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1048 lines
34 KiB
1048 lines
34 KiB
# lubuntu-logo.script - boot splash plugin
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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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# Re-written by Rafael Laguna <rafaellaguna@gmail.com> based from
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# original 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 / 256)
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text_colour.red = 1.0;
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text_colour.green = 1.0;
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text_colour.blue = 1.0;
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# Tinted text #988592
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tinted_text_colour.red = 0.59;
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tinted_text_colour.green = 0.52;
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tinted_text_colour.blue = 0.57;
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# Action Text - #ffffff - RGB 255 255 255
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action_text_colour.red = 1.0;
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action_text_colour.green = 1.0;
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action_text_colour.blue = 1.0;
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# Orange - #ff4012 - RGB 255 64 18
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debugsprite = Sprite();
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debugsprite_bottom = Sprite();
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debugsprite_medium = Sprite();
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# are we currently prompting for a password?
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prompt_active = 0;
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# General purpose function to create text
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fun WriteText (text, colour) {
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image = Image.Text (text, colour.red, colour.green, colour.blue);
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return image;
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}
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fun ImageToText (text) {
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image = WriteText (text, text_colour);
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return image;
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}
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fun ImageToTintedText (text) {
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image = WriteText (text, tinted_text_colour);
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return image;
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}
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fun ImageToActionText (text) {
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image = WriteText (text, action_text_colour);
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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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fun TextYOffset() {
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local.y;
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local.text_height;
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local.min_height;
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# Put the 1st line below the logo + some spacing
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y = logo.y + logo.height + (progress_indicator.bullet_height * 7 ); # + logo_spacing;
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text_height = first_line_height * 7.5;
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min_height = Window.GetHeight();
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if (y + text_height > min_height)
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y = min_height - text_height;
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if (y < progress_indicator.y + progress_indicator.height)
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return progress_indicator.y + progress_indicator.height;
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return y;
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}
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#------------------------------String functions-------------------------------
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# This is the equivalent for strstr()
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fun StringString(string, substring) {
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start = 0;
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while (String(string).CharAt (start)) {
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walk = 0;
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while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) {
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walk++;
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if (!String(substring).CharAt (walk)) return start;
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}
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start++;
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}
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return NULL;
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}
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fun StringLength (string) {
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index = 0;
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while (String(string).CharAt(index)) index++;
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return index;
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}
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fun StringCopy (source, beginning, end) {
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local.destination = "";
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for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
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local.destination += String(source).CharAt(index);
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}
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return local.destination;
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}
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fun StringReplace (source, pattern, replacement) {
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local.found = StringString(source, pattern);
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if (local.found == NULL)
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return source;
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local.new_string = StringCopy (source, 0, local.found - 1) +
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replacement +
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StringCopy (source, local.found + StringLength(pattern), NULL);
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return local.new_string;
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}
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# it makes sense to use it only for
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# numbers up to 100
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fun StringToInteger (str) {
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int = -1;
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for (i=0; i<=100; i++) {
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if (i+"" == str) {
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int = i;
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break;
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}
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}
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return int;
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}
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#-----------------------------------------------------------------------------
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# Previous background colour
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# #300a24 --> 0.19, 0.04, 0.14
