/usr/share/plymouth/themes/kubuntu-logo/kubuntu-logo.script is in plymouth-theme-kubuntu-logo 1:18.04ubuntu11.
This file is owned by root:root, with mode 0o644.
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Copyright (C) 2012-2013 Harald Sitter <apachelogger@ubuntu.com>
Copyright (C) 2009 Canonical Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
02111-1307, USA.
Written by: Alberto Milone <alberto.milone@canonical.com>
Based on the example provided with the "script plugin" written by:
Charlie Brej <cbrej@cs.man.ac.uk>
*/
/**
* 16bit debug override. Comment out to see what everything looks like on a 16bit
* framebuffer/output.
*/
// Window.GetBitsPerPixel = fun() { return 4; };
// -------------------------------- Assets ---------------------------------- //
global.assets = [];
if (Window.GetBitsPerPixel() == 4) {
assets.dot = "images/16bit/dot.png";
assets.logo = "images/16bit/logo.png";
assets.text_input = "images/16bit/text-input.png";
assets.progress_rect = "images/16bit/progress-rect.png";
} else {
assets.dot = "images/dot.png";
assets.logo = "images/logo.png";
assets.text_input = "images/text-input.png";
assets.glow = "images/logo-glow.png";
}
// ------------------------------- Classes ---------------------------------- //
/**
* class SpriteImage : Sprite {
* Image image, # Image instance created by and for the Sprite
* int width, # Image width
* int height, # Image height
* };
*/
/**
* General purpose sprite-image combination.
* The type itself is a Sprite that has an image property through which the image
* powering the sprite may be accessed.
* Members of the sprite are only updated on initial creation, any future changes
* to the actually used image need to be reflected manually
*/
SpriteImage = fun(asset) {
local.sprite = Sprite();
sprite.image = Image(asset);
sprite.width = sprite.image.GetWidth();
sprite.height = sprite.image.GetHeight();
sprite.SetImage(sprite.image);
return sprite | global.SpriteImage;
} | Sprite;
// -------------------------------- Colors ---------------------------------- //
/**
* General purpuse Color container to hold red, green, blue as any value
* (real advisable).
*/
Color = fun(red, green, blue) {
local.color = [];
color.red = red;
color.green = green;
color.blue = blue;
return color | global.Color;
} | [];
global.palette = [];
palette.background.top = Color(0.0, 0.0, 0.0);
palette.background.bottom = palette.background.top;
palette.text.normal = Color(1, 1, 1);
palette.text.tinted = Color(1, 1, 1);
palette.text.action = Color(1, 1, 1);
/**
* Helper overload to apply background colors from global.palette to the Window
*/
Window.ApplyBackgroundColors = fun() {
Window.SetBackgroundTopColor(palette.background.top.red,
palette.background.top.green,
palette.background.top.blue);
Window.SetBackgroundBottomColor(palette.background.bottom.red,
palette.background.bottom.green,
palette.background.bottom.blue);
};
// --------------------------------- Debug ---------------------------------- //
debugsprite = Sprite();
debugsprite_bottom = Sprite();
debugsprite_medium = Sprite();
// are we currently prompting for a password?
prompt_active = 0;
/**
* General purpose function to create an image from a string.
* \param text the string to print
* \param color the color the string should use in the image
* \returns Image containg the text
*/
fun WriteText(text, color) {
return Image.Text(text, color.red, color.green, color.blue);
}
/** Create regular text image. \see WriteText */
fun ImageToText (text) {
return WriteText(text, palette.text.normal);
}
String.ToImage = fun() {
return WriteText(this, palette.text.normal);
};
/** Create tinted text image. \see WriteText */
fun ImageToTintedText (text) {
return WriteText(text, palette.text.tinted);
}
/** Create action text image. \see WriteText */
fun ImageToActionText (text) {
return WriteText(text, palette.text.action);
}
fun Debug(text) {
debugsprite.SetImage(ImageToText (text));
debugsprite.SetPosition(0, 0, 1);
}
fun DebugBottom(text) {
debugsprite_bottom.SetImage(ImageToText(text));
debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
}
fun DebugMedium(text) {
debugsprite_medium.SetImage(ImageToText (text));
debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1);
}
fun TextYOffset() {
local.y;
local.text_height;
local.min_height;
# Put the 1st line below the logo + some spacing
y = logo.y + logo.height; # + logo_spacing;
text_height = first_line_height * 7.5;
// FIXME: why minimum?
