/usr/share/plymouth/themes/ubuntu-budgie-logo/ubuntu-budgie-logo.script is in plymouth-theme-ubuntu-budgie-logo 0.9.6.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 | # ubuntu-budgie-logo.script - boot splash plugin
# Copyright (C) 2016-2018 HEXcube and David Mohammed
#
# derived from ubuntu-mate-logo.script - boot splash plugin
#
# Copyright (C) 2014 Ubuntu MATE Developers
# 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>
# Adapted for Ubuntu Budgie by: HEXcube <hexcubed@gmail.com> and David Mohammed <fossfreedom@ubuntu.com>
#
# Based on the example provided with the "script plugin" written by:
# Charlie Brej <cbrej@cs.man.ac.uk>
#
# Question stuff written by: Markus Waas <mail@markuswaas.de>
#
#
# Set the text colour in (rgb / 256)
text_colour.red = 1.0;
text_colour.green = 1.0;
text_colour.blue = 1.0;
# Tinted text #988592
# For mate, use #dedbd2
tinted_text_colour.red = 0.87;
tinted_text_colour.green = 0.86;
tinted_text_colour.blue = 0.82;
# Action Text - #ffffff - RGB 255 255 255
action_text_colour.red = 1.0;
action_text_colour.green = 1.0;
action_text_colour.blue = 1.0;
# Orange - #ff4012 - RGB 255 64 18
debugsprite = Sprite();
debugsprite_bottom = Sprite();
debugsprite_medium = Sprite();
# Are we currently prompting for a password?
prompt_active = 0;
# General purpose function to create text
fun WriteText (text, colour) {
image = Image.Text (text, colour.red, colour.green, colour.blue);
return image;
}
fun ImageToText (text) {
image = WriteText (text, text_colour);
return image;
}
fun ImageToTintedText (text) {
image = WriteText (text, tinted_text_colour);
return image;
}
fun ImageToActionText (text) {
image = WriteText (text, action_text_colour);
return image;
}
fun Debug(text) {
debugsprite.SetImage(ImageToText (text));
}
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 + (progress_indicator.bullet_height * 7 ); # + logo_spacing;
text_height = first_line_height * 7.5;
min_height = Window.GetHeight();
if (y + text_height > min_height)
y = min_height - text_height;
if (y < progress_indicator.y + progress_indicator.height)
return progress_indicator.y + progress_indicator.height;
return y;
}
#------------------------------String functions-------------------------------
# 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;
}
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;
}
#-----------------------------------------------------------------------------
# Previous background colour
# #300a24 --> 0.19, 0.04, 0.14
# New background colour
# #2c001e --> 0.16, 0.00, 0.12
#
# Color for Ubuntu Budgie
# #383c4a --> 0.2196, 0.2353, 0.2902
Window.SetBackgroundTopColor (0.2196, 0.2353, 0.2902); # Nice colour on top of the screen fading to
Window.SetBackgroundBottomColor (0.2196, 0.2353, 0.2902); # an equally nice colour on the bottom
bits_per_pixel = Window.GetBitsPerPixel ();
if (bits_per_pixel == 4) {
logo_filename = "ubuntu-budgie-logo16.png";
progress_dot_off_filename = "progress_dot_off16.png";
progress_dot_on_filename = "progress_dot_on16.png";
password_field_filename = "password_field16.png";
question_field_filename = "password_field16.png";
} else {
logo_filename = "ubuntu-budgie-logo.png";
progress_dot_off_filename = "progress_dot_off.png";
progress_dot_on_filename = "progress_dot_on.png";
password_field_filename = "password_field.png";
question_field_filename = "password_field.png";
}
logo.image = Image (logo_filename);
logo.sprite = Sprite ();
logo.sprite.SetImage (logo.image);
