+void
+Renderer::draw_filled_rect(const DrawingRequest& request)
+{
+ const FillRectRequest* fillrectrequest
+ = (FillRectRequest*) request.request_data;
+
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
+ fillrectrequest->color.blue, fillrectrequest->color.alpha);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ if (fillrectrequest->radius != 0.0f)
+ {
+ // draw round rect
+ // Keep radius in the limits, so that we get a circle instead of
+ // just graphic junk
+ float radius = std::min(fillrectrequest->radius,
+ std::min(fillrectrequest->size.x/2,
+ fillrectrequest->size.y/2));
+
+ // inner rectangle
+ Rect irect(request.pos.x + radius,
+ request.pos.y + radius,
+ request.pos.x + fillrectrequest->size.x - radius,
+ request.pos.y + fillrectrequest->size.y - radius);
+
+
+ int n = 8;
+ int p = 0;
+ float vertices[(n+1) * 4 * 2];
+
+ for(int i = 0; i <= n; ++i)
+ {
+ float x = sinf(i * (M_PI/2) / n) * radius;
+ float y = cosf(i * (M_PI/2) / n) * radius;
+
+ vertices[p++] = irect.get_left() - x;
+ vertices[p++] = irect.get_top() - y;
+
+ vertices[p++] = irect.get_right() + x;
+ vertices[p++] = irect.get_top() - y;
+ }
+
+ for(int i = 0; i <= n; ++i)
+ {
+ float x = cosf(i * (M_PI/2) / n) * radius;
+ float y = sinf(i * (M_PI/2) / n) * radius;
+
+ vertices[p++] = irect.get_left() - x;
+ vertices[p++] = irect.get_bottom() + y;
+
+ vertices[p++] = irect.get_right() + x;
+ vertices[p++] = irect.get_bottom() + y;
+ }
+
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, sizeof(vertices)/sizeof(float)/2);
+ }
+ else
+ {
+ float x = request.pos.x;
+ float y = request.pos.y;
+ float w = fillrectrequest->size.x;
+ float h = fillrectrequest->size.y;
+
+ float vertices[] = {
+ x, y,
+ x+w, y,
+ x+w, y+h,
+ x, y+h
+ };
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }