how to display product price as superscript in swift 3 - swift3

i need to display product price as amazon using swift 3. I have tried normal superscripting. But it is not in same alignment. i need exactly as in amazon website along with dollar symbol.
i tried this code..
var amountArray = String(format: "%.2f", item.savedAmount).components(separatedBy: ".")
let font:UIFont? = UIFont(name: "Helvetica", size:18)
let fontSuper:UIFont? = UIFont(name: "Helvetica", size:13)
let attString:NSMutableAttributedString = NSMutableAttributedString(string: "$ \(amountArray[0])\(amountArray[1])", attributes: [NSFontAttributeName:font!])
attString.setAttributes([NSFontAttributeName:fontSuper!,NSBaselineOffsetAttributeName:10], range: NSRange(location:amountArray[0].characters.count+2,length:2))
purchaseAmount.attributedText = attString

Related

.removeAll() no longer working on devices running iOS 16+

I have the removeAll function in my app. It works on iOS 15.7, but not on iOS 16+.
I've looked at the official developer documentation, and it doesn't mention any changes that could've happened in iOS 16+.
Further searching hasn't brought up any mention of this.
What has changed in iOS16+, that has caused this?
UPDATED QUESTION BELOW:
This method is called when user submits an answer to a question. The user's answer is stored as a string literal variable. The user's answer must be cleared from the screen whether the answer is correct or wrong.
I used another part of the app in iOS16+, which uses removeAll to empty an array. It emptied the array. I now suspect that removeAll should only be used on arrays. The user's answer in the code listing below should be assigned empty double quotes, instead of calling the removeAll method.
func checkAnswer() {
cancelDisabled = true
switchLanguageDisabled = true
attemptFinished = true
answered = true
if replaceApostrophesWithBackSlashes(userAnswer: userAnswer.allowedCharacters(string: userAnswer.trimmingCharacters(in: .whitespacesAndNewlines).lowercased())) == foreignNativeAnswer.allowedCharacters(string: foreignNativeAnswer.trimmingCharacters(in: .whitespacesAndNewlines).lowercased()) {
aurotorial.speak(native: dataOps.removeEverythingInBrackets(nativeWord: nativeWordWithoutBrackets), foreign: dataOps.removeDashes(foreignWord: foreignWordWithoutDashes), language: (testSectionThings?[questionCounter].languageSection?.language)!, changeVoiceSpeed: changeVoiceSpeed ?? 0.25, maxLoops: numberSpeechLoops ?? 1)
updateWordCounters(correct: true)
userAnswer.removeAll()
languageColour = .green
showTapSkip = false
showNextTimeDisabled = true
let englishAnswerFont = UIFont.boldSystemFont(ofSize: 16)
let promptAttributes: [NSAttributedString.Key: Any] = [
.font: englishAnswerFont,
.foregroundColor: UIColor(red: 0, green: 0.7, blue: 0, alpha: 1)
]
languageText = NSAttributedString(string: foreignNativeAnswer, attributes: promptAttributes)
nativeForeignPlaceholder = NSMutableAttributedString(string: NSLocalizedString("Correct answer, well done!", comment: "Correct answer"))
DispatchQueue.main.asyncAfter(deadline: .now() + dataOps.determineTextToSpeechDelay(changeVoiceSpeed: changeVoiceSpeed ?? 0.25, numberForeignCharacters: foreignWordWithoutDashes.count)) {
self.prepareForNextQuestion()
}
} else {
updateWordCounters(correct: false)
yourAnswerPrompt = "Your answer: "
wrongAnswer = "\(userAnswer)"
userAnswer.removeAll()
foreignNativeAnswer.removeAll()
languageColour = .blue
showTapSkip = false
iKnowThisDisabled = false
let wrongAnswerFont = UIFont.boldSystemFont(ofSize: 16)
let wrongAnswerAttributes: [NSAttributedString.Key: Any] = [
.font: wrongAnswerFont,
.foregroundColor: UIColor(red: 0, green: 0, blue: 0.7, alpha: 1)
]
languageText = NSAttributedString(string: foreignNativeAnswer, attributes: wrongAnswerAttributes)
answerDisabled = true
let separator = NSMutableAttributedString(string: " ", attributes: noTestSectionThingsAttributes)
let tapAttributedString = NSMutableAttributedString(string: NSLocalizedString("Tap a blue button, then ", comment: "Answer field tap skip 1"), attributes: noTestSectionThingsAttributes)
let skipImageAttachment = NSTextAttachment()
skipImageAttachment.image = UIImage(named: "skip.png")?.withTintColor(.systemBlue)
let skipImageAttributedString = NSMutableAttributedString(attachment: skipImageAttachment)
let nextQuestionAttributedString = NSMutableAttributedString(string: NSLocalizedString(".", comment: "Answer field tap skip 2"), attributes: noTestSectionThingsAttributes)
let NSMutableAttributedStringArray = [tapAttributedString, skipImageAttributedString, nextQuestionAttributedString]
nativeForeignPlaceholder = NSMutableAttributedStringArray.join(withSeparator: separator)
}
enableHint()
enableSkip()
}

