Help me to understand glRotatef

OK, this is a real stupid question.
I am too lazy to build another math code so I decided to abuse OpenGL.
I just want to rotate 2D object around a pivot point , but I am getting weir what appears to be 3D “rotation” instead.
So my question is - how to option glRotatef to just rotate at pivot point in x / y plane?
Or am I missing something to work only in 2D?

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();
	glColor3f(1.0, 0.0, 0.0);
	glPointSize(2); // GLfloat size);
	glScalef(1, 1, 1);  // not needed here 
	glTranslatef(-.5, 0, 0.0);       // move graph to pivot point  
	**glRotateff(45.0, 1.f, 1.f, 0.f); ??** 
	OpenGL_Smith_real_0_1();  // TOK
	OpenGL_Smith_real_1_10();/ TOK 
	glTranslatef(0, 0, 0);          //  got both original and rotated in view
glRotatef(45.0, 0.f, 0.f, 1.f);

If you want rotation in the X-Y plane, you need to rotate about the Z axis.

Thank you, i figured that it was a stupid question…
However, I did not realize that when"object" is rotated its coordinates rotate too.
That was part of my problem.
I suppose that could be fixed, but I do not need to make reference to moved / rotated object until later when all the pieces are put together.