Trying to set the paragraph styles for an NSTextView. Am I doing something wrong here, or putting the code in the wrong place perhaps..?
I have this code in the subclass of my NSTextView.
This does not affect my text view in any way:
class EditorTextView: NSTextView {
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
// to do
}
override func awakeFromNib() {
var parastyle:NSMutableParagraphStyle = NSMutableParagraphStyle()
parastyle.lineSpacing = 20
self.defaultParagraphStyle = parastyle
}
}
Expected result:
When I start typing into the text view, these styles should have been implemented, unless manually overridden by the user via in app formatting menu items.
Edit: Oh I see. I must apply the styles to the attributed string in text storage, right after the above :
var storagerange = self.attributedString().length
self.textStorage?.addAttribute(NSParagraphStyleAttributeName, value: parastyle, range: NSMakeRange(0, storagerange))
Related
Everyone discussed about how to get rid of the blue outline during right click... but me.
Instead, I'm trying to display the blue outline.
I didn't get any outline when I right clicked my outline view row. The menu appeared but the outline wasn't. You can see that the blue outline is not visible in this picture below:
Below is what I'm trying to achieve.
Update
This is how I implemented the NSMenu. I subclassed the NSOutlineView and made a new protocol to override NSOutlineViewDelegate.
This idea was to make it simple by letting the NSOutlineView ask the NSMenu for each item, so we can implement different menu for each item. It works but the blue outline view doesn't show up during right click.
KRMenuOutlineView.swift
import Cocoa
#objc protocol KRMenuOutlineViewDelegate: NSOutlineViewDelegate {
// This method will ask NSMenu for each item in outline view
func outlineView(_ outlineView: KRMenuOutlineView, menuFor item: Any, event: NSEvent) -> NSMenu?
}
class KRMenuOutlineView: NSOutlineView {
override var delegate: NSOutlineViewDelegate? {
didSet {
if let newValue = delegate {
/*
* Swift doesn't support overriding inherited properties with different type
* like Objective C Does, therefore we need internal delegate.
*/
internalDelegate = unsafeBitCast(newValue, to: KRMenuOutlineViewDelegate.self)
} else {
internalDelegate = nil
}
}
}
private var internalDelegate: KRMenuOutlineViewDelegate?
override func menu(for event: NSEvent) -> NSMenu? {
let point = self.convert(event.locationInWindow, from: nil)
if let item = self.item(atRow: self.row(at: point)) {
return self.internalDelegate?.outlineView(self, menuFor: item, event: event)
}
return super.menu(for: event)
}
}
Then, I use it in my view controller like this:
KRTreeViewController.swift
extension KRTreeViewController: KRMenuOutlineViewDelegate {
func outlineView(_ outlineView: KRMenuOutlineView, menuFor item: Any, event: NSEvent) -> NSMenu? {
let menu = NSMenu(title: "Contextual Menu")
menu.delegate = self
let key = String(utf16CodeUnits: [unichar(NSBackspaceCharacter)], count: 1) as String
let deleteMenuItem = menu.addItem(withTitle: "Delete",
action: #selector(didClickMenuItem(_:)),
keyEquivalent: key)
deleteMenuItem.representedObject = myItem
deleteMenuItem.target = self
return menu
}
#objc fileprivate func didClickMenuItem(_ menuItem: NSMenuItem) {
// ...
}
}
How to properly show a context menu:
If you have created your menu using a storyboard:
First, go to the storyboard and add the menu to the viewController that contains the outlineView.
Then make it an #IBOutlet so you can reference it later.
In a method like viewDidLoad(), add the menu to the outlineView by calling
outlineView.menu = myMenu
where myMenu can either be the one you created in Interface Builder or in code.
You can run the app now and should see the blue outline around the cell.
The problem now is that you don't know which cell the user has clicked.
To fix this, set yourself as the delegate of myMenu and adopt the NSMenuDelegate protocol.
func menuNeedsUpdate(_ menu: NSMenu) {
let row = self.outlineView.clickedRow
guard row != -1 else { return }
for item in menu.items {
item.representedObject = row
}
}
Here you can do whatever you need. This implementation sets the rowIndex as the representedObject of each menu item. Keep in mind that this only works on static outlineViews (ones that don't change in the background) and menus which only go one level deep.
You could also store the index or object represented by the cell (if the outlineView is not static) in a local variable.
