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- # ubuntu-logo.script - boot splash plugin
- #
- # 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>
- #
- # 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
- tinted_text_colour.red = 0.59;
- tinted_text_colour.green = 0.52;
- tinted_text_colour.blue = 0.57;
- # 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
- #
- Window.SetBackgroundTopColor (0.16, 0.00, 0.12); # Nice colour on top of the screen fading to
- Window.SetBackgroundBottomColor (0.16, 0.00, 0.12); # an equally nice colour on the bottom
- bits_per_pixel = Window.GetBitsPerPixel ();
- if (bits_per_pixel == 4) {
- logo_filename = "ubuntu-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-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;
- 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 / 4);
- progress_indicator.x = Window.GetX () + Window.GetWidth () / 2 - progress_indicator.width / 2; # 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) >= 1.0) {
- 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);
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