I have a subclass of UIButton where I overwrite drawRect for a custom looking button.
But now the cell doesn't highlight.
How can I fix this?
I have the code ready for another custom drawRect for when the cell is pressed.
- (void)drawRect:(CGRect)rect
{
//// General Declarations
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = UIGraphicsGetCurrentContext();
//// Color Declarations
UIColor* red = [UIColor colorWithRed: 1 green: 0 blue: 0 alpha: 1];
CGFloat redRGBA[4];
[red getRed: &redRGBA[0] green: &redRGBA[1] blue: &redRGBA[2] alpha: &redRGBA[3]];
UIColor* darkRed = [UIColor colorWithRed: (redRGBA[0] * 0.8) green: (redRGBA[1] * 0.8) blue: (redRGBA[2] * 0.8) alpha: (redRGBA[3] * 0.8 + 0.2)];
UIColor* lightRed = [UIColor colorWithRed: (redRGBA[0] * 0.8 + 0.2) green: (redRGBA[1] * 0.8 + 0.2) blue: (redRGBA[2] * 0.8 + 0.2) alpha: (redRGBA[3] * 0.8 + 0.2)];
//// Gradient Declarations
NSArray* redGradientColors = [NSArray arrayWithObjects:
(id)darkRed.CGColor,
(id)lightRed.CGColor, nil];
CGFloat redGradientLocations[] = {0, 1};
CGGradientRef redGradient = CGGradientCreateWithColors(colorSpace, (__bridge CFArrayRef)redGradientColors, redGradientLocations);
//// Shadow Declarations
CGColorRef shadow = [UIColor lightGrayColor].CGColor;
CGSize shadowOffset = CGSizeMake(0, -0);
CGFloat shadowBlurRadius = 1;
CGColorRef shadow2 = [UIColor blackColor].CGColor;
CGSize shadow2Offset = CGSizeMake(0, -0);
CGFloat shadow2BlurRadius = 2;
//// Rounded Rectangle Drawing
UIBezierPath* roundedRectanglePath = [UIBezierPath bezierPathWithRoundedRect: CGRectMake(35, 5, 250, 50) cornerRadius: 6];
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, shadow2Offset, shadow2BlurRadius, shadow2);
CGContextSetFillColorWithColor(context, shadow2);
[roundedRectanglePath fill];
[roundedRectanglePath addClip];
CGContextDrawLinearGradient(context, redGradient, CGPointMake(160, 55), CGPointMake(160, 5), 0);
////// Rounded Rectangle Inner Shadow
CGRect roundedRectangleBorderRect = CGRectInset([roundedRectanglePath bounds], -shadowBlurRadius, -shadowBlurRadius);
roundedRectangleBorderRect = CGRectOffset(roundedRectangleBorderRect, -shadowOffset.width, -shadowOffset.height);
roundedRectangleBorderRect = CGRectInset(CGRectUnion(roundedRectangleBorderRect, [roundedRectanglePath bounds]), -1, -1);
UIBezierPath* roundedRectangleNegativePath = [UIBezierPath bezierPathWithRect: roundedRectangleBorderRect];
[roundedRectangleNegativePath appendPath: roundedRectanglePath];
roundedRectangleNegativePath.usesEvenOddFillRule = YES;
CGContextSaveGState(context);
{
CGFloat xOffset = shadowOffset.width + round(roundedRectangleBorderRect.size.width);
CGFloat yOffset = shadowOffset.height;
CGContextSetShadowWithColor(context,
CGSizeMake(xOffset + copysign(0.1, xOffset), yOffset + copysign(0.1, yOffset)),
shadowBlurRadius,
shadow);
[roundedRectanglePath addClip];
CGAffineTransform transform = CGAffineTransformMakeTranslation(-round(roundedRectangleBorderRect.size.width), 0);
[roundedRectangleNegativePath applyTransform: transform];
[[UIColor grayColor] setFill];
[roundedRectangleNegativePath fill];
}
CGContextRestoreGState(context);
CGContextRestoreGState(context);
[[UIColor blackColor] setStroke];
roundedRectanglePath.lineWidth = 1;
[roundedRectanglePath stroke];
//// Cleanup
CGGradientRelease(redGradient);
CGColorSpaceRelease(colorSpace);
}
subclassing UIButton does not make sense because it's a kind of assembly/cluster class.
