void DrawBoardGrids(SDL_Surface *screen, GameState *gs) { for(unsigned p = 0; p < gs->max_players; p++) { Sint16 x1 = gs->board[p].x_offset + (gs->board[p].width_in_px * p); Sint16 y1 = gs->board[p].y_offset; Sint16 x2 = x1 + gs->board[p].width_in_px; Sint16 y2 = y1 + gs->board[p].height_in_px; if(p >= gs->player_count){ roundedBoxColor(screen, x1, y1, x2, y2, 2, 0x000000AA); roundedRectangleColor(screen, x1, y1, x2, y2, 5, 0x000000FF); } else { roundedBoxColor(screen, x1, y1, x2, y2, 2, 0x000000AA); roundedRectangleColor(screen, x1, y1, x2, y2, 5, 0x000000FF); } } }
void graphics_draw_round_rect(GContext *ctx, GRect rect, int radius) { GPoint topOffset=getTopOffset (); roundedRectangleColor(getTopScreen(),topOffset.x+rect.origin.x,topOffset.y+rect.origin.y,topOffset.x+rect.origin.x+rect.size.w,topOffset.y+rect.origin.y+rect.size.h,radius,getRawColor(ctx->stroke_color)); }