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# New background colour
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# #2c001e --> 0.16, 0.00, 0.12
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#
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# New Lubuntu background
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# 0.00, 0.09, 0.17
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Window.SetBackgroundTopColor (0.00, 0.09, 0.17); # Nice colour on top of the screen fading to
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Window.SetBackgroundBottomColor (0.00, 0.09, 0.17); # an equally nice colour on the bottom
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logo.image = Image ("lubuntu_logo.png"); # "special://logo" is a special keyword which finds the logo image
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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.GetX () + Window.GetWidth () / 2 - logo.width / 2;
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logo.y = Window.GetY () + Window.GetHeight () / 2 - logo.height;
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logo.z = 1000;
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logo.sprite.SetX (logo.x);
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logo.sprite.SetY (logo.y);
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logo.sprite.SetZ (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 = logo.height * 4;
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message_notification[0].image = ImageToTintedText ("");
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message_notification[1].image = ImageToTintedText ("");
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fsck_notification.image = ImageToActionText ("");
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status = "normal";
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progress_indicator.bullet_off = Image ("progress_dot_off.png");
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progress_indicator.bullet_on = Image ("progress_dot_on.png");
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progress_indicator.bullet_width = progress_indicator.bullet_off.GetWidth ();
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progress_indicator.bullet_height = progress_indicator.bullet_off.GetHeight ();
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progress_indicator.bullet_hspacing = progress_indicator.bullet_width * 1.1;
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progress_indicator.width = progress_indicator.bullet_width * 5;
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progress_indicator.height = progress_indicator.bullet_height;
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progress_indicator.y = logo.y + logo.height + (logo.height / 4);
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progress_indicator.x = Window.GetX () + Window.GetWidth () / 2 - progress_indicator.width / 2; # logo.x + 26;
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# use a fixed string with ascending and descending stems to calibrate the
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# bounding box for the first message, so the messages below don't move up
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# and down according to *their* height.
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first_line_height = ImageToTintedText ("AfpqtM").GetHeight();
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# if the user has a 640x480 or 800x600 display, we can't quite fit everything
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# (including passphrase prompts) with the target spacing, so scoot the text up
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# a bit if needed.
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top_of_the_text = TextYOffset();
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#-----------------------------------------Logo functions------------------------------
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# Call this when updating the screen
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fun draw_logo () {
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logo.sprite.SetX (logo.x);
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logo.sprite.SetY (logo.y);
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logo.sprite.SetZ (logo.z);
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logo.sprite.SetOpacity (1);
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}
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#-----------------------------------------Progress Indicator--------------------------
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fun set_progress_indicator () {
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# Here we assume that we can store half bullets on each half of the screen
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# together with some spacing
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local.x = progress_indicator.x;
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for (index = 0; index <= 4; index++) {
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# Set the "off" bullets
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progress_indicator.bullets_off[index].sprite = Sprite (progress_indicator.bullet_off);
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progress_indicator.bullets_off[index].sprite.SetPosition (local.x, progress_indicator.y, 1000);
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progress_indicator.bullets_off[index].x = local.x;
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progress_indicator.bullets_off[index].y = progress_indicator.y;
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progress_indicator.bullets_off[index].sprite.SetOpacity (1);
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#local.debug_medium_string = "Progress indicator " + index + ": x = " + progress_indicator.bullets_off[index].x +
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# ", y = " + progress_indicator.bullets_off[index].y + ", logo width = " + logo.width +
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# ", logo height = " + logo.height + " " + screen_width + " " + screen_height;
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#
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#(index % 2) && DebugMedium (local.debug_medium_string) || DebugBottom (local.debug_medium_string);
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# Set the "on" bullets on top of the "off" bullets and make them transparent
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progress_indicator.bullets_on[index].sprite = Sprite (progress_indicator.bullet_on);
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progress_indicator.bullets_on[index].x = progress_indicator.bullets_off[index].x;
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progress_indicator.bullets_on[index].y = progress_indicator.bullets_off[index].y;
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progress_indicator.bullets_on[index].sprite.SetPosition (progress_indicator.bullets_on[index].x, progress_indicator.bullets_on[index].y, 10000);
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progress_indicator.bullets_on[index].sprite.SetOpacity (0);
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local.x += progress_indicator.bullet_hspacing;
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}
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#local.debug_string = "Progress indicator: x1 = " + progress_indicator.x + ", x2 = " + local.x + ", y = " + progress_indicator.y +
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# ", x logo = " + logo.x + ", y logo = " + logo.y + ", indicator width = " + progress_indicator.width;
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#Debug(progress_indicator.bullets_off[0].x);
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}
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# We have 2 bullets, one on top of the other:
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# The white one is on top of the red one and the former should
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# slowly fade so as to get a nice transition effect.