I had best experience creating own buttons when subclassing UIControl and add some custom behavior.
Check also this (you should not subclass UIButton).
Then also check how you highlight UIControl subclass.
i think you can deal with the highlight problem with these methods below
- (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event;
- (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event;
- (void)endTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event;
- (void)cancelTrackingWithEvent:(UIEvent *)event;
you can change the color or the image in these method
Related
I am trying to draw an image like below with libraries in iOS; but i couldn't.
I think it is very easy to draw but i couldn't achieve.
After i accomplish to draw i will place a label over it.
Use this as your drawRect method:
- (void)drawRect:(CGRect)rect
//// General Declarations
CGContextRef context = UIGraphicsGetCurrentContext();
//// Shadow Declarations
UIColor* shadow = [UIColor blackColor];
CGSize shadowOffset = CGSizeMake(1, 1);
CGFloat shadowBlurRadius = 2;
//// Frames
CGRect frame = rect;
//// Abstracted Graphic Attributes
CGRect shadowBoxRect = CGRectMake(CGRectGetMinX(frame) + 0, CGRectGetMinY(frame) + 0, 40, 40);
CGFloat shadowBoxCornerRadius = 4;
//// ShadowBox Drawing
UIBezierPath* shadowBoxPath = [UIBezierPath bezierPathWithRoundedRect: shadowBoxRect cornerRadius: shadowBoxCornerRadius];
[[UIColor lightGrayColor] setFill];
[shadowBoxPath fill];
////// ShadowBox Inner Shadow
CGRect shadowBoxBorderRect = CGRectInset([shadowBoxPath bounds], -shadowBlurRadius, -shadowBlurRadius);
shadowBoxBorderRect = CGRectOffset(shadowBoxBorderRect, -shadowOffset.width, -shadowOffset.height);
shadowBoxBorderRect = CGRectInset(CGRectUnion(shadowBoxBorderRect, [shadowBoxPath bounds]), -1, -1);
UIBezierPath* shadowBoxNegativePath = [UIBezierPath bezierPathWithRect: shadowBoxBorderRect];
[shadowBoxNegativePath appendPath: shadowBoxPath];
shadowBoxNegativePath.usesEvenOddFillRule = YES;
CGContextSaveGState(context);
{
CGFloat xOffset = shadowOffset.width + round(shadowBoxBorderRect.size.width);
CGFloat yOffset = shadowOffset.height;
CGContextSetShadowWithColor(context,
CGSizeMake(xOffset + copysign(0.1, xOffset), yOffset + copysign(0.1, yOffset)),
shadowBlurRadius,
shadow.CGColor);
[shadowBoxPath addClip];
CGAffineTransform transform = CGAffineTransformMakeTranslation(-round(shadowBoxBorderRect.size.width), 0);
[shadowBoxNegativePath applyTransform: transform];
[[UIColor grayColor] setFill];
[shadowBoxNegativePath fill];
}
CGContextRestoreGState(context);
}
Inner shadows are hard to do with CoreGraphics -- basically, you need to negate your path and draw a drop shadow below it, clipped to your original path.
You can take a look at PaintCode and it will show you the code. It has a 15-min demo mode if you don't want to purchase it, that should be enough for your needs.
You could try this:
#import <QuartzCore/QuartzCore.h>
and in your code , after making the your view set these:
self.layer.cornerRadius = x;
self.layer.masksToBounds = TRUE;
This allows you to have rounded corners on your view. And if you calculate the radius to match your view , you should get the desired look.
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor grayColor];
}
return self;
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context =UIGraphicsGetCurrentContext();
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
// And draw with a blue fill color
CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0);
// Draw them with a 2.0 stroke width so they are a bit more visible.
