Clear before drawInRect for Mac App - objective-c

I want to animate the width of my button in my Mac App and at the same time have a background image and a foreground image. For that I'm using #kgn's awesome library BBlock (https://github.com/kgn/BBlock).
Problem is that the background image seems to get drawn behind each other, so when the button scales down, you can't even see the background image animation and it seems to be cut off.
This way of "animating" the width change works if I just use setImage, but then I don't get the benefits of having a background image.
I've made a custom button that scales the button incrementally (basically animates it). It changes the size of the button by one pixel each run and changes the image, background image and alternate background image by one pixel as well:
- (void)scaleTestButtonUntilWidth:(int)width{
[NSTimer scheduledTimerRepeats:YES withTimeInterval:timeInterval andBlock:^{
if (self.width == width) {
return;
}
int newSize;
if (width > self.width) {
newSize = self.width += 1;
}else if (width < self.width){
newSize = self.width -= 1;
}
self.width = newSize;
[self setImage:self.image];
[self setAlternateBackgroundImage:[self alternateBGImage]];
[self setBackgroundImage:[self BGImage]];
}];
}
The setBackgroundImage looks like this and the implementation for setAlternateBackgroundImage is the same:
- (void)setBackgroundImage:(NSImage *)backgroundImage{
[self setImage:[self imageWithBackgroundImage:backgroundImage
andIcon:self.image]];
[self setButtonType:NSMomentaryChangeButton];
[self setBordered:NO];
}
Which calls the method that actually draws the image:
- (NSImage *)imageWithBackgroundImage:(NSImage *)background andIcon:(NSImage *)icon{
return [NSImage imageForSize:background.size withDrawingBlock:^{
NSRect bounds = NSZeroRect;
bounds.size = background.size;
NSRect iconRect = NSZeroRect;
iconRect.size = icon.size;
iconRect.origin.x = round(background.size.width*0.5f-iconRect.size.width*0.5f);
iconRect.origin.y = round(background.size.height*0.5f-iconRect.size.height*0.5f);
[background drawInRect:bounds fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0f];
[icon drawInRect:iconRect fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0f];
}];
}
With the help of this method:
+ (NSImage *)imageForSize:(NSSize)size withDrawingBlock:(void(^)())drawingBlock{
if(size.width <= 0 || size.width <= 0){
return nil;
}
NSImage *image = [[NSImage alloc] initWithSize:size];
[image lockFocus];
drawingBlock();
[image unlockFocus];
#if !__has_feature(objc_arc)
return [image autorelease];
#else
return image;
#endif
}

I wonder if you would be better off subclassing NSButton and overwriting drawRect

Maybe try saving and restoring the graphics context.
return [NSImage imageForSize:background.size withDrawingBlock:^{
NSRect bounds = NSZeroRect;
bounds.size = background.size;
NSRect iconRect = NSZeroRect;
iconRect.size = icon.size;
iconRect.origin.x = round(background.size.width*0.5f-iconRect.size.width*0.5f);
iconRect.origin.y = round(background.size.height*0.5f-iconRect.size.height*0.5f);
CGContextRef context = [[NSGraphicsContext currentContext] graphicsPort];
CGContextSaveGState(context);
[background drawInRect:bounds fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0f];
[icon drawInRect:iconRect fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0f];
CGContextRestoreGState(context);
}];

