# 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);