- Add a lubuntu-logo plymouth theme, based on the ubuntu-logo.ubuntu/bionic
After Width: | Height: | Size: 870 B |
After Width: | Height: | Size: 296 B |
After Width: | Height: | Size: 350 B |
After Width: | Height: | Size: 1.9 KiB |
@ -0,0 +1,8 @@
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[Plymouth Theme]
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Name=Lubuntu Logo
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Description=A theme that features a blank background with a logo.
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ModuleName=script
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[script]
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ImageDir=/lib/plymouth/themes/lubuntu-logo
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ScriptFile=/lib/plymouth/themes/lubuntu-logo/lubuntu-logo.script
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After Width: | Height: | Size: 27 KiB |
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# lubuntu-logo.script - boot splash plugin
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# based on ubuntu-logo.script
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#
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# Copyright (C) 2009 Canonical Ltd.
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2, or (at your option)
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# any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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# 02111-1307, USA.
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#
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# Written by: Alberto Milone <alberto.milone@canonical.com>
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#
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# Based on the example provided with the "script plugin" written by:
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# Charlie Brej <cbrej@cs.man.ac.uk>
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#
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# Set the text colour in rgb
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text_colour.red = 255;
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text_colour.green = 255;
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text_colour.blue = 255;
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debugsprite = Sprite();
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debugsprite_bottom = Sprite();
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debugsprite_medium = Sprite();
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fun ImageToText (text) {
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image = Image.Text (text, text_colour.red, text_colour.green, text_colour.blue);
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return image;
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}
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fun Debug(text) {
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debugsprite.SetImage(ImageToText (text));
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}
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fun DebugBottom(text) {
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debugsprite_bottom.SetImage(ImageToText (text));
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debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
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}
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fun DebugMedium(text) {
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debugsprite_medium.SetImage(ImageToText (text));
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debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1);
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}
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Window.SetBackgroundTopColor (0, 0, 0); # Nice blue on top of the screen fading to
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Window.SetBackgroundBottomColor (0, 0, 0); # an equally nice brown on the bottom
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screen_width = Window.GetWidth ();
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screen_height = Window.GetHeight ();
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wallpaper_image = Image ("wall_blue_2560x1600.png");
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resized_wallpaper_image = wallpaper_image.Scale (screen_width, screen_height);
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wallpaper_sprite = Sprite (resized_wallpaper_image);
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wallpaper_sprite.SetZ (-10000);
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logo.image = Image ("lubuntu-logo.png");
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logo.sprite = Sprite ();
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logo.sprite.SetImage (logo.image);
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logo.width = logo.image.GetWidth ();
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logo.height = logo.image.GetHeight ();
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logo.x = Window.GetWidth (0) / 2 - logo.width / 2;
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logo.y = Window.GetHeight (0) / 2 - logo.height / 2;
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logo.z = 1000;
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logo.sprite.SetX (logo.x);
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# label_area_y = logo_area_y + (*label_height * 2) + 60;
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logo.sprite.SetY (logo.y);
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logo.sprite.SetY (logo.z);
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logo.sprite.SetOpacity (1);
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# Spacing below the logo - in pixels
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logo_spacing = 0;
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message_notification.image = ImageToText ("");
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status = "normal";
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#-----------------------------------------Label utility functions---------------------
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fun get_label_position (label, is_fake) {
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# Debug("Get Label position");
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screen_width = Window.GetWidth (0);
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screen_height = Window.GetHeight (0);
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local.message_label;
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if (is_fake) {
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# Create a fake label so as to get the y coordinate of
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# a standard-lenght label.
