I am new in quartz 2d,I just created a 400 * 300 bitmap image context, and then fill a rect with 200 * 200,but I got a rectangle image rather than square, can anyone explain it?
override func draw(_ rect: CGRect) {
// Drawing code
let myBoundingBox = UIScreen.main.bounds
let myBitmapContext = myCreateBitmapContext(pixelWidth: 400 , pixelHeight: 300 )
myBitmapContext?.setFillColor(red: 1, green: 0, blue: 0, alpha: 1)
myBitmapContext?.fill(.init(x: 0, y: 0, width: 200, height: 200))
guard let myImage = myBitmapContext?.makeImage() else { return }
let context = UIGraphicsGetCurrentContext()
context?.draw(myImage, in: myBoundingBox)
}
func myCreateBitmapContext(pixelWidth: Int, pixelHeight: Int) -> CGContext? {
let bytesPerRow = pixelWidth * 4
guard let colorSpace = CGColorSpace.init(name: CGColorSpace.sRGB) else { return nil }
let context = CGContext.init(data: nil, width: pixelWidth, height: pixelHeight, bitsPerComponent: 8, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue)
return context
}

well,the image is being streched when drawing,if I want to get the prospective answer,I need to set funtion
draw(_ image: UIImage, in rect: CGRect, by Tiling: Bool = false)parameterrectsize same as the image,or changecontentModethe image showing likeimageView,however I don't know how to set in Quartz 2D yet. then I change code and finnaly got what I expected.