Finder and Notes have a peculiar behaviour that I am seeking to reproduce. The ‘flexible space’ in the NSToolbar seems to take the dimensions of the split view into account. For instance, the first group of buttons aligns on the left side with the right side of the sidebar. The second group of icons aligns with the right side of the first column. When I widen the sidebar, the toolbar items move along with it.
Is it possible to reproduce this?
Solution
With the solution provided by #KenThomases, I have implemented this as follows:
final class MainWindowController: NSWindowController {
override func windowDidLoad() {
super.windowDidLoad()
window?.toolbar?.delegate = self
// Make sure that tracking is enabled when the toolbar is completed
DispatchQueue.main.async {
self.trackSplitViewForFirstFlexibleToolbarItem()
}
}
}
extension MainWindowController: NSToolbarDelegate {
func toolbarWillAddItem(_ notification: Notification) {
// Make sure that tracking is evaluated only after the item was added
DispatchQueue.main.async {
self.trackSplitViewForFirstFlexibleToolbarItem()
}
}
func toolbarDidRemoveItem(_ notification: Notification) {
trackSplitViewForFirstFlexibleToolbarItem()
}
/// - Warning: This is a private Apple method and may break in the future.
func toolbarDidReorderItem(_ notification: Notification) {
trackSplitViewForFirstFlexibleToolbarItem()
}
/// - Warning: This method uses private Apple methods that may break in the future.
fileprivate func trackSplitViewForFirstFlexibleToolbarItem() {
guard var toolbarItems = self.window?.toolbar?.items, let splitView = (contentViewController as? NSSplitViewController)?.splitView else {
return
}
// Add tracking to the first flexible space and remove it from the group
if let firstFlexibleToolbarItem = toolbarItems.first, firstFlexibleToolbarItem.itemIdentifier == NSToolbarFlexibleSpaceItemIdentifier {
_ = firstFlexibleToolbarItem.perform(Selector(("setTrackedSplitView:")), with: splitView)
toolbarItems.removeFirst()
}
// Remove tracking from other flexible spaces
for flexibleToolbarItem in toolbarItems.filter({ $0.itemIdentifier == NSToolbarFlexibleSpaceItemIdentifier }) {
_ = flexibleToolbarItem.perform(Selector(("setTrackedSplitView:")), with: nil)
}
}
}
When using macOS 11 or newer, you can insert NSTrackingSeparatorToolbarItem items to the toolbar, which will split up your toolbar in sections, aligned with the dividers of a NSSplitView object.
This example adds the new separator items to a toolbar that already contains the rest of the buttons, configured in Interface Builder or in code. The target splitview concerns a standard configuration of 3 splitviews, including a sidebar panel.
class WindowController: NSWindowController, NSToolbarDelegate {
let mainPanelSeparatorIdentifier = NSToolbarItem.Identifier(rawValue: "MainPanel")
override func windowDidLoad() {
super.windowDidLoad()
self.window?.toolbar?.delegate = self
// Calling the inserts async gives more time to bind with the split viewer, and prevents crashes
DispatchQueue.main.async {
// The .sidebarTrackingSeparator is a built-in tracking separator which always aligns with the sidebar splitview
self.window?.toolbar?.insertItem(withItemIdentifier: .sidebarTrackingSeparator, at: 0)
// Example of a custom mainPanelSeparatorIdentifier
// Index at '3' means that there are 3 toolbar items at the left side
// of this separator, including the first tracking separator
self.window?.toolbar?.insertItem(withItemIdentifier: mainPanelSeparatorIdentifier at: 3)
}
}
func toolbar(_ toolbar: NSToolbar, itemForItemIdentifier itemIdentifier: NSToolbarItem.Identifier, willBeInsertedIntoToolbar flag: Bool) -> NSToolbarItem? {
if let splitView = (self.contentViewController as? NSSplitViewController)?.splitView {
// You must implement this for custom separator identifiers, to connect the separator with a split view divider
if itemIdentifier == mainPanelSeparatorIdentifier {
return NSTrackingSeparatorToolbarItem(identifier: itemIdentifier, splitView: splitView, dividerIndex: 1)
}
}
return nil
}
}
If you want to add an extra separator, for example for an Inspector panel, simply insert an additional toolbar item identifier to the toolbar, and assign an extra NSTrackingSeparatorToolbarItem to another divider in the itemForItemIdentifier delegate function.