Related

How to lower a UIView element in a SpriteKit scene

I have a regular SpriteKit scene. In fact it is the default scene created from "Sprite Kit" which draws spaceships.
I would like to draw on the background.
I have successfully added a UIImageView as a subview of the main skView. I can draw on this with lines and such.
But I can't seem to succesfully put the UIImageView behind the main skview.
How can I do this? Here is my sample code.
(In the UIImageView I'm just drawing random lines every 0.1 seconds.)
#implementation GameViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
// skView.showsFPS = YES;
// skView.showsNodeCount = YES;
/* Sprite Kit applies additional optimizations to improve rendering performance */
//skView.ignoresSiblingOrder = YES;
// Create and configure the scene.
GameScene *scene = [GameScene unarchiveFromFile:#"GameScene"];
scene.scaleMode = SKSceneScaleModeAspectFill;
[skView presentScene:scene];
}
-(void)viewWillLayoutSubviews{
self.imageView = [UIImageView new];
self.imageView.frame = self.view.frame;
[self.view addSubview:self.imageView];
[self startRepeatingTimer];
}
-(void)viewDidLayoutSubviews{
// this doesn't work. was just trying it out.
int i = [[self.view subviews] count];
[self.view exchangeSubviewAtIndex:0 withSubviewAtIndex:i-1];
}
///// DRAW RANDOM LINES EVERY 0.1 SECONDS ON THE UIIMAGEVIEW SUBVIEW
- (IBAction)startRepeatingTimer {
[self.repeatingTimer invalidate];
self.repeatingTimer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(drawOnImage:) userInfo:nil repeats:YES];
}
- (void)drawOnImage:(NSTimer*)theTimer {
//setup
float w = self.view.frame.size.width;
float h = self.view.frame.size.height;
UIGraphicsBeginImageContextWithOptions(self.view.frame.size,NO,0.0);
[self.imageView.image drawInRect:CGRectMake(0, 0, w, h)];
CGContextRef c = UIGraphicsGetCurrentContext();
//draw
CGContextMoveToPoint(c, drand48()*w,drand48()*h);
CGContextAddLineToPoint(c, drand48()*w,drand48()*h);
CGContextSetLineCap(c, kCGLineCapRound);
CGContextSetLineWidth(c, 1.0f );
CGContextSetRGBStrokeColor(c, drand48(), drand48(), drand48(), 1.0);
CGContextStrokePath(c);
// set the image
self.imageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
Here's a SpriteKit-friendly way to draw random lines on a background image. The basic steps are
Create a blank image
Convert the image to an SKTexture
Create a sprite with the texture
Draw a random line on the image
Update the sprite's texture with the image
Wait for 0.1 seconds
Iterate over steps 4-6
In GameScene.m, add the following
-(void)didMoveToView:(SKView *)view {
self.scaleMode = SKSceneScaleModeResizeFill;
// 1. Create an empty UIImage
self.image = [self blankImageWithSize:view.frame.size];
// 2. Convert the image to a texture
SKTexture *texture = [SKTexture textureWithImage:_image];
// 3. Create a sprite from the texture
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithTexture:texture];
// Center the sprite in the view
sprite.position = CGPointMake(CGRectGetMidX(view.frame), CGRectGetMidY(view..frame));
// Set zPosition such that the sprite is underneath other nodes
sprite.zPosition = -1000;
[self addChild:sprite];
self.sprite = sprite;
// 4. and 5. Create an SKAction that draw lines on the image and then update the
// sprite's texture
SKAction *drawAction = [SKAction runBlock:^{
[self drawOnImage];
_sprite.texture = [SKTexture textureWithImage:_image];
}];
// 6. create a 0.1 second delay
SKAction *wait = [SKAction waitForDuration:0.1];
SKAction *action = [SKAction sequence:#[drawAction,wait]];
// 7. Iterate
[self runAction:[SKAction repeatActionForever:action]];
// Create a label and add it to the scene to show the image is
// in the background
SKLabelNode *myLabel = [SKLabelNode labelNodeWithFontNamed:#"Chalkduster"];
myLabel.text = #"Hello, World!";
myLabel.fontSize = 65;
myLabel.position = CGPointMake(CGRectGetMidX(view.frame), CGRectGetMidY(view..frame));
[self addChild:myLabel];
}
This method creates a blank image
- (UIImage*) blankImageWithSize:(CGSize)size
{
UIGraphicsBeginImageContext(size);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
This method draws lines on the image
- (void)drawOnImage {
//setup
float w = _image.size.width;
float h = _image.size.height;
UIGraphicsBeginImageContextWithOptions(_image.size,NO,0.0);
[_image drawInRect:CGRectMake(0, 0, w, h)];
CGContextRef c = UIGraphicsGetCurrentContext();
//draw
CGContextMoveToPoint(c, drand48()*w,drand48()*h);
CGContextAddLineToPoint(c, drand48()*w,drand48()*h);
CGContextSetLineCap(c, kCGLineCapRound);
CGContextSetLineWidth(c, 1.0f );
CGContextSetRGBStrokeColor(c, drand48(), drand48(), drand48(), 1.0);
CGContextStrokePath(c);
// set the image
_image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}

