Reputation: 6176
I would like to load instances of a class that contains a uibezierPath, and redraw these previous paths at the launch of the app. The dictionary returns the correct instances, but I cannot draw the paths : the view is created in the storyboard, so I used initWithCoder, if I use viewDidLoad, this method is not called. And the error is :
previousArrays : ( { firstPath = ""; }, { firstPath = ""; }, { firstPath = ""; }, { firstPath = ""; } ) Dec 30 17:02:36 iPhone MyProject[1818] : CGContextAddPath: invalid context 0x0. This is a serious error. This application, or a library it uses, is using an invalid context and is thereby contributing to an overall degradation of system stability and reliability. This notice is a courtesy: please fix this problem. It will become a fatal error in an upcoming update.
Here is my code : (after a touch, a path is saved, then when starting the app again, the error appears. When I draw though, there is no problem. Drawing the path works. It is when returning to the app, and drawing in initWithCoder, that the problem appears.)
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithCGPath:myPath];//nscoding compliant
DataForPath *firstPath = [[DataForPath alloc] init];
firstPath.path = bezierPath;
firstPath.colorInArray = @(currentColor);
NSDictionary *dict = @{@"firstPath":firstPath};
[SaveData saveData:dict];
}
-(id)initWithCoder:(NSCoder *)aDecoder{
if ( !(self=[super initWithCoder:aDecoder])) return nil;
//...
myPath = CGPathCreateMutable();
CGContextRef context = UIGraphicsGetCurrentContext();
NSArray *previousArrays = [SaveData loadData];
//NSLog("previousArrays : %@", previousArrays )...
for ( NSDictionary*dict in previousArrays){
UIBezierPath *eachPath = dict[@"path"];
int color = [dict[@"colorInArray"] intValue];
UIColor *objectColor = [self.possibleColor objectAtIndex:color];
CGContextAddPath(context, eachPath.CGPath);
CGContextSetStrokeColorWithColor(context, [UIColor greenColor].CGColor);
CGContextDrawPath(context, kCGPathStroke);
/*
CGContextSetStrokeColorWithColor(context, objectColor.CGColor);
CGContextSaveGState(context);
[eachPath stroke];
CGContextRestoreGState(context);
*/
}
return self;
}
EDIT : the previous paths in the for loop are not drawn?
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
if ( firstLaunchWithPreviousPaths ){
for ( NSDictionary*dict in previousArrays){
NSLog(@"firstLaunch"); //is called
UIBezierPath *eachPath = dict[@"path"];
CGContextAddPath(context, eachPath.CGPath);
CGContextSetStrokeColorWithColor(context, [UIColor greenColor].CGColor);
CGContextDrawPath(context, kCGPathStroke);
//nothing is drawn?
}
}
//with touchesEnd : this works
/*
CGContextAddPath(context, myPath);
CGContextSetStrokeColorWithColor(context, [UIColor greenColor].CGColor);
CGContextDrawPath(context, kCGPathStroke);
*/
}
Upvotes: 0
Views: 192
Reputation: 534925
The error message tells you the problem. You are saying:
CGContextRef context = UIGraphicsGetCurrentContext();
But there is no current context in initWithCoder:
.
You can only draw in a place where there is a graphics context. Either make one, or move your code to a place where there is one (such as drawRect:
).
Or, if you are trying to construct a mutable CGPath, make no reference to any graphics context: work with the path, not a context. CGMutablePath has a whole set of functions of its own for constructing the path. But of course then you cannot stroke or draw it - it's just a path. You will be able to stroke or draw it later, when you have a graphics context; you give the context the path and now you can stroke or draw it. Stroking and drawing are something that can only happen in a graphics context. And you don't have one here.
Upvotes: 2