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# This is useful when prompting without providing a
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# message
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local.message_image = ImageToText ("This is a fake message");
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message_label.width = message_image.GetWidth ();
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message_label.height = message_image.GetHeight ();
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}
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else {
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local.message_image = ImageToText (label);
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message_label.width = message_image.GetWidth ();
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message_label.height = message_image.GetHeight ();
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}
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# Centre the label horizontally
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message_label.x = (screen_width / 2) - (message_label.width / 2);
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# Place the label below the logo
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message_label.y = logo.y + logo.height + logo_spacing; # message_label.height / 2;
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# message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y +
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# "msg_width = " + message_label.width + " msg_height = " +
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# message_label.height + " message = " + label;
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# Debug(message_debug);
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return message_label;
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}
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#-----------------------------------------Display Password stuff -----------------------
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#
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fun password_dialogue_setup(message_label) {
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# Debug("Password dialog setup");
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local.box;
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local.lock;
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local.entry;
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local.bullet_image;
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local.is_fake = 0;
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bullet_image = Image ("bullet.png");
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box.image = Image ("box.png");
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entry.image = Image ("entry.png");
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lock.image = Image ("lock.png");
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if (!message_label) is_fake = 1;
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local.label = get_label_position(message_label, is_fake);
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label.is_fake = is_fake;
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# Make sure that the prompt label is placed below the message label
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# NOTE: here we assume that all labels have the same height.
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label.y += label.height;
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# Set up the text message, if any
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if (!is_fake) {
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label.z = 10000;
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label.image = ImageToText (message_label);
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label.sprite = Sprite ();
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label.sprite.SetImage (label.image);
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label.sprite.SetX (label.x);
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label.sprite.SetY (label.y);
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label.sprite.SetZ (label.z);
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}
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# Set up the box area which contains the text entry and the lock icon
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box.sprite = Sprite ();
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box.sprite.SetImage (box.image);
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# Centre the box horizontally
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box.x = Window.GetWidth (0) / 2 - box.image.GetWidth () / 2;
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# Put the box below the label. Leave the space for 2 labels.
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box.y = label.y + label.height * 2;
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box.z = 10000;
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box.sprite.SetX (box.x);
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box.sprite.SetY (box.y);
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box.sprite.SetZ (box.z);
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# Set up the lock icon
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lock.sprite = Sprite ();
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lock.sprite.SetImage (lock.image);
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lock.x = (Window.GetWidth (0) / 2) - ((lock.image.GetWidth () + entry.image.GetWidth ()) / 2);
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lock.y = box.y + (box.image.GetHeight () / 2) - (lock.image.GetHeight () / 2);
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lock.z = box.z + 1;
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lock.sprite.SetX (lock.x);
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lock.sprite.SetY (lock.y);
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lock.sprite.SetZ (lock.z);
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# Set up the text entry
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entry.sprite = Sprite ();
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entry.sprite.SetImage (entry.image);
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# FIXME: Maybe we should add some horizontal space between the icon and the entry?
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entry.x = lock.x + lock.image.GetWidth ();
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entry.y = box.y + (box.image.GetHeight () / 2) - (entry.image.GetHeight () / 2);
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entry.z = lock.z;
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entry.sprite.SetX (entry.x);
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entry.sprite.SetY (entry.y);
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entry.sprite.SetZ (entry.z);
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global.password_dialogue = local;
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}
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fun password_dialogue_opacity (opacity) {
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# Debug("Password dialog opacity");
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global.password_dialogue.opacity = opacity;
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local = global.password_dialogue;
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# You can make the box translucent with a float
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# box.sprite.SetOpacity (0.3);
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box.sprite.SetOpacity (opacity);
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lock.sprite.SetOpacity (opacity);
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entry.sprite.SetOpacity (opacity);
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if (!label.is_fake) label.sprite.SetOpacity (opacity);
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for (index = 0; bullet[index]; index++) {
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bullet[index].sprite.SetOpacity (opacity);
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}
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}
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# The callback function is called when the display should display a password dialogue.
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# First arg is prompt string, the second is the number of bullets.
