CGcontext and drawRect not drawing - ios

Need a fresh pair of eyes, mine have stopped working and can't make sense of my own code anymore...
I am trying to make a drawing app with a pen on paper style of drawing. Here's how it is suppose to work:
user touches, app grabs location
a var is set to tell drawRect to configure CGcontext, create a new path, move to point, etc (because I always gett errors/warnings in my nslog whenever I do anything with CGcontext outside the drawRect method)
var is then set to determine whether to place a dot or a line when the user lifts finger
if the user drags, the var is changed to tell drawRect to draw a line and [self setneedsdisplay] is called
every time the user places their finger on the screen a timer is activated, every 5 seconds (or until they lift their finger up) the app 'captures' the screen contents, sticks it in an image and wipes the screen, replacing the image and continues drawing (in effect cache'ing the image so all these lines don't have to be re-drawn)
UPDATE #1
So I re-wrote it (because it was obviously really bad and not working...) and ended up with this:
- (void)drawRect:(CGRect)rect {
[_incrImage drawInRect:rect]; /* draw image... this will be blank at first
and then supposed to be filled by the Graphics context so that when the view
is refreshed the user is adding lines ontop of an image (but to them it looks
like a continuous drawing)*/
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapSquare);
CGContextSetLineJoin(UIGraphicsGetCurrentContext(), kCGLineJoinRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), _brushW);
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(), [UIColor colorWithRed:_brushR green:_brushG blue:_brushB alpha:_brushO].CGColor);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeNormal);
CGContextAddPath(UIGraphicsGetCurrentContext(), _pathref);
CGContextDrawPath(UIGraphicsGetCurrentContext(), kCGPathStroke);
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
_drw = 2; //set this to draw a dot if the user taps
UITouch *touch = [touches anyObject];
_cp = [touch locationInView:self];
_lp = _cp;
CGPathRelease(_pathref); /* this line and the line below is to clear the
path so the app is drawing as little as possible (the idea is that as
the user draws and lifts their finger, the drawing goes into _incrImage
and then the contents is cleared and _incrImage is applied to the
screen so there is as little memory being used as possible and so the
user feels as if they're adding to what they've drawn when they touch
the device again) */
_pathref = CGPathCreateMutable();
CGPathMoveToPoint(_pathref, NULL, _lp.x, _lp.y);
touch = nil;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
_drw = 1; //user moved their finger, this was not a tap so they want
//to draw a line
UITouch *touch = [touches anyObject];
_cp = [touch locationInView:self];
CGPathAddLineToPoint(_pathref, NULL, _cp.x, _cp.y);
[self setNeedsDisplay]; //as the user moves their finger, it draws
_lp = _cp;
touch = nil;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
_cp = [touch locationInView:self];
switch (_drw) { //logic to determine what to draw when the user
//lifts their finger
case 1:
//line
CGPathAddLineToPoint(_pathref, NULL, _cp.x, _cp.y);
break;
case 2:
//dot
CGPathAddArc(_pathref, NULL, _cp.x, _cp.y, _brushW, 0.0, 360.0, 1);
break;
default:
break;
}
/* here's the fun bit, the Graphics context doesn't seem to be going
into _incrImage and therefore is not being displayed when the user
goes to continue drawing after they've drawn a line/dot on the screen */
UIGraphicsBeginImageContext(self.frame.size);
CGContextAddPath(UIGraphicsGetCurrentContext(), _pathref); /* tried adding
my drawn path to the context and then adding the context to the image
before the user taps down again and the path is cleared... not sure
