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authorBritney Fransen <brfransen@gmail.com>2013-11-29 18:05:06 (GMT)
committerBritney Fransen <brfransen@gmail.com>2013-11-29 18:05:06 (GMT)
commitd4f87c26be94acfef50c606440fab2dd3f04c167 (patch)
tree7aeb40cafa60c1fe9bf865e1940692405de644bd /abs/core/plymouth-theme-linhes
parent67a3968380d4d58feec0a39c379bc5747891578b (diff)
downloadlinhes_pkgbuild-d4f87c26be94acfef50c606440fab2dd3f04c167.zip
linhes_pkgbuild-d4f87c26be94acfef50c606440fab2dd3f04c167.tar.gz
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plymouth-theme-linhes: adjust log image aspect to be right on widescreen.
change background to black to avoid black borders on 1080 displays
Diffstat (limited to 'abs/core/plymouth-theme-linhes')
-rw-r--r--abs/core/plymouth-theme-linhes/PKGBUILD17
-rwxr-xr-x[-rw-r--r--]abs/core/plymouth-theme-linhes/lh-logo.orig.png (renamed from abs/core/plymouth-theme-linhes/linhes-logo.tar.gz)bin143360 -> 98127 bytes
-rwxr-xr-xabs/core/plymouth-theme-linhes/lh-logo.pngbin0 -> 89125 bytes
-rw-r--r--abs/core/plymouth-theme-linhes/linhes-logo.plymouth8
-rw-r--r--abs/core/plymouth-theme-linhes/linhes-logo.script1051
-rw-r--r--abs/core/plymouth-theme-linhes/password_field.pngbin0 -> 1101 bytes
-rw-r--r--abs/core/plymouth-theme-linhes/plymouth-linhes.install4
-rw-r--r--abs/core/plymouth-theme-linhes/progress_dot_off.pngbin0 -> 421 bytes
-rw-r--r--abs/core/plymouth-theme-linhes/progress_dot_on.pngbin0 -> 469 bytes
9 files changed, 1075 insertions, 5 deletions
diff --git a/abs/core/plymouth-theme-linhes/PKGBUILD b/abs/core/plymouth-theme-linhes/PKGBUILD
index 45d41be..4d1a8cf 100644
--- a/abs/core/plymouth-theme-linhes/PKGBUILD
+++ b/abs/core/plymouth-theme-linhes/PKGBUILD
@@ -1,17 +1,24 @@
#
pkgname="plymouth-theme-linhes-logo"
pkgver=1
-pkgrel=1
-pkgdesc="linhes logo theme for plymouth"
+pkgrel=2
+pkgdesc="LinHES theme for plymouth"
arch=('any')
license=('GPL')
depends=('plymouth')
options=('')
-source=("linhes-logo.tar.gz")
+source=('lh-logo.png' 'linhes-logo.plymouth' 'linhes-logo.script' 'password_field.png'
+ 'progress_dot_off.png' 'progress_dot_on.png')
install=plymouth-linhes.install
+
package() {
- cd $srcdir/linhes-logo
+ cd $srcdir
mkdir -p $pkgdir/usr/share/plymouth/themes/linhes-logo
install -Dm644 * $pkgdir/usr/share/plymouth/themes/linhes-logo
}
-md5sums=('ec26e16177210f616765e3848b1bf5e4')
+md5sums=('1f8d343587e12f36df5d995034e278a1'
+ 'ce896cdeb403f5d0f3df5886e88b4ac5'
+ 'c13aad1b1d821160dfafeaeb827a925c'
+ '1ebfd289a00fcd6ed973eb4576ef22ab'
+ '28321edbf593e7d9c7ad1edc70e00224'
+ 'f3d3f9c4eb33cdbeec16c2d6745e9f73')
diff --git a/abs/core/plymouth-theme-linhes/linhes-logo.tar.gz b/abs/core/plymouth-theme-linhes/lh-logo.orig.png
index 1c79f28..c3696e4 100644..100755
--- a/abs/core/plymouth-theme-linhes/linhes-logo.tar.gz
+++ b/abs/core/plymouth-theme-linhes/lh-logo.orig.png
Binary files differ
diff --git a/abs/core/plymouth-theme-linhes/lh-logo.png b/abs/core/plymouth-theme-linhes/lh-logo.png
new file mode 100755
index 0000000..dbd0b25
--- /dev/null
+++ b/abs/core/plymouth-theme-linhes/lh-logo.png
Binary files differ
diff --git a/abs/core/plymouth-theme-linhes/linhes-logo.plymouth b/abs/core/plymouth-theme-linhes/linhes-logo.plymouth
new file mode 100644
index 0000000..08d0707
--- /dev/null
+++ b/abs/core/plymouth-theme-linhes/linhes-logo.plymouth
@@ -0,0 +1,8 @@
+[Plymouth Theme]
+Name=linhes-logo
+Description=A theme that features a blank background with a logo.
