/* SPDX-FileCopyrightText: 2012-2016 Harald Sitter SPDX-FileCopyrightText: 2009 Canonical Ltd. SPDX-FileContributor: Alberto Milone Based on the example provided with the "script plugin" written by: SPDX-FileContributor: Charlie Brej SPDX-License-Identifier: GPL-3.0-only OR LicenseRef-KDE-Accepted-GPL */ /** * 16bit debug override. Comment out to see what everything looks like on a 16bit * framebuffer/output. */ // Window.GetBitsPerPixel = fun() { return 4; }; // -------------------------------- Assets ---------------------------------- // global.title.text = "FemboyOS "; global.defaults.font.default = "Noto Sans 12"; global.defaults.font.title = "Noto Sans 14"; global.assets = []; if (Window.GetBitsPerPixel() == 4) { assets.logo = "images/16bit/plasma.logo.png"; assets.text_input = "images/16bit/text-input.png"; assets.spinner_base = "images/16bit/spinner"; } else { assets.logo = "images/plasma.logo.png"; assets.text_input = "images/text-input.png"; assets.spinner_base = "images/spinner"; } // -------------------------------- Colors ---------------------------------- // /** * General purpuse Color container to hold red, green, blue as any value * (real advisable). */ Color = fun(red, green, blue) { local.color = []; color.red = red; color.green = green; color.blue = blue; return color | global.Color; } | []; global.colors = []; colors.black = Color(0, 0, 0); colors.icon_blue = Color(0.1137, 0.6000, 0.9529); colors.plasma_blue = Color(0.2392, 0.6824, 0.913); colors.paper_white = Color(0.9882, 0.9882, 0.9882); colors.charcoal_grey = Color(0.1922, 0.2118, 0.2314); colors.cardboard_grey = Color(0.9373, 0.9412, 0.9451); colors.neon_blue = Color(0.1608, 0.5020, 0.7255); colors.neon_green = Color(0.1020, 0.7373, 0.6118); global.palette = []; palette.background.top = colors.black; palette.background.bottom = colors.black; palette.text.normal = colors.cardboard_grey; palette.text.tinted = colors.cardboard_grey; palette.text.action = colors.cardboard_grey; palette.text.contrast = colors.charcoal_grey; // Inverse essentially /** * Helper overload to apply background colors from global.palette to the Window */ Window.ApplyBackgroundColors = fun() { Window.SetBackgroundTopColor(palette.background.top.red, palette.background.top.green, palette.background.top.blue); if (Window.GetBitsPerPixel() == 4) { // Force no gradient on 16bit. Window.SetBackgroundBottomColor(palette.background.top.red, palette.background.top.green, palette.background.top.blue); } else { Window.SetBackgroundBottomColor(palette.background.bottom.red, palette.background.bottom.green, palette.background.bottom.blue); } }; // ------------------------------- Classes ---------------------------------- // /** * class SpriteImage : Sprite { * Image image, # Image instance created by and for the Sprite * int width, # Image width * int height, # Image height * }; */ /** * General purpose sprite-image combination. * The type itself is a Sprite that has an image property through which the image * powering the sprite may be accessed. * Members of the sprite are only updated on initial creation, any future changes * to the actually used image need to be reflected manually */ SpriteImage = fun(asset) { local.sprite = Sprite(); sprite.image = Image(asset); sprite.width = sprite.image.GetWidth(); sprite.height = sprite.image.GetHeight(); sprite.SetImage(sprite.image); return sprite | global.SpriteImage; } | Sprite; SpriteImage.SetSpriteImage = fun(image) { this.image = image; this.width = image.GetWidth(); this.height = image.GetHeight(); this.SetImage(this.image); }; // --------------------------------- Debug ---------------------------------- // // TODO: it may be handy to move all debug methods into a separate file // and configure_file them into the master script iff explicitly enabled. // This would reduce the script size and possibly eval time. Although // in the grand scheme of things I am not sure this script takes up a lot of // resources to begin with. debugsprite = Sprite(); debugsprite_bottom = Sprite(); debugsprite_medium = Sprite(); // are we currently prompting for a password? prompt_active = 0; /** * General purpose function to create an image from a string. * \param text the string to print * \param color the color the string should use in the image * \returns Image containg the text */ fun WriteText(text, color, font) { if (!color) { color = palette.text.normal; } if (!font) { font = defaults.font.default; } return Image.Text(text, color.red, color.green, color.blue, 1, font); } /** Create regular text image. \see WriteText */ fun ImageToText (text, font) { return WriteText(text, color, font); } String.ToImage = fun(color, font) { return WriteText(this, color, font); }; /** Create tinted text image. \see WriteText */ fun ImageToTintedText (text) { return