Attributed string image replacing text in UItextview

I got an attributed string with an image in a textview, the attributed image is displaying fine. The issue is whenever I add the image it replaces the text inside the textview. I want to add the attributed image and then place the cursor at the end of the image, so that i can add text below the image. This is what I tried so far, thank in advance.
let attachment = NSTextAttachment()
attachment.image = selectedImage
let newImageWidth = (textView.bounds.size.width - 10 )
let scale = newImageWidth/(selectedImage.size.width)
let newImageHeight = selectedImage.size.height * scale
attachment.bounds = CGRect(x: 0, y: 0, width: newImageWidth, height: newImageHeight)
let myAttributedString = NSAttributedString(attachment: attachment)
textView.textStorage.insert(myAttributedString, at: textView.selectedRange.location)
I fixed my issue my creating an NSMutableAttributedString() and add a new line attribute to put cursor to the bottom of the image. Hope this help someone.
var mutableAttrString = NSMutableAttributedString()
let attachment = NSTextAttachment()
attachment.image = selectedImage
let newImageWidth = (textView.bounds.size.width - 10 )
let scale = newImageWidth/(selectedImage.size.width)
let newImageHeight = selectedImage.size.height * scale
attachment.bounds = CGRect(x: 0, y: 0, width: newImageWidth, height: newImageHeight)
let myAttributedString = NSAttributedString(attachment: attachment)
let text:[String:Any] = [NSFontAttributeName:UIFont.boldSystemFont(ofSize: 20)]
// Fixed my problem of having image replacing text, instead I place the text at the bottom of the image
let textAttr = NSMutableAttributedString(string: "bottom of image \n", attributes: text)
mutableAttrString.append(myAttributedString)
mutableAttrString.append(textAttr)
textView.attributedText = mutableAttrString

How to set the first day of current week to Tuesday in Swift?

How to set the first day of current week to Tuesday in Swift 3? The schedule will update every Tuesday so the first day have to start from Tuesday.
and then display on label :
thisWeekDate.text! = "\(first day of current week) - \(last day of current week)"
Full code.
let today = NSDate()
let nextTue = Calendar.current.date(byAdding: .day, value: 6, to: today as Date)
let formatter = DateFormatter()
formatter.dateFormat = "yyyy-MM-dd"
let todayString = formatter.string(from: today as Date)
let nextString = formatter.string(from: nextTue!)
formatter.dateFormat = "dd-MMM-yyyy"
let calendar = NSCalendar(calendarIdentifier: NSCalendar.Identifier.gregorian)
let components = calendar!.components([.weekday], from: today as Date)
//Label code
thisWeekDate.text! = "\(first day of current week) - \(last day of current week)"
//If i can change the first day of current week this weekly update code can be deleted
if components.weekday == 3 {
print("Hello Tuesday")
thisWeekDate.text! = "\(todayString) - \(nextString)"
UserDefaults.standard.set(todayString, forKey: "todayStringKey")
_ = UserDefaults.standard.object(forKey: "todayStringKey") as? String
UserDefaults.standard.set(nextString, forKey: "nextStringKey")
_ = UserDefaults.standard.object(forKey: "nextStringKey") as? String
} else {
print("It's not Tuesday")
let RetrivedDate_1 = UserDefaults.standard.object(forKey: "todayStringKey") as? String
let RetrivedDate_2 = UserDefaults.standard.object(forKey: "nextStringKey") as? String
if let date_1 = RetrivedDate_1, let date_2 = RetrivedDate_2 {
thisWeekDate.text! = "\(date_1) - \(date_2)"
}
}
App Design Screenshot
Create a custom Gregorian calendar and set the first weekday to Tuesday
var customCalendar = Calendar(identifier: .gregorian)
customCalendar.firstWeekday = 3
Then you can get the week interval with
var startDate = Date()
var interval = TimeInterval()
customCalendar.dateInterval(of: .weekOfMonth, start: &startDate, interval: &interval, for: Date())
let endDate = startDate.addingTimeInterval(interval - 1)
print(startDate, endDate)

