This is a Kotlin MultiPlatform library that provides access to the resources on macOS, iOS, Android the JVM and JS/Browser with the support of the default system localization.
- Strings, Plurals, Images, Fonts, Files to access the corresponding resources from common code;
- Colors with light/dark mode support;
- StringDesc for lifecycle-aware access to resources and unified localization on both platforms;
- Static iOS frameworks support;
- Fat and XC frameworks support.
- Gradle version 6.8.3+
- Android API 16+
- iOS version 11.0+
root build.gradle
buildscript {
repositories {
gradlePluginPortal()
}
dependencies {
classpath "dev.icerock.moko:resources-generator:0.20.1"
}
}
allprojects {
repositories {
mavenCentral()
}
}
project build.gradle
apply plugin: "dev.icerock.mobile.multiplatform-resources"
dependencies {
commonMainApi("dev.icerock.moko:resources:0.20.1")
androidMainApi("dev.icerock.moko:resources-compose:0.20.1")
jvmMainApi("dev.icerock.moko:resources-compose:0.20.1")
commonTestImplementation("dev.icerock.moko:resources-test:0.20.1")
}
multiplatformResources {
multiplatformResourcesPackage = "org.example.library" // required
multiplatformResourcesClassName = "SharedRes" // optional, default MR
multiplatformResourcesVisibility = MRVisibility.Internal // optional, default Public
iosBaseLocalizationRegion = "en" // optional, default "en"
multiplatformResourcesSourceSet = "commonClientMain" // optional, default "commonMain"
}
To use toUIColor()
, toUIImage()
, desc()
and other iOS extensions from Swift - you should add export
declarations:
framework {
export("dev.icerock.moko:resources:0.20.1")
export("dev.icerock.moko:graphics:0.9.0") // toUIColor here
}
If your project includes a build type, for example staging
which isn't in moko-resources. That isn't an issue. Use matchingFallbacks to specify alternative matches for a given build type, as shown below
buildTypes {
staging {
initWith debug
matchingFallbacks = ['debug']
}
}
ios-app Info.plist:
<key>CFBundleLocalizations</key>
<array>
<string>en</string>
<string>ru</string>
</array>
in array should be added all used languages.
JS/Browser generates json files which is included in webpack by default. For more details about JS see this example
If project configured with static framework output (for example by org.jetbrains.kotlin.native.cocoapods
plugin)
in Xcode project should be added Build Phase
(at end of list) with script:
"$SRCROOT/../gradlew" -p "$SRCROOT/../" :yourframeworkproject:copyFrameworkResourcesToApp \
-Pmoko.resources.PLATFORM_NAME=$PLATFORM_NAME \
-Pmoko.resources.CONFIGURATION=$CONFIGURATION \
-Pmoko.resources.BUILT_PRODUCTS_DIR=$BUILT_PRODUCTS_DIR \
-Pmoko.resources.CONTENTS_FOLDER_PATH=$CONTENTS_FOLDER_PATH
Please replace :yourframeworkproject
to kotlin project gradle path, and set correct relative path ($SRCROOT/../
in example).
This phase will copy resources into application, because static frameworks can't have resources.
To disable warnings about static framework in gradle set flag:
multiplatformResources {
disableStaticFrameworkWarning = true
}
When you use org.jetbrains.kotlin.native.cocoapods
plugin and also kotlin module depends to Pods -
you also need to pass extra properties:
"$SRCROOT/../gradlew" -p "$SRCROOT/../" :shared:copyFrameworkResourcesToApp \
-Pmoko.resources.PLATFORM_NAME=$PLATFORM_NAME \
-Pmoko.resources.CONFIGURATION=$CONFIGURATION \
-Pmoko.resources.BUILT_PRODUCTS_DIR=$BUILT_PRODUCTS_DIR \
-Pmoko.resources.CONTENTS_FOLDER_PATH=$CONTENTS_FOLDER_PATH\
-Pkotlin.native.cocoapods.platform=$PLATFORM_NAME \
-Pkotlin.native.cocoapods.archs="$ARCHS" \
-Pkotlin.native.cocoapods.configuration=$CONFIGURATION
When you use executable
kotlin target you should add custom build phase to xcode, after kotlin
compilation:
"$SRCROOT/../gradlew" -p "$SRCROOT/../" :shared:copyResourcesDebugExecutableIosSimulatorArm64 \
-Pmoko.resources.BUILT_PRODUCTS_DIR=$BUILT_PRODUCTS_DIR \
-Pmoko.resources.CONTENTS_FOLDER_PATH=$CONTENTS_FOLDER_PATH
copyResourcesDebugExecutableIosSimulatorArm64
should be configured depends on target.