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fun switch_on_bullet (bullets_off, bullets_on, bullet_number, opacity) {
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local.x = bullets_on[bullet_number].x;
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local.y = bullets_on[bullet_number].y;
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local.z = bullets_on[bullet_number].z;
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# Hide the bullets which are off
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bullets_off[bullet_number].sprite.SetOpacity (0);
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# Show the bullets which are on
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bullets_on[bullet_number].sprite.SetPosition (local.x, local.y, local.z);
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bullets_on[bullet_number].sprite.SetOpacity (opacity);
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# Bump the number of times we have switched on bullets
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global.times_bullets_switched++;
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}
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fun switch_off_bullets () {
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# Debug("Switching off progress indicator");
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set_progress_indicator ();
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global.times_bullets_switched = 0;
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global.on_off = 1;
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}
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# This is something that we can call when we exit
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fun switch_on_bullets () {
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# Debug("Switching off progress indicator");
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if (!global.progress_indicator.bullets_on) set_progress_indicator ();
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local = global.progress_indicator;
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for (index = 0; bullets_on[index]; index++) {
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switch_on_bullet (bullets_off, bullets_on, index, 1.0);
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}
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}
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# Implement in boot progress callback
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fun animate_progress_indicator (progress, time) {
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if (global.progress_time == NULL) {
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global.progress_time = progress; #time;
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switch_off_bullets ();
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}
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# Debug ("progress = " + progress + ", time = " + time + " times switched = " + global.times_bullets_switched + " on_off " + global.on_off);
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# if (global.times_bullets_switched == NULL)
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# global.times_bullets_switched = 5;
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# if (global.on_off == NULL)
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# global.on_off = 0;
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if ((progress - global.progress_time) >= 1.0) {
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global.progress_time = progress;
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if (global.times_bullets_switched == 5) {
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# Change which bullets are switched on
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# and which ones are switched off
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global.on_off = !global.on_off;
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global.times_bullets_switched = 0;
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}
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if (global.on_off) {
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switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
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global.times_bullets_switched, 1.0);
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}
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else {
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switch_on_bullet (progress_indicator.bullets_on, progress_indicator.bullets_off,
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global.times_bullets_switched, 1.0);
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}
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}
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# Start setting bullets to "on" with translucency
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# for (index = 0; index <= 5; index++) {
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# opacity = 0.0;
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# while (opacity <= 1.0) {
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# switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
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# index, opacity);
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# opacity += 0.1;
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# }
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# }
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}
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#-----------------------------------------Label utility functions---------------------
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# label should be either a string or NULL
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# Images for n lines will be created and returned as items of the
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# message_label array
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#
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fun get_message_label (label, is_fake, is_action_line) {
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# Debug("Get Label position");
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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-length label.