How to add dictionary values to images using SpriteKit?

(( EDIT 4: Successful in making cards flip. Using .contains on the node and running a SKAction sequence. How would I create three states for the card? Tuple sounds like a fun idea. Unflipped, Flipped, Flipped-Highlighted. It loads with all cards down (done), I want to unflip the card (done), then tap it again to highlight it. In doing so the second time, it highlights itself and the top guess word. The two strings are then concatenated in a label at the bottom, and a Next button activated (not built yet). Upon successful match of the key[value] == A[B] then Score += 1. Getting closer! ))
(( EDIT 3: Update of didMove with split keys and values. Can get the title to be the first key now and I can put the first value on the top left card okay as a test. Progress. Now I just need to either blank out the card on touch down or find a way to flip it. How would the touch down code be done? touch Began? ))
(( EDIT 2: Now thinking of it from the perspective of dictionary key value pairs rather than values alone. Gets rid of the problem of finding the key when the value is assigned to the card. Now to play with labelling the card with SKLabelNode. Need to flip card, add value, compare key. ))
(( EDIT: I made the elements all code in GameScene.swift . That file is now included in this post. Also updated question text and removed some other text. ))
I'm new to SpriteKit and Swift 3. With a few million speakers there's not a lot of Esperanto software so I want to make a game for myself to learn 1000 Esperanto words. (not shown!)
I want to have each card flip to reveal a word value from the dictionary key/values.
Then see if that word matches the wordGuess label key for the value selected.
Also JSON might be better for breaking up 1000 words into modular sections but I'll cross that bridge at another time.
// Code updated to EDIT 4
//
//
import SpriteKit
class GameScene: SKScene {
let guessLabel = SKLabelNode(fontNamed: "HelveticaNeue-UltraLight")
let anotherLabel = SKLabelNode(fontNamed: "HelveticaNeue-UltraLight")
var cardTopLeftLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardTopLeft = SKSpriteNode(imageNamed: "Redcard")
var cardTopRightLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardTopRight = SKSpriteNode(imageNamed: "Redcard")
var cardBottomLeftLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardBottomLeft = SKSpriteNode(imageNamed: "Redcard")
var cardBottomRightLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardBottomRight = SKSpriteNode(imageNamed: "Redcard")
var cardsDictionary: [String:String] = [
"tree": "arbo",
"forest": "arbaro",
"spider": "araneo",
"water": "akvo",
"watermelon": "akvomelono",
"school": "lerno",
"year": "jaro",
"grasshopper": "akrido",
"lawn": "gazono",
"friend": "amiko",
"people": "homoj",
"city": "urbo",
"mayor": "urbestro",
"movie": "filmo",
"Monday": "lundo",
"dog": "hundo"
]
// not used yet
func randomSequenceGenerator(min: Int, max: Int) -> () -> Int {
var numbers: [Int] = []
return {
if numbers.count == 0 {
numbers = Array(min ... max)
}
let index = Int(arc4random_uniform(UInt32(numbers.count)))
return numbers.remove(at: index)
}
}
func addLabel(spriteNode:SKSpriteNode, labelNode: SKLabelNode, cardValue: String, cardName: String) {
labelNode.zPosition = 1
labelNode.text = cardValue
labelNode.name = cardName //"cardTopRightLabel"
labelNode.fontSize = 40
labelNode.fontColor = .black
labelNode.position = CGPoint.init(x: cardTopLeft.size.width/4, y: 0.5)
labelNode.isHidden = true
spriteNode.addChild(labelNode)
}
override func didMove(to view: SKView) {
if let words = self.userData?.value(forKey: "words")
{
print("word information contains \(words)")
}
// get all the card keys
var cardKeys:[String] = []
for (k,_) in cardsDictionary {
cardKeys.append(k)
}
print("all keys are \(cardKeys)")
// slice for four card keys
var fourCardKeys = cardKeys[0...3]
print("four keys are \(fourCardKeys)")
// get keys for display
