You could add a subview to your UIImageView
containing another image with the small filled triangle. Or you could draw inside of the first image:
CGFloat width, height;
UIImage *inputImage; // input image to be composited over new image as example
// create a new bitmap image context at the device resolution (retina/non-retina)
UIGraphicsBeginImageContextWithOptions(CGSizeMake(width, height), YES, 0.0);
// get context
CGContextRef context = UIGraphicsGetCurrentContext();
// push context to make it current
// (need to do this manually because we are not drawing in a UIView)
UIGraphicsPushContext(context);
// drawing code comes here- look at CGContext reference
// for available operations
// this example draws the inputImage into the context
[inputImage drawInRect:CGRectMake(0, 0, width, height)];
// pop context
UIGraphicsPopContext();
// get a UIImage from the image context- enjoy!!!
UIImage *outputImage = UIGraphicsGetImageFromCurrentImageContext();
// clean up drawing environment
UIGraphicsEndImageContext();
This code (source here) will create a new UIImage
that you can use to initialize a UIImageView
.
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