You can do this with Apple-private methods, although that's not allowed in the App Store.
There's a private method, -setTrackedSplitView:, on NSToolbarItem. It takes an NSSplitView* as its parameter. You need to call it on the flexible-space toolbar item that you want to track a split view and pass it the split view it should track. To protect yourself against Apple removing the method, you should check if NSToolbarItem responds to the method before trying to use it.
Since the user can customize and re-order the toolbar, you generally need to enumerate the window's toolbar's items. For the first one whose identifier is NSToolbarFlexibleSpaceItemIdentifier, you set the split view it should track. For all other flexible-space items, you clear (set to nil) the split view to track. You need to do that when the window is first set up and again in the toolbar delegate's -toolbarWillAddItem: and -toolbarDidRemoveItem: methods. There's also another undocumented delegate method, -toolbarDidReorderItem:, where I've found it useful to update the toolbar.
I trying to change Cancel button color in UISearchBar implemented with UISearchController (iOS 8 and greater). This is a code I use:
if self.resultSearchController.active {
for subView in self.resultSearchController.searchBar.subviews {
for subsubView in subView.subviews {
if subsubView.isKindOfClass(UIButton) {
subsubView.tintColor = UIColor.whiteColor()
}
}
}
}
If I paste it in viewDidLoad, it doesn't work, cause I think Cancel button initialize only when SearchController becomes Active.
If I paste code in viewDidLayoutSubviews everything work great, but I'm not sure its a correct way.
So, where I should put this code in TableViewController?
Also, I don't understand, how I can receive notification in my TableViewController that SearchController becomes inactive. In other words where I should put code like this:
if self.resultSearchController.active == false {
//Do something
}
First you should insert delegate methods :-
class HomeViewController: UIViewController,UISearchResultsUpdating, UISearchBarDelegate {
var searchController: UISearchController!
override func viewDidLoad() {
super.viewDidLoad()
searchController = UISearchController(searchResultsController: nil)
searchController.searchResultsUpdater = self
searchController.dimsBackgroundDuringPresentation = false
searchController.searchBar.placeholder = "Search here..."
searchController.searchBar.delegate = self
searchController.searchBar.sizeToFit()
searchController.hidesNavigationBarDuringPresentation = true
tableView.tableHeaderView = searchController.searchBar
searchController.searchBar.tintColor = UIColor.whiteColor()
}
func searchBarTextDidBeginEditing(searchBar: UISearchBar) {
}
func searchBarCancelButtonClicked(searchBar: UISearchBar) {
}
func searchBarSearchButtonClicked(searchBar: UISearchBar) {
}
func updateSearchResultsForSearchController(searchController: UISearchController) {
}
}
then used delegate methods and change cancel button colors and thing what you want
You can try this in AppDelegate's didFinishLaunchWithOptions:.
UIBarButtonItem.appearanceWhenContainedInInstancesOfClasses([UISearchBar.self]).tintColor = UIColor.whiteColor()
PS: This is a generic method and would affect UIBarButtonItem in UISearchBar across app.
Swift 4.2, 4.0+ An answer is added here for a custom search bar that can be customized as below,
You can check the usage of SearchBar class.
I have a NSWindow, on which i apply this:
window.styleMask = window.styleMask | NSFullSizeContentViewWindowMask
window.titleVisibility = NSWindowTitleVisibility.Hidden;
window.titlebarAppearsTransparent = true;
I then add a NSView behind the titlebar to simulate a bigger one.
Now it looks like this:
I want to be able to move the window, by dragging the light-blue view. I have already tried to subclass NSView and always returning true for mouseDownCanMoveWindow using this code:
class LSViewD: NSView {
override var mouseDownCanMoveWindow:Bool {
get {
return true
}
}
}
This didn't work.
After some googling i found this INAppStoreWindow on GitHub. However it doesn't support OS X versions over 10.9, so it's completely useless for me.
Edit1
This is how it looks in the Interface Builder.
How can i move the window, by dragging on this NSView?
None of the answers here worked for me. They all either don't work at all, or make the whole window draggable (note that OP is not asking for this).
Here's how to actually achieve this:
To make a NSView control the window with it's drag events, simply subclass it and override the mouseDown as such:
class WindowDragView: NSView {
override public func mouseDown(with event: NSEvent) {
window?.performDrag(with: event)
}
}
That's it. The mouseDown function will transfer further event tracking to it's parent window.