var firstCardKey = fourCardKeys[0]
var secondCardKey = fourCardKeys[1]
var thirdCardKey = fourCardKeys[2]
var fourthCardKey = fourCardKeys[3]
// print("Card Keys are \(firstCardKey), \(secondCardKey), \(thirdCardKey), \(fourthCardKey)")
// get the card values
var cardsValue:[String] = []
for (_,v) in cardsDictionary {
cardsValue.append(v)
}
print(cardsValue)
// slice for card values
let fourCardValues = cardsValue[0...3]
print(fourCardValues)
// get values for display
let firstCardValue = fourCardValues[0]
let secondCardValue = fourCardValues[1]
let thirdCardValue = fourCardValues[2]
let fourthCardValue = fourCardValues[3]
print("Card Values are \(firstCardValue), \(secondCardValue), \(thirdCardValue), \(fourthCardValue)")
// put first card key into label
guessLabel.zPosition = 1
guessLabel.text = firstCardKey //cardKeys[0]
guessLabel.name = "guessLabel"
guessLabel.fontSize = 144;
guessLabel.fontColor = .black
//anotherLabel.position = CGPoint(x:frame.midX, y:frame.midY - 100.0)
guessLabel.position = CGPoint(x:-2, y:233)
addChild(guessLabel)
anotherLabel.zPosition = 0
anotherLabel.text = "Guess key here, values in cards"
anotherLabel.name = "anotherLabel"
anotherLabel.fontSize = 45;
anotherLabel.fontColor = .blue
//anotherLabel.position = CGPoint(x:frame.midX, y:frame.midY - 100.0)
anotherLabel.position = CGPoint(x:-2, y:203)
addChild(anotherLabel)
////////////////
// top left card
cardTopLeft.zPosition = 0
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
addChild(cardTopLeft)
addLabel(spriteNode: cardTopLeft,
labelNode: cardTopLeftLabel,
cardValue: firstCardValue,
cardName: "cardTopLeftLabel")
/////////////////
// top right card
cardTopRight.zPosition = 1
cardTopRight.size = CGSize(width: 300.0, height: 300.0)
cardTopRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopRight.position = CGPoint(x:132, y:-57)
addChild(cardTopRight)
addLabel(spriteNode: cardTopRight,
labelNode: cardTopRightLabel,
cardValue: secondCardValue,
cardName: "cardTopRightLabel")
///////////////////
// bottom left card
cardBottomLeft.zPosition = 1
cardBottomLeft.size = CGSize(width: 300.0, height: 300.0)
cardBottomLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardBottomLeft.position = CGPoint(x:-225, y:-365)
addChild(cardBottomLeft)
addLabel(spriteNode: cardBottomLeft,
labelNode: cardBottomLeftLabel,
cardValue: thirdCardValue,
cardName: "cardBottomLeftLabel")
////////////////////
// bottom right card
cardBottomRight.zPosition = 1
cardBottomRight.size = CGSize(width: 300.0, height: 300.0)
cardBottomRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardBottomRight.position = CGPoint(x:132, y:-365)
addChild(cardBottomRight)
addLabel(spriteNode: cardBottomRight,
labelNode: cardBottomRightLabel,
cardValue: fourthCardValue,
cardName: "cardBottomRightLabel")
}
func touchDown(atPoint pos : CGPoint)
{
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
func flipCard (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 0, duration: 0.2),
SKAction.scale(to: 1, duration: 0.0),
SKAction.setTexture(SKTexture(imageNamed: "Redcard-blank"))
]
))
label.isHidden = false
}
func flipCardPause (node: SKNode, interval: Double)
{
node.run(SKAction.wait(forDuration: interval))
print("paused for \(interval) seconds")
}
func flipCardBack (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 1, duration: 0.2),
SKAction.setTexture(SKTexture(imageNamed: "Redcard"))
// SKAction.scale(to: 1, duration: 0.2)
]
))
}
if cardTopLeft.contains(touchLocation)
{
flipCard(node: cardTopLeft, label: cardTopLeftLabel)
//flipCardPause(node: cardTopLeft, interval: 3)
//flipCardBack(node: cardTopLeft, label: cardTopLeftLabel)
}
if cardTopRight.contains(touchLocation)
{
flipCard(node: cardTopRight, label: cardTopRightLabel)
}
if cardBottomLeft.contains(touchLocation)
{
flipCard(node: cardBottomLeft, label: cardBottomLeftLabel)
}
if cardBottomRight.contains(touchLocation)
{
flipCard(node: cardBottomRight, label: cardBottomRightLabel)
}
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
