- int flags = SDL_OPENGL;
- if(config->use_fullscreen)
- flags |= SDL_FULLSCREEN;
- int width = config->screenwidth;
- int height = config->screenheight;
- int bpp = 0;
-
- SDL_Surface *screen = SDL_SetVideoMode(width, height, bpp, flags);
- if(screen == 0) {
- std::stringstream msg;
- msg << "Couldn't set video mode (" << width << "x" << height
- << "-" << bpp << "bpp): " << SDL_GetError();
- throw std::runtime_error(msg.str());
+void
+Renderer::draw_filled_rect(const DrawingRequest& request)
+{
+ const FillRectRequest* fillrectrequest
+ = (FillRectRequest*) request.request_data;
+
+ 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);
+
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
+ fillrectrequest->color.blue, fillrectrequest->color.alpha);
+
+
+ int n = 8;
+ glBegin(GL_QUAD_STRIP);
+ 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;
+
+ glVertex2f(irect.get_left() - x, irect.get_top() - y);
+ glVertex2f(irect.get_right() + x, 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;
+
+ glVertex2f(irect.get_left() - x, irect.get_bottom() + y);
+ glVertex2f(irect.get_right() + x, irect.get_bottom() + y);
+ }
+ glEnd();
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+ }
+ else
+ {
+ float x = request.pos.x;
+ float y = request.pos.y;
+ float w = fillrectrequest->size.x;
+ float h = fillrectrequest->size.y;
+
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
+ fillrectrequest->color.blue, fillrectrequest->color.alpha);
+ glDisable(GL_TEXTURE_COORD_ARRAY);
+
+ 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);
+
+ glEnable(GL_TEXTURE_COORD_ARRAY);
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);