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local.message_image = ImageToTintedText ("This is a fake message");
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else
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local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (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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# Center the line horizontally
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message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2;
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message_label.y = top_of_the_text;
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# Put the 2nd line below the fsck line
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if (is_action_line) {
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local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2);
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message_label.y = local.fsck_label.y + (first_line_height * 2);
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}
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# Debug("action label x = " + message_label.x + " y = " + message_label.y );
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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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# Create an fsck label and/or get its position
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fun get_fsck_label (label, is_fake) {
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# Debug("Get Label position");
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local.fsck_label = global.progress_label;
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if (is_fake)
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fsck_label.image = ImageToTintedText ("This is a fake message");
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else
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fsck_label.image = ImageToTintedText (label);
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fsck_label.width = fsck_label.image.GetWidth ();
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fsck_label.height = fsck_label.image.GetHeight ();
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# Centre the label horizontally
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fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2;
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local.first_label = get_message_label (label, 1, 0);
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# Place the label below the 1st message line
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fsck_label.y = local.first_label.y + local.first_label.height + (local.first_label.height / 2);
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# message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y +
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# "msg_width = " + fsck_label.width + " msg_height = " +
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# fsck_label.height + " message = " + label;
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# Debug(message_debug);
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return fsck_label;
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}
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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, index) {
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# Debug("Message setup");
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global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (message_text);
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# Set up the text message, if any
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message_notification[index].x = x;
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message_notification[index].y = y;
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message_notification[index].z = z;
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message_notification[index].sprite = Sprite ();
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message_notification[index].sprite.SetImage (message_notification[index].image);
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message_notification[index].sprite.SetX (message_notification[index].x);
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message_notification[index].sprite.SetY (message_notification[index].y);
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message_notification[index].sprite.SetZ (message_notification[index].z);
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}
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fun show_message (index) {
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if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1);
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}
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fun hide_message (index) {
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if (global.message_notification[index].sprite) global.message_notification[index].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.substring = "keys:";
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# Look for the "keys:" prefix
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local.keys = StringString(message, local.substring);
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local.is_action_line = (keys != NULL);
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#Debug("keys " + local.keys + " substring length = " + StringLength(local.substring));
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# Get the message without the "keys:" prefix
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if (keys != NULL)
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message = StringCopy (message, keys + StringLength(local.substring), NULL);
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local.label.is_fake = is_fake;
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label = get_message_label(message, is_fake, is_action_line);
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label.z = 10000;
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setup_message (message, label.x, label.y, label.z, is_action_line);
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if (prompt_active && local.is_action_line)
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hide_message (is_action_line);
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else
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|
show_message (is_action_line);
|
|
|
|
}
|
|
|
|
|
|
#-----------------------------------------Display Password stuff -----------------------
|
|
#
|
|
|
|
fun password_dialogue_setup (message_label) {
|
|
# Debug("Password dialog setup");
|
|
|
|
local.entry;
|
|
local.bullet_image;
|
|
|
|
bullet_image = Image ("progress_dot_off.png");
|
|
entry.image = Image ("password_field.png");
|
|
|
|
# Hide the normal labels
|
|
prompt_active = 1;
|
|
if (message_notification[1].sprite) hide_message (1);
|
|
|
|
# Set the prompt label
|
|
label = get_message_label(message_label, 0, 1);
|
|
label.z = 10000;
|
|
|
|
setup_message (message_label, label.x, label.y, label.z, 2);
|
|
show_message (2);
|
|
|
|
# Set up the text entry which contains the bullets
|
|
entry.sprite = Sprite ();
|
|
entry.sprite.SetImage (entry.image);
|
|
|
|
# Centre the box horizontally
|
|
entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2;
|
|
|
|
# Put the entry below the second label.
|
|
entry.y = message_notification[2].y + label.height;
|
|
|
|
#Debug ("entry x = " + entry.x + ", y = " + entry.y);
|
|
entry.z = 10000;
|
|
entry.sprite.SetX (entry.x);
|
|
entry.sprite.SetY (entry.y);
|
|
entry.sprite.SetZ (entry.z);
|
|
|
|
global.password_dialogue = local;
|
|
}
|
|
|
|
fun password_dialogue_opacity (opacity) {
|
|
# Debug("Password dialog opacity");
|
|
global.password_dialogue.opacity = opacity;
|
|
local = global.password_dialogue;
|
|
|
|
# You can make the box translucent with a float
|
|
# entry.sprite.SetOpacity (0.3);
|
|
entry.sprite.SetOpacity (opacity);
|
|
label.sprite.SetOpacity (opacity);
|
|
|
|
if (bullets) {
|
|
for (index = 0; bullets[index]; index++) {
|
|
bullets[index].sprite.SetOpacity (opacity);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