+ModuleName=script
+
+[script]
+ImageDir=/usr/share/plymouth/themes/linhes-logo
+ScriptFile=/usr/share/plymouth/themes/linhes-logo/linhes-logo.script
diff --git a/abs/core/plymouth-theme-linhes/linhes-logo.script b/abs/core/plymouth-theme-linhes/linhes-logo.script
new file mode 100644
index 0000000..6e6853e
--- /dev/null
+++ b/abs/core/plymouth-theme-linhes/linhes-logo.script
@@ -0,0 +1,1051 @@
+# arch-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.
+#
+# Re-written by Rafael Laguna <rafaellaguna@gmail.com> based from
+# original 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>
+#
+
+# 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
+#
+# New arch background, it's just black
+# 0.00, 0.00, 0.00
+
+Window.SetBackgroundTopColor (0.00, 0.00, 0.00); # Nice colour on top of the screen fading to
+Window.SetBackgroundBottomColor (0.00, 0.00, 0.00); # an equally nice colour on the bottom
+
+logo.image = Image ("lh-logo.png"); # "special://logo" is a special keyword which finds the logo image
+#logo.image = Image ("arch_logo.png"); # "special://logo" is a special keyword which finds the logo image
+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 /2;
+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.png");
+progress_indicator.bullet_on = Image ("progress_dot_on.png");
+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.y = logo.y + 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);
+
+ 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.png");
+ entry.image = Image ("password_field.png");
+
+ # Hide the normal labels
+ prompt_active = 1;
+ if (message_notification[1].sprite) hide_message (1);
+
+ # Set the prompt label
+ label = get_message_label(message_label, 0, 1);
+ label.z = 10000;
+
+ setup_message (message_label, label.x, label.y, label.z, 2);
+ show_message (2);
+
+ # Set up the text entry which contains the bullets
+ entry.sprite = Sprite ();
+ entry.sprite.SetImage (entry.image);
+
+ # Centre the box horizontally
+ entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2;
+
+ # Put the entry below the second label.
+ entry.y = message_notification[2].y + label.height;
+
+ #Debug ("entry x = " + entry.x + ", y = " + entry.y);
+ entry.z = 10000;
+ entry.sprite.SetX (entry.x);
+ entry.sprite.SetY (entry.y);
+ entry.sprite.SetZ (entry.z);
+
+ global.password_dialogue = local;
+}
+
+fun password_dialogue_opacity (opacity) {
+ # Debug("Password dialog opacity");
+ global.password_dialogue.opacity = opacity;
+ local = global.password_dialogue;
+
+ # You can make the box translucent with a float
+ # entry.sprite.SetOpacity (0.3);
+ entry.sprite.SetOpacity (opacity);
+ label.sprite.SetOpacity (opacity);
+
+ if (bullets) {
+ for (index = 0; bullets[index]; index++) {
+ bullets[index].sprite.SetOpacity (opacity);
+ }
+ }
+}
+
+
+# The callback function is called when the display should display a password dialogue.
+# First arg is prompt string, the second is the number of bullets.