NSView draw permanently to background

I'm trying to draw some things on the background of my windows. Therefore I subclassed the NSView of the window and added some drawing code like this:
- (void)drawRect:(NSRect)dirtyRect {
float color = 0.95;
[[NSColor colorWithDeviceRed:color green:color blue:color alpha:1.0] set];
NSRectFill(NSMakeRect(320, 0, 220, NSHeight(dirtyRect)-60));
}
This works great, but as soon as I open a NSComboBox or if I activate a checkbox, the background of these elements erases my just drawn rect.
I don't understand this, because checking for example the checkbox causes, that drawRect is called (I added a NSLog). Only resizing the window draws my rect again.
EDIT:
here is a screenshot of the problem:
I sometimes face the same problem. I think the following is what I use.
/// .h
#interface BackgroundView1 : NSView {
NSImage *myImage;
}
// .m
- (void)awakeFromNib {
[self setupBackgroundImage];
}
- (void)setupBackgroundImage {
NSColor *c = [NSColor colorWithDeviceRed:0.0f/255.0f green:55.0f/255.0f blue:150.0f/255.0f alpha:1.0f];
if (myImage == nil)
myImage = [self createColorImage:NSMakeSize(1,1):c];
}
- (void)drawRect:(NSRect)rect {
[myImage drawInRect:NSMakeRect([self bounds].origin.x,[self bounds].origin.y,[self frame].size.width,[self frame].size.height)
fromRect:NSMakeRect(0,0,[myImage size].width, [myImage size].height)
operation:NSCompositeCopy
fraction:1.0];
}
// Start Functions //
- (NSImage *)createColorImage:(NSSize)size :(NSColor *)color {
NSImage *image = [[NSImage alloc] initWithSize:size];
NSBitmapImageRep *rep = [[NSBitmapImageRep alloc]
initWithBitmapDataPlanes:NULL
pixelsWide:size.width
pixelsHigh:size.height
bitsPerSample:8
samplesPerPixel:4
hasAlpha:YES
isPlanar:NO
colorSpaceName:NSCalibratedRGBColorSpace
bytesPerRow:0
bitsPerPixel:0];
[image addRepresentation:rep];
[image lockFocus]; // Lock focus of image, making it a destination for drawing
[color set];
NSRectFill(NSMakeRect(0,0,size.width,size.height));
[image unlockFocus];
return image;
}
// End Functions //

Using a UIScrollview to zoom/pan an image, place items on top of image and move them