# The callback function is called when the display should display a password dialogue.
|
|
# First arg is prompt string, the second is the number of bullets.
|
|
fun display_password_callback (prompt, bullets) {
|
|
# Debug("Password dialog setup");
|
|
|
|
global.status = "password";
|
|
if (!global.password_dialogue) password_dialogue_setup(prompt);
|
|
password_dialogue_opacity (1);
|
|
bullet_width = password_dialogue.bullet_image.GetWidth();
|
|
bullet_y = password_dialogue.entry.y +
|
|
password_dialogue.entry.image.GetHeight () / 2 -
|
|
password_dialogue.bullet_image.GetHeight () / 2;
|
|
margin = bullet_width;
|
|
spaces = Math.Int( (password_dialogue.entry.image.GetWidth () - (margin * 2)) / (bullet_width / 2 ) );
|
|
#Debug ("spaces = " + spaces + ", bullets = " + bullets);
|
|
bullets_area.width = margin + spaces * (bullet_width / 2);
|
|
bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2;
|
|
#DebugBottom ("pwd_entry x = " + password_dialogue.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
|
|
if (bullets > spaces)
|
|
bullets = spaces;
|
|
for (index = 0; password_dialogue.bullets[index] || index < bullets; index++){
|
|
if (!password_dialogue.bullets[index]) {
|
|
password_dialogue.bullets[index].sprite = Sprite ();
|
|
password_dialogue.bullets[index].sprite.SetImage (password_dialogue.bullet_image);
|
|
password_dialogue.bullets[index].x = bullets_area.x + # password_dialogue.entry.x + margin +
|
|
index * bullet_width / 2;
|
|
password_dialogue.bullets[index].sprite.SetX (password_dialogue.bullets[index].x);
|
|
password_dialogue.bullets[index].y = bullet_y;
|
|
password_dialogue.bullets[index].sprite.SetY (password_dialogue.bullets[index].y);
|
|
password_dialogue.bullets[index].z = password_dialogue.entry.z + 1;
|
|
password_dialogue.bullets[index].sprite.SetZ (password_dialogue.bullets[index].z);
|
|
}
|
|
|
|
password_dialogue.bullets[index].sprite.SetOpacity (0);
|
|
|
|
if (index < bullets) {
|
|
password_dialogue.bullets[index].sprite.SetOpacity (1);
|
|
}
|
|
}
|
|
}
|
|
|
|
Plymouth.SetDisplayPasswordFunction (display_password_callback);
|
|
|
|
Plymouth.SetMessageFunction (message_callback);
|
|
|
|
Plymouth.SetBootProgressFunction (animate_progress_indicator);
|
|
|
|
# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far
|
|
# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted
|
|
# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard
|
|
|
|
#----------------------------------------- FSCK Counter --------------------------------
|
|
|
|
# Initialise the counter
|
|
fun init_fsck_count () {
|
|
# The number of fsck checks in this cycle
|
|
global.counter.total = 0;
|
|
# The number of fsck checks already performed + the current one
|
|
global.counter.current = 1;
|
|
# The previous fsck
|
|
global.counter.last = 0;
|
|
}
|
|
|
|
# Increase the total counter
|
|
fun increase_fsck_count () {
|
|
global.counter.total++;
|
|
}
|
|
|
|
fun increase_current_fsck_count () {
|
|
global.counter.last = global.counter.current++;
|
|
}
|
|
|
|
# Clear the counter
|
|
fun clear_fsck_count () {
|
|
global.counter = NULL;
|
|
init_fsck_count ();
|
|
}
|
|
|
|
#----------------------------------------- Progress Label ------------------------------
|
|
|
|
|
|
# Change the opacity level of a progress label
|
|
#
|
|
# opacity = 1 -> show
|
|
# opacity = 0 -> hide
|
|
# opacity = 0.3 (or any other float) -> translucent
|
|
#
|
|
fun set_progress_label_opacity (opacity) {
|
|
# the label
|
|
progress_label.sprite.SetOpacity (opacity);
|
|
|
|
# Make the slot available again when hiding the bar
|
|
# So that another bar can take its place
|
|
if (opacity == 0) {
|
|
progress_label.is_available = 1;
|
|
progress_label.device = "";
|
|
}
|
|
}
|
|
|
|
# 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 init_progress_label (device, status_string) {
|
|
# Make the slot unavailable
|
|
global.progress_label.is_available = 0;
|
|
progress_label.progress = 0;
|
|
progress_label.device = device;
|
|
progress_label.status_string = status_string;
|
|
}
|
|
|
|
# See if the progress label is keeping track of the fsck
|
|
# of "device"
|
|
#
|
|
fun device_has_progress_label (device) {
|
|
#DebugBottom ("label device = " + progress_label.device + " checking device " + device);
|
|
return (progress_label.device == device);
