#import "ButtonView.h"
@implementation ButtonView
- (void)drawRect:(CGRect)rect
{
//// General Declarations
CGContextRef context = UIGraphicsGetCurrentContext();
//// Color Declarations
UIColor* color4 = [UIColor colorWithRed: 0.293 green: 0.69 blue: 0.256 alpha: 1];
//// playButton
{
CGContextSaveGState(context);
CGContextSetAlpha(context, 0.9);
CGContextBeginTransparencyLayer(context, NULL);
//// circleOutline Drawing
UIBezierPath* circleOutlinePath = UIBezierPath.bezierPath;
[circleOutlinePath moveToPoint: CGPointMake(165.83, 165.69)];
[circleOutlinePath addCurveToPoint: CGPointMake(165.83, 33.81) controlPoint1: CGPointMake(202.06, 129.27) controlPoint2: CGPointMake(202.06, 70.23)];
[circleOutlinePath addCurveToPoint: CGPointMake(34.67, 33.81) controlPoint1: CGPointMake(129.61, -2.6) controlPoint2: CGPointMake(70.89, -2.6)];
[circleOutlinePath addCurveToPoint: CGPointMake(34.67, 165.69) controlPoint1: CGPointMake(-1.56, 70.23) controlPoint2: CGPointMake(-1.56, 129.27)];
[circleOutlinePath addCurveToPoint: CGPointMake(165.83, 165.69) controlPoint1: CGPointMake(70.89, 202.1) controlPoint2: CGPointMake(129.61, 202.1)];
[circleOutlinePath closePath];
[color4 setStroke];
circleOutlinePath.lineWidth = 5.5;
[circleOutlinePath stroke];
//// Triangle Drawing
UIBezierPath* trianglePath = UIBezierPath.bezierPath;
[trianglePath moveToPoint: CGPointMake(64.5, 40.5)];
[trianglePath addLineToPoint: CGPointMake(164.5, 99.5)];
[trianglePath addLineToPoint: CGPointMake(64.5, 158.5)];
[trianglePath addLineToPoint: CGPointMake(64.5, 99.5)];
[trianglePath addLineToPoint: CGPointMake(64.5, 40.5)];
[trianglePath addLineToPoint: CGPointMake(64.5, 40.5)];
[trianglePath closePath];
trianglePath.lineCapStyle = kCGLineCapRound;
[color4 setFill];
[trianglePath fill];
[color4 setStroke];
trianglePath.lineWidth = 1;
[trianglePath stroke];
// // This assumes the clippingPath and image are in the same coordinate space, and scales both to fill the view bounds.
// if ([self image])
// {
// CGSize imageSize = [[self image] size];
// CGRect bounds = [self bounds];
//
// CGContextRef context = UIGraphicsGetCurrentContext();
// CGContextScaleCTM(context, bounds.size.width/imageSize.width, bounds.size.height/imageSize.height);
//
// // This assumes the clippingPath and image may be drawn in the current coordinate space.
// [[self clippingPath] addClip];
// [[self image] drawAtPoint:CGPointZero];
CGContextEndTransparencyLayer(context);
CGContextRestoreGState(context);
}
}
@end
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