I am using a uiscrollview to display an UIImageview that is larger then screen size (just like photo viewing in the Photo Library). next i needed to add a point (i am using a UIImageview to show a dot) to the screen when the user taps. got that working.
now what i am trying to do is have that point to stay in the same location relative to the image. UIScrollview has some notifications for when dragging starts and ends, but nothing that gives a constant update of its contentoffset. say i place a dot at X location. i then scroll down 50 pixels, the point needs to move up 50 pixels smoothly (so the point always stays at the same location relative to the image).
does anybody have any ideas?
EDIT: adding code
- (void)viewDidLoad
{
[super viewDidLoad];
//other code...
scrollView.delegate = self;
scrollView.clipsToBounds = YES;
scrollView.decelerationRate = UIScrollViewDecelerationRateFast;
scrollView.minimumZoomScale = (scrollView.frame.size.width / imageView.frame.size.width);
scrollView.maximumZoomScale = 10.0;
//other code...
}
adding a point
-(void) foundTap:(UITapGestureRecognizer *) recognizer
{
CGPoint pixelPos = [recognizer locationInView:self.view];
UIImageView *testPoint = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"inner-circle.png"]];
testPoint.frame = CGRectMake(0, 0, 20, 20);
testPoint.center = CGPointMake(pixelPos.x, pixelPos.y);
[self.scrollView addSubview:testPoint];
NSMutableArray *tempTestPointArray = [[NSMutableArray alloc] initWithArray:testPointArray];
[tempTestPointArray addObject:testPoint];
testPointArray = tempTestPointArray;
NSLog(#"recorded point %f,%f",pixelPos.x,pixelPos.y);
}
getting pixel points
-(void)scrollViewDidZoom:(UIScrollView *)scrollView
{
NSLog(#"zoom factor: %f", scrollView.zoomScale);
UIPinchGestureRecognizer *test = scrollView.pinchGestureRecognizer;
UIView *piece = test.view;
CGPoint locationInView = [test locationInView:piece];
CGPoint locationInSuperview = [test locationInView:piece.superview];
NSLog(#"locationInView: %# locationInSuperView: %#", NSStringFromCGPoint(locationInView), NSStringFromCGPoint(locationInSuperview));
}
You can implement the UIScrollViewDelegate method scrollViewDidScroll: to get a continuous callback whenever the content offset changes.
Can you not simply add the image view with the dot as a subview of the scroll view?
You can use something like this:
UIGraphicsBeginImageContext(mainimg.frame.size);
[mainimg.image drawInRect:
CGRectMake(0, 0, mainimg.frame.size.width, mainimg.frame.size.height)];
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetLineCap(ctx, kCGLineCapButt);
CGContextSetLineWidth(ctx,2.0);
CGContextSetRGBStrokeColor(ctx, 1.0, 0.0, 0.0, 1.0);
CGContextBeginPath(ctx);
if (largecursor == FALSE) {
CGContextMoveToPoint(ctx, pt.x-3.0, pt.y);
CGContextAddLineToPoint(ctx, pt.x+3.0,pt.y);
CGContextMoveToPoint(ctx, pt.x, pt.y-3.0);
CGContextAddLineToPoint(ctx, pt.x, pt.y+3.0);
} else {
CGContextMoveToPoint(ctx, 0.0, pt.y);
CGContextAddLineToPoint(ctx, maxx,pt.y);
CGContextMoveToPoint(ctx, pt.x, 0.0);
CGContextAddLineToPoint(ctx, pt.x, maxy);
}
CGContextStrokePath(ctx);
mainimg.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