why it isn't working. */
[_incrImage drawAtPoint:CGPointZero];
_incrImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[self setNeedsDisplay]; //finally, refresh the contents
touch = nil;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
My new problem is that everything is erased when drawRect is called and that '_incrImage' is not getting the contents of the current graphics and displaying them
__old, I guess no longer needed but keeping here for reference___
here is the relevant code:
- (void)drawRect:(CGRect)rect {
/* REFERENCE: _drw: 0 = clear everything
1 = cache the screen contents in the image and display that
so the device doesn't have to re-draw everything
2 = set up new path
3 = draw lines instead of a dot at current point
4 = draw a 'dot' instead of a line
*/
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapSquare);
CGContextSetLineJoin(UIGraphicsGetCurrentContext(), kCGLineJoinRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), _brushW);
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(), [UIColor colorWithRed:_brushR green:_brushG blue:_brushB alpha:_brushO].CGColor);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeNormal);
switch (_drw) {
case 0:
//clear everything...this is the first draw... it can also be called to clear the view
UIGraphicsBeginImageContext(self.frame.size);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextSetFillColorWithColor(UIGraphicsGetCurrentContext(), [UIColor clearColor].CGColor);
CGContextFillRect(UIGraphicsGetCurrentContext(), self.frame);
CGContextFlush(UIGraphicsGetCurrentContext());
_incrImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[_incrImage drawAtPoint:CGPointZero];
[_incrImage drawInRect:rect];
break;
case 1:
//capture the screen content and stick it in _incrImage...
then apply_incrImage to screen so the user can continue drawing ontop of it
_incrImage = UIGraphicsGetImageFromCurrentImageContext();
[_incrImage drawAtPoint:CGPointZero];
[_incrImage drawInRect:rect];
break;
case 2:
//begin path and set everything up, this is called when touchesBegan: fires...
_incrImage = UIGraphicsGetImageFromCurrentImageContext();
[_incrImage drawAtPoint:CGPointZero];
[_incrImage drawInRect:rect];
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), _p.x, _p.y);
break;
case 3:
//add lines, this is after the path is created and set...this is fired when touchesMoved: gets activated and _drw is set to draw lines instead of adding dots
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), _p.x, _p.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
break;
case 4:
//this is fired when touchesEnd: is activated... this sets up ready if the app needs to draw a 'dot' or the arc with a fill...
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), _p.x, _p.y);
CGContextAddArc(UIGraphicsGetCurrentContext(), _p.x, _p.y, _brushW, 0.0, 360.0, 1);
CGContextFillPath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
break;
default:
break;
}
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
dTimer = [NSTimer timerWithTimeInterval:5.0 target:self selector:#selector(timeUP) userInfo:Nil repeats:YES];
_drw = 2;
UITouch *touch = [touches anyObject];
_p = [touch locationInView:self];
[self setNeedsDisplay];
_drw = 4;
}
- (void)timeUP {
_drw = 1;
[self setNeedsDisplay];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
_drw = 3;
UITouch *touch = [touches anyObject];
_p = [touch locationInView:self];
[self setNeedsDisplay];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event // (2)
{
[dTimer invalidate];
UITouch *touch = [touches anyObject];
_p = [touch locationInView:self];
[self setNeedsDisplay];
[self timeUP];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
My questions are:
is this efficient? or is there a better way to do this?
and
Why is this not drawing? I get nothing but I can see my memory being used...