logo.width = logo.image.GetWidth ();
logo.height = logo.image.GetHeight ();
logo.x = Window.GetX () + Window.GetWidth () / 2 - logo.width / 2;
logo.y = Window.GetY () + Window.GetHeight () / 2 - logo.height / 1.3;
logo.z = 1000;
logo.sprite.SetX (logo.x);
logo.sprite.SetY (logo.y);
logo.sprite.SetZ (logo.z);
logo.sprite.SetOpacity (1);
# Spacing below the logo - in pixels
logo_spacing = logo.height * 4;
message_notification[0].image = ImageToTintedText ("");
message_notification[1].image = ImageToTintedText ("");
fsck_notification.image = ImageToActionText ("");
status = "normal";
progress_indicator.bullet_off = Image (progress_dot_off_filename);
progress_indicator.bullet_on = Image (progress_dot_on_filename);
progress_indicator.bullet_width = progress_indicator.bullet_off.GetWidth ();
progress_indicator.bullet_height = progress_indicator.bullet_off.GetHeight ();
progress_indicator.bullet_hspacing = progress_indicator.bullet_width * 1.1;
progress_indicator.width = progress_indicator.bullet_width * 5;
progress_indicator.height = progress_indicator.bullet_height;
progress_indicator.y = logo.y + logo.height + (logo.height / 10);
progress_indicator.x = Window.GetX () + Window.GetWidth () / 2 - progress_indicator.width / 2 - 4; # logo.x + 26;
# 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();
#-----------------------------------------Logo functions------------------------------
# Call this when updating the screen
fun draw_logo () {
logo.sprite.SetX (logo.x);
logo.sprite.SetY (logo.y);
logo.sprite.SetZ (logo.z);
logo.sprite.SetOpacity (1);
}
#-----------------------------------------Progress Indicator--------------------------
fun set_progress_indicator () {
# Here we assume that we can store half bullets on each half of the screen
# together with some spacing
local.x = progress_indicator.x;
for (index = 0; index <= 4; index++) {
# Set the "off" bullets
progress_indicator.bullets_off[index].sprite = Sprite (progress_indicator.bullet_off);
progress_indicator.bullets_off[index].sprite.SetPosition (local.x, progress_indicator.y, 1000);
progress_indicator.bullets_off[index].x = local.x;
progress_indicator.bullets_off[index].y = progress_indicator.y;
progress_indicator.bullets_off[index].sprite.SetOpacity (1);
#local.debug_medium_string = "Progress indicator " + index + ": x = " + progress_indicator.bullets_off[index].x +
# ", y = " + progress_indicator.bullets_off[index].y + ", logo width = " + logo.width +
# ", logo height = " + logo.height + " " + screen_width + " " + screen_height;
#
#(index % 2) && DebugMedium (local.debug_medium_string) || DebugBottom (local.debug_medium_string);
# Set the "on" bullets on top of the "off" bullets and make them transparent
progress_indicator.bullets_on[index].sprite = Sprite (progress_indicator.bullet_on);
progress_indicator.bullets_on[index].x = progress_indicator.bullets_off[index].x;
progress_indicator.bullets_on[index].y = progress_indicator.bullets_off[index].y;
progress_indicator.bullets_on[index].sprite.SetPosition (progress_indicator.bullets_on[index].x, progress_indicator.bullets_on[index].y, 10000);
progress_indicator.bullets_on[index].sprite.SetOpacity (0);
local.x += progress_indicator.bullet_hspacing;
}
#local.debug_string = "Progress indicator: x1 = " + progress_indicator.x + ", x2 = " + local.x + ", y = " + progress_indicator.y +
# ", x logo = " + logo.x + ", y logo = " + logo.y + ", indicator width = " + progress_indicator.width;
#Debug(progress_indicator.bullets_off[0].x);