local.min_height = Window.GetHeight();
if (y + text_height > min_height)
y = min_height - text_height;
else {
y = y + ((min_height - y - text_height) /2);
}
if (y < logo.text.GetY() + logo.text.height + first_line_height/2)
y = logo.text.GetY() + logo.text.height + first_line_height/2;
return y;
}
Window.GetMaxWidth = fun() {
width = 0;
for (i = 0; Window.GetWidth(i); i++) {
width = Math.Max(width, Window.GetWidth(i));
}
return width;
};
Window.GetMaxHeight = fun() {
height = 0;
for (i = 0; Window.GetHeight(i); i++) {
height = Math.Max(height, Window.GetHeight(i));
}
return height;
};
// --------------------------------- String --------------------------------- //
# This is the equivalent for strstr()
fun StringString(string, substring) {
start = 0;
while (String(string).CharAt (start)) {
walk = 0;
while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) {
walk++;
if (!String(substring).CharAt (walk)) return start;
}
start++;
}
return NULL;
}
fun StringLength (string) {
index = 0;
while (String(string).CharAt(index))
index++;
return index;
}
// String.Length = fun(string) {
// index = 0;
// while (String(string).CharAt(index))
// index++;
// return index;
// };
fun StringCopy (source, beginning, end) {
local.destination = "";
for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
local.destination += String(source).CharAt(index);
}
return local.destination;
}
fun StringReplace (source, pattern, replacement) {
local.found = StringString(source, pattern);
if (local.found == NULL) {
return source;
}
local.new_string = StringCopy (source, 0, local.found - 1) +
replacement +
StringCopy (source, local.found + StringLength(pattern), NULL);
return local.new_string;
}
# it makes sense to use it only for
# numbers up to 100
fun StringToInteger (str) {
int = -1;
for (i=0; i<=100; i++) {
if (i+"" == str) {
int = i;
break;
}
}
return int;
}
// ------------------------------ Background -------------------------------- //
Window.ApplyBackgroundColors();
// --------------------------------- Logo ----------------------------------- //
Logo = fun() {
local.logo = SpriteImage(assets.logo);
logo.x = Window.GetX() + Window.GetWidth() / 2 - logo.width / 2;
logo.y = Window.GetY() + Window.GetHeight() / 2 - logo.height / 2;
logo.z = 1000;
logo.SetPosition(logo.x, logo.y, logo.z);
if (Window.GetBitsPerPixel() == 4) {
logo.progress = [];
logo.progress.width = 153 - 6; // 153 is the fixed width of the 'Kubuntu' text.
logo.progress.x = logo.x + 2; // 2px left margin.
logo.progress.y = logo.y + logo.height + 4; // 4px top margin.
logo.progress.z = logo.z + 1; // Lays on top of the logo background.
