diff --git a/Plymouth-Theme/kali/kali-logo-container.png b/Plymouth-Theme/kali-2019/kali-logo-container.png similarity index 100% rename from Plymouth-Theme/kali/kali-logo-container.png rename to Plymouth-Theme/kali-2019/kali-logo-container.png diff --git a/Plymouth-Theme/kali/kali-logo-fade.png b/Plymouth-Theme/kali-2019/kali-logo-fade.png similarity index 100% rename from Plymouth-Theme/kali/kali-logo-fade.png rename to Plymouth-Theme/kali-2019/kali-logo-fade.png diff --git a/Plymouth-Theme/kali/kali-logo.png b/Plymouth-Theme/kali-2019/kali-logo.png similarity index 100% rename from Plymouth-Theme/kali/kali-logo.png rename to Plymouth-Theme/kali-2019/kali-logo.png diff --git a/Plymouth-Theme/kali-2019/kali.plymouth b/Plymouth-Theme/kali-2019/kali.plymouth new file mode 100644 index 00000000..3678fcb8 --- /dev/null +++ b/Plymouth-Theme/kali-2019/kali.plymouth @@ -0,0 +1,8 @@ +[Plymouth Theme] +Name=Kali +Description=Kali plymouth theme +ModuleName=script + +[script] +ImageDir=/usr/share/plymouth/themes/kali-2019 +ScriptFile=/usr/share/plymouth/themes/kali-2019/kali.script diff --git a/Plymouth-Theme/kali-2019/kali.script b/Plymouth-Theme/kali-2019/kali.script new file mode 100644 index 00000000..cd28da0f --- /dev/null +++ b/Plymouth-Theme/kali-2019/kali.script @@ -0,0 +1,158 @@ +LOGO_RIGHT_OFFSET_RATIO = -0.13; +LOGO_TOP_OFFSET_RATIO = -0.07; + +MAX_PASSWORD_LENGTH = 16; + +X_CENTER = Window.GetWidth() / 2; +Y_CENTER = Window.GetHeight() / 2; + +status = "normal"; + +Window.SetBackgroundTopColor(0, 0, 0); +Window.SetBackgroundBottomColor(0, 0, 0); + +/* Images */ +container.image = Image("kali-logo-container.png"); +logo.image = Image("kali-logo.png"); +outline.image = Image("outline.png"); +fade.image = Image("kali-logo-fade.png"); +passwordDot.image = Image("password-dot.png"); + +// Kali logo can't be aligned by its natural center but by the circle center +// formed inside its body curve. This can be easily calculated by the offset +// ratio defined before. +logo.rightOffset = logo.image.GetWidth() * LOGO_RIGHT_OFFSET_RATIO; +logo.topOffset = logo.image.GetHeight() * LOGO_TOP_OFFSET_RATIO; + +fun centerKaliLogo (image, zIndex) { + sprite = Sprite(image); + sprite.SetX(X_CENTER - image.GetWidth() / 2 + logo.rightOffset); + sprite.SetY(Y_CENTER - image.GetHeight() / 2 + logo.topOffset); + sprite.SetZ(zIndex); + sprite.SetOpacity(0); + return sprite; +} + +/* Kali logo sprites */ +logo.sprite = centerKaliLogo(logo.image, 4); +fade.sprite = centerKaliLogo(fade.image, 3); +container.sprite = centerKaliLogo(container.image, 2); +outline.sprite = centerKaliLogo(outline.image, 1); + +fun showKaliLogo () { + logo.sprite.SetOpacity(1); + fade.sprite.SetOpacity(0.5); +} + +/* -------------------------------- Message -------------------------------- */ +fun displayMessageCallback (text) { + prompt.image = Image.Text(text, 1, 1, 1); + prompt.sprite = Sprite(prompt.image); + prompt.sprite.SetPosition( + X_CENTER - prompt.image.GetWidth() / 2, + container.sprite.GetY() + container.image.GetHeight() + 50, + 10000 + ); + global.prompt = prompt; +} + +Plymouth.SetMessageFunction(displayMessageCallback); + +/* ---------------------------- Password Dialog ---------------------------- */ +fun passwordDialogSetup () { + passwordField.image = Image("password-field.png"); + passwordField.sprite = Sprite(passwordField.image); + passwordField.y = container.sprite.GetY() + container.image.GetHeight(); + passwordField.x = X_CENTER - passwordField.image.GetWidth() / 2; + passwordField.z = 5; + passwordField.sprite.SetX(passwordField.x); + passwordField.sprite.SetY(passwordField.y); + passwordField.sprite.SetZ(passwordField.z); + global.passwordField = passwordField; + showKaliLogo(); +} + +fun setPasswordDialogOpacity (opacity) { + passwordField.sprite.SetOpacity(opacity); + + for (i = 0; passwordField.bullets[i]; i++) + passwordField.bullets[i].sprite.SetOpacity(opacity); +} + +fun passwordDialogCallback (prompt, bullets) { + global.status = "password"; + + if (!global.passwordField) + passwordDialogSetup(); + else + setPasswordDialogOpacity(1); + + displayMessageCallback(prompt); + + bulletWidth = passwordDot.image.GetWidth(); + + for (i = 0; + passwordField.bullets[i] || i < bullets && i < MAX_PASSWORD_LENGTH; + i++) { + if (!passwordField.bullets[i]) { + passwordField.bullets[i].sprite = Sprite(passwordDot.image); + passwordField.bullets[i].sprite.SetX(passwordField.x + + (i + 1) * bulletWidth); + passwordField.bullets[i].sprite.SetY(passwordField.y); + passwordField.bullets[i].sprite.SetZ(passwordField.z); + } + + if (i < bullets) + passwordField.bullets[i].sprite.SetOpacity(1); + else + passwordField.bullets[i].sprite.SetOpacity(0); + } +} + +Plymouth.SetDisplayPasswordFunction(passwordDialogCallback); + +fun