+fun display_password_callback (prompt, bullets) {
+ # Debug("Password dialog setup");
+
+ global.status = "password";
+ if (!global.password_dialogue) password_dialogue_setup(prompt);
+ password_dialogue_opacity (1);
+ bullet_width = password_dialogue.bullet_image.GetWidth();
+ bullet_y = password_dialogue.entry.y +
+ password_dialogue.entry.image.GetHeight () / 2 -
+ password_dialogue.bullet_image.GetHeight () / 2;
+ margin = bullet_width;
+ spaces = Math.Int( (password_dialogue.entry.image.GetWidth () - (margin * 2)) / (bullet_width / 2 ) );
+ #Debug ("spaces = " + spaces + ", bullets = " + bullets);
+ bullets_area.width = margin + spaces * (bullet_width / 2);
+ bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2;
+ #DebugBottom ("pwd_entry x = " + password_dialogue.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
+ if (bullets > spaces)
+ bullets = spaces;
+ for (index = 0; password_dialogue.bullets[index] || index < bullets; index++){
+ if (!password_dialogue.bullets[index]) {
+ password_dialogue.bullets[index].sprite = Sprite ();
+ password_dialogue.bullets[index].sprite.SetImage (password_dialogue.bullet_image);
+ password_dialogue.bullets[index].x = bullets_area.x + # password_dialogue.entry.x + margin +
+ index * bullet_width / 2;
+ password_dialogue.bullets[index].sprite.SetX (password_dialogue.bullets[index].x);
+ password_dialogue.bullets[index].y = bullet_y;
+ password_dialogue.bullets[index].sprite.SetY (password_dialogue.bullets[index].y);
+ password_dialogue.bullets[index].z = password_dialogue.entry.z + 1;
+ password_dialogue.bullets[index].sprite.SetZ (password_dialogue.bullets[index].z);
+ }
+
+ password_dialogue.bullets[index].sprite.SetOpacity (0);
+
+ if (index < bullets) {
+ password_dialogue.bullets[index].sprite.SetOpacity (1);
+ }
+ }
+}
+
+Plymouth.SetDisplayPasswordFunction (display_password_callback);
+
+Plymouth.SetMessageFunction (message_callback);
+
+Plymouth.SetBootProgressFunction (animate_progress_indicator);
+
+# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far
+# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted
+# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard
+
+#----------------------------------------- FSCK Counter --------------------------------
+
+# Initialise the counter
+fun init_fsck_count () {
+ # The number of fsck checks in this cycle
+ global.counter.total = 0;
+ # The number of fsck checks already performed + the current one
+ global.counter.current = 1;
+ # The previous fsck
+ global.counter.last = 0;
+}
+
+# Increase the total counter
+fun increase_fsck_count () {
+ global.counter.total++;
+}
+
+fun increase_current_fsck_count () {
+ global.counter.last = global.counter.current++;
+}
+
+# Clear the counter
+fun clear_fsck_count () {
+ global.counter = NULL;
+ init_fsck_count ();
+}
+
+#----------------------------------------- Progress Label ------------------------------
+
+
+# Change the opacity level of a progress label
+#
+# opacity = 1 -> show
+# opacity = 0 -> hide
+# opacity = 0.3 (or any other float) -> translucent
+#
+fun set_progress_label_opacity (opacity) {
+ # the label
+ progress_label.sprite.SetOpacity (opacity);
+
+ # Make the slot available again when hiding the bar
+ # So that another bar can take its place
+ if (opacity == 0) {
+ progress_label.is_available = 1;
+ progress_label.device = "";
+ }
+}
+
+# Set up a new Progress Bar
+#
+# TODO: Make it possible to reuse (rather than recreate) a bar
+# if .is_available = 1. Ideally this would just reset the
+# label, the associated
+# device and the image size of the sprite.
+
+fun init_progress_label (device, status_string) {
+ # Make the slot unavailable
+ global.progress_label.is_available = 0;
+ progress_label.progress = 0;
+ progress_label.device = device;
+ progress_label.status_string = status_string;
+}
+
+# See if the progress label is keeping track of the fsck
+# of "device"
+#
+fun device_has_progress_label (device) {
+ #DebugBottom ("label device = " + progress_label.device + " checking device " + device);
+ return (progress_label.device == device);
+}
+
+# Update the Progress bar which corresponds to index
+#
+fun update_progress_label (progress) {
+ # If progress is NULL then we just refresh the label.
+ # This happens when only counter.total has changed.
