In this code I use CGContextRef to create next picture on my UIView:
CGMutablePathRef arc = CGPathCreateMutable();
CGFloat lineWidth = 16.0;
CGContextRef cont = UIGraphicsGetCurrentContext();
CGContextFlush(cont);
CGContextSetStrokeColorWithColor(cont, [UIColor grayColor].CGColor);
CGContextSetFillColorWithColor(cont, [UIColor clearColor].CGColor);
for (int i = 0; i < 16; i++) {
CGPathAddArc(arc, NULL, cenPoint.x, cenPoint.y, halfWidthInc(-8.0f), DEG_TO_RAD(_deg1*i), DEG_TO_RAD(_deg1*(i+1)), NO);
CGPathRef strokedArc = CGPathCreateCopyByStrokingPath(arc, NULL, lineWidth, kCGLineCapButt, kCGLineJoinMiter, 10);
CGContextAddPath(cont, strokedArc);
}
for (int i = 0; i < 8; i++) {
arc = CGPathCreateMutable();
CGPathAddArc(arc, NULL, cenPoint.x, cenPoint.y, halfWidthInc(-24.0f), DEG_TO_RAD(_deg2*i), DEG_TO_RAD(_deg2*(i+1)), NO);
CGPathRef strokedArc = CGPathCreateCopyByStrokingPath(arc, NULL, lineWidth, kCGLineCapButt, kCGLineJoinMiter, 10);
CGContextAddPath(cont, strokedArc);
}
for (int i = 0; i < 4; i++) {
arc = CGPathCreateMutable();
CGPathAddArc(arc, NULL, cenPoint.x, cenPoint.y, halfWidthInc(-40.0f), DEG_TO_RAD(_deg3*i), DEG_TO_RAD(_deg3*(i+1)), NO);
CGPathRef strokedArc = CGPathCreateCopyByStrokingPath(arc, NULL, lineWidth, kCGLineCapButt, kCGLineJoinMiter, 10);
CGContextAddPath(cont, strokedArc);
}
for (int i = 0; i < 2; i++) {
arc = CGPathCreateMutable();
CGPathAddArc(arc, NULL, cenPoint.x, cenPoint.y, halfWidthInc(-56.0f), DEG_TO_RAD(_deg4*i), DEG_TO_RAD(_deg4*(i+1)), NO);
CGPathRef strokedArc = CGPathCreateCopyByStrokingPath(arc, NULL, lineWidth, kCGLineCapButt, kCGLineJoinMiter, 10);
CGContextAddPath(cont, strokedArc);
}
CGContextDrawPath(cont, kCGPathFillStroke);
But I want to transform in with CATransform3D. For it I must draw this context in sublayer of my UIView (because I want to draw more sublayers on it UIView). How can I draw this CGContextRef path in separate sublayer of UIView?