/* this section defines that images are to be included and how to
* encode them */
images {
- image: "bg_shadow.png" COMP;
- /* the encoding method is "COMP". this
- * is lossless, but compressed */
- image: "bg_over.png" LOSSY 80;
- /* the encoding is "LOSSY". this loses quality (80% quality level)
+ image: "Motleyrock.jpg" LOSSY 92;
+ /* the encoding is "LOSSY". this loses quality (92% quality level)
* but uses less space in return. uses JPEG and can do alpha channels
* too */
- image: "bg_base.png" COMP;
}
/* this section actually contains the list of parts from bottom to top
* (defining the layering/stacking order) */
parts {
- part {
- name: "background_image";
+ part { name: "background_image";
+ mouse_events: 0;
/* this is the base background */
- description {
- state: "default" 0.0;
+ description { state: "default" 0.0;
/* its default state */
/* note a part has 1 or more states described here. Each state
* has a name AND a value. If the value is not useful then set
* parent.child: blah; in a key to avoid doing
* parent { child: blah; }
*/
- image.normal: "bg_base.png";
- /* use the vgrad_dark.png im */
- fill {
- /* now specify how the image is to fill the part */
- smooth: 0;
- /* set smooth swcaling off */
- size {
- relative: 0 1.0;
- /* X and Y point relative to the part
- * as a whole for the size (dont scale
- * in X but scale 100% in Y */
- offset: 761 0;
- /* offsets from the relative scale point
- * so here offset is 36 to the right in
- * X and at the Y relative point. this
- * means tile horizontally, but scale
- * vertically */
- }
+ image {
+ normal: "Motleyrock.jpg";
+ scale_hint: STATIC;
}
- }
- }
- part {
- name: "over";
- description {
- state: "default" 0.0;
- image.normal: "bg_over.png";
- /* tiled at 800x600 */
- fill.size.relative: 0 0;
- fill.size.offset: 800 600;
- fill.smooth: 0;
- }
- }
- /* a circular shadow on top */
- part { name: "shadow";
- description { state: "default" 0.0;
- image.normal: "bg_shadow.png";
- fill.smooth: 0;
+ aspect: (1920/1200) (1920/1200);
+ aspect_preference: NONE;
}
}
}