Display NSImage on a CALayer

I've been trying to display a NSImage on a CALayer. Then I realised I need to convert it to a CGImage apparently, then display it...
I have this code which doesn't seem to be working
CALayer *layer = [CALayer layer];
NSImage *finderIcon = [[NSWorkspace sharedWorkspace] iconForFileType:NSFileTypeForHFSTypeCode(kFinderIcon)];
[finderIcon setSize:(NSSize){ 128.0f, 128.0f }];
CGImageSourceRef source;
source = CGImageSourceCreateWithData((CFDataRef)finderIcon, NULL);
CGImageRef finalIcon = CGImageSourceCreateImageAtIndex(source, 0, NULL);
layer.bounds = CGRectMake(128.0f, 128.0f, 4, 4);
layer.position = CGPointMake(128.0f, 128.0f);
layer.contents = finalIcon;
// Insert the layer into the root layer
[mainLayer addSublayer:layer];
Why? How can I get this to work?
From the comments: Actually, if you're on 10.6, you can also just set the CALayer's contents to an NSImage rather than a CGImageRef...
If you're on OS X 10.6 or later, take a look at NSImage's CGImageForProposedRect:context:hints: method.
If you're not, I've got this in a category on NSImage:
-(CGImageRef)CGImage
{
CGContextRef bitmapCtx = CGBitmapContextCreate(NULL/*data - pass NULL to let CG allocate the memory*/,
[self size].width,
[self size].height,
8 /*bitsPerComponent*/,
0 /*bytesPerRow - CG will calculate it for you if it's allocating the data. This might get padded out a bit for better alignment*/,
[[NSColorSpace genericRGBColorSpace] CGColorSpace],
kCGBitmapByteOrder32Host|kCGImageAlphaPremultipliedFirst);
[NSGraphicsContext saveGraphicsState];
[NSGraphicsContext setCurrentContext:[NSGraphicsContext graphicsContextWithGraphicsPort:bitmapCtx flipped:NO]];
[self drawInRect:NSMakeRect(0,0, [self size].width, [self size].height) fromRect:NSZeroRect operation:NSCompositeCopy fraction:1.0];
[NSGraphicsContext restoreGraphicsState];
CGImageRef cgImage = CGBitmapContextCreateImage(bitmapCtx);
CGContextRelease(bitmapCtx);
return (CGImageRef)[(id)cgImage autorelease];
}
I think I wrote this myself. But it's entirely possible that I ripped it off from somewhere else like Stack Overflow. It's an older personal project and I don't really remember.
Here's some code which may help you - I sure hope the formatting of this does not get all messed up like it appears is going to happen - all I can offer is that this works for me.
// -------------------------------------------------------------------------------------
- (void)awakeFromNib
{
// setup our main window 'contentWindow' to use layers
[[contentWindow contentView] setWantsLayer:YES]; // NSWindow*
// create a root layer to contain all of our layers
CALayer *root = [[contentWindow contentView] layer];
// use constraint layout to allow sublayers to center themselves
root.layoutManager = [CAConstraintLayoutManager layoutManager];
// create a new layer which will contain ALL our sublayers
// -------------------------------------------------------
mContainer = [CALayer layer];
mContainer.bounds = root.bounds;
mContainer.frame = root.frame;
mContainer.position = CGPointMake(root.bounds.size.width * 0.5,
root.bounds.size.height * 0.5);
// insert layer on the bottom of the stack so it is behind the controls
[root insertSublayer:mContainer atIndex:0];
// make it resize when its superlayer does
root.autoresizingMask = kCALayerWidthSizable | kCALayerHeightSizable;
// make it resize when its superlayer does
mContainer.autoresizingMask = kCALayerWidthSizable | kCALayerHeightSizable;
}
// -------------------------------------------------------------------------------------
- (void) loadMyImage:(NSString*) path
n:(NSInteger) num
x:(NSInteger) xpos
y:(NSInteger) ypos
h:(NSInteger) hgt
w:(NSInteger) wid
b:(NSString*) blendstr
{
#ifdef __DEBUG_LOGGING__
NSLog(#"loadMyImage - ENTER [%#] num[%d] x[%d] y[%d] h[%d] w[%d] b[%#]",
path, num, xpos, ypos, hgt, wid, blendstr);
#endif
NSInteger xoffset = ((wid / 2) + xpos); // use CORNER versus CENTER for location
NSInteger yoffset = ((hgt / 2) + ypos);
CIFilter* filter = nil;
CGRect cgrect = CGRectMake((CGFloat) xoffset, (CGFloat) yoffset,
(CGFloat) wid, (CGFloat) hgt);
if(nil != blendstr) // would be equivalent to #"CIMultiplyBlendMode" or similar
{
filter = [CIFilter filterWithName:blendstr];
}
// read image file via supplied path
NSImage* theimage = [[NSImage alloc] initWithContentsOfFile:path];
if(nil != theimage)
{
[self setMyImageLayer:[CALayer layer]]; // create layer
myImageLayer.frame = cgrect; // locate & size image
myImageLayer.compositingFilter = filter; // nil is OK if no filter
[myImageLayer setContents:(id) theimage]; // deposit image into layer
// add new layer into our main layer [see awakeFromNib above]
[mContainer insertSublayer:myImageLayer atIndex:0];
[theimage release];
}
else
{
NSLog(#"ERROR loadMyImage - no such image [%#]", path);
}
}
+ (CGImageRef) getCachedImage:(NSString *) imageName
{
NSGraphicsContext *context = [[NSGraphicsContext currentContext] graphicsPort];
NSImage *img = [NSImage imageNamed:imageName];
NSRect rect = NSMakeRect(0, 0, [img size].width, [img size].height);
return [img CGImageForProposedRect:&rect context:context hints:NULL];
}
+ (CGImageRef) getImage:(NSString *) imageName withExtension:(NSString *) extension
{
NSGraphicsContext *context = [[NSGraphicsContext currentContext] graphicsPort];
NSString* imagePath = [[NSBundle mainBundle] pathForResource:imageName ofType:extension];
NSImage* img = [[NSImage alloc] initWithContentsOfFile:imagePath];
NSRect rect = NSMakeRect(0, 0, [img size].width, [img size].height);
CGImageRef imgRef = [img CGImageForProposedRect:&rect context:context hints:NULL];
[img release];
return imgRef;
}
then you can set it:
yourLayer.contents = (id)[self getCachedImage:#"myImage.png"];
or
yourLayer.contents = (id)[self getImage:#"myImage" withExtension:#"png"];

