• Here is my implementation of drawRoundedRect using the BASIC version of Bresenham's algorithm as described in Wikipedia.

    Please note: the Bresenham algorithm makes a few assumptions (e.g., x1 <= x2) which have been taken care of in the following code as well:

      let ScreenWidth  = g.getWidth(),  CenterX = ScreenWidth/2;
      let ScreenHeight = g.getHeight(), CenterY = ScreenHeight/2;
    
      g.setBgColor('#000000');
      g.clear(false);
    
      g.drawRoundedRect = function drawRoundedRect (x1,y1, x2,y2, r) {
        let x,y;
        if (x1 > x2) { x = x1; x1 = x2; x2 = x; }
        if (y1 > y2) { y = y1; y1 = y2; y2 = y; }
    
        r = Math.min(r || 0, (x2-x1)/2, (y2-y1)/2);
    
        let cx1 = x1+r, cx2 = x2-r;
        let cy1 = y1+r, cy2 = y2-r;
    
        this.drawLine(cx1,y1, cx2,y1);
        this.drawLine(cx1,y2, cx2,y2);
        this.drawLine(x1,cy1, x1,cy2);
        this.drawLine(x2,cy1, x2,cy2);
    
        x = r; y = 0;
    
        let dx,dy, Error = 0;
        while (y <= x) {
          dy = 1 + 2*y; y++; Error -= dy;
          if (Error < 0) {
            dx = 1 - 2*x; x--; Error -= dx;
          }
    
          this.setPixel(cx1 - x, cy1 - y);  this.setPixel(cx1 - y, cy1 - x);
          this.setPixel(cx2 + x, cy1 - y);  this.setPixel(cx2 + y, cy1 - x);
          this.setPixel(cx2 + x, cy2 + y);  this.setPixel(cx2 + y, cy2 + x);
          this.setPixel(cx1 - x, cy2 + y);  this.setPixel(cx1 - y, cy2 + x);
        }
      };
    
      g.setColor('#FFFFFF');
      g.drawRoundedRect(120,50, 50,120, 100);
    

    It would be interesting to see how that performs compared to the C variant.


    1 Attachment

    • drawRoundedRect.png
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