• Here is a version for filled rectangles. Performance is roughly the same, faster for r<=12, slower for larger radii. Performance is an issue here, on my Bangle2, "bFillRoundedRectangle(10,10,160,160,13)­;" takes about 85ms. For UI use, i think a LUT for rounded corners would be the best approach. All coordinates needed for a circle covering the complete screen would take up just 52 bytes.

     function bFillRoundedRectangle (x1,y1,x2,y2,r) {
        var f = 1 - r;
        var ddF_x = 0;
        var ddF_y = -2 * r;
        var x = 0;
        var y = r;
        g.fillRect(x1+r,y1,x2-r,y2);
        var cx1=x1+r;
        var cx2=x2-r;
        var cy1=y1+r;
        var cy2=y2-r;
        while(x < y)
        {
          if(f >= 0)
          {
            y--;
            ddF_y += 2;
            f += ddF_y;
          }
          x++;
          ddF_x += 2;
          f += ddF_x + 1;
          g.drawLine(cx1-x,cy1-y,cx1-x,cy2+y);
          g.drawLine(cx1-y,cy1-x,cx1-y,cy2+x);
          g.drawLine(cx2+x,cy1-y,cx2+x,cy2+y);
          g.drawLine(cx2+y,cy1-x,cx2+y,cy2+x);
        }
      }
    
    
  • Great, thank you!

    Concerning performance: you are using the C implementation of Bresenham which assumes that multiplications take longer than additions.

    However, in Espruino, variable lookup may be more expensive than any kind of addition/multiplication. Thus, the BASIC implementation might be more efficient than yours (this is the one I used for the moon phase visualization).

    It would be interesting to analyze that dependency...

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