for (i = 0; i <= logo.progress.width; ++i) {
logo.progress[i] = SpriteImage(assets.progress_rect);
logo.progress[i].SetPosition(logo.progress.x + (logo.progress[i].width * (i+1)),
logo.progress.y,
logo.progress.z);
logo.progress[i].SetOpacity(0);
logo.progress.count = i+1;
}
logo.progress.head = 0;
logo.progress.end = 0;
} else {
logo.glow = SpriteImage(assets.glow);
logo.glow.SetOpacity(0);
logo.glow.x = Window.GetX() + Window.GetWidth() / 2 - logo.glow.width / 2;
logo.glow.y = Window.GetY() + Window.GetHeight() / 2 - logo.glow.height / 2;
logo.glow.z = logo.z - 1;
logo.glow.SetPosition(logo.glow.x, logo.glow.y, logo.glow.z);
}
return logo | global.Logo;
} | SpriteImage;
logo = Logo();
message_notification[0].image = ImageToTintedText ("");
message_notification[1].image = ImageToTintedText ("");
fsck_notification.image = ImageToActionText ("");
status = "normal";
// use a fixed string with ascending and descending stems to calibrate the
// bounding box for the first message, so the messages below don't move up
// and down according to *their* height.
first_line_height = ImageToTintedText ("AfpqtM").GetHeight();
// if the user has a 640x480 or 800x600 display, we can't quite fit everything
// (including passphrase prompts) with the target spacing, so scoot the text up
// a bit if needed.
top_of_the_text = TextYOffset();
// ------------------------------- Animation -------------------------------- //
/**
* struct Animation {
* m_target, # animation target
* m_running, # whether active or not
* m_duration, # duration of the animation
* m_start, # discrete boot time when the animation started
* m_end, # discrete boot time when the animation is supposed to end
* m_reverse # bool can be used to decide whether to apply or deapply a change
* };
*/
/** ctor */
Animation = fun(target) {
anim = [] | global.Animation;
anim.m_target = target;
anim.m_running = 0;
anim.m_duration = 2.5;
anim.m_start = 0;
anim.m_end = 0;
anim.m_reverse = 0;
return anim;
} | [];
/**
* Starts animation.
* \param time start time
*/
Animation.Start = fun(time) {
m_running = 1;
m_start = time;
m_end = time + m_duration;
};
/**
* Reverses the animation. If the animation was in regular progression it's
* m_reverse member will we changed to true, otherwise it will change to false.
* \see UpdateOpacity
*/
Animation.Revert = fun(time) {
m_reverse = !m_reverse;
Start(time);
};
/**
* \returns whether the animation is running in reverse mode (used to decrease opacity)
*/
Animation.IsReverse = fun() {
return m_reverse;
};
/**
* \returns whether the animcation is running
*/
Animation.IsRunning = fun() {
return m_running;
};
/**
* Increase target opacity.
* The more time has passed between start end now the higher the opacity.
* \param time current time (used to calculate progress)
*/
Animation.IncreaseOpacity = fun(time) {
local.passed = time - m_start;
local.progress = passed / m_duration;
m_target.SetOpacity(progress);
};
/**
* Decrease target opacity.
* The more time has passed between start end now the lower the opacity.
* \param time current time (used to calculate progress)
*/
Animation.DecreaseOpacity = fun(time) {
local.passed = time - m_start;
local.progress = passed / m_duration;
m_target.SetOpacity(1.0 - progress);
};
/**
* Increases or decreases opacity depending on reverseness.
*/
Animation.UpdateOpacity = fun(time) {
if (m_reverse)
DecreaseOpacity(time);
else
IncreaseOpacity(time);
};
if (Window.GetBitsPerPixel() != 4)
global.animation = Animation(logo.glow);
// ----------------------------- Boot Progress ------------------------------ //
/**
* Implement boot progress callback
* \param time time elapsed since boot start (real, seconds)
* \param progress boot progress in % (real 0.0 to 1.0)
*/
fun boot_progress_cb(time, progress) {
// TODO: it would be nice to have both logics contained in an animation such
// that we do not need to have this if here...