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fun display_password_callback (prompt, bullets) {
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# Debug("Password dialog setup");
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global.status = "password";
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if (!global.password_dialogue) password_dialogue_setup(prompt);
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password_dialogue_opacity (1);
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for (index = 0; password_dialogue.bullet[index] || index < bullets; index++){
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if (!password_dialogue.bullet[index]) {
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password_dialogue.bullet[index].sprite = Sprite ();
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password_dialogue.bullet[index].sprite.SetImage (password_dialogue.bullet_image);
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password_dialogue.bullet[index].x = password_dialogue.entry.x +
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index * password_dialogue.bullet_image.GetWidth ();
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password_dialogue.bullet[index].sprite.SetX (password_dialogue.bullet[index].x);
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password_dialogue.bullet[index].y = password_dialogue.entry.y +
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password_dialogue.entry.image.GetHeight () / 2 -
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password_dialogue.bullet_image.GetHeight () / 2;
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password_dialogue.bullet[index].sprite.SetY (password_dialogue.bullet[index].y);
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password_dialogue.bullet[index].z = password_dialogue.entry.z + 1;
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password_dialogue.bullet[index].sprite.SetZ (password_dialogue.bullet[index].z);
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}
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password_dialogue.bullet[index].sprite.SetOpacity (0);
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if (index < bullets) {
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password_dialogue.bullet[index].sprite.SetOpacity (1);
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}
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}
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}
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Plymouth.SetDisplayPasswordFunction (display_password_callback);
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#-----------------------------------------Message stuff --------------------------------
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#
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# Set up a message label
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#
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# NOTE: this is called when doing something like 'plymouth message "hello world"'
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#
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fun setup_message (message_text, x, y, z) {
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# Debug("Message setup");
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message_notification.image = ImageToText (message_text);
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# Set up the text message, if any
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message_notification.x = x;
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message_notification.y = y;
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message_notification.z = z;
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message_notification.sprite = Sprite ();
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message_notification.sprite.SetImage (message_notification.image);
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message_notification.sprite.SetX (message_notification.x);
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message_notification.sprite.SetY (message_notification.y);
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message_notification.sprite.SetZ (message_notification.z);
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}
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fun show_message () {
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if (global.message_notification.sprite) global.message_notification.sprite.SetOpacity(1);
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}
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fun hide_message () {
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if (global.message_notification.sprite) global.message_notification.sprite.SetOpacity(0);
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}
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# the callback function is called when new message should be displayed.
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# First arg is message to display.
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fun message_callback (message)
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{
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# Debug("Message callback");
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is_fake = 0;
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if (!message || (message == "")) is_fake = 1;
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local.label.is_fake = is_fake;
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label = get_label_position(message, is_fake);
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label.z = 10000;
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setup_message (message, label.x, label.y, label.z);
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show_message ();
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}
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Plymouth.SetMessageFunction (message_callback);
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# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far
