/* nb - i am using a shortcut notation. you can use this
* parent.child: blah; in a key to avoid doing
* parent { child: blah; }
- */
+ */
image.normal: "vgrad_dark.png";
/* use the vgrad_dark.png im */
fill {
part {
name: "urgent";
/* this is the urgnt part it is normally not
- * visible, but when the window is in an
- * urgent state (the app has set the urgency
- * hint) then we go to the visible state */
+ * visible, but when the window is in an
+ * urgent state (the app has set the urgency
+ * hint) then we go to the visible state */
mouse_events: 0;
description {
state: "default" 0.0;
description {
state: "visible" 0.0;
/* and in the visible state put the
- * exlamation image on top of the icon */
+ * exlamation image on top of the icon */
inherit: "default" 0.0;
visible: 1;
color: 255 255 255 255;
part {
name: "urgent2";
/* this is another urgent element. it is actually
- * zoomed out to be larger and faded out at the
- * same time to give a "pulsating" look to the
- * exclamation mark to bring attention to it */
+ * zoomed out to be larger and faded out at the
+ * same time to give a "pulsating" look to the
+ * exclamation mark to bring attention to it */
mouse_events: 0;
description {
state: "default" 0.0;
part {
name: "e.text.title";
/* this is a text part - the black
- * text on the white title top image */
+ * text on the white title top image */
type: TEXT;
mouse_events: 0;
scale: 1;
offset: 9 2;
to_x: "icon_area";
/* relative to the right side of the icon
- * area but 9 pixels away */
+ * area but 9 pixels away */
}
rel2 {
relative: 1.0 0.0;
/* and the bottom right is inset by 8
- * pixels from the right of "title_base"
- * but as its aligned to the top we can
- * keep this at 2 pixels from the top of
- * the whole edje object and let alignment
- * make it extend downward from that point
- * with the text size defining the min size
- * vertically below */
+ * pixels from the right of "title_base"
+ * but as its aligned to the top we can
+ * keep this at 2 pixels from the top of
+ * the whole edje object and let alignment
+ * make it extend downward from that point
+ * with the text size defining the min size
+ * vertically below */
offset: -8 2;
to_x: "title_base";
}
color_class: "border_title";
/* give it a color class so people
- * can re-color it if they want */
+ * can re-color it if they want */
text {
font: "Sans:style=Bold";
/* Use the Bold style
/* size in pixels - 10 */
min: 0 1;
/* the text will not determine minimum horizontal
- * size but WILL determine minimal vertical size
- * (thus 0 1 - horiz then vert flags) */
+ * size but WILL determine minimal vertical size
+ * (thus 0 1 - horiz then vert flags) */
align: 0.0 0.0;
/* align text to top-left of the region
- * given */
+ * given */
text_class: "title_bar";
/* text class - so font and size
* can be changed by users */
description {
state: "focused" 0.0;
/* when the border is focused
- * then make the text fade out
- * and vanish */
+ * then make the text fade out
+ * and vanish */
inherit: "default" 0.0;
visible: 0;
color: 0 0 0 0;
align: 1.0 0.5;
min: 22 22;
/* min and max size are the same, so never
- * resize this */
+ * resize this */
max: 22 22;
aspect: 1.0 1.0;
/* square - always */
aspect_preference: VERTICAL;
/* the vetical axis controls size
- * when applying the aspect ratio
- * hint above */
+ * when applying the aspect ratio
+ * hint above */
rel1 {
relative: 1.0 0.0;
offset: -2 1;
part {
name: "top_hilight";
/* an overlayed image to give the top of
- * a border a shiny look - very subtle */
+ * a border a shiny look - very subtle */
mouse_events: 0;
description {
state: "default" 0.0;
part {
name: "buttons_unfoc";
/* this is a rect part used to clip &
- * thus control the visibility of a group
- * of other parts (the images for the
- * buttons themselves) with just 1 part