if (Window.GetBitsPerPixel() == 4) {
if (logo.progress.head >= (logo.progress.count - 1)) {
++logo.progress.end;
logo.progress[logo.progress.end].SetOpacity(0);
if (logo.progress.end >= (logo.progress.count - 1)) {
logo.progress.head = 0;
logo.progress.end = 0;
}
} else {
++logo.progress.head;
logo.progress[logo.progress.head].SetOpacity(1);
}
} else {
if (!global.animation.IsRunning())
global.animation.Start(time);
if (global.animation.IsRunning()) {
if (global.animation.m_end <= time) {
global.animation.Revert(time);
} else {
global.animation.UpdateOpacity(time);
}
}
}
}
Plymouth.SetBootProgressFunction (boot_progress_cb);
#-----------------------------------------Label utility functions---------------------
# label should be either a string or NULL
# Images for n lines will be created and returned as items of the
# message_label array
#
fun get_message_label (label, is_fake, is_action_line) {
# Debug("Get Label position");
local.message_label;
if (is_fake)
# Create a fake label so as to get the y coordinate of
# a standard-length label.
local.message_image = ImageToTintedText ("This is a fake message");
else
local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label);
message_label.width = message_image.GetWidth ();
message_label.height = message_image.GetHeight ();
# Center the line horizontally
message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2;
message_label.y = top_of_the_text + first_line_height/2;
# Put the 2nd line below the fsck line
if (is_action_line) {
local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2);
message_label.y = local.fsck_label.y + (first_line_height * 2);
}
# Debug("action label x = " + message_label.x + " y = " + message_label.y );
# message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y +
# "msg_width = " + message_label.width + " msg_height = " +
# message_label.height + " message = " + label;
# Debug(message_debug);
return message_label;
}
# Create an fsck label and/or get its position
fun get_fsck_label (label, is_fake) {
# Debug("Get Label position");
local.fsck_label = global.progress_label;
if (is_fake)
fsck_label.image = ImageToTintedText ("This is a fake message");
else
fsck_label.image = ImageToTintedText (label);
fsck_label.width = fsck_label.image.GetWidth ();
fsck_label.height = fsck_label.image.GetHeight ();
# Centre the label horizontally
fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2;
local.first_label = get_message_label (label, 1, 0);
# Place the label below the 1st message line
fsck_label.y = local.first_label.y + local.first_label.height + first_line_height / 2;
# message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y +
# "msg_width = " + fsck_label.width + " msg_height = " +
# fsck_label.height + " message = " + label;
# Debug(message_debug);
return fsck_label;
}
#-----------------------------------------Message stuff --------------------------------
#
# Set up a message label
#
# NOTE: this is called when doing something like 'plymouth message "hello world"'
#
fun setup_message (message_text, x, y, z, index) {
# Debug("Message setup");
global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (message_text);
# Set up the text message, if any
message_notification[index].x = x;
message_notification[index].y = y;
message_notification[index].z = z;
message_notification[index].sprite = Sprite ();
message_notification[index].sprite.SetImage (message_notification[index].image);
message_notification[index].sprite.SetX (message_notification[index].x);
message_notification[index].sprite.SetY (message_notification[index].y);
message_notification[index].sprite.SetZ (message_notification[index].z);
}
fun show_message (index) {
if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1);
}
fun hide_message (index) {
if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(0);
}
# the callback function is called when new message should be displayed.
# First arg is message to display.
fun message_callback (message)
{
# Debug("Message callback");
is_fake = 0;
if (!message || (message == "")) is_fake = 1;
local.substring = "keys:";
# Look for the "keys:" prefix
local.keys = StringString(message, local.substring);
local.is_action_line = (keys != NULL);
#Debug("keys " + local.keys + " substring length = " + StringLength(local.substring);
# Get the message without the "keys:" prefix
if (keys != NULL)
message = StringCopy (message, keys + StringLength(local.substring), NULL);
# Get the message without the "fsckd-cancel-msg" prefix as we don't support i18n
substring = "fsckd-cancel-msg:";
keys = StringString(message, substring);
if (keys != NULL)
message = StringCopy(message, keys + StringLength(substring), NULL);
local.label.is_fake = is_fake;
label = get_message_label(message, is_fake, is_action_line);
label.z = 10000;
setup_message (message, label.x, label.y, label.z, is_action_line);
if (prompt_active && local.is_action_line)
hide_message (is_action_line);
else
show_message (is_action_line);
}
Plymouth.SetMessageFunction (message_callback);
#-----------------------------------------Display Password stuff -----------------------
#
fun password_dialog_setup (message_label) {
# Debug("Password dialog setup");
local.entry;
local.bullet_image;
bullet_image = Image (assets.dot);
entry.image = Image (assets.text_input);
# 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_dialog = local;
}
fun password_dialog_opacity (opacity) {
# Debug("Password dialog opacity");
global.password_dialog.opacity = opacity;
local = global.password_dialog;