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# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted
|
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# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard
|
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#----------------------------------------- FSCK Queue ----------------------------------
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# Initialise the fsck queue
|
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fun init_queue () {
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global.fsck_queue[0].device;
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global.fsck_queue[0].progress;
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global.fsck_queue.counter = 0;
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global.fsck_queue.biggest_item = 0;
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}
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fun clear_queue () {
|
||||
global.fsck_queue = NULL;
|
||||
init_queue ();
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}
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||||
# Return either the device index in the queue or -1
|
||||
fun queue_look_up_by_device (device) {
|
||||
for (i=0; i <= fsck_queue.biggest_item; i++) {
|
||||
if ((fsck_queue[i]) && (fsck_queue[i].device == device))
|
||||
return i;
|
||||
}
|
||||
return -1;
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||||
}
|
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# Keep track of an fsck process in the queue
|
||||
fun add_fsck_to_queue (device, progress) {
|
||||
# Look for an empty slot in the queue
|
||||
for (i=0; global.fsck_queue[i].device; i++) {
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||||
continue;
|
||||
}
|
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local.index = i;
|
||||
|
||||
# Set device and progress
|
||||
global.fsck_queue[local.index].device = device;
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||||
global.fsck_queue[local.index].progress = progress;
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||||
|
||||
# Increase the queue counter
|
||||
global.fsck_queue.counter++;
|
||||
|
||||
# Update the max index of the array for iterations
|
||||
if (local.index > global.fsck_queue.biggest_item)
|
||||
global.fsck_queue.biggest_item = local.index;
|
||||
|
||||
# DebugMedium ("Adding " + device + " at " + local.index);
|
||||
}
|
||||
|
||||
# This should cover the case in which the fsck checks in
|
||||
# the queue are completed before the ones showed in the
|
||||
# progress bars
|
||||
fun on_queued_fsck_completed () {
|
||||
if (!is_queue_empty ())
|
||||
return;
|
||||
|
||||
# Hide the extra label, if any
|
||||
if (progress_bar.extra_label.sprite)
|
||||
progress_bar.extra_label.sprite.SetOpacity(0);
|
||||
}
|
||||
|
||||
fun remove_fsck_from_queue (index) {
|
||||
# Free memory which was previously allocated for
|
||||
# device and progress
|
||||
global.fsck_queue[index].device = NULL;
|
||||
global.fsck_queue[index].progress = NULL;
|
||||
|
||||
# Decrease the queue counter
|
||||
global.fsck_queue.counter--;
|
||||
|
||||
# See if there are other processes in the queue
|
||||
# if not, clear the extra_label
|
||||
on_queued_fsck_completed ();
|
||||
}
|
||||
|
||||
fun is_queue_empty () {
|
||||
return (fsck_queue.counter == 0);
|
||||
}
|
||||
|
||||
fun on_fsck_completed () {
|
||||
if (!are_bars_empty ())
|
||||
return;
|
||||
|
||||
if (!is_queue_empty ())
|
||||
return;
|
||||
|
||||
# Hide all progress bars
|
||||
for (index=0; index < progress_bar.max_number; index++) {
|
||||
set_bar_opacity (index, 0);
|
||||
}
|
||||
|
||||
# Make sure that the bar counter is 0
|
||||
progress_bar.counter = 0;
|
||||
|
||||
# Hide the extra label, if any
|
||||
if (progress_bar.extra_label.sprite)
|
||||
progress_bar.extra_label.sprite.SetOpacity(0);
|
||||
|
||||
# Clear the queue
|
||||
clear_queue ();
|
||||
}
|
||||
|
||||
# Update an fsck process that we keep track of in the queue
|
||||
fun update_progress_in_queue (index, device, progress) {
|
||||
# If the fsck is complete, remove it from the queue
|
||||
if (progress >= 100) {
|
||||
remove_fsck_from_queue (index);
|
||||
on_queued_fsck_completed ();
|
||||
return;
|
||||
}
|
||||
|
||||
global.fsck_queue[index].device = device;
|
||||
global.fsck_queue[index].progress = progress;
|
||||
|
||||
}
|
||||
|
||||
# Create an empty queue
|
||||
init_queue ();
|
||||
|
||||
#----------------------------------------- Progress Bar --------------------------------
|
||||
|
||||
progress_box.image = Image ("progress_box.png");
|
||||
#progress_box.height = progress_box.image.GetHeight ();
|
||||
|
||||
progress_bar.original_image = Image ("progress_bar.png");
|
||||
#progress_bar.original_height = progress_bar.original_image.GetHeight ();
|
||||
progress_bar.counter = 0;
|
||||
progress_bar.global_counter = 0;
|
||||
progress_bar.max_number = 3;
|
||||
progress_bar.extra_label.message;
|
||||
|
||||
# Prepare empty progress bars
|
||||
for (i=0; i < progress_bar.max_number ; i++) {
|
||||
progress_bar[i].is_available = 1;
|
||||
progress_bar[i].progress = 0;
|
||||
}
|
||||
|
||||
# See if all progress bars are empty
|
||||
fun are_bars_empty () {
|
||||
for (i=0; i < progress_bar.max_number ; i++) {
|
||||
if (progress_bar[i].is_available == 0)
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
# Change the opacity level of a progress bar and of its label
|
||||
#
|
||||
# opacity = 1 -> show
|
||||
# opacity = 0 -> hide
|
||||
# opacity = 0.3 (or any other float) -> translucent
|
||||
#
|
||||
fun set_bar_opacity (index, opacity) {
|
||||
# the label
|
||||
if (!progress_bar[index].label.is_fake)
|
||||
progress_bar[index].label.sprite.SetOpacity(opacity);
|
||||
|
||||
# the bar
|
||||
progress_bar[index].sprite.SetOpacity(opacity);
|
||||
|
||||
# the box
|
||||
progress_bar[index].box.sprite.SetOpacity(opacity);
|
||||
|
||||
# Make the slot available again when hiding the bar
|
||||
# So that another bar can take its place
|
||||
if (opacity == 0) {
|
||||
progress_bar[index].is_available = 1;
|
||||
progress_bar[index].device = "";
|
||||
progress_bar.counter--;