Egad.
Your first problem is that setNeedsDisplay doesn’t draw immediately, it just marks the view to be drawn at the end of the event. So, when you set _drw=2 and call setNeedsDisplay and then set _drw=4, it’s only going to actually call -drawRect: with _drw=4 (if that, since that still might not be the end of the current event).
But, also don’t, uh, use that _drw switch thing. That’s not good.
You want to create an image and draw into the image as the touches happen, and then in drawRect: just blat the image to the screen. If you ever find yourself calling UIGraphicsGetImageFromCurrentImageContext() inside -drawRect; you are doing things backwards (as you are here). Don’t slurp the image from the screen, create an image that you blat to the screen.
The screen should never been your ‘state’. That way lies madness.

On top of the answer from #WilShipley which I agree with (don't put state management logic in drawRect:, only pure redrawing logic), you are currently never drawing drawing anything other than a minuscule line because CGContextStrokePath clears the current line from the context.
The context isn't intended to be a temporary cache of incomplete drawing operations, it's your portal to the screen (or a backing image / PDF file / ...). You need to create your drawing state outside drawRect: and then render it to the screen inside drawRect:.
To ease performance issues, only redraw the area around the newest touch (or between the newest and previous touch).

Related

How to remove space in painting using drawinrect?

i'm using the following code to draw lines over an imageview's image,
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
if ([touch tapCount] == 2)
return;
lastPoint = [touch locationInView:imageview];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), 3);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5);
UIGraphicsBeginImageContext(self.view.frame.size);
[imageview.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextClearRect(UIGraphicsGetCurrentContext(), CGRectMake(lastPoint.x, lastPoint.y, 5, 5));
imageview.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
Output
You can see the gaps/spaces between the dots. I need the output should be like below,
What should I change in my code to remove the space between two dots?
I think, touchesended code is not needed for your review. I changed the CGContextSetLineCap and width, no luck.
I would change the approach, essentially you're capturing touch points, and not "joining the dots" so to speak. You would be better off using UIBezierPaths for this task.
I answered a question some time back where the op wanted to do something similar but was hitting performance issues. There is code in the answer i posted that pretty much does what you want, completely. Review this post for full sample code, you can pretty much cut and paste the class (I see little value in transcribing). Sample drawing path
If you need more help just let me know

Measure distance of line drawn on iPhone screen

I am trying to creating an application that allows the user to draw a line on the screen and it measures the distance of the drawn line. I have been able to successfully draw the line but I don't know how to measure it. The line does not have to be perfectly straight either. It is basically a squiggle. If someone could please point me in the right direction or help guide me that would be awesome. I am using Xcode 5.1.1 and objective-c. I only just started dabbling in the language this summer.
EDIT: I am looking to measure the distance in either inches or cm. I would like the measurement to be the entire line, to follow the curve of the line. The distance not the displacement.
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwipe = YES; //swipe declared in header
UITouch *touch = [touches anyObject];
currentPoint = [touch locationInView:self.view]; //tracking finger movement on screen
UIGraphicsBeginImageContext(CGSizeMake(320, 568)); // 568 iphone 5, 480 is iphone 4 (320,525)
[drawImage.image drawInRect:CGRectMake(0, 0, 320, 568)]; // 0,0 centered in corner
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound); //round line end
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0); // width of line
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(), [[UIColor redColor] CGColor]); //sets color to red (change red to any color for that color)
//CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0,1,0,1); //green color
CGContextBeginPath(UIGraphicsGetCurrentContext()); //start of when drawn path
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
[drawImage setFrame:CGRectMake(0, 0, 320, 568)]; //(320, 568)
drawImage.image = UIGraphicsGetImageFromCurrentImageContext(); //importnant
UIGraphicsEndImageContext(); //finished drawing for time period
lastPoint = currentPoint;
[self.view addSubview:drawImage]; //adds to page
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject]; //touch fires of touch
location = [touch locationInView:touch.view];
lastClick = [NSDate date];
lastPoint = [touch locationInView:self.view]; //stops connecting to previous line
lastPoint.y -= 0;
[super touchesEnded:touches withEvent: event];
}
First add a property that cumulates the length of the path.
#property(nonatomic, assign) CGFloat pathLength;
Initialize it to 0.0 when user begins drawing the path. Maybe do this in touchesBegan, or the same place elsewhere in your code where you realize you're beginning to draw. Add a method that computes the cartesian distance between points:
- (CGFloat)distanceFrom:(CGPoint)p1 to:(CGPoint)p2 {
CGFloat x = (p2.x - p1.x);
CGFloat y = (p2.y - p1.y);
return sqrt(x*x + y*y);
}
As you get touches moved, you are already handling the current and last touch positions. All you must do now is cumulate the distance between successive points:
// in touches moved, after you have lastPoint and currentPoint
self.pathLength += [self distanceFrom:currentPoint to:lastPoint];
There are quite a few refs here and elsewhere for converting these points to inches or cm. As far as I can see all are fraught with the inability to get the device resolution at runtime from the SDK. If you're willing to add a (dangerous) constant to the code, you can get PPI here, and divide that into the pathLength computed above.