- * doing the control as it acts as a
- * master switch for all things clipped
- * to this part */
+ * thus control the visibility of a group
+ * of other parts (the images for the
+ * buttons themselves) with just 1 part
+ * doing the control as it acts as a
+ * master switch for all things clipped
+ * to this part */
type: RECT;
description {
state: "default" 0.0;
mouse_events: 0;
clip_to: "buttons_unfoc";
/* clipping (thus visible region and
- * color + alpah is controlled by the
- * clip object */
+ * color + alpah is controlled by the
+ * clip object */
description {
state: "default" 0.0;
rel1.to: "bt_close";
part {
name: "title_base";
/* an invisible rect part/object used for
- * layout purposes */
+ * layout purposes */
type: RECT;
mouse_events: 0;
description {
scale: 1;
effect: SOFT_SHADOW;
/* different style to before - because its
- * focused */
+ * focused */
description {
state: "default" 0.0;
visible: 0;
text {
text_source: "e.text.title";
/* and here is the magic. tell
- * the text to be sourced from
- * another part */
+ * the text to be sourced from
+ * another part */
font: "Sans:style=Bold";
size: 10;
align: 0.0 0.0;
part {
name: "e.swallow.client";
/* this determines where the actual
- * client window will be placed in
- * the border design */
+ * client window will be placed in
+ * the border design */
type: SWALLOW;
description {
state: "default" 0.0;
}
}
/* these transparent rect parts are used for catching events in a way
- * here objects for design don't affect the events. these parts
- * are named speciifcally because E has config listening for specific
- * signals (events) coming from these named parts and based on those
- * will perform certain actions. these are actually all configurable
- * by the user, so if they want, clicking the logical "titlebar" could
- * close the window, not move it, and so on. the user decides this.
- * the theme designer simply indicates the "logcal" use of the theme
- * elements they have created */
+ * here objects for design don't affect the events. these parts
+ * are named speciifcally because E has config listening for specific
+ * signals (events) coming from these named parts and based on those
+ * will perform certain actions. these are actually all configurable
+ * by the user, so if they want, clicking the logical "titlebar" could
+ * close the window, not move it, and so on. the user decides this.
+ * the theme designer simply indicates the "logcal" use of the theme
+ * elements they have created */
part {
name: "e.event.titlebar";
type: RECT;
program {
name: "focus_in";
/* name of the program. must be unique
- * within the list of programs attached
- * to a group of parts */
+ * within the list of programs attached
+ * to a group of parts */
signal: "e,state,focused";
/* what signal triggers this program,
- * if any. this can also be a glob like
- * "mouse,down,*" for example. note
- * that globs are slower to match
- * and empty strings are literal matches
- * too */
+ * if any. this can also be a glob like
+ * "mouse,down,*" for example. note
+ * that globs are slower to match
+ * and empty strings are literal matches
+ * too */
source: "e";
/* the source of the signal - this must also match for
- * the program to be run */
+ * the program to be run */
action: STATE_SET "focused" 0.0;
/* the action the program will
- * perform. in this case
- * it will set the state to
- * "focused" @ value 0.0 */
+ * perform. in this case
+ * it will set the state to
+ * "focused" @ value 0.0 */
transition: LINEAR 0.2;
/* the time for the transition of the
- * action - it's a linear interpolation
- * of states here over 0.2 seconds */
+ * action - it's a linear interpolation
+ * of states here over 0.2 seconds */
target: "title_back";
/* these are the targets for the action.
