My code was working when I was using UIViews and changing their background color. Now I try it with ellipses and they don't show up? Here is the code:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
overlayView = [[[UIView alloc] initWithFrame:self.view.bounds] autorelease];
overlayView.backgroundColor = [UIColor colorWithWhite:255.0f alpha:1.0f];
[self.view addSubview:overlayView];
reda = 0;
bluea = 0;
greena = 255;
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
touchPoint = [touch locationInView:self.view];
previousPoint = touchPoint;
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
touchPoint = [touch locationInView:self.view];
if (abs((previousPoint.x-touchPoint.x)) > 20) {
UIAlertView *alertView = [[UIAlertView alloc] initWithTitle:@"Warning!" message:@"Too Fast!" delegate:self cancelButtonTitle:@"Okay." otherButtonTitles:nil];
[alertView show];
[alertView release];
}
CGContextRef contextRef = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(contextRef, reda/255.f, greena/255.f, bluea/255.f, 1.0f);
CGContextFillEllipseInRect(contextRef, CGRectMake(touchPoint.x, touchPoint.y, 20, 20));
[overlayView addSubview:contextRef];
if ((greena != 0) && (bluea == 0)) {
greena += -5;
reda += +5;
}
if ((reda != 0) && (greena == 0)) {
bluea += +5;
reda += -5;
}
if ((bluea != 0) && (reda == 0)) {
bluea += -5;
greena += +5;
}
}
You are calling UIGraphicsGetCurrentContext
in touchesMoved:withEvent:
. The system doesn't create a graphics context for you in touchesMoved:withEvent:
. The system only creates a graphics context for you in -[UIView drawRect:]
.
You need to read about the view drawing cycle and the runtime interaction model for views in Apple's documentation.
You can either move your drawing code to drawRect:
, or you can create your own graphics context (e.g. using UIGraphicsBeginImageContextWithOptions
or CGBitmapContextCreate
), draw to it, and then create an image from the context and assign the image to view.layer.contents
.