CGContextSetLineWidth(context, 2.0);
CGContextAddRect(context, self.bounds);
CGContextStrokePath(context);
// Close the path
CGContextClosePath(context);
// Fill & stroke the path
CGContextDrawPath(context, kCGPathFillStroke);
self.layer.cornerRadius = self.bounds.size.width/12;
self.layer.masksToBounds = TRUE;
}
I think it will be helpful to you.
Try the below code where myView is the UIView to which you want to set the shadow.
myView.layer.cornerRadius = 5.0f;
myView.layer.masksToBounds = YES;
[myView.layer setShadowColor:[[UIColor blackColor] colorWithAlphaComponent: 0.5]];
[myView.layer setShadowOffset:CGSizeMake(0, -1)];
Hope this helps.-
I got a requirements to display a UILabel with background split between two colors, like in this image:
(colors here are black at the bottom and 50% gray at the top - but this is not important). I tried setting the label's background colour to 50% grey in the interface builder and then do this in the code:
CALayer *sl1 = [[[CALayer alloc] init] autorelease];
sl1.frame = CGRectMake(0, lbl.frame.size.height / 2, lbl.frame.size.width, score1.frame.size.height/2);
sl1.backgroundColor = [[UIColor blackColor] CGColor];
[lbl.layer insertSublayer:sl1 atIndex:0];
Unfortunately, this resulted in the black part being drawn over the text, so the label looks like this:
which is, needless to say, is not something I need. So how can I get this background without turning to custom images? The issue is I need to have UILabel's like this in several places, different sizes - so I would need to create multiple versions of the background image.
Any ideas? Thanks.
this works:
UILabel* myLabel = [[UILabel alloc] initWithFrame:CGRectMake(100, 100, 100, 50)];
myLabel.text = #"Ciao";
myLabel.textColor = [UIColor greenColor];
UIGraphicsBeginImageContext(CGSizeMake(100, 50));
CGContextRef context = UIGraphicsGetCurrentContext();
// drawing with a gray fill color
CGContextSetRGBFillColor(context, 0.4, 0.4, 0.4, 1.0);
// Add Filled Rectangle,
CGContextFillRect(context, CGRectMake(0.0, 0.0, 100, 50));
// drawing with a black fill color
CGContextSetRGBFillColor(context, 0., 0., 0., .9);
// Add Filled Rectangle,
CGContextFillRect(context, CGRectMake(0.0, 25, 100, 25));
UIImage* resultingImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
myLabel.backgroundColor = [UIColor colorWithPatternImage:resultingImage];
[self.view addSubview:myLabel];
Use UIColor's +colorWithPatternImage:. Pass in a 1px by the UILabel's height image and it will be "tiled" across the the width of the view.