- * i.e. which parts will have their state
- * set to "focused" over 0.2 seconds */
+ * i.e. which parts will have their state
+ * set to "focused" over 0.2 seconds */
target: "title2";
target: "title_over";
target: "buttons_foc";
program {
name: "focus_out";
/* this program is run when focus is
- * removed from a window border */
+ * removed from a window border */
signal: "e,state,unfocused";
source: "e";
action: STATE_SET "default" 0.0;
program {
name: "urgent";
/* this program is run when the border is
- * meant to display an "urgent" state
- * (the application has something
- * important to show the user) */
+ * meant to display an "urgent" state
+ * (the application has something
+ * important to show the user) */
signal: "e,state,urgent";
source: "e";
action: STATE_SET "visible" 0.0;
transition: DECELERATE 0.5;
/* instead of a linear transition
- * this will vary from state A to B
- * but slow down towards the end */
+ * this will vary from state A to B
+ * but slow down towards the end */
target: "urgent";
target: "urgent2";
after: "urgent2";
/* when this program and its transition are
- * finished then chain (run) the "urgent2"
- * program below. this way a series of actions
- * and trnasitions can be chained together one
- * after the other */
+ * finished then chain (run) the "urgent2"
+ * program below. this way a series of actions
+ * and trnasitions can be chained together one
+ * after the other */
}
program {
name: "urgent2";
action: STATE_SET "visible" 0.0;
target: "urgent2";
/* notice - no transition. when not specified
- * it is assumed that the action should happen
- * immediately with no transition over time */
+ * it is assumed that the action should happen
+ * immediately with no transition over time */
after: "urgent2";
}
program {
name: "urgentw0";
/* these ae a list of icon "wobble"
- * programs to indicate urgency */
+ * programs to indicate urgency */
signal: "e,state,urgent";
source: "e";
action: STATE_SET "default" 0.0;
program {
name: "not_urgent";
/* run when the window stops being
- * urgent */
+ * urgent */
signal: "e,state,not_urgent";
source: "e";
action: ACTION_STOP;
/* this action will stop other running programs
- * that are currently active. the programs to
- * stop are named in the targets below */
+ * that are currently active. the programs to
+ * stop are named in the targets below */
target: "urgentw0";
target: "urgentw1";
target: "urgentw2";
program {
name: "hung";
/* run when an app is known to be hung/not
- * responding to ping requests */
+ * responding to ping requests */
signal: "e,state,hung";
source: "e";
action: STATE_SET "shrunk" 0.0;
program {
name: "unhung";
/* when an app was hung but has started to
- * respond again, this is run */
+ * respond again, this is run */
signal: "e,state,unhung";
source: "e";
action: ACTION_STOP;
program {
name: "busy_anim";
/* multiple programs can be triggered
- * from the same signals so this is
- * also run when an app becomes "hung" */
+ * from the same signals so this is
+ * also run when an app becomes "hung" */
signal: "e,state,hung";
source: "e";
action: STATE_SET "visible" 0.0;
program {
name: "shade_end";
/* run when the window finishes its
- * shading animation */
+ * shading animation */
signal: "e,state,shaded";
source: "e";
action: STATE_SET "shaded" 0.0;
program {
name: "unshade_start";
/* run when the window starts
- * unshading itself */
+ * unshading itself */
signal: "e,state,unshading";
source: "e";
action: STATE_SET "default" 0.0;
part {
name: "glow";
/* this overlay is used to put a white glow
- * around the pointer, so when the pointer is
- * idle every now and again it will pulsate
- * with this glow to just remind you where the
- * pointer is (if you lose a black-ish
- * pointer on a black background) */
+ * around the pointer, so when the pointer is
+ * idle every now and again it will pulsate
+ * with this glow to just remind you where the
+ * pointer is (if you lose a black-ish
+ * pointer on a black background) */
mouse_events: 0;
description {
state: "default" 0.0;
part {
name: "glint";
/* this overlay flips a series of small images
- * over the pointer. they look like a white
- * light/refelection when put over the pointer
- * base image - and produce a "glinting" effect
- * when played back fast */
+ * over the pointer. they look like a white
+ * light/refelection when put over the pointer
+ * base image - and produce a "glinting" effect
+ * when played back fast */
mouse_events: 0;
description {
state: "default" 0.0;
part {
name: "e.swallow.hotspot";
/* this is a "fake" swallow part
- * that is used by e to determine