No need for window masks, isMovableByWindowBackground or mouseDownCanMoveWindow.
Try setting the window's movableByWindowBackground property to true.
There are two ways to do this. The first one would be to set the NSTexturedBackgroundWindowMask as well as the windows background color to the one of your view. This should work.
Otherwise you can take a look at this Sample Code
I somehow managed to solve my problem, i don't really know how, but here are some screenshots.
In the AppDelegate file where i edit the properties of my window, i added an IBOutlet of my contentView. This IBOutlet is a subclass of NSView, in which i've overriden the variable mouseDownCanMoveWindow so it always returns false.
I tried this before in only one file, but it didn't work. This however solved the problem.
Thanks to Ken Thomases and Max for leading me into the right direction.
Swift3.0 Version
override func viewDidAppear() {
//for hide the TitleBar
self.view.window?.styleMask = .borderless
self.view.window?.titlebarAppearsTransparent = true
self.view.window?.titleVisibility = .hidden
//for Window movable with NSView
self.view.window?.isMovableByWindowBackground = true
}
Swift 3:
I needed this but dynamically. It's a little long but well worth it (IMHO).
So I decided to enable this only while the command key is down. This is achieved by registering a local key handler in the delegate:
// MARK:- Local key monitor
var localKeyDownMonitor : Any? = nil
var commandKeyDown : Bool = false {
didSet {
let notif = Notification(name: Notification.Name(rawValue: "commandKeyDown"),
object: NSNumber(booleanLiteral: commandKeyDown))
NotificationCenter.default.post(notif)
}
}
func keyDownMonitor(event: NSEvent) -> Bool {
switch event.modifierFlags.intersection(.deviceIndependentFlagsMask) {
case [.command]:
self.commandKeyDown = true
return true
default:
self.commandKeyDown = false
return false
}
}
which is enabled within the delegate startup:
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Watch local keys for window movenment, etc.
localKeyDownMonitor = NSEvent.addLocalMonitorForEvents(matching: NSEventMask.flagsChanged) { (event) -> NSEvent? in
return self.keyDownMonitor(event: event) ? nil : event
}
}
and its removal
func applicationWillTerminate(_ aNotification: Notification) {
// Forget key down monitoring
NSEvent.removeMonitor(localKeyDownMonitor!)
}
Note that when the commandKeyDown value is changed by the key down handler. This value change is caught by the didset{} to post a notification. This notification is registered by any view you wish to have its window so moved - i.e., in the view delegate
override func viewDidLoad() {
super.viewDidLoad()
// Watch command key changes
NotificationCenter.default.addObserver(
self,
selector: #selector(ViewController.commandKeyDown(_:)),
name: NSNotification.Name(rawValue: "commandKeyDown"),
object: nil)
}
and discarded when the viewWillDisappear() (delegate) or the window controller windowShouldClose(); add this
<your-view>.removeObserver(self, forKeyPath: "commandKeyDown")
So sequence goes like this:
key pressed/release
handler called
notification posted
The view's window isMovableByWindowBackground property is changed by notification - placed within view controller / delegate or where you registered the observer.
internal func commandKeyDown(_ notification : Notification) {
let commandKeyDown : NSNumber = notification.object as! NSNumber
if let window = self.view.window {
window.isMovableByWindowBackground = commandKeyDown.boolValue
Swift.print(String(format: "command %#", commandKeyDown.boolValue ? "v" : "^"))
}
}
Remove the tracer output when happy. See it in action in SimpleViewer on github.
The officially recommended method for XIB/Storyboard localization is to create .xib and .storyboard files inside xx.lproj (where xx is the two letter language ID) for each localization you want to support.
This creates a problem because you have multiple files that in many cases share the same UI, that are prone to change. If you wanted to re-design the UI for one view, you'll have to do it multiple times (worse if you entered the localizable string values in the xib itself). This goes against the DRY principle.
It seems way more efficient to call NSLocalizedString() where you need it, and just use one XIB or Storyboard for one base localization.
So, why should(n't) I create localized XIB/Storyboard files?
You can make a category on UILabel, UIButton etc. like this:
#import "UILabel+Localization.h"
#implementation UILabel (Localization)
- (void)setLocalizeKey:(NSString*)key
{
self.text = NSLocalizedString(key, nil);
}
#end
and after that on your xib file use User Defined Runtime Attributes to link the UILabel (or UIButton etc.) to a key saved in your Localizable.strings file
This way you can have all your strings in one file and you do not have to create a separate xib for each language.