Configured sample you can see in sample/ios-app
- TestKotlinApp
target
The first step is a create a file strings.xml
in commonMain/resources/MR/base
with the following content:
<?xml version="1.0" encoding="UTF-8" ?>
<resources>
<string name="my_string">My default localization string</string>
</resources>
Next - create a file strings.xml
with localized strings in commonMain/resource/MR/<languageCode>
. Here's an example of creating commonMain/resource/MR/ru
for a Russian localization:
<?xml version="1.0" encoding="UTF-8" ?>
<resources>
<string name="my_string">Моя строка локализации по умолчанию</string>
</resources>
After adding the resources we can call a gradle sync or execute a gradle task generateMRcommonMain
. This will generate a MR
class containing MR.strings.my_string
, which we can use in commonMain
:
fun getMyString(): StringDesc {
return StringDesc.Resource(MR.strings.my_string)
}
After this we can use our functions on the platform side:
Android:
val string = getMyString().toString(context = this)
iOS:
let string = getMyString().localized()
JS:
val strings = MR.stringsLoader.getOrLoad() // loading localization from a remote file
val string = getMyString().localized(strings)
Note: StringDesc
is a multiple-source container for Strings: in StringDesc we can use a resource, plurals, formatted variants, or raw string. To convert StringDesc
to String
on Android call toString(context)
(a context is required for the resources usage), on iOS - call localized()
.
Android:
val string = MR.strings.my_string.desc().toString(context = this)
iOS:
let string = MR.strings().my_string.desc().localized()
Android:
val resId = MR.strings.my_string.resourceId
for example in Compose:
text = stringResource(id = MR.strings.email.resourceId)
iOS:
LocalizedStringKey(MR.strings().email.resourceId)
Note: more info in issue #126.
In commonMain/resources/MR/base/strings.xml
add:
<?xml version="1.0" encoding="UTF-8" ?>
<resources>
<string name="my_string_formatted">My format \'%s\'</string>
</resources>
Then add the localized values for other languages like in example #1.
Now create the following function in commonMain
:
fun getMyFormatDesc(input: String): StringDesc {
return StringDesc.ResourceFormatted(MR.strings.my_string_formatted, input)
}
To create formatted strings from resources you can also use extension format
:
fun getMyFormatDesc(input: String): StringDesc {
return MR.strings.my_string_formatted.format(input)
}
Now add support on the platform side like in example #1:
Android:
val string = getMyFormatDesc("hello").toString(context = this)
iOS:
let string = getMyFormatDesc(input: "hello").localized()
Warning: Do no mix positioned placeholders with unpositioned ones within a string, as this may lead to different behaviour on different platforms. Stick to one style for each string.
The first step is to create a file plurals.xml
in commonMain/resources/MR/base
with the following content:
<?xml version="1.0" encoding="UTF-8" ?>
<resources>
<plural name="my_plural">
<item quantity="zero">zero</item>
<item quantity="one">one</item>
<item quantity="two">two</item>
<item quantity="few">few</item>
<item quantity="many">many</item>
<item quantity="other">other</item>
</plural>
</resources>
Then add the localized values for other languages like in example #1.