cocoa hello world screensaver

I have been studying NSView and as such I thought I would give a shot at a screen saver. I have been able to display and image in an NSView but I can't seen to modify this example code to display a simple picture in ScreenSaverView.
http://www.mactech.com/articles/mactech/Vol.20/20.06/ScreenSaversInCocoa/
BTW great tutorial that works with Snow Leopard.
I would think to simply display an image I would need something that looked like this...
What am I doing wrong?
//
// try_screensaverView.m
// try screensaver
//
#import "try_screensaverView.h"
#implementation try_screensaverView
- (id)initWithFrame:(NSRect)frame isPreview:(BOOL)isPreview
{
self = [super initWithFrame:frame isPreview:isPreview];
if (self) {
[self setAnimationTimeInterval:1]; //refresh once per sec
}
return self;
}
- (void)startAnimation
{
[super startAnimation];
NSString *path = [[NSBundle mainBundle] pathForResource:#"leaf" ofType:#"JPG" inDirectory:#""];
image = [[NSImage alloc] initWithContentsOfFile:path];
}
- (void)stopAnimation
{
[super stopAnimation];
}
- (void)drawRect:(NSRect)rect
{
[super drawRect:rect];
}
- (void)animateOneFrame
{
//////////////////////////////////////////////////////////
//load image and display This does not scale the image
NSRect bounds = [self bounds];
NSSize newSize;
newSize.width = bounds.size.width;
newSize.height = bounds.size.height;
[image setSize:newSize];
NSRect imageRect;
imageRect.origin = NSZeroPoint;
imageRect.size = [image size];
NSRect drawingRect = imageRect;
[image drawInRect:drawingRect fromRect:imageRect operation:NSCompositeSourceOver fraction:1];
}
- (BOOL)hasConfigureSheet
{
return NO;
}
- (NSWindow*)configureSheet
{
return nil;
}
#end
NSRect bounds = [self bounds];
NSSize newSize;
newSize.width = bounds.size.width;
newSize.height = bounds.size.height;
[image setSize:newSize];
I don't know why you're doing this.
NSRect imageRect;
imageRect.origin = NSZeroPoint;
imageRect.size = [image size];
A.k.a. [self bounds].size.
NSRect drawingRect = imageRect;
[image drawInRect:drawingRect fromRect:imageRect operation:NSCompositeSourceOver fraction:1];
i.e., [image drawInRect:[self bounds] fromRect:[self bounds] operation:NSCompositeSourceOver fraction:1].
If you're trying to draw the image at its natural size, there's no reason to ever send it a setSize: message. Cut out that entire first part, and the rest should work just fine.
If you're trying to fill the screen (which would be scaling, which would contradict the comment), set the drawingRect to [self bounds], not imageRect. This does exactly as it reads:
image,
draw into (the bounds of the view),
from (the image's entire area).
[image
drawInRect:[self bounds]
fromRect:imageRect
⋮
];
Neither the natural-size-fixed-position draw nor the full-screen draw is an effective screen saver. The latter is irredeemable; you can make the former useful by animating the image around the screen.
I had a similar issue, so I'll post my solution. OP was attempting to load image contents via NSBundle's mainBundle. Instead, you'll have more luck fetching the screensaver's bundle and loading files from there, like so:
NSBundle *saverBundle = [NSBundle bundleForClass:[self class]];
NSImage *image = [[NSImage alloc] initWithContentsOfFile:[saverBundle pathForResource:#"image" ofType:#"png"]];
Since you are doing your drawing in animateOneFrame, try removing your overridden drawRect.