- * the pointer hotspot - or where
- * the actual mouse events get
- * reported from on the cursor */
+ * that is used by e to determine
+ * the pointer hotspot - or where
+ * the actual mouse events get
+ * reported from on the cursor */
type: SWALLOW;
description {
state: "default" 0.0;
program {
name: "mouse_down";
/* called every time e detects a mouse
- * press */
+ * press */
signal: "e,action,mouse,down";
source: "e";
action: STATE_SET "visible" 0.0;
program {
name: "mouse_idle";
/* called when e thinks the mouse went
- * idle and isn't moving */
+ * idle and isn't moving */
signal: "e,state,mouse,idle";
source: "e";
action: STATE_SET "visible" 0.0;
program {
name: "mouse_active";
/* called when e sees the mouse become
- * active again */
+ * active again */
signal: "e,state,mouse,active";
source: "e";
action: STATE_SET "default" 0.0;
/*** MENUS ***/
/* this is the background for all menus. it also may optionally display a
- * title for the menu. this is wrapped around all the menu items that are
- * laid out in a vertical list from top to bottom */
+ * title for the menu. this is wrapped around all the menu items that are
+ * laid out in a vertical list from top to bottom */
group {
name: "e/widgets/menu/default/background";
}
fill.smooth: 0;
/* note - a shortcut for avoiding doing
- * fill { smooth: 0; } */
+ * fill { smooth: 0; } */
}
}
part {
part {
name: "e.text.title";
/* e sets the text of this to the title
- * if there is any */
+ * if there is any */
type: TEXT;
mouse_events: 0;
scale: 1;
part {
name: "e.swallow.content";
/* this swallow part determines
- * where in the menu the vertical
- * list of menu items is put */
+ * where in the menu the vertical
+ * list of menu items is put */
type: SWALLOW;
description {
state: "default" 0.0;
program {
name: "on";
/* this program is run when e emits a signal
- * to display a title. e will also set the
- * title text */
+ * to display a title. e will also set the
+ * title text */
signal: "e,action,show,title";
source: "e";
action: STATE_SET "active" 0.0;
}
}
/* this is placed as a horizontal separator between menu items in the
- * vertical menu item list. it has no functionality other than being
- * a visual separator */
+ * vertical menu item list. it has no functionality other than being
+ * a visual separator */
group {
name: "e/widgets/menu/default/separator";
images {
}
}
/* this is used for regular menu items. this is what swallows/holds the
- * whole line of the menu item, icon, check/radio mark, label and submenu
- * indicator, where applicable */
+ * whole line of the menu item, icon, check/radio mark, label and submenu
+ * indicator, where applicable */
group {
name: "e/widgets/menu/default/item_bg";
/* this is idential to the regular menu item above, but used only for
- * items that have a submenu. this is to allow for a possible different
- * look for submenu holding items. here this is identical to to the
- * normal menu item, thus we are making use of the alias directive that
- * gives a group the ability to go by manu names */
+ * items that have a submenu. this is to allow for a possible different
+ * look for submenu holding items. here this is identical to to the
+ * normal menu item, thus we are making use of the alias directive that
+ * gives a group the ability to go by manu names */
alias: "e/widgets/menu/default/submenu_bg";
images {
image: "menu_sel_bg.png" COMP;
program {
name: "sel";
/* when the menu item is selected (hilighted)
- * this program is run to give the whole item
- * an overall selected look */
+ * this program is run to give the whole item
+ * an overall selected look */
signal: "e,state,selected";
source: "e";
action: STATE_SET "selected" 0.0;
program {
name: "unsel";
/* when selection is removed from the menu
- * item */
+ * item */
signal: "e,state,unselected";
source: "e";
action: STATE_SET "default" 0.0;
}
}
/* this group holds a menu icon. here we just use it to add padding around
- * the icon. And to gray-out when disabled */
+ * the icon. And to gray-out when disabled */
group {
name: "e/widgets/menu/default/icon";
parts {
}
}
/* this is a small arrow on the right of the menu item to indicate that it
- * has a submenu after it */
+ * has a submenu after it */
group {
name: "e/widgets/menu/default/submenu";
images {
}
}
/* this is placed left of the icon in a menu item (if any icon) or left
- * of the label if no icon is present. this is a checkbox to indicate if
- * the menu item is enabled or disabled */
+ * of the label if no icon is present. this is a checkbox to indicate if
+ * the menu item is enabled or disabled */
group {