issue trying to screen capture a UIView in iOS

my app has a ViewController which contains inside a UIView (CanvasView) where you can draw your signature (I added a label "Hi Little John" to differentiate it), and I also added a UIImage below it for making a capture by touching a camera button
Now when I touch the camera button it only captures the UIView and UILabel but not the signature as it shows
I have a two classes: my UIView class (CanvasView) and my UIViewController, in my CanvasView I have this code for the screenshot:
#implementation CanvasView
-(UIImage *)getCanvasScreenshot{
//first it makes an UIImage from the view
UIGraphicsBeginImageContext(self.bounds.size);
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *sourceImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//now it will position the image, X/Y away from top left corner to get the portion required
UIGraphicsBeginImageContext(self.frame.size);
[sourceImage drawAtPoint:CGPointMake(0, 0)];
UIImage *croppedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return croppedImage;
}
//some other code goes here...
#end
in my ViewController's class I have a my IBAction which triggers the event
- (IBAction)captureSignature:(id)sender {
self.imageFirma.image = [canvasView getCanvasScreenshot];
}
I want to capture the signature on my picture
any help I'll appreciate
thanks in advance
***** EDIT** the code for rendering the signature is in CanvasView as well, it's three methods
(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
depending of the event if the touch is:
at the begining (touchesBegan)
if is it moving (touchesMoved)
or if is finished (touchesEnded)
for rendering the stroke all of them call to a method named:
(void) addLineToAndRenderStroke:(SmoothStroke*)currentStroke toPoint:(CGPoint)end toWidth:(CGFloat)width toColor:(UIColor*)color
I can go deeper if you want but it's kinda long because it is a framework for making strokes on the canvas, and the code of all these methods are:
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
if(![JotStylusManager sharedInstance].enabled){
for (UITouch *touch in touches) {
[self addLineToAndRenderStroke:[self getStrokeForTouchHash:touch.hash]
toPoint:[touch locationInView:self]
toWidth:[self widthForPressure:JOT_MIN_PRESSURE]
toColor:[self colorForPressure:JOT_MIN_PRESSURE]];
}
}
}
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
if(![JotStylusManager sharedInstance].enabled){
for (UITouch *touch in touches) {
// check for other brands of stylus,
// or process non-Jot touches
//
// for this example, we'll simply draw every touch if
// the jot sdk is not enabled
[self addLineToAndRenderStroke:[self getStrokeForTouchHash:touch.hash]
toPoint:[touch locationInView:self]
toWidth:[self widthForPressure:JOT_MIN_PRESSURE]
toColor:[self colorForPressure:JOT_MIN_PRESSURE]];
}
}
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
if(![JotStylusManager sharedInstance].enabled){
for(UITouch* touch in touches){
SmoothStroke* currentStroke = [self getStrokeForTouchHash:touch.hash];
// now line to the end of the stroke
[self addLineToAndRenderStroke:currentStroke
toPoint:[touch locationInView:self]
toWidth:[self widthForPressure:JOT_MIN_PRESSURE]
toColor:[self colorForPressure:JOT_MIN_PRESSURE]];
// this stroke is now finished, so add it to our completed strokes stack
// and remove it from the current strokes, and reset our undo state if any
[_stackOfStrokes addObject:currentStroke];
[currentStrokes removeObjectForKey:#([touch hash])];
[stackOfUndoneStrokes removeAllObjects];
}
}
}
- (void) addLineToAndRenderStroke:(SmoothStroke*)currentStroke toPoint:(CGPoint)end toWidth:(CGFloat)width toColor:(UIColor*)color{
// fetch the current and previous elements
// of the stroke. these will help us
// step over their length for drawing
AbstractBezierPathElement* previousElement = [currentStroke.segments lastObject];
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
end.y = self.bounds.size.height - end.y;
if(![currentStroke addPoint:end withWidth:width andColor:color]) return;
//
// ok, now we have the current + previous stroke segment
// so let's set to drawing it!
[self renderElement:[currentStroke.segments lastObject] fromPreviousElement:previousElement includeOpenGLPrep:YES];
}

How to erase the drawing using button click?

