forked from enlightenment/enlightenment
update of wallpapers. again. let's see how well this goes down.
SVN revision: 73946
This commit is contained in:
parent
e4818aac76
commit
2f8aa07413
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@ -3,15 +3,19 @@ filesdir = $(datadir)/enlightenment/data/backgrounds
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files_DATA = \
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files_DATA = \
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Darkconcrete.edj \
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Darkconcrete.edj \
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Dark_Gradient.edj \
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Dark_Gradient.edj \
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Japanesemaple.edj \
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Lakegrass.edj \
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Lakegrass.edj \
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Light_Gradient.edj \
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Light_Gradient.edj \
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Newgrowth.edj \
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Japanesemaple.edj \
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Mossstring.edj \
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Mossstring.edj \
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Motleyrock.edj \
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Newgrowth.edj \
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Pattern_Radial.edj \
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Pattern_Vertical.edj \
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Pattern_Vertical_Hi.edj \
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Skywall.edj \
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Skywall.edj \
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Stringflower.edj \
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Stringflower.edj \
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Whiterock.edj \
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Wetgrass.edj \
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Wetgrass.edj \
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Wetleaf.edj
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Wetleaf.edj \
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Whiterock.edj
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EXTRA_DIST = $(files_DATA)
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EXTRA_DIST = $(files_DATA)
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@ -289,45 +289,34 @@ collections {
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/* this section defines that images are to be included and how to
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/* this section defines that images are to be included and how to
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* encode them */
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* encode them */
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images {
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images {
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image: "Motleyrock.jpg" LOSSY 92;
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image: "bg_radgrad.png" COMP;
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/* the encoding is "LOSSY". this loses quality (92% quality level)
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image: "bg_pattern.png" COMP;
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* but uses less space in return. uses JPEG and can do alpha channels
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* too */
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}
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}
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/* this section actually contains the list of parts from bottom to top
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/* this section actually contains the list of parts from bottom to top
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* (defining the layering/stacking order) */
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* (defining the layering/stacking order) */
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parts {
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parts {
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part { name: "background_image";
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part { name: "bg";
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mouse_events: 0;
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mouse_events: 0;
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/* this is the base background */
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/* this is the base background */
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description { state: "default" 0.0;
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description { state: "default" 0.0;
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/* its default state */
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/* note a part has 1 or more states described here. Each state
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* has a name AND a value. If the value is not useful then set
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* it to 0.0. The names do not need to be unique within a part
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* but the name + value combination needs to be unique. At some
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* points edje is able to select a state given a value other
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* other than 0.0 - in that case Edje will find the state with
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* the same name but closest value to the one being asked for.
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* This allows you to create many states that act as a
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* meticulously defined series of states from 0.0 to 1.0
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* (example - a "fuel gauge") where the theme may provide as many
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* or few as the designer wants, and edje will just chose the
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* closest match to what it wants. In almost all cases you will
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* not use this feature, but this explains the "0.0" you see
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* everywhere */
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/* nb - i am using a shortcut notation. you can use this
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* parent.child: blah; in a key to avoid doing
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* parent { child: blah; }
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*/
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image {
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image {
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normal: "Motleyrock.jpg";
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normal: "bg_radgrad.png";
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scale_hint: STATIC;
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scale_hint: STATIC;
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}
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}
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aspect: (1920/1200) (1920/1200);
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fill.smooth: 0;
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aspect: (1024/653) (1024/653);
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aspect_preference: NONE;
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aspect_preference: NONE;
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}
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}
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}
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}
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part { name: "pat";
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mouse_events: 0;
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/* this is the base background */
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description { state: "default" 0.0;
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image.normal: "bg_pattern.png";
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fill.size.relative: 0.0 0.0;
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fill.size.offset: 256 256;
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}
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}
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}
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}
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}
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}
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@ -451,4 +451,5 @@ xkbshad.png \
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wizard_pattern.png \
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wizard_pattern.png \
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wizard_bt1.png \
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wizard_bt1.png \
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wizard_bt2.png \
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wizard_bt2.png \
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Motleyrock.jpg
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bg_pattern.png \
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bg_radgrad.png
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