name: "e/widgets/menu/default/check";
images {
}
}
/* for a radio menu item - same as check, but only one of a group of radio
- * menu item can be selected at any one time */
+ * menu item can be selected at any one time */
group {
name: "e/widgets/menu/default/radio";
images {
/*** SHELF ***/
/* Shelves are "panels" that are placed around the edges of the screen
- * to hold useful gadgets to control things - like switch desktops
- * (the pager module and its gadget), launch programs, and anything else
- * someone wants to put in there. The way to add gadgets to a shelf is to
- * write a module that places a gadget there. This means that it might end
- * up containing all sorts of things and the artist needs to be aware of
- * that and make sure the shelf border and background etc. won't interfere
- * with all manner of things that may get placed there */
+ * to hold useful gadgets to control things - like switch desktops
+ * (the pager module and its gadget), launch programs, and anything else
+ * someone wants to put in there. The way to add gadgets to a shelf is to
+ * write a module that places a gadget there. This means that it might end
+ * up containing all sorts of things and the artist needs to be aware of
+ * that and make sure the shelf border and background etc. won't interfere
+ * with all manner of things that may get placed there */
group {
name: "e/shelf/default/base";
/* this tells e the shelf is shaped, not rectangular */
// item: "shaped" "1";
/* this tells e the number of pixels of the shelf to leave "exposed"
- * when auto-hiding the shelf */
+ * when auto-hiding the shelf */
item: "hidden_state_size" "1";
/* This makes the border hide instantly after the given amount of
- * seconds - in this case 3 seconds. This means there will be no
- * visible part of the shelf after this time at all as it will be
- * totally hidden */
+ * seconds - in this case 3 seconds. This means there will be no
+ * visible part of the shelf after this time at all as it will be
+ * totally hidden */
// item: "instant_delay" "3.0";
}
images {
}
}
/* This is put around gadgets in the shelf if they ask for an "inset" style
- * framing. This puts some sort of bordering around them to make them look
- * "inset" into the shelf or screen. this is meant to go with the default
- * shelf style as implied in the group name */
+ * framing. This puts some sort of bordering around them to make them look
+ * "inset" into the shelf or screen. this is meant to go with the default
+ * shelf style as implied in the group name */
group {
name: "e/shelf/default/inset";
images {
}
}
/* Same as inset, but meant to be with no decorations that are visible. here
- * we simply make the content swallow inset a bit from the edges to align
- * with any plain style inset boxes */
+ * we simply make the content swallow inset a bit from the edges to align
+ * with any plain style inset boxes */
group {
name: "e/shelf/default/plain";
parts {
}
}
/* This is the "invisible" shelf. Yes. Even it has visual config in edje.
- * The idea is that it will remain invisible, BUT will allow the designer
- * to do some layout and padding. This gets the same signals as the
- * default shelf and can provide the same data items */
+ * The idea is that it will remain invisible, BUT will allow the designer
+ * to do some layout and padding. This gets the same signals as the
+ * default shelf and can provide the same data items */
group {
name: "e/shelf/invisible/base";
data.item: "shaped" "1";
}
}
/* This is the alternate shelf. It provides a stylistic alternative to
- * make the shelf more dynamic to your tastes and wallpaper. It is
- * selected in the Shelf Configuration. More alternative shelfs can
- * be provided by using more group names. eg, "e/shelf/black/base" */
+ * make the shelf more dynamic to your tastes and wallpaper. It is
+ * selected in the Shelf Configuration. More alternative shelfs can
+ * be provided by using more group names. eg, "e/shelf/black/base" */
group {
name: "e/shelf/alternate/base";
images {
}
}
/* Because programs can not respond to 2 different types of signals,
- * the programs are split into individual programs that point towards
- * the base program for its orientation. */
+ * the programs are split into individual programs that point towards
+ * the base program for its orientation. */
programs {
/* Left orientation */
// program { name: "left";
}
group {
/* This group is interesting in that it specifies programs
- * after the part that they effect, instead of at the
- * end of the group. It is a good demonstation of freestyle
- * formatting in edje.