}
# We have 2 bullets, one on top of the other:
# The white one is on top of the red one and the former should
# slowly fade so as to get a nice transition effect.
fun switch_on_bullet (bullets_off, bullets_on, bullet_number, opacity) {
local.x = bullets_on[bullet_number].x;
local.y = bullets_on[bullet_number].y;
local.z = bullets_on[bullet_number].z;
# Hide the bullets which are off
bullets_off[bullet_number].sprite.SetOpacity (0);
# Show the bullets which are on
bullets_on[bullet_number].sprite.SetPosition (local.x, local.y, local.z);
bullets_on[bullet_number].sprite.SetOpacity (opacity);
# Bump the number of times we have switched on bullets
global.times_bullets_switched++;
}
fun switch_off_bullets () {
# Debug("Switching off progress indicator");
set_progress_indicator ();
global.times_bullets_switched = 0;
global.on_off = 1;
}
# This is something that we can call when we exit
fun switch_on_bullets () {
# Debug("Switching off progress indicator");
if (!global.progress_indicator.bullets_on) set_progress_indicator ();
local = global.progress_indicator;
for (index = 0; bullets_on[index]; index++) {
switch_on_bullet (bullets_off, bullets_on, index, 1.0);
}
}
# Implement in boot progress callback
fun animate_progress_indicator (progress, time) {
if (global.progress_time == NULL) {
global.progress_time = progress; #time;
switch_off_bullets ();
}
# Debug ("progress = " + progress + ", time = " + time + " times switched = " + global.times_bullets_switched + " on_off " + global.on_off);
# if (global.times_bullets_switched == NULL)
# global.times_bullets_switched = 5;
# if (global.on_off == NULL)
# global.on_off = 0;
if ((progress - global.progress_time) >= 0.7) {
global.progress_time = progress;
if (global.times_bullets_switched == 5) {
# Change which bullets are switched on
# and which ones are switched off
global.on_off = !global.on_off;
global.times_bullets_switched = 0;
}
if (global.on_off) {
switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
global.times_bullets_switched, 1.0);
}
else {
switch_on_bullet (progress_indicator.bullets_on, progress_indicator.bullets_off,
global.times_bullets_switched, 1.0);
}
}
# Start setting bullets to "on" with translucency
# for (index = 0; index <= 5; index++) {
# opacity = 0.0;
# while (opacity <= 1.0) {
# switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
# index, opacity);
# opacity += 0.1;
# }
# }
}
#-----------------------------------------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;
# 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 + (local.first_label.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);
}
#-----------------------------------------Display Password stuff -----------------------
#
fun password_dialogue_setup (message_label) {
# Debug("Password dialog setup");
local.entry;
local.bullet_image;
bullet_image = Image (progress_dot_off_filename);
entry.image = Image (password_field_filename);
# 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) ) / ( 2 * bullet_width / 3 ) );
#Debug ("spaces = " + spaces + ", bullets = " + bullets);
bullets_area.width = margin + spaces * ( 2 * bullet_width / 3);
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 < spaces ; 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 * ( 2 * bullet_width / 3 ) ;
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 + 100 - index;
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);
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);
#-----------------------------------------Display Question stuff -----------------------
fun question_dialogue_setup (message_label, text_image) {
#Debug("Question dialog setup");
local.field;
local.content;
local.margin;
field.image = Image (question_field_filename);
content = Sprite ();
bullet_image = Image (progress_dot_off_filename);
margin = bullet_image.GetWidth() / 2;
# 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 field which contains the contents
field.sprite = Sprite ();
field.sprite.SetImage (field.image);
# Centre the box horizontally
field.x = Window.GetX () + Window.GetWidth () / 2 - field.image.GetWidth () / 2;
content_x = field.x + margin;
# Put the field below the second label.
field.y = message_notification[2].y + label.height;
content_y = field.y + field.image.GetHeight () / 2 - text_image.GetHeight () / 2;
#Debug ("field x = " + field.x + ", y = " + field.y);
field.z = 10000;
field.sprite.SetX (field.x);
field.sprite.SetY (field.y);
field.sprite.SetZ (field.z);
#Debug ("content_x = " + content_x + " content_y = " + content_y);
content_z = field.z + 1;
content.SetPosition (content_x, content_y, content_z);
global.question_dialogue = local;
}
# The callback function is called when the display should display a question dialogue.
# First arg is prompt string, the second is the field contents.
fun display_question_callback (prompt, contents) {
global.status = "question";
#Debug ("Reply: " + contents);
textImage = ImageToText(contents);
if (!global.question_dialogue) {
question_dialogue_setup(prompt, textImage);
}
margin = global.question_dialogue.margin;
fieldWidth = global.question_dialogue.field.image.GetWidth ();
for (i = 0; ( (textImage.GetWidth () + 2 * margin ) > fieldWidth ); i++) {
textImage = ImageToText(StringCopy (contents, i, StringLength (contents)));
}
global.question_dialogue.content.SetImage (textImage);
}
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 (global.question_dialogue) {
question_dialogue_opacity (0);
global.question_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);
|