|
||||
}
|
||||
}
|
||||
|
||||
# Set up a new Progress Bar
|
||||
#
|
||||
# TODO: Make it possible to reuse (rather than recreate) a bar
|
||||
# if .is_available = 1. Ideally this would just reset the
|
||||
# label, the associated
|
||||
# device and the image size of the sprite.
|
||||
fun setup_progress_bar (message, index, device) {
|
||||
# Make the slot unavailable
|
||||
progress_bar[index].is_available = 0;
|
||||
|
||||
progress_bar.counter++;
|
||||
|
||||
# Fill the slot
|
||||
progress_bar[index].device = device;
|
||||
progress_bar[index].image = progress_bar.original_image;
|
||||
progress_bar[index].sprite = Sprite();
|
||||
progress_bar[index].sprite.SetImage(progress_bar[index].image);
|
||||
|
||||
is_fake = 0;
|
||||
if (!message || (message == "")) is_fake = 1;
|
||||
|
||||
local.label.is_fake = is_fake;
|
||||
label = get_label_position(message, is_fake);
|
||||
label.z = 10000;
|
||||
|
||||
if (index > 0) {
|
||||
# Put the label of the "nth" bar below the bar of the "nth - 1" bar
|
||||
label.y = progress_bar[index - 1].y + progress_bar.original_image.GetHeight() + progress_bar[index - 1].label.height;
|
||||
}
|
||||
else {
|
||||
# index == 0
|
||||
# Leave some space so that a message can be shown above the label
|
||||
# For example if we wanted to show "Press Q to stop the disk checks"
|
||||
#
|
||||
label.y = label.y + label.height + label.height / 2; # Maybe we should add more space
|
||||
}
|
||||
|
||||
|
||||
# Set up the bar
|
||||
progress_bar[index].x = Window.GetWidth (0) / 2 - progress_bar.original_image.GetWidth () / 2;
|
||||
progress_bar[index].y = label.y + label.height + label.height / 3;
|
||||
progress_bar[index].sprite.SetPosition(progress_bar[index].x, progress_bar[index].y, 1);
|
||||
|
||||
# Set up the message label, if any
|
||||
progress_bar[index].label = label;
|
||||
if (!progress_bar[index].label.is_fake) {
|
||||
local.label_image = ImageToText (message);
|
||||
progress_bar[index].label.sprite = Sprite ();
|
||||
progress_bar[index].label.sprite.SetImage(local.label_image);
|
||||
progress_bar[index].label.sprite.SetPosition(progress_bar[index].label.x, progress_bar[index].label.y, 1);
|
||||
}
|
||||
|
||||
|
||||
# Set up the Box which contains the bar
|
||||
progress_bar[index].box.sprite = Sprite(progress_box.image);
|
||||
progress_bar[index].x = Window.GetWidth (0) / 2 - progress_box.image.GetWidth () / 2;
|
||||
progress_bar[index].y = progress_bar[index].y + (progress_bar.original_image.GetHeight () / 2) - (progress_box.image.GetHeight () / 2) ;
|
||||
progress_bar[index].box.sprite.SetPosition(progress_bar[index].x, progress_bar[index].y, 0);
|
||||
|
||||
}
|
||||
|
||||
# Get the index of the progress bar which keeps track of the fsck
|
||||
# of "device"
|
||||
#
|
||||
fun get_progress_bar_index_from_device (device) {
|
||||
local.device_index = -1;
|
||||
for (index=0; index < progress_bar.max_number; index++) {
|
||||
if (progress_bar[index].device == device) {
|
||||
local.device_index = index;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return device_index;
|
||||
}
|
||||
|
||||
# See if a progress bar slot is available and return its index
|
||||
#
|
||||
fun get_available_progress_bar_index () {