- */
+ * after the part that they effect, instead of at the
+ * end of the group. It is a good demonstation of freestyle
+ * formatting in edje.
+ */
name: "e/modules/connman/tip";
images {
image: "inset_sunk.png" COMP;
/*** MOD: CONF_EDGEBINDINGS ***/
/* This group draws the edge and corners for the user to pick.
- * XXX: Needs some love from masters of the brush! */
+ * XXX: Needs some love from masters of the brush! */
group {
name: "e/modules/conf_edgebindings/selection";
- // for gadget
parts {
part {
name: "e.swallow.background";
/*** MOD: START ***/
/* This is for the "start" module - i.e. a "start" button. It simply
- * provides such a button/gadget in a shelf that pops up E's main
- * menu - a nice familiarity feature for those from the windows world.
- * Other than that it really does nothing, so this button can be quite
- * imaginative as it has few functional requirements */
+ * provides such a button/gadget in a shelf that pops up E's main
+ * menu - a nice familiarity feature for those from the windows world.
+ * Other than that it really does nothing, so this button can be quite
+ * imaginative as it has few functional requirements */
group {
name: "e/modules/start/main";
}
}
programs {
- /*
- program {
- name: "next_governor";
- signal: "mouse,down,1";
- source: "cpu";
- action: SIGNAL_EMIT "e,action,governor,next" "";
- }
- program {
- name: "next_governor2";
- signal: "mouse,down,1";
- source: "cpu";
- action: STATE_SET "clicked" 0.0;
- target: "cpu";
- }
- program {
- name: "next_governor3";
- signal: "mouse,up,1";
- source: "cpu";
- action: STATE_SET "default" 0.0;
- target: "cpu";
- }
- program {
- name: "increase_frequency";
- signal: "mouse,down,1";
- source: "increase";
- action: SIGNAL_EMIT "e,action,frequency,increase" "";
- }
- program {
- name: "increase_frequency2";
- signal: "mouse,down,1";
- source: "increase";
- action: STATE_SET "clicked" 0.0;
- target: "increase_button";
- }
- program {
- name: "increase_frequency3";
- signal: "mouse,up,1";
- source: "increase";
- action: STATE_SET "default" 0.0;
- target: "increase_button";
- }
- program {
- name: "decrease_frequency";
- signal: "mouse,down,1";
- source: "decrease";
- action: SIGNAL_EMIT "e,action,frequency,decrease" "";
- }
- program {
- name: "decrease_frequency2";
- signal: "mouse,down,1";
- source: "decrease";
- action: STATE_SET "clicked" 0.0;
- target: "decrease_button";
- }
- program {
- name: "decrease_frequency3";
- signal: "mouse,up,1";
- source: "decrease";
- action: STATE_SET "default" 0.0;
- target: "decrease_button";
- }
- */
+ /*
+ program {
+ name: "next_governor";
+ signal: "mouse,down,1";
+ source: "cpu";
+ action: SIGNAL_EMIT "e,action,governor,next" "";
+ }
+ program {
+ name: "next_governor2";
+ signal: "mouse,down,1";
+ source: "cpu";
+ action: STATE_SET "clicked" 0.0;
+ target: "cpu";
+ }
+ program {
+ name: "next_governor3";
+ signal: "mouse,up,1";
+ source: "cpu";
+ action: STATE_SET "default" 0.0;
+ target: "cpu";
+ }
+ program {
+ name: "increase_frequency";
+ signal: "mouse,down,1";
+ source: "increase";
+ action: SIGNAL_EMIT "e,action,frequency,increase" "";
+ }
+ program {
+ name: "increase_frequency2";
+ signal: "mouse,down,1";
+ source: "increase";
+ action: STATE_SET "clicked" 0.0;
+ target: "increase_button";
+ }
+ program {
+ name: "increase_frequency3";
+ signal: "mouse,up,1";
+ source: "increase";
+ action: STATE_SET "default" 0.0;