displayNormalLogoCallback () { + global.status = "normal"; + if (global.passwordField) + setPasswordDialogOpacity(0); + prompt.SetOpacity(0); + showKaliLogo(); +} + +Plymouth.SetDisplayNormalFunction(displayNormalLogoCallback); +Plymouth.SetQuitFunction(displayNormalLogoCallback); + + +if (Plymouth.GetMode() == "boot") { + outline.movementRange = + container.image.GetHeight() - outline.image.GetHeight(); + outline.initialPosition = container.sprite.GetY() + outline.movementRange; + outline.sprite.SetY(outline.initialPosition); + + container.sprite.SetOpacity(1); + outline.sprite.SetOpacity(1); + + fun bootProgressCallback (duration, progress) { + if (global.status != "normal") return; + if (progress < 0.1) + logo.sprite.SetOpacity(progress / 0.1); + else if (progress < 0.9) { + relativeProgress = (progress - 0.1) / 0.8; + outline.sprite.SetY(outline.initialPosition + - outline.movementRange * relativeProgress); + if (progress > 0.8 && progress < 0.85) { + relativeProgress = (progress - 0.8) / 0.05; + fade.sprite.SetOpacity(relativeProgress); + } else if (progress > 0.85) { + relativeProgress = (progress - 0.85) / 0.05; + fade.sprite.SetOpacity(1 - relativeProgress); + } + } else { + opacity = (1 - progress) / 0.1; + logo.sprite.SetOpacity(opacity); + } + } + + Plymouth.SetBootProgressFunction(bootProgressCallback); +} + diff --git a/Plymouth-Theme/kali/outline.png b/Plymouth-Theme/kali-2019/outline.png similarity index 100% rename from Plymouth-Theme/kali/outline.png rename to Plymouth-Theme/kali-2019/outline.png diff --git a/Plymouth-Theme/kali/password-dot.png b/Plymouth-Theme/kali-2019/password-dot.png similarity index 100% rename from Plymouth-Theme/kali/password-dot.png rename to Plymouth-Theme/kali-2019/password-dot.png diff --git a/Plymouth-Theme/kali/password-field.png b/Plymouth-Theme/kali-2019/password-field.png similarity index 100% rename from Plymouth-Theme/kali/password-field.png rename to Plymouth-Theme/kali-2019/password-field.png diff --git a/kali-theme/plymouth/background.png b/Plymouth-Theme/kali/background.png similarity index 100% rename from kali-theme/plymouth/background.png rename to Plymouth-Theme/kali/background.png diff --git a/kali-theme/plymouth/debian_logo.png b/Plymouth-Theme/kali/debian_logo.png similarity index 100% rename from kali-theme/plymouth/debian_logo.png rename to Plymouth-Theme/kali/debian_logo.png diff --git a/kali-theme/plymouth/debian_logo16.png b/Plymouth-Theme/kali/debian_logo16.png similarity index 100% rename from kali-theme/plymouth/debian_logo16.png rename to Plymouth-Theme/kali/debian_logo16.png diff --git a/Plymouth-Theme/kali/kali.plymouth b/Plymouth-Theme/kali/kali.plymouth index 71819a46..dfa4e654 100644 --- a/Plymouth-Theme/kali/kali.plymouth +++ b/Plymouth-Theme/kali/kali.plymouth @@ -1,6 +1,6 @@ [Plymouth Theme] Name=Kali -Description=Kali plymouth theme +Description=A theme that features a blank background with a logo. ModuleName=script [script] diff --git a/Plymouth-Theme/kali/kali.script b/Plymouth-Theme/kali/kali.script index cd28da0f..f346d09f 100644 --- a/Plymouth-Theme/kali/kali.script +++ b/Plymouth-Theme/kali/kali.script @@ -1,158 +1,1086 @@ -LOGO_RIGHT_OFFSET_RATIO = -0.13; -LOGO_TOP_OFFSET_RATIO = -0.07; +# ubuntu-logo.script - boot splash plugin +# +# Copyright (C) 2009 Canonical Ltd. +# +# This program is free software; you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation; either version 2, or (at your option) +# any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software +# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +# 02111-1307, USA. +# +# Written by: Alberto Milone +# +# Based on the example provided with the "script plugin" written by: +# Charlie Brej +# -MAX_PASSWORD_LENGTH = 16; +# Set the wallpaper: +# The wallpaper section below is from the spacefun plymouth theme +# Copyright 2010 Aurélien COUDERC -X_CENTER = Window.GetWidth() / 2; -Y_CENTER = Window.GetHeight() / 2; +bg_image = Image("background.png"); + +# Compute screen/image ratio and scale the background accordingly +window_max_width = Window.GetX() * 2 + Window.GetWidth(); +window_max_height = Window.GetY() * 2 + Window.GetHeight(); +screen_ratio = window_max_width / window_max_height; +bg_image_ratio = bg_image.GetWidth() / bg_image.GetHeight(); +if (screen_ratio > bg_image_ratio) + bg_scale_factor = window_max_width / bg_image.GetWidth(); +else + bg_scale_factor = window_max_height / bg_image.GetHeight(); +scaled_bg_image = bg_image.Scale(bg_image.GetWidth() * bg_scale_factor, + bg_image.GetHeight() * bg_scale_factor); + +# Display background +bg_sprite = Sprite(scaled_bg_image); +bg_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - scaled_bg_image.GetWidth() / 