- if(stats[SCORE_STAT][SPLAYER] == -1) // not initialized yet
- return;
-
- context.draw_text(gold_text, title, Vector(screen->w/2, 410), CENTER_ALLIGN, LAYER_GUI);
-
- char str[128];
-
- sprintf(str, _( "Max score: %d"), stats[SCORE_STAT][SPLAYER]);
- context.draw_text(white_text, str, Vector(screen->w/2, 450), CENTER_ALLIGN, LAYER_GUI);
-
- for(int i = 1; i < NUM_STATS; i++)
- {
- if(i == COINS_COLLECTED_STAT)
- sprintf(str, _("Max coins collected: %d"), ((float)stats[COINS_COLLECTED_STAT][SPLAYER] /
- (float)stats[COINS_COLLECTED_STAT][STOTAL]) * 100);
- else if(i == BADGUYS_KILLED_STAT)
- sprintf(str, _("Max fragging: %d"), ((float)stats[BADGUYS_KILLED_STAT][SPLAYER] /
- (float)stats[BADGUYS_KILLED_STAT][STOTAL]) * 100);
- else// if(i == TIME_NEEDED_STAT)
- sprintf(str, _("Min time needed: %d"), ((float)stats[TIME_NEEDED_STAT][SPLAYER] /
- (float)stats[TIME_NEEDED_STAT][STOTAL]) * 100);
-
- context.draw_text(white_small_text, str, Vector(screen->w/2, 462 + i*18), CENTER_ALLIGN, LAYER_GUI);
- }
+ // 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;
+
+ context.push_transform();
+ context.set_alpha(0.5);
+ context.draw_surface(backdrop, Vector(bd_x, bd_y), LAYER_GUI);
+ context.pop_transform();
+
+ context.draw_text(normal_font, _("You"), Vector(col2_x, row1_y), ALIGN_LEFT, LAYER_GUI, Statistics::header_color);
+ context.draw_text(normal_font, _("Best"), Vector(col3_x, row1_y), ALIGN_LEFT, LAYER_GUI, Statistics::header_color);
+
+ context.draw_text(normal_font, _("Coins"), Vector(col2_x-16, row3_y), ALIGN_RIGHT, LAYER_GUI, Statistics::header_color);
+ int coins_best = (best_stats && (best_stats->coins > coins)) ? best_stats->coins : coins;
+ int total_coins_best = (best_stats && (best_stats->total_coins > total_coins)) ? best_stats->total_coins : total_coins;
+ context.draw_text(normal_font, coins_to_string(coins, total_coins), Vector(col2_x, row3_y), ALIGN_LEFT, LAYER_GUI, Statistics::text_color);
+ context.draw_text(normal_font, coins_to_string(coins_best, total_coins_best), Vector(col3_x, row3_y), ALIGN_LEFT, LAYER_GUI, Statistics::text_color);
+
+ context.draw_text(normal_font, _("Secrets"), Vector(col2_x-16, row4_y), ALIGN_RIGHT, LAYER_GUI, Statistics::header_color);
+ int secrets_best = (best_stats && (best_stats->secrets > secrets)) ? best_stats->secrets : secrets;
+ int total_secrets_best = (best_stats && (best_stats->total_secrets > total_secrets)) ? best_stats->total_secrets : total_secrets;
+ context.draw_text(normal_font, secrets_to_string(secrets, total_secrets), Vector(col2_x, row4_y), ALIGN_LEFT, LAYER_GUI, Statistics::text_color);
+ context.draw_text(normal_font, secrets_to_string(secrets_best, total_secrets_best), Vector(col3_x, row4_y), ALIGN_LEFT, LAYER_GUI, Statistics::text_color);
+
+ context.draw_text(normal_font, _("Time"), Vector(col2_x-16, row2_y), ALIGN_RIGHT, LAYER_GUI, Statistics::header_color);
+ float time_best = (best_stats && (best_stats->time < time)) ? best_stats->time : time;
+ context.draw_text(normal_font, time_to_string(time), Vector(col2_x, row2_y), ALIGN_LEFT, LAYER_GUI, Statistics::text_color);
+ context.draw_text(normal_font, time_to_string(time_best), Vector(col3_x, row2_y), ALIGN_LEFT, LAYER_GUI, Statistics::text_color);