use super::{SpriteDefinition, SpriteWindowDefinition, WindowType};
pub fn playpaus_sprites() -> Vec<SpriteDefinition> {
vec![
SpriteDefinition {
name: "MAIN_PLAYING_INDICATOR".to_string(),
sprite_sheet: "PLAYPAUS.BMP".to_string(),
x: 0,
y: 0,
width: 9,
height: 9,
},
SpriteDefinition {
name: "MAIN_PAUSED_INDICATOR".to_string(),
sprite_sheet: "PLAYPAUS.BMP".to_string(),
x: 9,
y: 0,
width: 9,
height: 9,
},
SpriteDefinition {
name: "MAIN_STOPPED_INDICATOR".to_string(),
sprite_sheet: "PLAYPAUS.BMP".to_string(),
x: 18,
y: 0,
width: 9,
height: 9,
},
SpriteDefinition {
name: "MAIN_NOT_WORKING_INDICATOR".to_string(),
sprite_sheet: "PLAYPAUS.BMP".to_string(),
x: 36,
y: 0,
width: 3,
height: 9,
},
SpriteDefinition {
name: "MAIN_WORKING_INDICATOR".to_string(),
sprite_sheet: "PLAYPAUS.BMP".to_string(),
x: 39,
y: 0,
width: 3,
height: 9,
},
]
}
pub fn playpaus_window_sprites() -> Vec<SpriteWindowDefinition> {
vec![SpriteWindowDefinition {
name: "MAIN_STOPPED_INDICATOR".to_string(),
sprite_name: "MAIN_STOPPED_INDICATOR".to_string(),
window_type: WindowType::Main,
layer: 1,
x: 26,
y: 28,
width: 9,
height: 9,
}]
}