How to assign dictionary values to the cards?. EDIT 2: By not using values! I'm going to do from the perspective of dictionary keys, that way each card has a key value pair, then just display the value.
// get all the card keys
var cardKeys:[String] = []
for (k,_) in cardsDictionary {
cardKeys.append(k)
}
// slice for only four cards
var fourCardKeys = cardKeys[0...3]
// get 1st value for display
cardsDictionary[fourCardKeys[0]]
So SKLabelNode on touchDown? I'll try it. Also need to flip card so word is not on the image. Lastly compare the pressed card's key to the wordGuess key text. Getting closer
EDIT 3: Update of didMove with split keys and values. Can get the title to be the first key now and I can put the first value on the top left card okay as a test. Progress. Now I just need to either blank out the card on touchDown or find a way to flip it.
cardTopLeft.zPosition = 0
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
addChild(cardTopLeft)
cardTopLeftLabel.zPosition = 1
cardTopLeftLabel.text = fourCardValues[0]
cardTopLeftLabel.name = "cardTopLeftLabel"
cardTopLeftLabel.fontSize = 40
cardTopLeftLabel.fontColor = .black
cardTopLeftLabel.position = CGPoint.init(x: cardTopLeft.size.width/4, y: 0.5)
cardTopLeft.addChild(cardTopLeftLabel)
EDIT 4: Successful in making cards flip. Using .contains on the node and running a SKAction sequence. How would I create three states for the card? Tuple sounds like a fun idea. Unflipped, Flipped, Flipped-Highlighted. It loads with all cards down (done), I want to unflip the card (done), then tap it again to highlight it (help?). In doing so the second time, it highlights itself and the top guess word. The two strings are then concatenated in a label at the bottom, and a Next button activated (not built yet). Upon successful match of the key[value] == A[B] then Score += 1. Getting closer! It's really similar to just a matching game but I'm adding an extra layer of card flipping.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
func flipCard (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 0, duration: 0.2),
SKAction.scale(to: 1, duration: 0.0),
SKAction.setTexture(SKTexture(imageNamed: "Redcard-blank"))
]
))
label.isHidden = false
}
Personally, I don't like to use userData, my opinion is that isn't a readable code.
I'd some like to create a custom SKNode like:
class Card: SKSpriteNode {
var value....
var dictionary
etc
}
Another solution, you can create a tuples:
var cardsDictionary: [String:String] = [
"vegetable":"legomo",
"plant":"vegetalo",
"actually":"efektive",
"currently":"aktuale"
]
let cardTopLeft = (node:SKNode, value:Int, type:[String:String])
cardTopLeft.node = SKSpriteNode(imageNamed: "Redcard")
cardTopLeft.value = 1
cardTopLeft.type = cardsDictionary[0]
All SKNodes have a dictionary you can write to called userData. It is an optional NSMutableDictionary, so you are going to have to create it:
cardTopLeft.zPosition = 1
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
cardTopLeft.userData = ["word":"tree","value","arbo"]
addChild(cardTopLeft)
To use:
let word = cardTopLeft.userData["word"]
let value = cardTopLeft.userData["value"]
Getting a better understanding of your question, I would use SKLabelNode as an alternative.
What you can do is create SKLabelNodes to the cards with the word you want to attach, and mark it as isHidden = true. When you are ready to reveal the word, you just mark isHidden = false
let value = SKLabelNode("arbo")
value.isHidden = false
cardTopLeft.zPosition = 1
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
cardTopLeft.addChild(value)
addChild(cardTopLeft)
//to reveal it
if let label = cardTopLeft.children[0] as? SKLabelNode
{
label.isHidden = false
}
//to use it
if let label = cardTopLeft.children[0] as? SKLabelNode
{
let value = label.text
//compare value to dictionary of answers
}
You may want to give your labels a name so that you do not have to use children[0], but I will leave how you want to find a node up to you.