|
||||
local.available_index = -1;
|
||||
for (index=0; index < progress_bar.max_number; index++) {
|
||||
if (progress_bar[index].is_available) {
|
||||
local.available_index = index;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return local.available_index;
|
||||
}
|
||||
|
||||
# Update the Progress bar which corresponds to index
|
||||
#
|
||||
fun update_progress_bar_by_index (index, progress) {
|
||||
progress_bar[index].progress = progress;
|
||||
|
||||
# Debug(progress);
|
||||
|
||||
# If progress >= 100% hide the bar and make it available again
|
||||
if (progress >= 100) {
|
||||
set_bar_opacity (index, 0);
|
||||
|
||||
# See if we any other fsck check is complete
|
||||
# and, if so, hide the progress bars and the labels
|
||||
on_fsck_completed ();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
# progress_new = progress + 1;
|
||||
# multiplied = progress_bar.original_image.GetWidth () * progress;
|
||||
# cur_bar_width = progress_bar[index].image.GetWidth ();
|
||||
#
|
||||
# my_string = "progress+1 = " + progress_new + " original * progress = " + multiplied + " current bar width = " + cur_bar_width;
|
||||
# Debug(my_string);
|
||||
|
||||
if (progress_bar[index].image.GetWidth () != Math.Int (progress_bar.original_image.GetWidth () / 100 * progress)) {
|
||||
progress_bar[index].image = progress_bar.original_image.Scale(progress_bar.original_image.GetWidth(progress_bar.original_image)
|
||||
/ 100 * progress, progress_bar.original_image.GetHeight());
|
||||
|
||||
progress_bar[index].sprite.SetImage (progress_bar[index].image);
|
||||
progress_bar[index].sprite.SetPosition(progress_bar[index].x, progress_bar[index].y, 1000);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
#-----------------------------------------Fsck stuff -----------------------------
|
||||
#
|
||||
|
||||
# Create a label which tells users that other fsck checks are running in the
|
||||
# background
|
||||
#
|
||||
# NOTE: the bar is hidden by default. You can make it visible with SetOpacity(1)
|
||||
#
|
||||
fun create_extra_fsck_label () {
|
||||
|
||||
message = "Further disk checks are taking place in the background. Please wait...";
|
||||
|
||||
progress_bar.extra_label = get_label_position(message, 0);
|
||||
|
||||
# Put the label of below the last bar
|
||||
progress_bar.extra_label.y = progress_bar[progress_bar.max_number - 1].y +
|
||||
progress_bar.original_image.GetHeight() +
|
||||
progress_bar[progress_bar.max_number - 1].label.height;
|
||||
|
||||
progress_bar.extra_label.z = 10000;
|
||||
# Set up the message label
|
||||
progress_bar.extra_label_image = ImageToText (message);
|
||||
progress_bar.extra_label.sprite = Sprite ();
|
||||
progress_bar.extra_label.sprite.SetImage(progress_bar.extra_label_image);
|
||||
progress_bar.extra_label.sprite.SetPosition(progress_bar.extra_label.x,
|
||||
progress_bar.extra_label.y,
|
||||
progress_bar.extra_label.z);
|
||||
|
||||
# Keep the bar hidden by default
|
||||
progress_bar.extra_label.sprite.SetOpacity(0);
|
||||
}
|
||||
|
||||
|
||||
# Either add a new bar for fsck checks or update an existing bar
|
||||
#
|
||||
# NOTE: no more than "progress_bar.max_number" bars are allowed
|
||||
