void EnsureMapTexture(int map_index)
void PrimeWorldMaps(int world, bool process_texture_queue=false)
OverworldMapTextureCoordinator(const MapTextureContext &ctx)
std::function< void(int map_index)> refresh_map_on_demand
std::array< gfx::Bitmap, zelda3::kNumOverworldMaps > * maps_bmp
gfx::IRenderer * renderer
zelda3::Overworld * overworld