myLabel.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"label-background.png"]];
first you have to subclass the UILabel and override it's drawRect: method like this for gradient background
- (void)drawRect:(CGRect)rect
{
//////////////GET REFERENCE TO CURRENT GRAPHICS CONTEXT
CGContextRef context = UIGraphicsGetCurrentContext();
//////////////CREATE BASE SHAPE WITH ROUNDED CORNERS FROM BOUNDS
CGRect activeBounds = self.bounds;
CGFloat cornerRadius = 10.0f;
CGFloat inset = 6.5f;
CGFloat originX = activeBounds.origin.x + inset;
CGFloat originY = activeBounds.origin.y + inset;
CGFloat width = activeBounds.size.width - (inset*2.0f);
CGFloat height = activeBounds.size.height - (inset*2.0f);
CGRect bPathFrame = CGRectMake(originX, originY, width, height);
CGPathRef path = [UIBezierPath bezierPathWithRoundedRect:bPathFrame cornerRadius:cornerRadius].CGPath;
//////////////CREATE BASE SHAPE WITH FILL AND SHADOW
CGContextAddPath(context, path);
CGContextSetFillColorWithColor(context, [UIColor colorWithRed:210.0f/255.0f green:210.0f/255.0f blue:210.0f/255.0f alpha:1.0f].CGColor);
CGContextSetShadowWithColor(context, CGSizeMake(0.0f, 1.0f), 6.0f, [UIColor colorWithRed:0.0f/255.0f green:0.0f/255.0f blue:0.0f/255.0f alpha:1.0f].CGColor);
CGContextDrawPath(context, kCGPathFill);
//////////////CLIP STATE
CGContextSaveGState(context); //Save Context State Before Clipping To "path"
CGContextAddPath(context, path);
CGContextClip(context);
//////////////DRAW GRADIENT
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
size_t count = 3;
CGFloat locations[3] = {0.0f, 0.57f, 1.0f};
CGFloat components[12] =
{ 0.0f/255.0f, 0.0f/255.0f, 0.0f/255.0f, 1.0f, //1
5.0f/255.0f, 5.0f/255.0f, 5.0f/255.0f, 1.0f, //2
10.0f/255.0f, 10.0f/255.0f, 10.0f/255.0f, 1.0f}; //3
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorSpace, components, locations, count);
CGPoint startPoint = CGPointMake(activeBounds.size.width * 0.5f, 0.0f);
CGPoint endPoint = CGPointMake(activeBounds.size.width * 0.5f, activeBounds.size.height);
CGContextDrawLinearGradient(context, gradient, startPoint, endPoint, 0);
CGColorSpaceRelease(colorSpace);
CGGradientRelease(gradient);
}
This will draw black to white gradient background
May this will help you
Happy Codding :)
the above code is from this site http://mobile.tutsplus.com/tutorials/iphone/ios-sdk-uialertview-custom-graphics/
I am trying to do a custom tab bar with a transparent triangle that points into the tab bar's view.
Right now I am drawing a linear gradient and a gloss in the drawRect method for the background of this tab bar. I just need to add the transparent triangle on there. I know how to draw a triangle. I just need to know how to make it transparent to show the background beneath the tab bar view.
Anyone know how to do this?
Update
Here is the current code:
void drawGlossAndGradient(CGContextRef context, CGRect rect, CGColorRef startColor, CGColorRef endColor)
{
drawLinearGradient(context, rect, startColor, endColor);
CGColorRef glossColor1 = [UIColor colorWithRed:1.0 green:1.0
blue:1.0 alpha:0.35].CGColor;
CGColorRef glossColor2 = [UIColor colorWithRed:1.0 green:1.0
blue:1.0 alpha:0.1].CGColor;
CGRect topHalf = CGRectMake(rect.origin.x, rect.origin.y,
rect.size.width, rect.size.height/2);
drawLinearGradient(context, topHalf, glossColor1, glossColor2);
}
void drawLinearGradient(CGContextRef context, CGRect rect, CGColorRef startColor, CGColorRef endColor)
{
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGFloat locations[] = { 0.0, 1.0 };
NSArray *colors = [NSArray arrayWithObjects:(__bridge id)startColor, (__bridge id)endColor, nil];
CGGradientRef gradient = CGGradientCreateWithColors(colorSpace, (__bridge CFArrayRef) colors, locations);
CGPoint startPoint = CGPointMake(CGRectGetMidX(rect), CGRectGetMinY(rect));
CGPoint endPoint = CGPointMake(CGRectGetMidX(rect), CGRectGetMaxY(rect));
CGContextSaveGState(context);
CGContextAddRect(context, rect);
CGContextClip(context);
CGContextDrawLinearGradient(context, gradient, startPoint, endPoint, 0);
CGContextRestoreGState(context);
CGGradientRelease(gradient);
CGColorSpaceRelease(colorSpace);
}
- (void)drawTriangle
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGPoint pt1 = CGPointMake(0.0f, 0.0f);
CGPoint pt2 = CGPointMake(10.0f, 10.0f);
CGPoint pt3 = CGPointMake(20.0f, 0.0f);
CGPoint vertices[] = {pt1, pt2, pt3, pt1};
CGContextBeginPath(context);
CGContextAddLines(context, vertices, 3);
CGContextClosePath(context);
CGContextClip(context);
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGColorRef lightColor = [UIColor colorWithRed:65.0f/255.0f green:64.0f/255.0f
blue:66.0f/255.0f alpha:1.0].CGColor;
CGColorRef darkColor = [UIColor colorWithRed:37.0/255.0 green:31.0/255.0
blue:32.0/255.0 alpha:1.0].CGColor;
[self drawTriangle];
CGRect viewRect = self.bounds;
drawGlossAndGradient(context, viewRect, lightColor, darkColor);
}
I added the clip suggested below but that just made my background with the gradient and the gloss dissappear and the triangle become gray. Does anyone know what I am doing wrong here?