+ target: "increase_button";
+ }
+ program {
+ name: "decrease_frequency";
+ signal: "mouse,down,1";
+ source: "decrease";
+ action: SIGNAL_EMIT "e,action,frequency,decrease" "";
+ }
+ program {
+ name: "decrease_frequency2";
+ signal: "mouse,down,1";
+ source: "decrease";
+ action: STATE_SET "clicked" 0.0;
+ target: "decrease_button";
+ }
+ program {
+ name: "decrease_frequency3";
+ signal: "mouse,up,1";
+ source: "decrease";
+ action: STATE_SET "default" 0.0;
+ target: "decrease_button";
+ }
+ */
program {
name: "enabled";
signal: "e,state,enabled";
data {
item: "raise_on_hilight" "0";
// 1 or 0 if u want an icon holder to raise when the mouse (or keyboard) hilights it
- // item: "item_list" "item item2 item3";
+ // item: "item_list" "item item2 item3";
}
parts {
part {
}
- /////////////////////////////////////////////////////////////////////////////
- /*** MOVE/RESIZE BOX ***/
+/////////////////////////////////////////////////////////////////////////////
+/*** MOVE/RESIZE BOX ***/
group {
name: "e/widgets/border/default/move";
}
}
/* for a radio menu item - same as check, but only one of a group of radio
- * menu item can be selected at any one time */
+ * menu item can be selected at any one time */
group {
name: "e/widgets/radio";
images {
}
}
/*
- part { name: "tst";
- type: RECT;
- mouse_events: 0;
- description { state: "default" 0.0;
- rel2.relative: 1.0 0.2;
- color: 0 0 255 128;
- }
- }
- */
+ part { name: "tst";
+ type: RECT;
+ mouse_events: 0;
+ description { state: "default" 0.0;
+ rel2.relative: 1.0 0.2;
+ color: 0 0 255 128;
+ }
+ }
+ */
part {
name: "conf_over";
mouse_events: 0;
}
}
/* e/widgets/deskpreview is used in the Wallpaper
- selector dialog to preview wallpapers. */
+ selector dialog to preview wallpapers. */
group {
name: "e/widgets/deskpreview/desk";
images.image: "inset_sunk.png" COMP;
}
}
/* color_well & gradpreview are used to display the color
- and the gradient in the Wallpaper Gradient config dialog. */
+ and the gradient in the Wallpaper Gradient config dialog. */
group {
name: "e/widgets/color_well";
alias: "e/widgets/gradpreview";
}
}
/* Used to display RGB/HSV values via sliders
- in Wallpaper Gradient Dialog */
+ in Wallpaper Gradient Dialog */
group {
name: "e/widgets/cslider";
images.image: "inset_sunk.png" COMP;
}
}
/* e/widgets/frame is used in the Config Dialog
- to outline the content */
+ to outline the content */
group {
name: "e/widgets/frame";
images {
}
}
/* e/widgets/textblock is used in the description
- of modules in Module Config dialog */
+ of modules in Module Config dialog */
group {
name: "e/widgets/textblock";
styles {
target: "vclip";
}
/*
- program {
- name: "api_move_on";
- signal: "e,state,move,on";
- source: "e";
- }
- program {
- name: "api_move_off";
- signal: "e,state,move,off";
- source: "e";
- }
- program {
- name: "api_active";
- signal: "e,state,focused";
- source: "e";
- }
- program {
- name: "api_inactive";
- signal: "e,state,unfocused";
- source: "e";
- }
- */
+ program {
+ name: "api_move_on";
+ signal: "e,state,move,on";
+ source: "e";
+ }
+ program {
+ name: "api_move_off";
+ signal: "e,state,move,off";
+ source: "e";
+ }
+ program {
+ name: "api_active";
+ signal: "e,state,focused";
+ source: "e";
+ }
+ program {
+ name: "api_inactive";
+ signal: "e,state,unfocused";
+ source: "e";
+ }
+ */
// MOVE PROGRAMS
program {
name: "mv_down";
//Standard Status Icons