+ if (progress != NULL) {
+ progress_label.progress = progress;
+
+ #Debug("device " + progress_label.device + " progress " + progress);
+
+ # If progress >= 100% hide the label and make it available again
+ if (progress >= 100) {
+ set_progress_label_opacity (0);
+
+ # See if we any other fsck check is complete
+ # and, if so, hide the progress bars and the labels
+ on_fsck_completed ();
+
+ return 0;
+ }
+ }
+ # Update progress label here
+ #
+ # FIXME: the queue logic from this theme should really be moved into mountall
+ # instead of using string replacement to deal with localised strings.
+ label = StringReplace (progress_label.status_string[0], "%1$d", global.counter.current);
+ label = StringReplace (label, "%2$d", global.counter.total);
+ label = StringReplace (label, "%3$d", progress_label.progress);
+ 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);
+ }
+
+ }
+
+}
+Plymouth.SetUpdateStatusFunction (update_status_callback);
+
+#-----------------------------------------Display Question stuff -----------------------
+#
+# TODO: Implement this if needed
+#
+# The callback function is called when the display should display a question dialogue.
+# First arg is prompt string, the second is the entry contents.
+#fun display_question_callback (prompt_string, entry_contents)
+#{
+# time++;
+#}
+#
+#Plymouth.SetDisplayQuestionFunction (display_question_callback);
+
+#-----------------------------------------Refresh stuff --------------------------------
+#
+# Calling Plymouth.SetRefreshFunction with a function will set that function to be
+# called up to 50 times every second, e.g.
+#
+# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
+# the screen correctly
+#
+fun refresh_callback ()
+{
+ draw_logo ();
+}
+Plymouth.SetRefreshFunction (refresh_callback);
+
+
+#-----------------------------------------Display Normal stuff -----------------------
+#
+# The callback function is called when the display should return to normal
+fun display_normal_callback ()
+{
+ global.status = "normal";
+ if (global.password_dialogue) {
+ password_dialogue_opacity (0);
+ global.password_dialogue = NULL;
+ if (message_notification[2].sprite) hide_message(2);
+ prompt_active = 0;
+ }
+
+ if (message_notification[1].sprite) show_message (1);
+
+
+}
+
+Plymouth.SetDisplayNormalFunction (display_normal_callback);
+
+
+#----------------------------------------- Quit --------------------------------
+
+# TODO: Maybe we should also hide any other dialog
+# Show the logo and make the progress indicator look full when on exit
+fun quit_callback ()
+{
+ logo.sprite.SetOpacity (1);
+ switch_on_bullets ();
+}
+
+Plymouth.SetQuitFunction(quit_callback);
diff --git a/abs/core/plymouth-theme-linhes/password_field.png b/abs/core/plymouth-theme-linhes/password_field.png
new file mode 100644
index 0000000..5d2287b
--- /dev/null
+++ b/abs/core/plymouth-theme-linhes/password_field.png
Binary files differ
diff --git a/abs/core/plymouth-theme-linhes/plymouth-linhes.install b/abs/core/plymouth-theme-linhes/plymouth-linhes.install
index 1b43e42..62d2781 100644
--- a/abs/core/plymouth-theme-linhes/plymouth-linhes.install
+++ b/abs/core/plymouth-theme-linhes/plymouth-linhes.install
@@ -1,6 +1,10 @@
post_install(){
/usr/sbin/plymouth-set-default-theme linhes-logo
}
+
+post_upgrade(){
+ mkinitcpio -p linux
+}
op=$1
shift
$op $*
diff --git a/abs/core/plymouth-theme-linhes/progress_dot_off.png b/abs/core/plymouth-theme-linhes/progress_dot_off.png
new file mode 100644
index 0000000..615a301
--- /dev/null
+++ b/abs/core/plymouth-theme-linhes/progress_dot_off.png
Binary files differ
diff --git a/abs/core/plymouth-theme-linhes/progress_dot_on.png b/abs/core/plymouth-theme-linhes/progress_dot_on.png
new file mode 100644
index 0000000..76d757f
--- /dev/null
+++ b/abs/core/plymouth-theme-linhes/progress_dot_on.png
Binary files differ