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Refactoring towards backward compatibility (WiP)
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@ -294,12 +294,7 @@ void CResDataBar::clickRight(tribool down, bool previousState)
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CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
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{
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bg = BitmapHandler::loadBitmap(defname);
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#if 0
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SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
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#else
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SDL_SetColorKey(bg,SDL_TRUE,SDL_MapRGB(bg->format,0,255,255));
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#endif
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graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
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pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
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@ -318,11 +313,7 @@ CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int
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CResDataBar::CResDataBar()
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{
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bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
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#if 0
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SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
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#else
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SDL_SetColorKey(bg,SDL_TRUE,SDL_MapRGB(bg->format,0,255,255));
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#endif
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graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
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pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
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@ -930,7 +921,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
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if(CGuiHandler::isArrowKey(SDLKey(k)))
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k = CGuiHandler::arrowToNum(SDLKey(k));
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#if 0
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#ifdef VCMI_SDL1
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k -= SDLK_KP0 + 1;
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#else
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k -= SDL_SCANCODE_KP_0 + 1;
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