For just changing text labels I did something like this
+(void) replaceTextWithLocalizedTextInSubviewsForView:(UIView*)view
{
for (UIView* v in view.subviews)
{
if (v.subviews.count > 0)
{
[self replaceTextWithLocalizedTextInSubviewsForView:v];
}
if ([v isKindOfClass:[UILabel class]])
{
UILabel* l = (UILabel*)v;
l.text = NSLocalizedString(l.text, nil);
[l sizeToFit];
}
if ([v isKindOfClass:[UIButton class]])
{
UIButton* b = (UIButton*)v;
[b setTitle:NSLocalizedString(b.titleLabel.text, nil) forState:UIControlStateNormal];
}
}
}
call this function in your viewDidLoad: like this:
[[self class] replaceTextWithLocalizedTextInSubviewsForView:self.view];
It saved me a lot of work declaring and connecting IBOutlets when all you want is localized labels.
Flax's solution works well, one thing to note is that if you have UILabels or UIButtons which are are contained in UICollectionViewCells in UICollectionViews (or similar) and these collections change frequently in the current view, eg due to user action or being populated by an asynchronous request, then to keep the labels updated with the correct localization strings you can call the localization function in viewDidLayoutSubviews instead of viewDidLoad (which is called only once):
- (void)viewDidLayoutSubviews
{
[LocalizationHelper replaceTextWithLocalizedTextInSubviewsForView:self.view];
}
As can be seen from this code, I keep the localization method in a static helper class (as the other chap suggested):
#implementation LocalizationHelper
+(void) replaceTextWithLocalizedTextInSubviewsForView:(UIView*)view
{
for (UIView* v in view.subviews)
... <code from above> ...
}
#end
Would have added this as a comment to the above solution, but I ain't got no 'rep!
As explained by Leszek S you can create a category.
Here I'll give you an example in swift 3 with extension for UILabel and UIButton:
First of all create a "StringExtension.swift" file
Add on it this code:
extension String {
func localized() -> String {
let bundle = Bundle.main
return NSLocalizedString(self, tableName: nil, bundle: bundle, value: "", comment: "")
}
}
Then create another new file with the name you want (for example) "LocalizableObjectsExtensions.swift"
Add on it an extension for UIButton and one for UILabel like this (of course you can create extension for what you want, UITextField...):
extension UIButton {
var localizedText: String {
set (key) { setTitle(key.localized(), for: .normal) }
get { return titleLabel!.text! }
}
}
extension UILabel {
var localizedText: String {
set (key) { text = key.localized() }
get { return text! }
}
}
Now go in your Storyboard and for your button and/or you label that you want localize just add in the identity inspector of you object this:
FYI: here Key Path it's the name of the function you added in your extensions (UIlabel and UIButton) and Value is the name of the key that you want translate automatically which is in your Localizable.strings file. For example in your Localizable.strings (French) you have the key/value "ourOffers" = "NOS OFFRES";
Now build & Run. Your Object will be translated in the language of your device if you have the key/value in your Localizable.string. Enjoy :)
you can automate a lot of it with ibtool. this is a decent introduction: http://www.bdunagan.com/2009/03/15/ibtool-localization-made-easy/
Every place I look says that you have to replicate the entire xib file for each localization instance, even though you really only wanted to rip the text out and replicate the text in a different language for each localization instance.
If anyone knows of a method to replicate only the user visible text of an xib (in a different language) without replicating the entire xib file for each language, please let us know.
Useful post, much easier than multiple XIBs. I extended the code to handle UISegmentedControl:
if ([v isKindOfClass:[UISegmentedControl class]]) {
UISegmentedControl* s = (UISegmentedControl*)v;
for (int i = 0; i < s.numberOfSegments; i++) {
[s setTitle:NSLocalizedString([s titleForSegmentAtIndex:i],nil) forSegmentAtIndex:i];
}
}
I was looking for the exactly answer given by Flax, marked as right, but I needed it in Swift. So I translated into it. Thanks Flax.
func replaceTextWithLocalizedTextInSubviewsForView(view: UIView) {
for v in view.subviews {
if v.subviews.count > 0 {
self.replaceTextWithLocalizedTextInSubviewsForView(v)
}
if (v.isKindOfClass(UILabel)) {
let myLabel: UILabel = v as! UILabel
myLabel.text = NSLocalizedString(myLabel.text!, comment: "Text to translate.")
myLabel.sizeToFit()
}
if (v.isKindOfClass(UIButton)) {
let myButton: UIButton = v as! UIButton
myButton.setTitle(NSLocalizedString((myButton.titleLabel?.text)!, comment: "Text to translate.") as String, forState: .Normal)
myButton.sizeToFit()
}
}
}
That works for Swift 2.1
I used a similar approach as Leszek Szary described for my views in Swift.