WriteText(text, palette.text.tinted); } /** Create action text image. \see WriteText */ fun ImageToActionText (text) { return WriteText(text, palette.text.action); } fun Debug(text) { debugsprite.SetImage(ImageToText (text)); debugsprite.SetPosition(0, 0, 1); } fun DebugBottom(text) { debugsprite_bottom.SetImage(ImageToText(text)); debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1); } fun DebugMedium(text) { debugsprite_medium.SetImage(ImageToText (text)); debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1); } /** * Debug helper to simulate something like a log on the right hand side of * the display. There is a global ActionStack which gets .Log("foo")'d into * which essentially prepends the string to an internal string buffer which * is then rendered into a sprite. * The buffer is not ever emptied so this basically is growing memory * consumption. And it's offset placing from the rigth side is also getting * increasingly wrong as the largest ever logged line dictates the offset. */ Logger = fun() { local.logger = []; local.logger.log = ""; local.logger.sprite = Sprite(); return logger | global.Logger; } | []; Logger.Log = fun(text) { log = text + "\n" + log; Print(); }; Logger.Print = fun() { sprite.SetImage(ImageToText(log)); sprite.SetPosition(Window.GetMaxWidth() - sprite.GetImage().GetWidth() - 16, 0, 1); }; global.logger = Logger(); /** * Calulates the Y of the label "box". That is, the top most point at which * we should put elements that are meant to go below the logo/spinner/whatevs * as to not overlap with the aforementioned. This includes message display, * password prompt and so forth. */ fun TextYOffset() { // Put the 1st line below the logo. local.y = spin.GetY() + spin.GetHeight(); local.text_height = first_line_height * 7.5; // The maximum Y we may end at, if we exceed this we'll try to scoot up // a bit. This includes the Window offset itself as we position ourselves // relative to the Spinner which is relative to the Logo which is relative // to the center of the window TAKING INTO ACCOUNT the y offset of the // window! local.max_y = Window.GetHeight() + Window.GetY(); if (y + text_height > max_y) { y = max_y - text_height; } else { y = y + ((max_y - y - text_height) / 2); } // This basically undoes whatever went on above, to a degree... // If the y would overlap with the Spinner (bottom most element of the // static cruft) we move it further down so that at least half a line of // space is between the spinner and our y. if (y < spin.GetY() + spin.GetHeight() + first_line_height / 2) { y = spin.GetY() + spin.GetHeight() + first_line_height / 2; } return y; } Window.GetMaxWidth = fun() { width = 0; for (i = 0; Window.GetWidth(i); i++) { width = Math.Max(width, Window.GetWidth(i)); } return width; }; Window.GetMaxHeight = fun() { height = 0; for (i = 0; Window.GetHeight(i); i++) { height = Math.Max(height, Window.GetHeight(i)); } return height; }; // --------------------------------- String --------------------------------- // # This is the equivalent for strstr() fun StringString(string, substring) { start = 0; while (String(string).CharAt (start)) { walk = 0; while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) { walk++; if (!String(substring).CharAt (walk)) return start; } start++; } return NULL; } fun StringLength (string) { index = 0; while (String(string).CharAt(index)) index++; return index; } // String.Length = fun(string) { // index = 0; // while (String(string).CharAt(index)) // index++; // return index; // }; fun StringCopy (source, beginning, end) { local.destination = ""; for (index = beginning; (((end == NULL) || (index <= end) ) && (String(source).CharAt(index))); index++) { local.destination += String(source).CharAt(index); } return local.destination; } fun StringReplace (source, pattern, replacement) { local.found = StringString(source, pattern); if (local.found == NULL) { return source; } local.new_string = StringCopy (source, 0, local.found - 1) + replacement + StringCopy (source, local.found + StringLength(pattern), NULL); return local.new_string; } # it makes sense to use it only for # numbers up to 100 fun StringToInteger (str) { int = -1; for (i=0; i<=100; i++) { if (i+"" == str) { int = i; break; } } return int; } // ------------------------------ Background -------------------------------- // Window.ApplyBackgroundColors(); global.backgroundApplied = false; // --------------------------------- Logo ----------------------------------- // Logo = fun() { local.logo = SpriteImage(assets.logo); logo.x = Window.GetX() + Window.GetWidth() / 2 - logo.width / 2; logo.y = Window.GetY() + Window.GetHeight() / 2 - logo.height / 2; logo.z = 1000; logo.SetPosition(logo.x, logo.y, logo.z); logo.name = Sprite(title.text.ToImage(NULL, defaults.font.title)); logo.name.x = Window.GetX() + Window.GetWidth() / 2 - logo.name.GetImage().GetWidth() / 2; logo.name.y = logo.y + logo.height + logo.name.GetImage().GetHeight() / 2; logo.name.z = logo.z; logo.name.SetPosition(logo.name.x, logo.name.y, logo.z); logo.height = logo.height + logo.name.GetImage().GetHeight() ; return logo | global.Logo; } | SpriteImage; Logo.SetOpacity_ = fun(o) { o = Math.Clamp(o, 0.0, 1.0); this.SetOpacity(o); this.name.SetOpacity(o); }; logo = Logo(); logo.SetOpacity_(0); // ----------------------------- Busy Animation ----------------------------- // Spinner = fun() { // FIXME: try to use this= spinner = global.Spinner | []; spinner.count = 360; spinner.current_idx = 0; spinner.last_time = 0; spinner.steps = 10.0; // We render degrees in increments of 10 to save disk. spinner.duration = 1.5; // Seconds per rotation. for (i = 0; i <= spinner.count; ++i) { if (i % spinner.steps != 0) { continue; } spinner[i] = SpriteImage(assets.spinner_base + "/spinner" + i + ".png"); center_offset = (logo.width / 2) - (spinner[i].width / 2); top_offset = logo.height + spinner[i].height; spinner[i].SetPosition(logo.GetX() + center_offset, logo.GetY() + top_offset, logo.GetZ()); spinner[i].SetOpacity(0); } return spinner; } | []; Spinner.Animate = fun(time) { degrees = Math.Int(((2 * Math.Pi / duration) * time) * (180 / Math.Pi)); new = degrees % count; old = current_idx; if (Math.Int(new) < Math.Int((old + steps) % count)) { // Every $steps degrees we can render a frame, all others we skip. return; } // We set a second new which is now a correct index bump by coercing it // into a multiple of 10. new = Math.Int(new / steps) * steps; // Debug("going from " + old + " to " + new); // dps = time - last_time; // DebugMedium("dps " + dps*35); // last_time = time; this[old].SetOpacity(0); this[new].SetOpacity(1); current_idx = new; return this; }; Spinner.GetY = fun() { return this[0].GetY(); }; Spinner.GetHeight = fun() { return this[0].height; }; global.spin = Spinner(); // ---------------------------- State & Spacing ----------------------------- // message_notification[0].image = ImageToTintedText (""); message_notification[1].image = ImageToTintedText (""); fsck_notification.image = ImageToActionText (""); status = "normal"; // use a fixed string with ascending and descending stems to calibrate the // bounding box for the first message, so the messages below don't move up // and down according to *their* height. first_line_height = ImageToTintedText ("AfpqtM").GetHeight(); // if the user has a 640x480 or 800x600 display, we can't quite fit everything // (including passphrase prompts) with the target spacing, so scoot the text up // a bit if needed. top_of_the_text = TextYOffset(); // ----------------------------- Boot Progress ------------------------------ // /** * Implement boot progress callback * \param time time elapsed since boot start (real, seconds) * \param progress boot progress in % (real 0.0 to 1.0) */ fun boot_progress_cb(time, progress) { spin.Animate(time); logo.SetOpacity_(time * 2.0); } Plymouth.SetBootProgressFunction (boot_progress_cb); #-----------------------------------------Label utility functions--------------------- # label should be either a string or NULL # Images for n lines will be created and returned as items of the # message_label array # fun get_message_label (label, is_fake, is_action_line) { # Debug("Get Label position"); 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); local.message_label = []; message_label.width = message_image.GetWidth (); message_label.height = message_image.GetHeight (); # Center the line horizontally message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2; message_label.y = top_of_the_text + first_line_height/2; # Put the 2nd line below the fsck line if (is_action_line) { local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2); message_label.y = local.fsck_label.y + (first_line_height * 2); } # Debug("action label x = " + message_label.x + " y = " + message_label.y ); # message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y + # "msg_width = " + message_label.width + " msg_height = " + # message_label.height + " message = " + label; # Debug(message_debug); return message_label; } # Create an fsck label and/or get its position fun get_fsck_label (label, is_fake) { # Debug("Get Label position"); local.fsck_label = global.progress_label; if (is_fake) fsck_label.image = ImageToTintedText ("This is a fake message"); else fsck_label.image = ImageToTintedText (label); fsck_label.width = fsck_label.image.GetWidth (); fsck_label.height = fsck_label.image.GetHeight (); # Centre the label horizontally fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2; local.first_label = get_message_label (label, 1, 0); # Place the label below the 1st message line fsck_label.y = local.first_label.y + local.first_label.height + first_line_height / 2; # message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y + # "msg_width = " + fsck_label.width + " msg_height = " + # fsck_label.height + " message = " + label; # Debug(message_debug); return fsck_label; } #-----------------------------------------Message stuff -------------------------------- # # Set up a message label # # NOTE: this is called when doing something like 'plymouth message "hello world"' # fun setup_message (message_text, x, y, z, index) { # Debug("Message setup"); global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (message_text); # Set up the text message, if any message_notification[index].x = x; message_notification[index].y = y; message_notification[index].z = z; message_notification[index].sprite = Sprite (); message_notification[index].sprite.SetImage (message_notification[index].image); message_notification[index].sprite.SetX (message_notification[index].x); message_notification[index].sprite.SetY (message_notification[index].y); message_notification[index].sprite.SetZ (message_notification[index].z); } fun show_message (index) { if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1); } fun hide_message (index) { if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(0); } # the callback function is called when new message should be displayed. # First arg is message to display. fun message_callback (message) { // DebugMedium("Message callback " + message); is_fake = 0; if (!message || (message == "")) is_fake = 1; local.substring = "keys:"; # Look for the "keys:" prefix local.keys = StringString(message, local.substring); local.is_action_line = (keys != NULL); #Debug("keys " + local.keys + " substring length = " + StringLength(local.substring); # Get the message without the "keys:" prefix if (keys != NULL) message = StringCopy (message, keys + StringLength(local.substring), NULL); // Get the message without the "fsckd-cancel-msg" prefix as we don't support i18n substring = "fsckd-cancel-msg:"; keys = StringString(message, substring); if (keys != NULL) message = StringCopy(message, keys + StringLength(substring), NULL); local.label.is_fake = is_fake; label = get_message_label(message, is_fake, is_action_line); label.z = 10000; setup_message (message, label.x, label.y, label.z, is_action_line); if (prompt_active && local.is_action_line) hide_message (is_action_line); else show_message (is_action_line); } Plymouth.SetMessageFunction (message_callback); #-----------------------------------------Display Password stuff ----------------------- # fun password_dialog_setup (message_label) { # Debug("Password dialog setup"); local.bullet_image = WriteText("•", palette.text.contrast); local.entry = []; entry.image = Image (assets.text_input); # Hide the normal labels prompt_active = 1; if (message_notification[1].sprite) hide_message (1); # Set the prompt label label = get_message_label(message_label, 0, 1); label.z = 10000; setup_message (message_label, label.x, label.y, label.z, 2); show_message (2); # Set up the text entry which contains the bullets entry.sprite = Sprite (); entry.sprite.SetImage (entry.image); # Centre the box horizontally entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2; # Put the entry below the second label. entry.y = message_notification[2].y + label.height + entry.image.GetHeight() / 2; #Debug ("entry x = " + entry.x + ", y = " + entry.y); entry.z = 10000; entry.sprite.SetX (entry.x); entry.sprite.SetY (entry.y); entry.sprite.SetZ (entry.z); global.password_dialog = local; } fun password_dialog_opacity (opacity) { # Debug("Password dialog opacity"); global.password_dialog.opacity = opacity; local = global.password_dialog; # You can make the box translucent with a float # entry.sprite.SetOpacity (0.3); entry.sprite.SetOpacity (opacity); label.sprite.SetOpacity (opacity); if (bullets) { for (index = 0; bullets[index]; index++) { bullets[index].sprite.SetOpacity (opacity); } } } # The callback function is called when the display should display a password dialog. # First arg is prompt string, the second is the number of bullets. fun display_password_callback (prompt, bullets) { global.status = "password"; if (!global.password_dialog) password_dialog_setup(prompt); password_dialog_opacity (1); bullet_width = password_dialog.bullet_image.GetWidth(); bullet_y = password_dialog.entry.y + password_dialog.entry.image.GetHeight () / 2 - password_dialog.bullet_image.GetHeight () / 2; margin = bullet_width; spaces = Math.Int((password_dialog.entry.image.GetWidth () - (margin * 2)) / bullet_width); bullets_area.width = (margin * 2) + (spaces * bullet_width); bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2; if (bullets > spaces) bullets = spaces; for (index = 0; password_dialog.bullets[index] || index < bullets; index++){ if (!password_dialog.bullets[index]) { password_dialog.bullets[index].sprite = Sprite(); password_dialog.bullets[index].sprite.SetImage (password_dialog.bullet_image); password_dialog.bullets[index].x = bullets_area.x + margin + index * bullet_width; password_dialog.bullets[index].sprite.SetX (password_dialog.bullets[index].x); password_dialog.bullets[index].y = bullet_y; password_dialog.bullets[index].sprite.SetY (password_dialog.bullets[index].y); password_dialog.bullets[index].z = password_dialog.entry.z + 1; password_dialog.bullets[index].sprite.SetZ (password_dialog.bullets[index].z); } password_dialog.bullets[index].sprite.SetOpacity (0); if (index < bullets) { password_dialog.bullets[index].sprite.SetOpacity (1); } } } Plymouth.SetDisplayPasswordFunction(display_password_callback); #----------------------------------------- FSCK Counter -------------------------------- # Initialise the counter fun init_fsck_count () { # The number of fsck checks in this cycle global.counter.total = 0; # The number of fsck checks already performed + the current one global.counter.current = 1; # The previous fsck global.counter.last = 0; } # Increase the total counter fun increase_fsck_count () { global.counter.total++; } fun increase_current_fsck_count () { global.counter.last = global.counter.current++; } # Clear the counter fun clear_fsck_count () { global.counter = NULL; init_fsck_count (); } // ----------------------------------------- Progress Label ------------------------------ # Change the opacity level of a progress label # # opacity = 1 -> show # opacity = 0 -> hide # opacity = 0.3 (or any other float) -> translucent # fun set_progress_label_opacity (opacity) { # the label progress_label.sprite.SetOpacity (opacity); # Make the slot available again when hiding the bar # So that another bar can take its place if (opacity == 0) { progress_label.is_available = 1; progress_label.device = ""; } } # Set up a new Progress Bar # # TODO: Make it possible to reuse (rather than recreate) a bar # if .is_available = 1. Ideally this would just reset the # label, the associated # device and the image size of the sprite. fun init_progress_label (device, status_string) { # Make the slot unavailable global.progress_label.is_available = 0; progress_label.progress = 0; progress_label.device = device; progress_label.status_string = status_string; } # See if the progress label is keeping track of the fsck # of "device" # fun device_has_progress_label (device) { #DebugBottom ("label device = " + progress_label.device + " checking device " + device); return (progress_label.device == device); } # Update the Progress bar which corresponds to index # fun update_progress_label (progress) { # If progress is NULL then we just refresh the label. # This happens when only counter.total has changed. if (progress != NULL) { progress_label.progress = progress; #Debug("device " + progress_label.device + " progress " + progress); # If progress >= 100% hide the label and make it available again if (progress >= 100) { set_progress_label_opacity (0); # See if we any other fsck check is complete # and, if so, hide the progress bars and the labels on_fsck_completed (); return 0; } } # Update progress label here # # FIXME: the queue logic from this theme should really be moved into mountall # instead of using string replacement to deal with localised strings. label = StringReplace (progress_label.status_string[0], "%1$d", global.counter.current); label = StringReplace (label, "%2$d", global.counter.total); label = StringReplace (label, "%3$d", progress_label.progress); label = StringReplace (label, "%%", "%"); progress_label = get_fsck_label (label, 0); #progress_label.progress = progress; progress_label.sprite = Sprite (progress_label.image); # Set up the bar progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1); set_progress_label_opacity (1); } # Refresh the label so as to update counters fun refresh_progress_label () { update_progress_label (NULL); } #----------------------------------------- FSCK Queue ---------------------------------- # Initialise the fsck queue fun init_queue () { global.fsck_queue[0].device; global.fsck_queue[0].progress; global.fsck_queue.counter = 0; global.fsck_queue.biggest_item = 0; } fun clear_queue () { global.fsck_queue = NULL; init_queue (); } # Return either the device index in the queue or -1 fun queue_look_up_by_device (device) { for (i=0; i <= fsck_queue.biggest_item; i++) { if ((fsck_queue[i]) && (fsck_queue[i].device == device)) return i; } return -1; } # Keep track of an fsck process in the queue fun add_fsck_to_queue (device, progress) { # Look for an empty slot in the queue for (i=0; global.fsck_queue[i].device; i++) { continue; } local.index = i; # Set device and progress global.fsck_queue[local.index].device = device; global.fsck_queue[local.index].progress = progress; # Increase the queue counter global.fsck_queue.counter++; # Update the max index of the array for iterations if (local.index > global.fsck_queue.biggest_item) global.fsck_queue.biggest_item = local.index; #DebugMedium ("Adding " + device + " at " + local.index); } fun is_queue_empty () { return (fsck_queue.counter == 0); } fun is_progress_label_available () { return (progress_label.is_available == 1); } # This should cover the case in which the fsck checks in # the queue are completed before the ones showed in the # progress label fun on_queued_fsck_completed () { if (!is_queue_empty ()) return; # Hide the extra label, if any #if (progress_bar.extra_label.sprite) # progress_bar.extra_label.sprite.SetOpacity(0); } fun remove_fsck_from_queue (index) { # Free memory which was previously allocated for # device and progress global.fsck_queue[index].device = NULL; global.fsck_queue[index].progress = NULL; # Decrease the queue counter global.fsck_queue.counter--; # See if there are other processes in the queue # if not, clear the extra_label on_queued_fsck_completed (); } fun on_fsck_completed () { # We have moved on to tracking the next fsck increase_current_fsck_count (); if (!is_progress_label_available ()) return; if (!is_queue_empty ()) return; # Hide the progress label if (progress_label.sprite) progress_label.sprite.SetOpacity (0); # Clear the queue clear_queue (); # Clear the fsck counter clear_fsck_count (); } # Update an fsck process that we keep track of in the queue fun update_progress_in_queue (index, device, progress) { # If the fsck is complete, remove it from the queue if (progress >= 100) { remove_fsck_from_queue (index); on_queued_fsck_completed (); return; } global.fsck_queue[index].device = device; global.fsck_queue[index].progress = progress; } # TODO: Move it to some function # Create an empty queue #init_queue (); #----------------------------------------- FSCK Functions ------------------------------ # Either add a new bar for fsck checks or update an existing bar # # NOTE: no more than "progress_bar.max_number" bars are allowed # fun fsck_check (device, progress, status_string) { # The 1st time this will take place if (!global.progress_label) { # Increase the fsck counter increase_fsck_count (); # Set up a new label for the check init_progress_label (device, status_string); update_progress_label (progress); return; } if (device_has_progress_label (device)) { // Update the progress of the existing label update_progress_label (progress); } else { // See if there's already a slot in the queue for the device local.queue_device_index = queue_look_up_by_device(device); // See if the progress_label is available if (progress_label.is_available) { # 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 (); } // 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 (); } } } } #-----------------------------------------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:" + 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] = ""; } // 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::: if (update_strings[0] == "fsckd") { number_devices = StringToInteger(update_strings[1]); if (number_devices > 0) { label = update_strings[3]; progress_label = get_fsck_label (label, 0); progress_label.sprite = Sprite (progress_label.image); progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1); progress_label.sprite.SetOpacity (1); } else { if (progress_label.sprite) progress_label.sprite.SetOpacity (0); } } } Plymouth.SetUpdateStatusFunction (update_status_callback); /** * Calling Plymouth.SetRefreshFunction with a function will set that function to be * called up to 50 times every second, e.g. * * NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update * the screen correctly */ fun refresh_callback() { // With some nvidia systems when using the script theme the initial // background drawing happens too soon, so we do an additional "fallback" // draw run when the first refresh callback arrives. This should make sure // that we always have a background drawn. if (!global.backgroundApplied) { global.backgroundApplied = true; Window.ApplyBackgroundColors(); } } Plymouth.SetRefreshFunction(refresh_callback); /** * The callback function is called when the display should return to normal */ fun display_normal_callback() { global.status = "normal"; if (global.password_dialog) { password_dialog_opacity (0); global.password_dialog = NULL; if (message_notification[2].sprite) hide_message(2); prompt_active = 0; } if (message_notification[1].sprite) show_message (1); } Plymouth.SetDisplayNormalFunction (display_normal_callback); /** * Switch to final state. */ fun quit_callback() { logo.SetOpacity_(0); } Plymouth.SetQuitFunction(quit_callback); // kate: space-indent on; indent-width 2; mixedindent off; indent-mode cstyle; hl JavaScript;