Showing posts with label iOS6. Show all posts
Showing posts with label iOS6. Show all posts

Thursday, 3 January 2013

Localizing iOS6 Storyboards with MonoTouch

Localization and internationalization of XIB and Storyboard files has historically been a very manual process. Typically these file types would be duplicated in each 'language directory' (*.lproj) and then the text and layout tweaked independently by each translator. Changes to the actual Storyboard or XIBs would need to be manually propagated across all the 'language copies'.

In iOS6 Apple introduced a new concept - Base Localization - which you can read about in their documentation on Internationalizing Your App. Your project can contain a 'special' Base.lproj directory where the Storyboard files are located, and then a corresponding *.strings file (whose filename matches the Storyboard's) in each language directory with the translations.

There is a small sample showing how this works with MonoTouch - TaskyL10nStoryboard on github. There is no IDE support currently, but you can easily create the Base.lproj directory manually in MonoDevelop and everything works as expected. Here's a screenshot of the project structure:

then inside the Storyboard itself you need to identify the controls you wish to localize. Click on a control to discover its Object ID, and shown in this screenshot:

Using the Object IDs from the Storyboard file, we can translate the display values for various properties (including text, placeholders and others) in the MainStoryboard.strings file in each language directory, like this:
"SXg-TT-IwM.placeholder" = "nombre de la tarea";
"Pqa-aa-ury.placeholder"= "otra información de tarea";
"zwR-D9-hM1.text" = "Detalles de la tarea";
"bAM-2j-Rzw.text" = "Notas";
"NF3-h8-xmR.text" = "Completo";
"MWt-Ya-pMf.normalTitle" = "Guardar";
"IGr-pR-05L.normalTitle" = "Eliminar";
Using the Object ID and property as the localization key is quite different to Apple's previous guidance on localization, where the key is typically the base-language's actual displayable value.

Here's the localized Storyboard, in Japanese:


What about layout?
Strings can often be very different lengths in different languages. When you used a different Storyboard or XIB for each language then the control sizes could be manually adjusted to fit. When using Base Localization you should use Apple's new constraint-based layout to handle these size differences.

What about iOS5 and earlier?
This method only works on iOS6. To localize text on earlier versions of iOS you will have to duplicate your Storyboards and XIBs for each language, or create outlets for all the controls and set their localized text values in code using NSBundle.MainBundle.LocalizedString().
There is another localized sample - TaskyL10n - which shows how to localize text elements directly and uses MonoTouch.Dialog.

Sunday, 23 September 2012

iOS 6 UIRefreshControl with MonoTouch

Another cute little new feature of iOS 6 is the built-in pull-to-refresh control - UIRefreshControl. It is really simple to wire up with Xamarin on a regular UITableViewController or with MonoTouch.Dialog.

In case you're unfamiliar with it, this is how the new control looks:

To implement:

  • Assign the RefreshControl property of a UITableViewController to a new instance of the control, eg. RefreshControl = new UIRefreshControl();
  • Create a handler for the control's ValueChanged event, eg RefreshControl.ValueChanged += HandleValueChanged;. In this handler your code will do whatever is required to refresh the data when the user pulls down enough to trigger the event.
  • In HandleValueChanged code, once you have refreshed the table, call the EndRefreshing method of the control to stop it spinning. Your refresh code was probably not running on the main thread, in which case you'll probably want to use InvokeOnMainThread like this: InvokeOnMainThread (() => {RefreshControl.EndRefreshing (); });

There are additional features you may use:

  • BeginRefreshing - call this method from your code if you start a refresh operation from code (eg. on a timer or in response to some other event). This sets the UI of the control to indicate there is already a refresh in progress.
  • Refreshing - whether there is already a refresh in progress.
  • AttributedTitle - optional text that appears under the refresh control.
  • TintColor - customize the appearance of the control to match your application's theme.

Refer to Apple's UIRefreshControl doc for additional info.

UPDATE: What about iOS 5?

This above example will not work on earlier versions of iOS - the UIRefreshControl class does not exist, nor does the RefreshControl property on UITableViewController. To get around this problem, the following code does a system check and falls back to an old-fashioned navbarbutton in earlier versions of iOS:

if (UIDevice.CurrentDevice.CheckSystemVersion (6,0)) {
    // UIRefreshControl iOS6
    RefreshControl = new UIRefreshControl();
    RefreshControl.ValueChanged += (sender, e) => { Refresh(); };
} else {
    // old style refresh button
    NavigationItem.SetRightBarButtonItem (new UIBarButtonItem (UIBarButtonSystemItem.Refresh), false);
    NavigationItem.RightBarButtonItem.Clicked += (sender, e) => { Refresh(); };
}

The Refresh method should contain the code that actually gets new data and updates the UITableView. That method should contain a similar if (CheckSystemVersion(6,0)) clause that wraps the call to the RefreshControl.EndRefreshing method on the main thread. Users on older operating systems will see this:

Wednesday, 19 September 2012

iOS 6 released, supported by Xamarin

It would be hard to miss the news that Apple is launching their new iPhone 5 this week, and has also released the final version of iOS 6. What's also great is that Xamarin supports iOS 6 too, on release day! There's already plenty of documentation, using C# with StoreKit, PassKit, EventKit, UIKit changes and more.

Of course there are heaps of little additions as well as those big ones, including a raft of new Core Image Filters to play with. For those working on the next Instagram (isn't everyone ;-), here's a preview of a couple of them:


(Posterize, Bloom, Invert, Perspective and Vortex)

For more information, review the Introduction to CoreImage in iOS 5 and the additional sample code for iOS 6. You might also like Apple's CoreImage Filter Reference.