25 void addSpriteFrame(
const Frame& frame);
29 WorldStone::Vector<struct FrameRenderData> framesData;
31 using SpriteRenderDataHandle = std::weak_ptr<SpriteRenderData>;
39 SpriteRenderDataHandle createSpriteRenderData();
40 void destroySpriteRenderData(SpriteRenderDataHandle);
52 void pushDrawRequest(SpriteRenderDataHandle spriteHandle,
const DrawRequest& translation);
57 bool draw(
int screenWidth,
int screenHeight);
61 void recycleSpritesData();
63 WorldStone::Vector<std::shared_ptr<SpriteRenderData>> spritesData;
64 WorldStone::Vector<std::pair<std::shared_ptr<SpriteRenderData>,
DrawRequest>> spritesToRender;
67 std::unique_ptr<struct SpriteRendererData> data;
Just a placeholder to use if we ever want to implement our own vector type.
Helper to load a Diablo 2 palette (.pal/.dat format)