# 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 dialog.
# 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_dialog)
password_dialog_setup(prompt);
password_dialog_opacity (1);
bullet_width = password_dialog.bullet_image.GetWidth();
bullet_y = password_dialog.entry.y +
password_dialog.entry.image.GetHeight () / 2 -
password_dialog.bullet_image.GetHeight () / 2;
margin = bullet_width;
spaces = Math.Int((password_dialog.entry.image.GetWidth () - (margin * 2)) / bullet_width);
bullets_area.width = (margin * 2) + (spaces * bullet_width);
// Debug ("dialog width =" + password_dialog.entry.image.GetWidth () + " , bullets area width = " + bullets_area.width + ", spaces = " + spaces + ", bullets = " + bullets);
bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2;
// DebugBottom ("bullet_width = " + bullet_width + " , pwd_entry x = " + password_dialog.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
if (bullets > spaces)
bullets = spaces;
for (index = 0; password_dialog.bullets[index] || index < bullets; index++){
if (!password_dialog.bullets[index]) {
password_dialog.bullets[index].sprite = Sprite();
password_dialog.bullets[index].sprite.SetImage (password_dialog.bullet_image);
password_dialog.bullets[index].x = bullets_area.x + margin + index * bullet_width;
password_dialog.bullets[index].sprite.SetX (password_dialog.bullets[index].x);
password_dialog.bullets[index].y = bullet_y;
password_dialog.bullets[index].sprite.SetY (password_dialog.bullets[index].y);
password_dialog.bullets[index].z = password_dialog.entry.z + 1;
password_dialog.bullets[index].sprite.SetZ (password_dialog.bullets[index].z);
}
password_dialog.bullets[index].sprite.SetOpacity (0);
if (index < bullets) {
password_dialog.bullets[index].sprite.SetOpacity (1);
}
}
}
Plymouth.SetDisplayPasswordFunction(display_password_callback);
#----------------------------------------- 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);
label = StringReplace (label, "%%", "%");
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 (!status_string[0])
status_string[0] = "Checking disk %1$d of %2$d (%3$d %% complete)";
if ((device != "") && (progress != "")) {
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);
}
}
# systemd-fsckd pass fsckd:<number_devices>:<progress>:<l10n_string>
if (update_strings[0] == "fsckd") {
number_devices = StringToInteger(update_strings[1]);
if (number_devices > 0) {
label = update_strings[3];
progress_label = get_fsck_label (label, 0);
progress_label.sprite = Sprite (progress_label.image);
progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1);
progress_label.sprite.SetOpacity (1);
} else {
if (progress_label.sprite)
progress_label.sprite.SetOpacity (0);
}
}
}
Plymouth.SetUpdateStatusFunction (update_status_callback);
/**
* 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() {
}
Plymouth.SetRefreshFunction(refresh_callback);
/**
* The callback function is called when the display should return to normal
*/
fun display_normal_callback() {
global.status = "normal";
if (global.password_dialog) {
password_dialog_opacity (0);
global.password_dialog = 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);
/**
* Show the logo and make the progress indicator look full when on exit
*/
fun quit_callback() {
}
Plymouth.SetQuitFunction(quit_callback);
// kate: space-indent on; indent-width 4; mixedindent off; indent-mode cstyle; hl JavaScript;
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