If you draw this gradient in drawRect: method just add clipping path before it.
Example:
-(void)drawRect:(CGRect)rect {
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGPoint vertices[] = {coordinates of vertices};
CGContextBeginPath(ctx);
CGContextAddLines(ctx, vertices, sizeof(vertices)/sizeof(CGPoint));
CGContextClosePath(ctx);
CGContextClip(ctx);
// draw the gradient
}
Vertices - is an array with 7 points. 1 point per each corner of self.bounds and 3 points which are define the triangle.
For example:
(0) (1) (3) (4)
_____ ________________
| \ / |
| V |
| (2) |
(6) |_______________________|(5)
CGPoint vertices[7] = {CGPointZero, // origin
p1, p2, p3, // vertices of the triangle
{self.bounds.size.width, 0},
{self.bounds.size.width, self.bounds.size.height},
{0, self.bounds.size.height}
}
If anybody needs, this is a code to draw a colored triangle in a UITableView without using UIImageView. This method is good because, the size of triangle can vary and it is drawn programmatically. Also, you can probably change colors and make triangle transparent.
#implementation RRTriangleView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, 0.0, 0.0);
CGPathAddLineToPoint(path, NULL, - self.bounds.size.height / 2.0, self.bounds.size.height / 2.0);
CGPathAddLineToPoint(path, NULL, 0.0, self.bounds.size.height);
CGPathAddLineToPoint(path, NULL, 0.0f, 0.0f);
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
[shapeLayer setPath:path];
[shapeLayer setFillColor:[COLOR_CUSTOM_LIGHT_BLUE CGColor]];
[shapeLayer setStrokeColor:[COLOR_CUSTOM_LIGHT_BLUE CGColor]];
[shapeLayer setPosition:CGPointMake(self.bounds.size.width, 0.0f)];
[[self layer] addSublayer:shapeLayer];
CGPathRelease(path);
}
return self;
}
Init this TriangleView and add it to your cell, when it is selected :
- (RRTriangleView *)triangleView
{
if (! _triangleView) {
_triangleView = [[RRTriangleView alloc] initWithFrame:self.bounds];
_triangleView.layer.backgroundColor = [[UIColor clearColor] CGColor];
_triangleView.clipsToBounds = NO;
}
return _triangleView;
}
- (void)setSelected:(BOOL)selected animated:(BOOL)animated
{
//[super setSelected:selected animated:animated];
if (selected) {
[self addSubview:self.triangleView];
}
else {
[self.triangleView removeFromSuperview];
}
}
The size of triangleView is like your cell's view, it is transparent and it is drawn above.
I beleive that
[view setBackgroundColor:[UIColor clearColor]];
[view setOpaque:NO];
will make your view transparent.