iOS-Charts xAxis Labels cut off

I am using iOS-Charts to show a horizontal bar chart.
The x-Axis labels on the left are cut-off.
Only when I double tap on the chart, the correct sizing appears to happen and the labels are not cut off anymore.
Here's the code I'm using
func setChart(_ dataPoints: [(String,Int)], chart: HorizontalBarChartView) {
chart.noDataText = "No data available."
var dataEntries: [BarChartDataEntry] = []
let maxNumberEntries = dataPoints.count
var xAxisLabel: [String] = []
var counter:Int = maxNumberEntries-1
for _ in 0..<maxNumberEntries {
let dataEntry = BarChartDataEntry(x: Double(counter), yValues: [Double(dataPoints[counter].1)], label: dataPoints[counter].0)
dataEntries.append(dataEntry)
xAxisLabel.append(dataPoints[counter].0)
counter -= 1
}
xAxisLabel = xAxisLabel.reversed()
let chartDataSet = BarChartDataSet(values: dataEntries, label: "")
let chartData = BarChartData(dataSet: chartDataSet)
chart.data = chartData
chart.animate(xAxisDuration: 2.0, yAxisDuration: 2.0)
// disable zoom of chart
chart.pinchZoomEnabled = false
chart.scaleXEnabled = false
chart.scaleYEnabled = false
chart.chartDescription?.text = ""
chart.legend.enabled = false
// disable selection of bars
chartDataSet.highlightEnabled = false
chartDataSet.valueFont = NSUIFont.systemFont(ofSize: 10)
let numberFormatter = ValueFormatter()
chartData.setValueFormatter(numberFormatter)
// specify the width each bar should have
let barWidth = 0.8
chartData.barWidth = barWidth
let formato:BarChartFormatter = BarChartFormatter()
formato.strings = xAxisLabel
let xaxis:XAxis = XAxis()
_ = formato.stringForValue(Double(1), axis: xaxis)
xaxis.valueFormatter = formato
chart.xAxis.valueFormatter = xaxis.valueFormatter
let xAxis = chart.xAxis
xAxis.labelPosition = XAxis.LabelPosition.bottom // label at bottom
xAxis.drawGridLinesEnabled = false
xAxis.granularity = 1.0
xAxis.labelCount = maxNumberEntries
xAxis.labelRotationAngle = 0
// Don't show other axis
let leftAxis = chart.leftAxis
leftAxis.enabled = false
let rightAxis = chart.rightAxis
rightAxis.enabled = false
}
Any idea how to fix that?
Screenshots:
cut-off xAxis labels
after double tap the labels are not cut-off anymore
If you values are cut off even after notifyDataSetChanged, try offseting it like this:
mChart.extraTopOffset = 20
I solved this issue by calling
chart.fitScreen()
for every bar chart once all the data is passed.
HorizontalBarChart label cut issue solved you just only put this code in your chart setup:
chart.extraRightOffset = 30
If anyone has been struggling and answer did not help, once you set a chart with a new data, do not forget to call notifyDataSetChanged on chart, otherwise labels will be cut. That was my case.