+ # Map texture then static vs dynamic to a `SpriteContext`
+ private var contexts_map = new HashMap4[RootTexture, nullable RootTexture, Bool, Int, Array[SpriteContext]]
+
+ # Contexts in `contexts_map`, sorted by draw order
+ private var contexts_items = new Array[SpriteContext]
+
+ # Sprites needing resorting in `contexts_map`
+ private var sprites_to_remap = new Array[Sprite]
+