|
|
}
|
|
|
|
# Update the Progress bar which corresponds to index
|
|
#
|
|
fun update_progress_label (progress) {
|
|
# If progress is NULL then we just refresh the label.
|
|
# This happens when only counter.total has changed.
|
|
if (progress != NULL) {
|
|
progress_label.progress = progress;
|
|
|
|
#Debug("device " + progress_label.device + " progress " + progress);
|
|
|
|
# If progress >= 100% hide the label and make it available again
|
|
if (progress >= 100) {
|
|
set_progress_label_opacity (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;
|
|
}
|
|
}
|
|
# Update progress label here
|
|
#
|
|
# FIXME: the queue logic from this theme should really be moved into mountall
|
|
# instead of using string replacement to deal with localised strings.
|
|
label = StringReplace (progress_label.status_string[0], "%1$d", global.counter.current);
|
|
label = StringReplace (label, "%2$d", global.counter.total);
|
|
label = StringReplace (label, "%3$d", progress_label.progress);
|
|
|
|
progress_label = get_fsck_label (label, 0);
|
|
#progress_label.progress = progress;
|
|
|
|
progress_label.sprite = Sprite (progress_label.image);
|
|
|
|
# Set up the bar
|
|
progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1);
|
|
|
|
set_progress_label_opacity (1);
|
|
|
|
}
|
|
|
|
# Refresh the label so as to update counters
|
|
fun refresh_progress_label () {
|
|
update_progress_label (NULL);
|
|
}
|
|
|
|
#----------------------------------------- FSCK Queue ----------------------------------
|
|
|
|
# Initialise the fsck queue
|
|
fun init_queue () {
|
|
global.fsck_queue[0].device;
|
|
global.fsck_queue[0].progress;
|
|
global.fsck_queue.counter = 0;
|
|
global.fsck_queue.biggest_item = 0;
|
|
}
|
|
|
|
fun clear_queue () {
|
|
global.fsck_queue = NULL;
|
|
init_queue ();
|
|
}
|
|
|
|
# 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;
|
|
}
|
|
|
|
# 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++) {
|
|
continue;
|
|
}
|
|
local.index = i;
|
|
|
|
# Set device and progress
|
|
global.fsck_queue[local.index].device = device;
|
|
global.fsck_queue[local.index].progress = progress;
|
|
|
|
# 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);
|
|
}
|
|
|
|
fun is_queue_empty () {
|
|
return (fsck_queue.counter == 0);
|
|
}
|
|
|
|
fun is_progress_label_available () {
|
|
return (progress_label.is_available == 1);
|
|
}
|
|
|
|
|
|
# This should cover the case in which the fsck checks in
|
|
# the queue are completed before the ones showed in the
|
|
# progress label
|
|
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 on_fsck_completed () {
|
|
# We have moved on to tracking the next fsck
|
|
increase_current_fsck_count ();
|
|
|
|
if (!is_progress_label_available ())
|
|
return;
|
|
|
|
if (!is_queue_empty ())
|
|
return;
|
|
|
|
# Hide the progress label
|
|
if (progress_label.sprite)
|
|
progress_label.sprite.SetOpacity (0);
|
|
|
|
# Clear the queue
|
|
clear_queue ();
|
|
|
|
# Clear the fsck counter
|
|
clear_fsck_count ();
|
|
}
|
|
|
|
# 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;
|
|
|
|
}
|
|
|
|
# TODO: Move it to some function
|
|
# Create an empty queue
|
|
#init_queue ();
|
|
|
|
|
|
#----------------------------------------- FSCK Functions ------------------------------
|
|
|
|
|
|