#
|
||||
fun fsck_check (device, progress) {
|
||||
|
||||
# See if we already have a bar for the device check
|
||||
local.device_index = get_progress_bar_index_from_device (device);
|
||||
|
||||
if (device_index >= 0) {
|
||||
# Debug("Update the progress of the existing bar");
|
||||
# Update the progress of the existing bar
|
||||
update_progress_bar_by_index (device_index, progress);
|
||||
}
|
||||
else {
|
||||
# See if there's already a slot in the queue for the device
|
||||
local.queue_device_index = queue_look_up_by_device(device);
|
||||
|
||||
# See if there is an available slot
|
||||
# NOTE: we don't allow more than "progress_bar.max_number" bars
|
||||
if (progress_bar.counter < progress_bar.max_number) {
|
||||
# Get the index for the 1st available slot
|
||||
local.available_index = get_available_progress_bar_index ();
|
||||
|
||||
# local.my_string = "available index " + local.available_index + " progress_bar counter is " + progress_bar.counter;
|
||||
# Debug(local.my_string);
|
||||
|
||||
if (local.available_index >= 0) {
|
||||
|
||||
# If the fsck check for the device was in the queue, then
|
||||
# remove it from the queue
|
||||
if (local.queue_device_index >= 0)
|
||||
remove_fsck_from_queue (index);
|
||||
|
||||
# Set up a new label for the check
|
||||
local.message = "Routine check of drive " + device;
|
||||
|
||||
# local.my_string += local.message;
|
||||
# Debug(local.my_string);
|
||||
|
||||
# Set up a new bar for the check
|
||||
setup_progress_bar (message, local.available_index, device);
|
||||
update_progress_bar_by_index (local.available_index, progress);
|
||||
}
|
||||
|
||||
}
|
||||
# If there's no available progress bar slot
|
||||
else {
|
||||
|
||||
# If the fsck check for the device is already in the queue
|
||||
# just update its progress in the queue
|
||||
if (local.queue_device_index >= 0) {
|
||||
# DebugMedium("Updating queue at " + local.queue_device_index + " for device " + device);
|
||||
update_progress_in_queue (local.queue_device_index, device, progress);
|
||||
}
|
||||
# Otherwise add the check to the queue
|
||||
else {
|
||||
# DebugMedium("Adding device " + device + " to queue at " + local.queue_device_index);
|
||||
add_fsck_to_queue (device, progress);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (!is_queue_empty ()) {
|
||||
# DebugBottom("Extra label for "+ device);
|
||||
# Create a label which tells users that other fsck checks are running in the
|
||||
# background
|
||||
create_extra_fsck_label ();
|
||||
# Make the label visible
|
||||
progress_bar.extra_label.sprite.SetOpacity(1);
|
||||
}
|
||||
# else {
|
||||
# DebugBottom("No extra label for " + device + ". 1st Device in the queue "+ fsck_queue[0].device + " counter = " + global.fsck_queue.counter);
|
||||
# }
|
||||
}
|
||||
|
||||
# A temporary replacement for atoi()
|
||||
# it makes sense to use it only for
|
||||
# numbers up to 100
|
||||
fun string_to_integer (str) {
|
||||
int = -1;
|
||||
for (i=0; i<=100; i++) {
|
||||
if (i+"" == str) {
|
||||
int = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return int;
|
||||
}
|
||||
|
||||
#-----------------------------------------Update Status stuff --------------------------