Next, create a function in commonMain
:
fun getMyPluralDesc(quantity: Int): StringDesc {
return StringDesc.Plural(MR.plurals.my_plural, quantity)
}
Now add support on the platform side like in example #1:
Android:
val string = getMyPluralDesc(10).toString(context = this)
iOS:
let string = getMyPluralDesc(quantity: 10).localized()
The first step is to create file plurals.xml
in commonMain/resources/MR/base
with the following content:
<?xml version="1.0" encoding="UTF-8" ?>
<resources>
<plural name="my_plural">
<item quantity="zero">no items</item>
<item quantity="one">%d item</item>
<item quantity="two">%d items</item>
<item quantity="few">%d items</item>
<item quantity="many">%d items</item>
<item quantity="other">%d items</item>
</plural>
</resources>
Then add the localized values for other languages like in example #1.
Next, create a function in commonMain
:
fun getMyPluralFormattedDesc(quantity: Int): StringDesc {
// we pass quantity as selector for correct plural string and for pass quantity as argument for formatting
return StringDesc.PluralFormatted(MR.plurals.my_plural, quantity, quantity)
}
To create formatted plural strings from resources you can also use extension format
:
fun getMyPluralFormattedDesc(quantity: Int): StringDesc {
// we pass quantity as selector for correct plural string and for pass quantity as argument for formatting
return MR.plurals.my_plural.format(quantity, quantity)
}
And like in example #1, add the platform-side support:
Android:
val string = getMyPluralFormattedDesc(10).toString(context = this)
iOS:
let string = getMyPluralFormattedDesc(quantity: 10).localized()
If we already use some resources as a placeholder value, we can use StringDesc
to change the string source:
fun getUserName(user: User?): StringDesc {
if(user != null) {
return StringDesc.Raw(user.name)
} else {
return StringDesc.Resource(MR.strings.name_placeholder)
}
}
And just like in example 1 usage on platform side:
Android:
val string1 = getUserName(user).toString(context = this) // we got name from User model
val string2 = getUserName(null).toString(context = this) // we got name_placeholder from resources
iOS:
let string1 = getUserName(user: user).localized() // we got name from User model
let string2 = getUserName(user: null).localized() // we got name_placeholder from resources
You can force StringDesc
to use preferred localization in common code:
StringDesc.localeType = StringDesc.LocaleType.Custom("es")
and return to system behaviour (when localization depends on device settings):
StringDesc.localeType = StringDesc.LocaleType.System()
Image resources directory is commonMain/resources/MR/images
with support of nested directories.
Image name should be end with one of:
@0.75x
- android ldpi;@1x
- android mdpi, ios 1x;@1.5x
- android hdpi;@2x
- android xhdpi, ios 2x;@3x
- android xxhdpi, ios 3x;@4x
- android xxxhdpi. Supportedpng
andjpg
resources for now.
If we add to commonMain/resources/MR/images
files:
home_black_18@1x.png
home_black_18@2x.png
We got autogenerated MR.images.home_black_18
ImageResource
in code, that we can use:
- Android:
imageView.setImageResource(image.drawableResId)
- iOS:
imageView.image = image.toUIImage()
You can get images by their name too
in commonMain
create a Resources.kt
file with the content below
fun getImageByFileName(name: String): ImageResource {
val fallbackImage = MR.images.transparent
return MR.images.getImageByFileName(name) ?: fallbackImage
}
- Android:
imageView.setImageResource(getDrawableByFileName("image_name"))
- iOS:
imageView.image = ResourcesKt.getDrawableByFileName(name: "image_name").toUIImage()!
Fonts resources directory is commonMain/resources/MR/fonts
.
Font name should be this pattern: <fontFamily>-<fontStyle>
like:
Raleway-Bold.ttf
Raleway-Regular.ttf
Raleway-Italic.ttf
Supportsttf
andotf
resources.
If we add to commonMain/resources/MR/fonts
files:
Raleway-Bold.ttf
Raleway-Regular.ttf
Raleway-Italic.ttf
We got autogenerated MR.fonts.Raleway.italic
, MR.fonts.Raleway.regular
, MR.fonts.Raleway.bold
FontResource
in code, that we can use:
- Android:
textView.typeface = font.getTypeface(context = this)
- iOS:
textView.font = font.uiFont(withSize: 14.0)
Colors resources directory is commonMain/resources/MR/colors
.
