- int alpha;
- if(timer.get_gone() < FADING_TIME)
- alpha = timer.get_gone() * 255 / FADING_TIME;
- else if(timer.get_left() < FADING_TIME)
- alpha = timer.get_left() * 255 / FADING_TIME;
- else
- alpha = 255;
+ context.draw_text(small_font, caption_buf, Vector(WMAP_INFO_LEFT_X, posy), ALIGN_LEFT, LAYER_GUI, Statistics::header_color);
+ context.draw_text(small_font, stat_buf, Vector(WMAP_INFO_RIGHT_X, posy), ALIGN_RIGHT, LAYER_GUI, Statistics::header_color);
+ posy += small_font->get_height() + 2;
+ }
+
+}
+
+void
+Statistics::draw_endseq_panel(DrawingContext& context, Statistics* best_stats, Surface* backdrop)
+{
+ // skip draw if level was never played
+ // TODO: do we need this?
+ if (coins == nv_coins) return;
+
+ // skip draw if stats were declared invalid
+ if (!valid) return;
+
+ // abort if we have no backdrop
+ if (!backdrop) return;
+
+ int box_w = 220+110+110;
+ int box_h = 30+20+20+20;
+ int box_x = (int)((SCREEN_WIDTH - box_w) / 2);
+ int box_y = (int)(SCREEN_HEIGHT / 2) - box_h;
+
+ int bd_w = (int)backdrop->get_width();
+ int bd_h = (int)backdrop->get_height();
+ int bd_x = (int)((SCREEN_WIDTH - bd_w) / 2);
+ int bd_y = box_y + (box_h / 2) - (bd_h / 2);
+
+ int col1_x = box_x;
+ int col2_x = col1_x+200;
+ int col3_x = col2_x+130;
+
+ int row1_y = box_y;
+ int row2_y = row1_y+30;
+ int row3_y = row2_y+20;
+ int row4_y = row3_y+20;