|
||||
#
|
||||
# The update_status_callback is what we can use to pass plymouth whatever we want so
|
||||
# as to make use of features which are available only in this program (as opposed to
|
||||
# being available for any theme for the script plugin).
|
||||
#
|
||||
# Example:
|
||||
#
|
||||
# Thanks to the current implementation, some scripts can call "plymouth --update=fsck:sda1:40"
|
||||
# and this program will know that 1) we're performing and fsck check, 2) we're checking sda1,
|
||||
# 3) the program should set the bar progress to 40%
|
||||
#
|
||||
# Other features can be easily added by parsing the string that we pass plymouth with "--update"
|
||||
#
|
||||
fun update_status_callback (status) {
|
||||
# Debug(status);
|
||||
if (!status) return;
|
||||
|
||||
string_it = 0;
|
||||
update_strings[string_it] = "";
|
||||
|
||||
for (i=0; (String(status).CharAt(i) != ""); i++) {
|
||||
local.temp_char = String(status).CharAt(i);
|
||||
if (temp_char != ":")
|
||||
update_strings[string_it] += temp_char;
|
||||
else
|
||||
update_strings[++string_it] = "";
|
||||
}
|
||||
|
||||
# my_string = update_strings[0] + " " + update_strings[1] + " " + update_strings[2];
|
||||
# Debug(my_string);
|
||||
# Let's assume that we're dealing with these strings fsck:sda1:40
|
||||
if ((string_it == 2) && (update_strings[0] == "fsck")) {
|
||||
|
||||
device = update_strings[1];
|
||||
progress = update_strings[2];
|
||||
|
||||
if ((device != "") && (progress != "")) {
|
||||
progress = string_to_integer (progress);
|
||||
|
||||
# Make sure that the fsck_queue is initialised
|
||||
if (!global.fsck_queue)
|
||||
init_queue ();
|
||||
|
||||
if (!global.progress_bar.extra_label.sprite)
|
||||
create_extra_fsck_label ();
|
||||
|
||||
# Keep track of the fsck check
|
||||
fsck_check (device, progress);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Plymouth.SetUpdateStatusFunction (update_status_callback);
|
||||
|
||||
|
||||
|
||||
#-----------------------------------------Display Question stuff -----------------------
|
||||
#
|
||||
# TODO: Implement this if needed
|
||||
#
|
||||
# The callback function is called when the display should display a question dialogue.
|
||||
# First arg is prompt string, the second is the entry contents.
|
||||
#fun display_question_callback (prompt_string, entry_contents)
|
||||
#{
|
||||
# time++;
|
||||
#}
|
||||
#
|
||||
#Plymouth.SetDisplayQuestionFunction (display_question_callback);
|
||||
|
||||
#-----------------------------------------Refresh stuff --------------------------------
|
||||
#
|
||||
# Calling Plymouth.SetRefreshFunction with a function will set that function to be
|
||||
# called up to 50 times every second, e.g.
|
||||
#
|
||||
# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
|
||||
# the screen correctly
|
||||
#
|
||||
fun refresh_callback ()
|
||||
{
|
||||
logo.sprite.SetX (logo.x);
|
||||
logo.sprite.SetY (logo.y);
|
||||
logo.sprite.SetZ (logo.z);
|
||||
logo.sprite.SetOpacity (1);
|
||||
}
|
||||
Plymouth.SetRefreshFunction (refresh_callback);
|
||||
|
||||
|
||||
#-----------------------------------------Display Normal stuff -----------------------
|
||||
#
|
||||
# The callback function is called when the display should return to normal
|
||||
fun display_normal_callback ()
|
||||
{
|
||||
global.status = "normal";
|
||||
if (global.password_dialogue) password_dialogue_opacity (0);
|
||||
|
||||
if (message_notification.sprite) hide_message ();
|
||||
}
|
||||
|
||||
Plymouth.SetDisplayNormalFunction (display_normal_callback);
|
||||
|
||||
|
||||
#----------------------------------------- Quit --------------------------------
|
||||
|
||||
fun quit_callback ()
|
||||
{
|
||||
logo.sprite.SetOpacity (1);
|
||||
}
|
||||
|
||||
Plymouth.SetQuitFunction(quit_callback);
|
After Width: | Height: | Size: 456 B |
After Width: | Height: | Size: 5.7 KiB |
After Width: | Height: | Size: 243 B |
After Width: | Height: | Size: 424 KiB |