Colors files is xml
with format:
<?xml version="1.0" encoding="utf-8"?>
<resources>
<!-- format: #RRGGBB[AA] or 0xRRGGBB[AA] or RRGGBB[AA] where [AA] - optional -->
<color name="valueColor">#B02743FF</color>
<color name="referenceColor">@color/valueColor</color>
<color name="themedColor">
<light>0xB92743FF</light>
<dark>7CCFEEFF</dark>
</color>
<color name="themedReferenceColor">
<light>@color/valueColor</light>
<dark>@color/referenceColor</dark>
</color>
</resources>
If you want use one color without light/dark theme selection:
<color name="valueColor">#B02743FF</color>
If you want use value of other color - use references:
<color name="referenceColor">@color/valueColor</color>
If you want different colors in light/dark themes:
<color name="themedColor">
<light>0xB92743FF</light>
<dark>7CCFEEFF</dark>
</color>
Also themed colors can be referenced too:
<color name="themedReferenceColor">
<light>@color/valueColor</light>
<dark>@color/referenceColor</dark>
</color>
Colors available in common code insode MR.colors.**
as ColorResource
.
ColorResource
can be ColorResource.Single
- simple color without theme selection.
And can be ColorResource.Themed
with colors for each mode.
You can read colors value from common code:
val color: Color = MR.colors.valueColor.color
but if you use ColorResource.Themed
you can get current theme color only from platfrom side.
Android:
val color: Color = MR.colors.valueColor.getColor(context = this)
iOS:
val color: UIColor = MR.colors.valueColor.getColor(UIScreen.main.traitCollection.userInterfaceStyle)
// If your SwiftUI View can not handle the run time dark/light mode changes for colors
// add this line on top of the View it will make it aware of dark/light mode changes
@Environment(\.colorScheme) var colorScheme
You can get Color from resource on IOS with toUIColor For use it you should export moko-resources library to IOS
framework {
export(libs.mokoResources)
}
The first step is a create a resource file test.txt
for example, in commonMain/resources/MR/files
After gradle sync we can get file by id MR.files.test
Moko-resources has out of box implementation function for read text files from common code - readText()
Usage on Android:
val text = MR.files.test.getText(context = this)
Usage on Apple:
val text = MR.files.test.readText()
If you want to read files not as text, add your own implementation to expect/actual FileResource
Assets allow you save directories hierarchy (in files structure is plain). Locate files
to commonMain/resources/MR/assets
and access to it by MR.assets.*
Just
use FatFrameworkTask
from kotlin plugin
.
Just
use XCFramework
from kotlin plugin
.
But if you use static frameworks required additional setup - add to Xcode build phase (at end):
"$SRCROOT/../gradlew" -p "$SRCROOT/../" :shared:copyResourcesMPLReleaseXCFrameworkToApp \
-Pmoko.resources.BUILT_PRODUCTS_DIR=$BUILT_PRODUCTS_DIR \
-Pmoko.resources.CONTENTS_FOLDER_PATH=$CONTENTS_FOLDER_PATH
Details you can check in sample TestStaticXCFramework in ios-app. In this sample used mpp-hierarhical kotlin module with XCFramework.
Please see more examples in the sample directory.
Sample mpp-hierarhical
contains usage of org.jetbrains.kotlin.native.cocoapods
plugin and unit
tests with resources usage.
Jvm-sample
to run it you should use IntelliJ IDEA.
macOS-sample
it contains two schemes. TestProj is the sample app and TestHierarchical is a
splash-screen.
android-sample
TestHierarchical creates two launchers, the first one starts the sample-app at
once, the second one allows to choose language before starting the sample.
- The resources directory contains the
resources
library; - The gradle-plugin directory contains a gradle plugin with a
MR
class generator; - The sample directory contains sample apps for Android and iOS; plus the mpp-library connected to the apps.
All development (both new features and bug fixes) is performed in the develop
branch. This way master
always contains the sources of the most recently released version. Please send PRs with bug fixes to the develop
branch. Documentation fixes in the markdown files are an exception to this rule. They are updated directly in master
.
The develop
branch is pushed to master
on release.
For more details on contributing please see the contributing guide.
Copyright 2019 IceRock MAG Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.