Using a Boolean value as opposed to the localization keys, I added an "On/Off" drop down menu that determines whether the initial text values should be localized or not. This allows for the Storyboard to be kept clean without any extra upkeep.
When a value is selected, a single Runtime Attribute is added to the view and is used as a condition from within it's setter.
Here is the code from my .swift file which extends UIButton, UILabel, UITabBarItem and UITextField, including the text field placeholder and button control states:
import UIKit
extension String {
public var localize: String {
return NSLocalizedString(self, comment: "")
}
}
extension UIButton {
#IBInspectable public var Localize: Bool {
get { return false }
set { if (newValue) {
setTitle( title(for:.normal)?.localize, for:.normal)
setTitle( title(for:.highlighted)?.localize, for:.highlighted)
setTitle( title(for:.selected)?.localize, for:.selected)
setTitle( title(for:.disabled)?.localize, for:.disabled)
}}
}
}
extension UILabel {
#IBInspectable public var Localize: Bool {
get { return false }
set { if (newValue) { text = text?.localize }}
}
}
extension UITabBarItem {
#IBInspectable public var Localize: Bool {
get { return false }
set { if (newValue) { title = title?.localize }}
}
}
extension UITextField {
#IBInspectable public var Localize: Bool {
get { return false }
set { if (newValue) {
placeholder = placeholder?.localize
text = text?.localize
}}
}
}
You could also use the new property to easily translate values that are set while your program is running like this:
let button = UIButton()
button.setTitle("Normal Text", for: .normal)
button.setTitle("Selected Text", for: .selected)
button.Localize = true
I came across this post and several others while trying to make xib localization easier for myself. I posted my method of including IBOutles for labels/buttons on this question, worked great for me, keeps all changes limited to the Localization.strings files.
https://stackoverflow.com/a/15485572/1449834
IMHO Xcode has one among the worst localization features available around...
I really don't like developing for Android but I must admit Android Studio has a better localization system.
That said, because I really cannot stand anymore to recreate Storyboard.strings after each mod (you know, Xcode won't update them for you...), this is how I do :
I have a couple of extensions to loop subviews (and subviews of subviews) and I deal with each of the main objects (labels, textfield, buttons...) by localizing their main properties (text, placeholde...) through a simple helper (AltoUtil.ls) which is a "short" version for NSLocalizedString.
Then I insert texts and placeholders with underscores (for example "_first_name", "_email_address") in my storyboard/xibs and I add those strings to each Localizable.strings file.
Now I just need to call the localize() function in viewDidLoad (or whereber I need it) so that I can have the whole view controller localized. For cells I just call the localize() inside the awakeFromNib() method for example.
I'm sure this is not the fastest method (due to subviews loop) but I don't get any slowdown compared to other methods I used to use and it's pretty productive.
import UIKit
extension UIView {
func localize()
{
for view in self.allSubviews()
{
if let label = view as? UILabel
{
label.text = AltoUtil.ls(label.text)
}
else if let textField = view as? UITextField
{
textField.text = AltoUtil.ls(textField.text)
textField.placeholder = AltoUtil.ls(textField.placeholder)
}
else if let button = view as? UIButton
{
button.setTitle(AltoUtil.ls(button.title(for: UIControl.State.normal)), for: UIControl.State.normal)
}
else if let searchBar = view as? UISearchBar
{
searchBar.placeholder = AltoUtil.ls(searchBar.placeholder)
}
}
}
func allSubviews() -> [UIView]
{
return subviews + subviews.flatMap { $0.allSubviews() }
}
}
The second extension is needed to localize view controllers title and tab bar items in view controllers. You can add any item you need to localize.
import UIKit
extension UIViewController {
func localize()
{
self.title = AltoUtil.ls(self.navigationItem.title)
self.tabBarItem?.title = AltoUtil.ls(self.tabBarItem?.title)
self.view.localize()
}
}