Remove Invalidate and Restore from Actor, Screen and ScreenManager.
They don't do anything, and they're never called; I think they're D3D hangovers. Don't make Actor::DrawPrimitives pure virtual. It's useful to make Actors that don't draw anything, and only receive updates, to modularize functionality, such as TimingTip. This also makes Actor::GetCommandLength somewhat less of a heinous hack.
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@@ -25,6 +25,8 @@
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#include "Screen.h"
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#include "SongManager.h"
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#include "BitmapText.h"
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#include "Quad.h"
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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@@ -333,21 +335,6 @@ void ScreenManager::Update( float fDeltaTime )
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}
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void ScreenManager::Restore()
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{
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// Restore all CurrentScreens (back to front)
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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m_ScreenStack[i]->Restore();
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m_SystemLayer->Restore();
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}
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void ScreenManager::Invalidate()
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{
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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m_ScreenStack[i]->Invalidate();
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m_SystemLayer->Invalidate();
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}
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void ScreenManager::Draw()
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{
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if(g_TopNeedsNeedsNullUpdate)
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