     path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
                           radius: size.width / 2,
                           startAngle: 0,
-                          endAngle: 2 * CGFloat.pi,
+                          endAngle: 2 * CGFloat(Double.pi),
                           clockwise: false)
     layer.fillColor = color.cgColor
     layer.apply(path: path, size: size)

    path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
                          radius: size.width / 4,
                          startAngle: 0,
                          endAngle: 2 * CGFloat.pi,
                          clockwise: true)
    layer.fillColor = nil
    layer.strokeColor = color.cgColor

    let path = UIBezierPath()
    path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
                          radius:size.width / 2,
                          startAngle:-3 * CGFloat(Double.pi) / 4,
                          endAngle:-CGFloat(Double.pi) / 4,
                          clockwise:true)
    path.move(
      to: CGPoint(x: size.width / 2 - size.width / 2 * cos(CGFloat(Double.pi) / 4),
        y: size.height / 2 + size.height / 2 * sin(CGFloat(Double.pi) / 4))
    )
    path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
                          radius:size.width / 2,
                          startAngle:-5 * CGFloat(Double.pi) / 4,
                          endAngle:-7 * CGFloat(Double.pi) / 4,
                          clockwise:false)
    layer.fillColor = nil
    layer.strokeColor = color.cgColor
