forked from enlightenment/efl
191 lines
6.4 KiB
Plaintext
191 lines
6.4 KiB
Plaintext
group {
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name: "elm/pointer/base/default";
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images {
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image: "pointer.png" COMP;
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image: "pointer_glow.png" COMP;
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image: "pointer_glint_01.png" COMP;
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image: "pointer_glint_02.png" COMP;
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image: "pointer_glint_03.png" COMP;
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image: "pointer_glint_04.png" COMP;
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image: "pointer_glint_05.png" COMP;
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image: "pointer_glint_06.png" COMP;
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image: "pointer_glint_07.png" COMP;
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image: "pointer_glint_08.png" COMP;
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image: "pointer_glint_09.png" COMP;
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image: "pointer_glint_10.png" COMP;
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image: "pointer_glint_11.png" COMP;
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image: "pointer_glint_12.png" COMP;
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}
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parts {
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part {
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name: "base";
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mouse_events: 0;
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description {
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state: "default" 0.0;
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aspect: 0.71875 0.71875;
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min: 23 32;
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/* force a specific aspect ratio so
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* when it gets scaled it wont squash
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* or stretch */
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aspect_preference: BOTH;
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/* both axes control aspect - thus it
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* will be WITHIN the bounds the axes
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* of thre part describe */
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image {
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normal: "pointer.png";
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}
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}
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}
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part {
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name: "glow";
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/* this overlay is used to put a white glow
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* around the pointer, so when the pointer is
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* idle every now and again it will pulsate
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* with this glow to just remind you where the
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* pointer is (if you lose a black-ish
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* pointer on a black background) */
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mouse_events: 0;
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description {
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state: "default" 0.0;
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rel1.to: "base";
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rel2.to: "base";
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visible: 0;
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color: 255 255 255 0;
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image.normal: "pointer_glow.png";
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}
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description {
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state: "visible" 0.0;
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inherit: "default" 0.0;
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visible: 1;
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color: 255 255 255 255;
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}
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}
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part {
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name: "glint";
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/* this overlay flips a series of small images
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* over the pointer. they look like a white
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* light/refelection when put over the pointer
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* base image - and produce a "glinting" effect
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* when played back fast */
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mouse_events: 0;
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description {
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state: "default" 0.0;
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rel1.to: "base";
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rel2.to: "base";
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visible: 0;
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image.normal: "pointer_glint_12.png";
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}
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description {
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state: "visible" 0.0;
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inherit: "default" 0.0;
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visible: 1;
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image.tween: "pointer_glint_01.png";
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image.tween: "pointer_glint_02.png";
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image.tween: "pointer_glint_03.png";
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image.tween: "pointer_glint_04.png";
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image.tween: "pointer_glint_05.png";
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image.tween: "pointer_glint_06.png";
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image.tween: "pointer_glint_07.png";
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image.tween: "pointer_glint_08.png";
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image.tween: "pointer_glint_09.png";
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image.tween: "pointer_glint_10.png";
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image.tween: "pointer_glint_11.png";
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image.normal: "pointer_glint_12.png";
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}
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}
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part {
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name: "elm.swallow.hotspot";
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/* this is a "fake" swallow part
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* that is used by e to determine
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* the pointer hotspot - or where
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* the actual mouse events get
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* reported from on the cursor */
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type: SWALLOW;
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description {
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state: "default" 0.0;
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visible: 0;
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rel1 {
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/* the hotspot will scale with the cursor here */
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to: "base";
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relative: 0.27 0.125;
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offset: 0 0;
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}
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rel2 {
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to: "base";
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relative: 0.27 0.125;
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offset: 0 0;
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}
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}
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}
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}
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programs {
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program {
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name: "mouse_down";
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/* called every time elm detects a mouse
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* press */
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signal: "elm,action,mouse,down";
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source: "elm";
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action: STATE_SET "visible" 0.0;
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transition: LINEAR 0.3;
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target: "glint";
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after: "mouse_down2";
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}
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program {
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name: "mouse_down2";
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action: STATE_SET "default" 0.0;
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target: "glint";
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}
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program {
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name: "mouse_idle";
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/* called when e thinks the mouse went
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* idle and isn't moving */
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signal: "elm,state,mouse,idle";
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source: "elm";
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action: STATE_SET "visible" 0.0;
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in: 5.0 0.0;
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transition: SINUSOIDAL 1.0;
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target: "glow";
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after: "mouse_idle2";
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}
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program {
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name: "mouse_idle2";
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action: STATE_SET "default" 0.0;
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transition: SINUSOIDAL 2.0;
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target: "glow";
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after: "mouse_idle";
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}
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program {
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name: "mouse_active";
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/* called when e sees the mouse become
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* active again */
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signal: "elm,state,mouse,active";
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source: "elm";
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action: STATE_SET "default" 0.0;
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target: "glow";
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after: "mouse_active2";
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}
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program {
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name: "mouse_active2";
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action: ACTION_STOP;
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target: "mouse_idle";
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target: "mouse_idle2";
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}
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// when mouse button is released. not used here
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// program { name: "xx";
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// signal: "e,action,mouse,up";
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// source: "e";
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// }
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// when mouse button is moved. not used here
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// program { name: "xx";
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// signal: "e,action,mouse,move";
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// source: "e";
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// }
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// when mouse wheel is scrolled. not used here
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// program { name: "xx";
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// signal: "e,action,mouse,wheel";
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// source: "e";
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// }
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}
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}
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