ICON("dialog-warning","icon_warning.png",128) // "enlightenment/warning"
ICON("dialog-error","icon_warning.png",128) // "enlightenment/error"
- ICON("dialog-ask","icon_dummy.png",64) // "enlightenment/unknown"
+ ICON("dialog-ask","icon_dummy.png",64) // "enlightenment/unknown"
ICON("unknown","icon_dummy.png",64) // *** // "enlightenment/unknown"
//Standard Application Icons
ICON("preferences-desktop","icon_desktops.png",64) // "enlightenment/desktops"
ICON("application-exit","icon_logout.png",64) // "enlightenment/exit"
ICON("enlightenment","logo_white_128.png",64) // *** // "enlightenment/e"
//Standard Emblem Icons
- ICON("emblem-symbolic-link","icon_dummy.png",64) // EFMBUTTON("symlink"
+ ICON("emblem-symbolic-link","icon_dummy.png",64) // EFMBUTTON("symlink")
//Standard Place Icons
ICON("folder","icon_efm_folder.png",64) // "fileman/folder"
ICON("user-home","icon_efm_home.png",64) // "fileman/home"
ICON("drive-removable-media","icon_efm_usbmedia.png", 128);
ICON("media-eject","icon_efm_eject.png", 64)
/* End of FreeDesktop.Org icons */
+ //E Specific icons
+ ICON("everything-launch","icon_advanced.png",64)
+ //EFM Mime icons
ICONMIME("inode/chardevice","icon_efm_file.png",128)
ICONMIME("inode/blockdevice","icon_efm_file.png",128)
ICONMIME("inode/directory-locked","icon_efm_file.png",128)
//EFMICON("desktop","icon_efm_desktop.png", 128)
//EFMICON("hdd","icon_efm_hdd.png", 128)
//EFMICON("hd","icon_efm_hdd.png", 128)
+
+
// EFM Mime type icons //
#define MIMEICON(NAME, FILE, SIZE) \
MIMEICON("application/x-ms-dos-executable","icon_mime_executable_generic.png", 128);
MIMEICON("application/x-7z-compressed","icon_mime_package.png", 128);
MIMEICON("application/vnd.ms-cab-compressed","icon_mime_package.png", 128);
+
// Dynamic MIME Icons //
#define MIMEBASE(MIME, FILE, NAME, SIZE) \
group { \
/*** INIT SPLASH ***/
/* this first group is used for the primary screen (or only screen) so in
- * a multi-monitor setup whichever is first (screen 0) will get this
- * splash on it */
+ * a multi-monitor setup whichever is first (screen 0) will get this
+ * splash on it */
group {
name: "e/init/splash";
program {
name: "done1";
/* when e tells the splash screen it is done
- * starting up, the init splash gets this signal */
+ * starting up, the init splash gets this signal */
signal: "e,state,done";
source: "e";
script {
}
}
/* this group is used for other screens/xinerama zones etc. other than
- * the primary as only the primary shows the full splash - this just
- * shows the below image. it can animate etc. but not display status
- * etc. */
+ * the primary as only the primary shows the full splash - this just
+ * shows the below image. it can animate etc. but not display status
+ * etc. */
group {
name: "e/init/extra_screen";
parts {
/////////////////////////////////////////////////////////////////////////////
/*** MOD: EVERYTHING ***/
- ICON("everything-launch","icon_advanced.png",64)
group {
name: "e/modules/everything/main";
images {
image: "sb_runnerv.png" COMP;
}
parts {
- // part { name: "clipper";
- // type: RECT;
- // mouse_events: 0;
- // description { state: "default" 0.0;
- // }
- // }
+ /*
+ part { name: "clipper";
+ type: RECT;
+ mouse_events: 0;
+ description { state: "default" 0.0; }
+ }
+ */
part {
name: "e.swallow.content";
- // clip_to: "clipper";
+ // clip_to: "clipper";
type: SWALLOW;
description {
state: "default" 0.0;