This topic describes the steps for creating a sprite.
When an application wants to use a sprite, it typically carries out the following steps:
Construct an RWsSprite
Construct the required number of sprite members with bitmaps, bitmap masks, and time intervals
Add the sprite members to the sprite using RWsSpriteBase::AppendMember()
Activate the sprite using RWsSpriteBase::Activate() .
The procedure for creating a pointer cursor is similar, except that an RWsPointerCursor is constructed instead of an RWsSprite .
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