# 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, status_string) {
|
|
|
|
# The 1st time this will take place
|
|
if (!global.progress_label) {
|
|
# Increase the fsck counter
|
|
increase_fsck_count ();
|
|
|
|
# Set up a new label for the check
|
|
init_progress_label (device, status_string);
|
|
update_progress_label (progress);
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
if (device_has_progress_label (device)) {
|
|
# Update the progress of the existing label
|
|
update_progress_label (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 the progress_label is available
|
|
if (progress_label.is_available) {
|
|
|
|
# local.my_string = "available index " + local.available_index + " progress_bar counter is " + progress_bar.counter;
|
|
# Debug(local.my_string);
|
|
|
|
|
|
# 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);
|
|
}
|
|
else {
|
|
# Increase the fsck counter
|
|
increase_fsck_count ();
|
|
}
|
|
|
|
# local.my_string += local.message;
|
|
#Debug("setting new label for device " + device + " progress " + progress);
|
|
|
|
# Set up a new label for the check
|
|
init_progress_label (device, status_string);
|
|
update_progress_label (progress);
|
|
|
|
}
|
|
# If the progress_label is not available
|
|
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);
|
|
|
|
# Increase the fsck counter
|
|
increase_fsck_count ();
|
|
|
|
refresh_progress_label ();
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
# if (!is_queue_empty ()) {
|
|
# DebugBottom("Extra label for "+ device);
|
|
#}
|
|
# else {
|
|
# DebugBottom("No extra label for " + device + ". 1st Device in the queue "+ fsck_queue[0].device + " counter = " + global.fsck_queue.counter);
|
|
# }
|
|
}
|
|
|
|
|
|
#-----------------------------------------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 label 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];
|
|
status_string[0] = update_strings[3]; # "Checking disk %1$d of %2$d (%3$d %% complete)"
|
|
|
|
if ((device != "") &&
|
|
(progress != "") &&
|
|
(status_string[0] != "")) {
|
|
progress = StringToInteger (progress);
|
|
|
|
# Make sure that the fsck_queue is initialised
|
|
if (!global.fsck_queue)
|
|
init_queue ();
|
|
|
|
# Make sure that the fsck counter is initialised
|
|
if (!global.counter)
|
|
init_fsck_count ();
|
|
|
|
# if (!global.progress_bar.extra_label.sprite)
|
|
# create_extra_fsck_label ();
|
|
|
|
# Keep track of the fsck check
|
|
fsck_check (device, progress, status_string);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
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 ()
|
|
{
|
|
draw_logo ();
|
|
}
|
|
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);
|
|
global.password_dialogue = NULL;
|
|
if (message_notification[2].sprite) hide_message(2);
|
|
prompt_active = 0;
|
|
}
|
|
|
|
if (message_notification[1].sprite) show_message (1);
|
|
|
|
|
|
}
|
|
|
|
Plymouth.SetDisplayNormalFunction (display_normal_callback);
|
|
|
|
|
|
#----------------------------------------- Quit --------------------------------
|
|
|
|
# TODO: Maybe we should also hide any other dialog
|
|
# Show the logo and make the progress indicator look full when on exit
|
|
fun quit_callback ()
|
|
{
|
|
logo.sprite.SetOpacity (1);
|
|
switch_on_bullets ();
|
|
}
|
|
|
|
Plymouth.SetQuitFunction(quit_callback);
|