app)

I am working on an iOS app which is having combination of story board and Localization (based on two languages, i.e. English and Slovenian).
I have created the two folder (en.lproj and sl.lproj) for both the languages. Both are having InfoPlist.string and MainStoryboard.storyboard files. I also need to implement language selection through Settings.bundle.
I have created Settings.bundle and able to select language from my app settings inside device setting option.
Now my trouble points are :
How can I get the selected value on AppliactionDidBecomeActive which is being recently set by user from setting?
After getting this value, how can I load selected language folder (say en.lproj etc)
How can I get the Slovenian language option in device language settings?
My application will work on either by selecting device language or on selecting my NSBundle setting.
Please provide me suggestion on the basis of some code part or help me on any other way.
Thank you and waiting for good response.
1.
NSString * lan = [[NSLocale preferredLanguages] objectAtIndex:0];
NSLog(#"language :%#",lan);
Not sure I understand your question (should be automatic).
If Slovenian is not yet supported by iOs, there is no way you'll see in the language settings.
In short you'll probably need to add a language selection option in your app. and change the language manually (including for the storyboard) using the NSLocalizedStringFromTable function.
Hope this help

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