This code should be showing a shadow, but it isn't:
CGContextRef context = UIGraphicsGetCurrentContext();
//Border
CGMutablePathRef outerPath = createRoundedRectForRect(self.bounds, MENU_BUTTON_OUTER_RADIUS);
CGContextSetFillColorWithColor(context, [[UIColor colorWithWhite:0 alpha:0.18] CGColor]);
CGContextAddPath(context, outerPath);
CGContextFillPath(context);
//Button
UIColor *buttonColor;
if (self.type == JMenuButtonTypeBlack) {
buttonColor = [UIColor colorWithWhite:0 alpha:1.0];
}
else if (self.type == JMenuButtonTypeWhite) {
buttonColor = [UIColor colorWithWhite:0.72 alpha:1.0];
}
CGRect insideRect = rectForRectWithInset(self.bounds, 3);
CGMutablePathRef innerPath = createRoundedRectForRect(insideRect, MENU_BUTTON_INNER_RADIUS);
CGPoint gradientTop = CGPointMake(0, insideRect.origin.y);
CGPoint gradientBottom = CGPointMake(0, insideRect.origin.y + insideRect.size.height);
//Base color
CGContextSaveGState(context);
CGContextSetFillColorWithColor(context, [buttonColor CGColor]);
CGContextAddPath(context, innerPath);
CGContextFillPath(context);
CGContextRestoreGState(context);
//Gradient 1
CGContextSaveGState(context);
CGFloat colors [] = {
1.0, 1.0, 1.0, 0.16,
0.0, 0.0, 0.0, 0.11
};
CGColorSpaceRef baseSpace = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = CGGradientCreateWithColorComponents(baseSpace, colors, NULL, 2);
CGContextAddPath(context, innerPath);
CGContextClip(context);
CGContextDrawLinearGradient(context, gradient, gradientTop, gradientBottom, 0);
CGGradientRelease(gradient), gradient = NULL;
CGColorSpaceRelease(baseSpace), baseSpace = NULL;
CGContextRestoreGState(context);
//Shadow
CGContextSaveGState(context);
CGContextAddPath(context, innerPath);
CGContextSetShadowWithColor(context, CGSizeMake(0, 2), 3.0, [[UIColor blackColor] CGColor]);
CGContextRestoreGState(context);
This is what it looks like so far. The shadow code doesn't make a difference:
You're not drawing anything after you set the shadow. You need to either stroke or fill (CGContextStrokePath() or CGContextFillPath()) the path in order for it to be drawn into the context and thus appear on screen.
I was wondering how can I create text stroke for UILabel in iOS4 ? I need some suggestion . I want something like this :
EDITED :
UIFont *font = [UIFont fontWithName:#"Arial" size:222];
CGPoint point = CGPointMake(0,0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 0.7);
CGContextSetRGBStrokeColor(context, 2, 2, 2, 1.0);
CGContextSetTextDrawingMode(context, kCGTextFillStroke);
CGContextSaveGState(context);
// I change it to my outlet
[label.text drawAtPoint:point withFont:font];
CGContextRestoreGState(context);
UIFont *font = [UIFont fontWithName:#"Arial" size:14];
CGPoint point = CGPointMake(0,0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 0.7);
CGContextSetRGBStrokeColor(context, 0.0, 0.0, 0.0, 1.0);
CGContextSetTextDrawingMode(context, kCGTextFillStroke);
CGContextSaveGState(context);
[#"Label" drawAtPoint:point withFont:font];
CGContextRestoreGState(context);
you can look here:
http://developer.apple.com/library/ios/#documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_text/dq_text.html
and in the example code here:
http://developer.apple.com/library/ios/#samplecode/QuartzDemo/Introduction/Intro.html%23//apple_ref/doc/uid/DTS40007531
I have a clean solution implementing UILabelStroke subclass:
#implementation UILabelStroked
#synthesize strokeColor;
- (void)drawTextInRect:(CGRect)rect {
UIColor *borderColor = self.strokeColor;
UIColor *fillColor = self.textColor;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 1.0f);
CGContextSetTextDrawingMode(context, kCGTextStroke);
self.textColor = borderColor;
[super drawTextInRect:rect];
CGContextSetLineWidth(context, 0.0f);
CGContextSetTextDrawingMode(context, kCGTextFillStroke);
self.textColor = fillColor;
[super drawTextInRect:rect];
}
#end