I have some troubles with drawing app in IOS. I have created the free hand drawing with the help of some tutorials. But I found some difficulties in erasing the drawing. In my app, I have button with eraser as background image. After I clicked the eraser button, when I swipes over the drawing, it will erase the drawing wherever I swipes. Can anyone help me to do this.
Thanks in advance.
Given below is my code:
#implementation LinearInterpView
{
UIBezierPath *path;
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder {
if(self = [super initWithCoder:aDecoder]) {
[self setMultipleTouchEnabled:YES];
[self setBackgroundColor:[UIColor whiteColor]];
path=[UIBezierPath bezierPath];
[path setLineWidth:2.0];
}
return self;
}
-(void)drawRect:(CGRect)rect{
[[UIColor blackColor] setStroke];
[path stroke];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch=[touches anyObject];
CGPoint p=[touch locationInView:self];
[path moveToPoint:p];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch=[touches anyObject];
CGPoint p=[touch locationInView:self];
[path addLineToPoint:p];
[self setNeedsDisplay];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[self touchesMoved:touches withEvent:event];
}
-(void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event{
[self touchesEnded:touches withEvent:event];
}
// This is the button action to erase the drawing.
- (IBAction)erase:(id)sender {
CGContextRef cgref=UIGraphicsGetCurrentContext();
CGContextSetBlendMode(cgref, kCGBlendModeClear);
}
Kindly clear me, what mistake I did.
So by drawing you mean you have drew lines on the screen say with some color you can do the same by setting white color and alpha 1 so that white lines replace the existing colored lines. A better tutorial here . This also seemed important.
First of all your logic should be make a layer on ImageView.
then you can draw on that layer then pass white color to erase.
It'll look like erase and your view will look like according to requirement.
That will surly work.
Try this to erase drawing in iOS:
- (IBAction)eraserPressed:(id)sender {
red = 255.0/255.0;
green = 255.0/255.0;
blue = 255.0/255.0;
opacity = 1.0;
}
why not you implement the same logic in the erasor button as you did in the draw button. just make the default color of the stroke in the eraser as white color or what ever color your background is.

How can I use Core Graphics to draw a circle at my touch location?

New programmer here. I am having issues trying to use Core Graphics to draw a stroked arc around my touch location. I have the method to draw the circle working fine, and I have tested and am registering touches when I tap the screen, but when I try to call the method to draw the circle when I tap, I get the error "CGContextBlahBlah: invalid context 0x0"
I think that this is because I'm not calling the method in drawRect:().
So how am I able to call this method on a touch? Furthermore, how can I use the "CGPoint locationOfTouch" as a parameter in my draw method?
Here are the code chunks I am working with.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint locationOfTouch = [touch locationInView:self];
[self drawTouchCircle:(locationOfTouch)];
[self setNeedsDisplay];
}
-(void)drawTouchCircle:(CGPoint)locationOfTouch
{
CGContextRef ctx= UIGraphicsGetCurrentContext();
CGContextSaveGState(ctx);
CGContextSetLineWidth(ctx,5);
CGContextSetRGBStrokeColor(ctx,0.8,0.8,0.8,1.0);
CGContextAddArc(ctx,locationOfTouch.x,locationOfTouch.y,30,0.0,M_PI*2,YES);
CGContextStrokePath(ctx);
}
Thanks in advance for the help!
Yes, you're right. The issue is that, rather than calling drawTouchCircle yourself, you should implement a drawRect method that calls it for you, and thus your touches method only needs to call setNeedsDisplay, and drawRect will take care of the rest. You might, therefore, want to save the touch location in a class property, and then retrieve that in your drawRect:
#interface View ()
#property (nonatomic) BOOL touched;
#property (nonatomic) CGPoint locationOfTouch;
#end
#implementation View
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
self.touched = YES;
UITouch *touch = [touches anyObject];
self.locationOfTouch = [touch locationInView:self];
[self setNeedsDisplay];
}
- (void)drawTouchCircle:(CGPoint)locationOfTouch
{
CGContextRef ctx= UIGraphicsGetCurrentContext();
CGRect bounds = [self bounds];
CGPoint center;
center.x = bounds.origin.x + bounds.size.width / 2.0;
center.y = bounds.origin.y + bounds.size.height / 2.0;
CGContextSaveGState(ctx);
CGContextSetLineWidth(ctx,5);
CGContextSetRGBStrokeColor(ctx,0.8,0.8,0.8,1.0);
CGContextAddArc(ctx,locationOfTouch.x,locationOfTouch.y,30,0.0,M_PI*2,YES);
CGContextStrokePath(ctx);
}
- (void)drawRect:(CGRect)rect
{
if (self.touched)
[self drawTouchCircle:self.locationOfTouch];
}
#end

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