2, + Window.GetY() + Window.GetHeight() / 2 - scaled_bg_image.GetHeight() / 2, + -10000); + + + +# Set the text colour in (rgb / 256) +text_colour.red = 0.0; +text_colour.green = 0.0; +text_colour.blue = 0.0; + +# Tinted text #988592 +tinted_text_colour.red = 0.0; +tinted_text_colour.green = 0.0; +tinted_text_colour.blue = 0.0; + +# Action Text - #ffffff - RGB 255 255 255 +action_text_colour.red = 1.0; +action_text_colour.green = 1.0; +action_text_colour.blue = 1.0; + +# Orange - #ff4012 - RGB 255 64 18 +debugsprite = Sprite(); +debugsprite_bottom = Sprite(); +debugsprite_medium = Sprite(); + +# are we currently prompting for a password? +prompt_active = 0; + +# General purpose function to create text +fun WriteText (text, colour) { + image = Image.Text (text, colour.red, colour.green, colour.blue); + return image; +} + +fun ImageToText (text) { + image = WriteText (text, text_colour); + return image; +} + +fun ImageToTintedText (text) { + image = WriteText (text, tinted_text_colour); + return image; +} + +fun ImageToActionText (text) { + image = WriteText (text, action_text_colour); + return image; +} + +fun Debug(text) { + debugsprite.SetImage(ImageToText (text)); +} + +fun DebugBottom(text) { + debugsprite_bottom.SetImage(ImageToText (text)); + debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1); +} + +fun DebugMedium(text) { + debugsprite_medium.SetImage(ImageToText (text)); + debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1); +} + +fun TextYOffset() { + local.y; + local.text_height; + local.min_height; + + # Put the 1st line below the logo + some spacing + y = logo.y + logo.height + (progress_indicator.bullet_height * 7 ); # + logo_spacing; + + text_height = first_line_height * 7.5; + + min_height = Window.GetHeight(); + if (y + text_height > min_height) + y = min_height - text_height; + + if (y < progress_indicator.y + progress_indicator.height) + return progress_indicator.y + progress_indicator.height; + return y; +} + +#------------------------------String functions------------------------------- + +# This is the equivalent for strstr() +fun StringString(string, substring) { + start = 0; + while (String(string).CharAt (start)) { + walk = 0; + while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) { + walk++; + if (!String(substring).CharAt (walk)) return start; + } + start++; + } + + return NULL; +} + +fun StringLength (string) { + index = 0; + while (String(string).CharAt(index)) index++; + return index; +} + +fun StringCopy (source, beginning, end) { + local.destination = ""; + for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) { + local.destination += String(source).CharAt(index); + } + + return local.destination; +} + +fun StringReplace (source, pattern, replacement) { + local.found = StringString(source, pattern); + if (local.found == NULL) + return source; + + local.new_string = StringCopy (source, 0, local.found - 1) + + replacement + + StringCopy (source, local.found + StringLength(pattern), NULL); + + return local.new_string; +} + +# it makes sense to use it only for +# numbers up to 100 +fun StringToInteger (str) { + int = -1; + for (i=0; i<=100; i++) { + if (i+"" == str) { + int = i; + break; + } + } + return int; +} + +#----------------------------------------------------------------------------- +# Previous background colour +# #300a24 --> 0.19, 0.04, 0.14 +# New background colour +# #2c001e --> 0.16, 0.00, 0.12 +# +Window.SetBackgroundTopColor (0.39, 0.43, 0.51); # Nice colour on top of the screen fading to +Window.SetBackgroundBottomColor (0.39, 0.43, 0.51); # an equally nice colour on the bottom + +bits_per_pixel = Window.GetBitsPerPixel (); +if (bits_per_pixel == 4) { + logo_filename = "debian_logo16.png"; + progress_dot_off_filename = "progress_dot_off16.png"; + progress_dot_on_filename = "progress_dot_on16.png"; + password_dot_filename = "password_dot.png"; + password_field_filename = "password_field16.png"; +} else { + logo_filename = "debian_logo.png"; + progress_dot_off_filename = "progress_dot_off.png"; + progress_dot_on_filename = "progress_dot_on.png"; + password_dot_filename = "password_dot.png"; + password_field_filename = "password_field.png"; +} + +logo.image = Image (logo_filename); +logo.sprite = Sprite (); +logo.sprite.SetImage (logo.image); +logo.width = logo.image.GetWidth (); +logo.height = logo.image.GetHeight (); +logo.x = Window.GetX () + Window.GetWidth () / 2 - logo.width / 2; +logo.y = Window.GetY () + Window.GetHeight () / 2 - logo.height; +logo.z = 1000; +logo.sprite.SetX (logo.x); +logo.sprite.SetY (logo.y); +logo.sprite.SetZ (logo.z); +logo.sprite.SetOpacity (1); + +# Spacing below the logo - in pixels +logo_spacing = logo.height * 4; + +message_notification[0].image = ImageToTintedText (""); +message_notification[1].image = ImageToTintedText (""); +fsck_notification.image = ImageToActionText (""); status = "normal"; -Window.SetBackgroundTopColor(0, 0, 0); -Window.SetBackgroundBottomColor(0, 0, 0); +progress_indicator.bullet_off = Image (progress_dot_off_filename); +progress_indicator.bullet_on = Image (progress_dot_on_filename); +progress_indicator.bullet_width = progress_indicator.bullet_off.GetWidth (); +progress_indicator.bullet_height = progress_indicator.bullet_off.GetHeight (); +progress_indicator.bullet_hspacing = progress_indicator.bullet_width * 1.1; +progress_indicator.width = progress_indicator.bullet_width * 5; +progress_indicator.height = progress_indicator.bullet_height; +progress_indicator.y = logo.y + logo.height + (logo.height / 4); +progress_indicator.x = Window.GetX () + Window.GetWidth () / 2 - progress_indicator.width / 2; # logo.x + 26; -/* Images */ -container.image = Image("kali-logo-container.png"); -logo.image = Image("kali-logo.png"); -outline.image = Image("outline.png"); -fade.image = Image("kali-logo-fade.png"); -passwordDot.image = Image("password-dot.png"); +# 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(); -// Kali logo can't be aligned by its natural center but by the circle center -// formed inside its body curve. This can be easily calculated by the offset -// ratio defined before. -logo.rightOffset = logo.image.GetWidth() * LOGO_RIGHT_OFFSET_RATIO; -logo.topOffset = logo.image.GetHeight() * LOGO_TOP_OFFSET_RATIO; +# 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(); -fun centerKaliLogo (image, zIndex) { - sprite = Sprite(image); - sprite.SetX(X_CENTER - image.GetWidth() / 2 + logo.rightOffset); - sprite.SetY(Y_CENTER - image.GetHeight() / 2 + logo.topOffset); - sprite.SetZ(zIndex); - sprite.SetOpacity(0); - return sprite; +#-----------------------------------------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); } -/* Kali logo sprites */ -logo.sprite = centerKaliLogo(logo.image, 4); -fade.sprite = centerKaliLogo(fade.image, 3); -container.sprite = centerKaliLogo(container.image, 2); -outline.sprite = centerKaliLogo(outline.image, 1); -fun showKaliLogo () { - logo.sprite.SetOpacity(1); - fade.sprite.SetOpacity(0.5); +#-----------------------------------------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); } -/* -------------------------------- Message -------------------------------- */ -fun displayMessageCallback (text) { - prompt.image = Image.Text(text, 1, 1, 1); - prompt.sprite = Sprite(prompt.image); - prompt.sprite.SetPosition( - X_CENTER - prompt.image.GetWidth() / 2, - container.sprite.GetY() + container.image.GetHeight() + 50, - 10000 - ); - global.prompt = prompt; + +# 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++; } -Plymouth.SetMessageFunction(displayMessageCallback); - -/* ---------------------------- Password Dialog ---------------------------- */ -fun passwordDialogSetup () { - passwordField.image = Image("password-field.png"); - passwordField.sprite = Sprite(passwordField.image); - passwordField.y = container.sprite.GetY() + container.image.GetHeight(); - passwordField.x = X_CENTER - passwordField.image.GetWidth() / 2; - passwordField.z = 5; - passwordField.sprite.SetX(passwordField.x); - passwordField.sprite.SetY(passwordField.y); - passwordField.sprite.SetZ(passwordField.z); - global.passwordField = passwordField; - showKaliLogo(); +fun switch_off_bullets () { + # Debug("Switching off progress indicator"); + + set_progress_indicator (); + global.times_bullets_switched = 0; + global.on_off = 1; } -fun setPasswordDialogOpacity (opacity) { - passwordField.sprite.SetOpacity(opacity); +# 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 (i = 0; passwordField.bullets[i]; i++) - passwordField.bullets[i].sprite.SetOpacity(opacity); + for (index = 0; bullets_on[index]; index++) { + switch_on_bullet (bullets_off, bullets_on, index, 1.0); + } } -fun passwordDialogCallback (prompt, bullets) { - global.status = "password"; - if (!global.passwordField) - passwordDialogSetup(); - else - setPasswordDialogOpacity(1); - - displayMessageCallback(prompt); - - bulletWidth = passwordDot.image.GetWidth(); - - for (i = 0; - passwordField.bullets[i] || i < bullets && i < MAX_PASSWORD_LENGTH; - i++) { - if (!passwordField.bullets[i]) { - passwordField.bullets[i].sprite = Sprite(passwordDot.image); - passwordField.bullets[i].sprite.SetX(passwordField.x - + (i + 1) * bulletWidth); - passwordField.bullets[i].sprite.SetY(passwordField.y); - passwordField.bullets[i].sprite.SetZ(passwordField.z); +# Implement in boot progress callback +fun animate_progress_indicator (progress, time) { + if (global.progress_time == NULL) { + global.progress_time = progress; #time; + switch_off_bullets (); } - if (i < bullets) - passwordField.bullets[i].sprite.SetOpacity(1); +# 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 - passwordField.bullets[i].sprite.SetOpacity(0); - } -} + local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label); + + message_label.width = message_image.GetWidth (); + message_label.height = message_image.GetHeight (); -Plymouth.SetDisplayPasswordFunction(passwordDialogCallback); + # Center the line horizontally + message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2; -fun displayNormalLogoCallback () { - global.status = "normal"; - if (global.passwordField) - setPasswordDialogOpacity(0); - prompt.SetOpacity(0); - showKaliLogo(); -} + message_label.y = top_of_the_text; -Plymouth.SetDisplayNormalFunction(displayNormalLogoCallback); -Plymouth.SetQuitFunction(displayNormalLogoCallback); - - -if (Plymouth.GetMode() == "boot") { - outline.movementRange = - container.image.GetHeight() - outline.image.GetHeight(); - outline.initialPosition = container.sprite.GetY() + outline.movementRange; - outline.sprite.SetY(outline.initialPosition); - - container.sprite.SetOpacity(1); - outline.sprite.SetOpacity(1); - - fun bootProgressCallback (duration, progress) { - if (global.status != "normal") return; - if (progress < 0.1) - logo.sprite.SetOpacity(progress / 0.1); - else if (progress < 0.9) { - relativeProgress = (progress - 0.1) / 0.8; - outline.sprite.SetY(outline.initialPosition - - outline.movementRange * relativeProgress); - if (progress > 0.8 && progress < 0.85) { - relativeProgress = (progress - 0.8) / 0.05; - fade.sprite.SetOpacity(relativeProgress); - } else if (progress > 0.85) { - relativeProgress = (progress - 0.85) / 0.05; - fade.sprite.SetOpacity(1 - relativeProgress); - } - } else { - opacity = (1 - progress) / 0.1; - logo.sprite.SetOpacity(opacity); + # 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); } - } - Plymouth.SetBootProgressFunction(bootProgressCallback); + # 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 (password_dot_filename); + entry.image = Image (password_field_filename); + + # Hide the normal labels + prompt_active = 1; + if (message_notification[1].sprite) hide_message (1); + + # Set the prompt label + label = get_message_label(message_label, 0, 1); + label.z = 10000; + + setup_message (message_label, label.x, label.y, label.z, 2); + show_message (2); + + # Set up the text entry which contains the bullets + entry.sprite = Sprite (); + entry.sprite.SetImage (entry.image); + + # Centre the box horizontally + entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2; + + # Put the entry below the second label. + entry.y = message_notification[2].y + label.height; + + #Debug ("entry x = " + entry.x + ", y = " + entry.y); + entry.z = 10000; + entry.sprite.SetX (entry.x); + entry.sprite.SetY (entry.y); + entry.sprite.SetZ (entry.z); + + global.password_dialogue = local; +} + +fun password_dialogue_opacity (opacity) { + # Debug("Password dialog opacity"); + global.password_dialogue.opacity = opacity; + local = global.password_dialogue; + + # You can make the box translucent with a float + # entry.sprite.SetOpacity (0.3); + entry.sprite.SetOpacity (opacity); + label.sprite.SetOpacity (opacity); + + if (bullets) { + for (index = 0; bullets[index]; index++) { + bullets[index].sprite.SetOpacity (opacity); + } + } +} + + +# The callback function is called when the display should display a password dialogue. +# First arg is prompt string, the second is the number of bullets. +fun display_password_callback (prompt, bullets) { + # Debug("Password dialog setup"); + + global.status = "password"; + if (!global.password_dialogue) password_dialogue_setup(prompt); + password_dialogue_opacity (1); + bullet_width = password_dialogue.bullet_image.GetWidth(); + bullet_y = password_dialogue.entry.y + + password_dialogue.entry.image.GetHeight () / 2 - + password_dialogue.bullet_image.GetHeight () / 2; + margin = bullet_width; + spaces = Math.Int( (password_dialogue.entry.image.GetWidth () - (margin * 2)) / (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/kali-theme/plymouth/password_dot.png b/Plymouth-Theme/kali/password_dot.png similarity index 100% rename from kali-theme/plymouth/password_dot.png rename to Plymouth-Theme/kali/password_dot.png diff --git a/kali-theme/plymouth/password_dot16.png b/Plymouth-Theme/kali/password_dot16.png similarity index 100% rename from kali-theme/plymouth/password_dot16.png rename to Plymouth-Theme/kali/password_dot16.png diff --git a/kali-theme/plymouth/password_field.png b/Plymouth-Theme/kali/password_field.png similarity index 100% rename from kali-theme/plymouth/password_field.png rename to Plymouth-Theme/kali/password_field.png