     
     func drawBitmap() -> Void {
         UIGraphicsBeginImageContextWithOptions(self.bounds.size, true, 0.0)
-        UIColor.black.setStroke()
         if incrementalImage == nil {
             let rectPath = UIBezierPath(rect: self.bounds)
             UIColor.white.setFill()
             rectPath.fill()
         }
         incrementalImage?.draw(at: CGPoint.zero)
+        self.strokeColor.setStroke()
+        self.strokeColor.setFill()
         path.stroke()
         dot.fill()
         incrementalImage = UIGraphicsGetImageFromCurrentImageContext()

        }
    }
    
    
    // Only override draw() if you perform custom drawing.
    // An empty implementation adversely affects performance during animation.
    override open func draw(_ rect: CGRect) {
        // Drawing code
        incrementalImage?.draw(in: rect)
        path.stroke()
    }
    
    required public init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        self.isMultipleTouchEnabled = false
        self.backgroundColor = self.bgColor
        path = UIBezierPath()
        path.lineWidth = lineWidth
    }

    public override init(frame: CGRect) {
        super.init(frame: frame)
        self.isMultipleTouchEnabled = false
        self.strokeColor.setStroke()
        path = UIBezierPath()
        path.lineWidth = lineWidth
    }
