Internationalizing Flutter apps
- Setting up an internationalized app: the flutter_localizations package
- Advanced locale definition
- Tracking the locale: The Locale class and the Localizations widget
- Loading and retrieving localized values
- Using the bundled LocalizationsDelegates
- Defining a class for the app’s localized resources
- Specifying the app’s supportedLocales parameter
- An alternative class for the app’s localized resources
- Adding support for a new language
- Appendix: Using the Dart intl tools
- Appendix: Updating the iOS app bundle
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 February 2020,
this package supports 77 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,
GlobalCupertinoLocalizations.delegate,
],
supportedLocales: [
const Locale('en', ''), // English, no country code
const Locale('he', ''), // Hebrew, no country code
const Locale.fromSubtags(languageCode: 'zh'), // Chinese *See Advanced Locales below*
// ... other locales the app supports
],
// ...
)
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.
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:
// Full Chinese support for CN, TW, and HK
supportedLocales: [
const Locale.fromSubtags(languageCode: 'zh'), // generic Chinese 'zh'
const Locale.fromSubtags(languageCode: 'zh', scriptCode: 'Hans'), // generic simplified Chinese 'zh_Hans'
const Locale.fromSubtags(languageCode: 'zh', scriptCode: 'Hant'), // generic traditional Chinese 'zh_Hant'
const Locale.fromSubtags(languageCode: 'zh', scriptCode: 'Hans', countryCode: 'CN'), // 'zh_Hans_CN'
const Locale.fromSubtags(languageCode: 'zh', scriptCode: 'Hant', countryCode: 'TW'), // 'zh_Hant_TW'
const 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 will likely contain 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);
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 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,
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, no country code
const Locale('he', ''), // Hebrew, no country code
const Locale('zh', ''), // Chinese, no country code
// ... 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 February 2020, the global localization classes support 77 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 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 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.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.
Specifying the app’s supportedLocales parameter
Although Flutter’s flutter_localizations library includes support for 77 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 the minimal 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.
See the following for an example of how to add support for the Belarusian 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 Belarusian translations.
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 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 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 Belarusian 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 Belarusian 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.arbfromlib/main.dart:$ flutter pub run intl_translation:extract_to_arb --output-dir=lib/l10n lib/main.dartThe
intl_messages.arbfile 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.arbandintl_es.arb. These translations are created by you, the developer. -
With the app’s root directory as the current directory, generate
intl_messages_<locale>.dartfor eachintl_<locale>.arbfile 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_*.arbWindows does not support file name wildcarding. Instead, list the .arb files that were generated by the
intl_translation:extract_to_arbcommand.$ 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.arbThe
DemoLocalizationsclass uses the generatedinitializeMessages()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.