diff --git a/kali-theme/plymouth/password_field16.png b/Plymouth-Theme/kali/password_field16.png similarity index 100% rename from kali-theme/plymouth/password_field16.png rename to Plymouth-Theme/kali/password_field16.png diff --git a/kali-theme/plymouth/progress_dot_off.png b/Plymouth-Theme/kali/progress_dot_off.png similarity index 100% rename from kali-theme/plymouth/progress_dot_off.png rename to Plymouth-Theme/kali/progress_dot_off.png diff --git a/kali-theme/plymouth/progress_dot_off16.png b/Plymouth-Theme/kali/progress_dot_off16.png similarity index 100% rename from kali-theme/plymouth/progress_dot_off16.png rename to Plymouth-Theme/kali/progress_dot_off16.png diff --git a/kali-theme/plymouth/progress_dot_on.png b/Plymouth-Theme/kali/progress_dot_on.png similarity index 100% rename from kali-theme/plymouth/progress_dot_on.png rename to Plymouth-Theme/kali/progress_dot_on.png diff --git a/kali-theme/plymouth/progress_dot_on16.png b/Plymouth-Theme/kali/progress_dot_on16.png similarity index 100% rename from kali-theme/plymouth/progress_dot_on16.png rename to Plymouth-Theme/kali/progress_dot_on16.png diff --git a/kali-theme/plymouth/kali.plymouth b/kali-theme/plymouth/kali.plymouth deleted file mode 100644 index dfa4e654..00000000 --- a/kali-theme/plymouth/kali.plymouth +++ /dev/null @@ -1,8 +0,0 @@ -[Plymouth Theme] -Name=Kali -Description=A theme that features a blank background with a logo. -ModuleName=script - -[script] -ImageDir=/usr/share/plymouth/themes/kali -ScriptFile=/usr/share/plymouth/themes/kali/kali.script diff --git a/kali-theme/plymouth/kali.script b/kali-theme/plymouth/kali.script deleted file mode 100644 index f346d09f..00000000 --- a/kali-theme/plymouth/kali.script +++ /dev/null @@ -1,1086 +0,0 @@ -# ubuntu-logo.script - boot splash plugin -# -# Copyright (C) 2009 Canonical Ltd. -# -# This program is free software; you can redistribute it and/or modify -# it under the terms of the GNU General Public License as published by -# the Free Software Foundation; either version 2, or (at your option) -# any later version. -# -# This program is distributed in the hope that it will be useful, -# but WITHOUT ANY WARRANTY; without even the implied warranty of -# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -# GNU General Public License for more details. -# -# You should have received a copy of the GNU General Public License -# along with this program; if not, write to the Free Software -# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA -# 02111-1307, USA. -# -# Written by: Alberto Milone -# -# Based on the example provided with the "script plugin" written by: -# Charlie Brej -# - -# Set the wallpaper: -# The wallpaper section below is from the spacefun plymouth theme -# Copyright 2010 Aurélien COUDERC - -bg_image = Image("background.png"); - -# Compute screen/image ratio and scale the background accordingly -window_max_width = Window.GetX() * 2 + Window.GetWidth(); -window_max_height = Window.GetY() * 2 + Window.GetHeight(); -screen_ratio = window_max_width / window_max_height; -bg_image_ratio = bg_image.GetWidth() / bg_image.GetHeight(); -if (screen_ratio > bg_image_ratio) - bg_scale_factor = window_max_width / bg_image.GetWidth(); -else - bg_scale_factor = window_max_height / bg_image.GetHeight(); -scaled_bg_image = bg_image.Scale(bg_image.GetWidth() * bg_scale_factor, - bg_image.GetHeight() * bg_scale_factor); - -# Display background -bg_sprite = Sprite(scaled_bg_image); -bg_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - scaled_bg_image.GetWidth() / 2, - Window.GetY() + Window.GetHeight() / 2 - scaled_bg_image.GetHeight() / 2, - -10000); - - - -# Set the text colour in (rgb / 256) -text_colour.red = 0.0; -text_colour.green = 0.0; -text_colour.blue = 0.0; - -# Tinted text #988592 -tinted_text_colour.red = 0.0; -tinted_text_colour.green = 0.0; -tinted_text_colour.blue = 0.0; - -# Action Text - #ffffff - RGB 255 255 255 -action_text_colour.red = 1.0; -action_text_colour.green = 1.0; -action_text_colour.blue = 1.0; - -# Orange - #ff4012 - RGB 255 64 18 -debugsprite = Sprite(); -debugsprite_bottom = Sprite(); -debugsprite_medium = Sprite(); - -# are we currently prompting for a password? -prompt_active = 0; - -# General purpose function to create text -fun WriteText (text, colour) { - image = Image.Text (text, colour.red, colour.green, colour.blue); - return image; -} - -fun ImageToText (text) { - image = WriteText (text, text_colour); - return image; -} - -fun ImageToTintedText (text) { - image = WriteText (text, tinted_text_colour); - return image; -} - -fun ImageToActionText (text) { - image = WriteText (text, action_text_colour); - return image; -} - -fun Debug(text) { - debugsprite.SetImage(ImageToText (text)); -} - -fun DebugBottom(text) { - debugsprite_bottom.SetImage(ImageToText (text)); - debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1); -} - -fun DebugMedium(text) { - debugsprite_medium.SetImage(ImageToText (text)); - debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1); -} - -fun TextYOffset() { - local.y; - local.text_height; - local.min_height; - - # Put the 1st line below the logo + some spacing - y = logo.y + logo.height + (progress_indicator.bullet_height * 7 ); # + logo_spacing; - - text_height = first_line_height * 7.5; - - min_height = Window.GetHeight(); - if (y + text_height > min_height) - y = min_height - text_height; - - if (y < progress_indicator.y + progress_indicator.height) - return progress_indicator.y + progress_indicator.height; - return y; -} - -#------------------------------String functions------------------------------- - -# This is the equivalent for strstr() -fun StringString(string, substring) { - start = 0; - while (String(string).CharAt (start)) { - walk = 0; - while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) { - walk++; - if (!String(substring).CharAt (walk)) return start; - } - start++; - } - - return NULL; -} - -fun StringLength (string) { - index = 0; - while (String(string).CharAt(index)) index++; - return index; -} - -fun StringCopy (source, beginning, end) { - local.destination = ""; - for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) { - local.destination += String(source).CharAt(index); - } - - return local.destination; -} - -fun StringReplace (source, pattern, replacement) { - local.found = StringString(source, pattern); - if (local.found == NULL) - return source; - - local.new_string = StringCopy (source, 0, local.found - 1) + - replacement + - StringCopy (source, local.found + StringLength(pattern), NULL); - - return local.new_string; -} - -# it makes sense to use it only for -# numbers up to 100 -fun StringToInteger (str) { - int = -1; - for (i=0; i<=100; i++) { - if (i+"" == str) { - int = i; - break; - } - } - return int; -} - -#----------------------------------------------------------------------------- -# Previous background colour -# #300a24 --> 0.19, 0.04, 0.14 -# New background colour -# #2c001e --> 0.16, 0.00, 0.12 -# -Window.SetBackgroundTopColor (0.39, 0.43, 0.51); # Nice colour on top of the screen fading to -Window.SetBackgroundBottomColor (0.39, 0.43, 0.51); # an equally nice colour on the bottom - -bits_per_pixel = Window.GetBitsPerPixel (); -if (bits_per_pixel == 4) { - logo_filename = "debian_logo16.png"; - progress_dot_off_filename = "progress_dot_off16.png"; - progress_dot_on_filename = "progress_dot_on16.png"; - password_dot_filename = "password_dot.png"; - password_field_filename = "password_field16.png"; -} else { - logo_filename = "debian_logo.png"; - progress_dot_off_filename = "progress_dot_off.png"; - progress_dot_on_filename = "progress_dot_on.png"; - password_dot_filename = "password_dot.png"; - password_field_filename = "password_field.png"; -} - -logo.image = Image (logo_filename); -logo.sprite = Sprite (); -logo.sprite.SetImage (logo.image); -logo.width = logo.image.GetWidth (); -logo.height = logo.image.GetHeight (); -logo.x = Window.GetX () + Window.GetWidth () / 2 - logo.width / 2; -logo.y = Window.GetY () + Window.GetHeight () / 2 - logo.height; -logo.z = 1000; -logo.sprite.SetX (logo.x); -logo.sprite.SetY (logo.y); -logo.sprite.SetZ (logo.z); -logo.sprite.SetOpacity (1); - -# Spacing below the logo - in pixels -logo_spacing = logo.height * 4; - -message_notification[0].image = ImageToTintedText (""); -message_notification[1].image = ImageToTintedText (""); -fsck_notification.image = ImageToActionText (""); - -status = "normal"; - -progress_indicator.bullet_off = Image (progress_dot_off_filename); -progress_indicator.bullet_on = Image (progress_dot_on_filename); -progress_indicator.bullet_width = progress_indicator.bullet_off.GetWidth (); -progress_indicator.bullet_height = progress_indicator.bullet_off.GetHeight (); -progress_indicator.bullet_hspacing = progress_indicator.bullet_width * 1.1; -progress_indicator.width = progress_indicator.bullet_width * 5; -progress_indicator.height = progress_indicator.bullet_height; -progress_indicator.y = logo.y + logo.height + (logo.height / 4); -progress_indicator.x = Window.GetX () + Window.GetWidth () / 2 - progress_indicator.width / 2; # logo.x + 26; - -# use a fixed string with ascending and descending stems to calibrate the -# bounding box for the first message, so the messages below don't move up -# and down according to *their* height. -first_line_height = ImageToTintedText ("AfpqtM").GetHeight(); - -# if the user has a 640x480 or 800x600 display, we can't quite fit everything -# (including passphrase