       }
       
       switch (angle0 > angle1 , direction) {
-      case (true, .Clockwise):
+      case (true, .clockwise):
         newPoint = points[0]
-      case (true, .CounterClockwise):
+      case (true, .counterClockwise):
         newPoint = points[1]
-      case (false, .Clockwise):
+      case (false, .clockwise):
         newPoint = points[1]
-      case (false, .CounterClockwise):
+      case (false, .counterClockwise):
         newPoint = points[0]
       }
       

    return pointOnCircle( innerCircle,
              atDistance: midOffset * innerOuterRingRatio,
               fromPoint: innerStart,
             inDirection: .Clockwise)
  }
  
  var innerBezStartControlPoint: RingPoint {
    return pointOnCircle( innerCircle,
              atDistance: controlPointOffset * innerOuterRingRatio,
               fromPoint: innerStart,
             inDirection: .Clockwise)
  }
  
  var outerBezStart: RingPoint {
    return pointOnCircle( outerCircle,
              atDistance: midOffset,
               fromPoint: outerStart,
             inDirection: .Clockwise)
  }
  
  

                      outerBezStart.x,              outerBezStart.y)
    
    CGContextAddArc(context, center.x, center.y, outerRadius,
                                   outerOffsetStart, outerOffsetEnd,
                                                        arcDirection)
    
    CGContextAddCurveToPoint(context,