prompts) with the target spacing, so scoot the text up -# a bit if needed. -top_of_the_text = TextYOffset(); - -#-----------------------------------------Logo functions------------------------------ - -# Call this when updating the screen -fun draw_logo () { - logo.sprite.SetX (logo.x); - logo.sprite.SetY (logo.y); - logo.sprite.SetZ (logo.z); - logo.sprite.SetOpacity (1); -} - - -#-----------------------------------------Progress Indicator-------------------------- -fun set_progress_indicator () { - - - # Here we assume that we can store half bullets on each half of the screen - # together with some spacing - local.x = progress_indicator.x; - - for (index = 0; index <= 4; index++) { - # Set the "off" bullets - progress_indicator.bullets_off[index].sprite = Sprite (progress_indicator.bullet_off); - progress_indicator.bullets_off[index].sprite.SetPosition (local.x, progress_indicator.y, 1000); - progress_indicator.bullets_off[index].x = local.x; - progress_indicator.bullets_off[index].y = progress_indicator.y; - progress_indicator.bullets_off[index].sprite.SetOpacity (1); - - #local.debug_medium_string = "Progress indicator " + index + ": x = " + progress_indicator.bullets_off[index].x + - # ", y = " + progress_indicator.bullets_off[index].y + ", logo width = " + logo.width + - # ", logo height = " + logo.height + " " + screen_width + " " + screen_height; - # - #(index % 2) && DebugMedium (local.debug_medium_string) || DebugBottom (local.debug_medium_string); - - # Set the "on" bullets on top of the "off" bullets and make them transparent - progress_indicator.bullets_on[index].sprite = Sprite (progress_indicator.bullet_on); - progress_indicator.bullets_on[index].x = progress_indicator.bullets_off[index].x; - progress_indicator.bullets_on[index].y = progress_indicator.bullets_off[index].y; - progress_indicator.bullets_on[index].sprite.SetPosition (progress_indicator.bullets_on[index].x, progress_indicator.bullets_on[index].y, 10000); - - progress_indicator.bullets_on[index].sprite.SetOpacity (0); - - local.x += progress_indicator.bullet_hspacing; - } - #local.debug_string = "Progress indicator: x1 = " + progress_indicator.x + ", x2 = " + local.x + ", y = " + progress_indicator.y + - # ", x logo = " + logo.x + ", y logo = " + logo.y + ", indicator width = " + progress_indicator.width; - #Debug(progress_indicator.bullets_off[0].x); -} - - -# We have 2 bullets, one on top of the other: -# The white one is on top of the red one and the former should -# slowly fade so as to get a nice transition effect. -fun switch_on_bullet (bullets_off, bullets_on, bullet_number, opacity) { - local.x = bullets_on[bullet_number].x; - local.y = bullets_on[bullet_number].y; - local.z = bullets_on[bullet_number].z; - - # Hide the bullets which are off - bullets_off[bullet_number].sprite.SetOpacity (0); - - # Show the bullets which are on - bullets_on[bullet_number].sprite.SetPosition (local.x, local.y, local.z); - bullets_on[bullet_number].sprite.SetOpacity (opacity); - - # Bump the number of times we have switched on bullets - global.times_bullets_switched++; -} - -fun switch_off_bullets () { - # Debug("Switching off progress indicator"); - - set_progress_indicator (); - global.times_bullets_switched = 0; - global.on_off = 1; -} - -# This is something that we can call when we exit -fun switch_on_bullets () { - # Debug("Switching off progress indicator"); - if (!global.progress_indicator.bullets_on) set_progress_indicator (); - local = global.progress_indicator; - - for (index = 0; bullets_on[index]; index++) { - switch_on_bullet (bullets_off, bullets_on, index, 1.0); - } -} - - -# Implement in boot progress callback -fun animate_progress_indicator (progress, time) { - if (global.progress_time == NULL) { - global.progress_time = progress; #time; - switch_off_bullets (); - } - -# Debug ("progress = " + progress + ", time = " + time + " times switched = " + global.times_bullets_switched + " on_off " + global.on_off); - -# if (global.times_bullets_switched == NULL) -# global.times_bullets_switched = 5; - -# if (global.on_off == NULL) -# global.on_off = 0; - - if ((progress - global.progress_time) >= 1.0) { - global.progress_time = progress; - - if (global.times_bullets_switched == 5) { - # Change which bullets are switched on - # and which ones are switched off - global.on_off = !global.on_off; - global.times_bullets_switched = 0; - } - - if (global.on_off) { - switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on, - global.times_bullets_switched, 1.0); - } - else { - switch_on_bullet (progress_indicator.bullets_on, progress_indicator.bullets_off, - global.times_bullets_switched, 1.0); - } - } - - - # Start setting bullets to "on" with translucency -# for (index = 0; index <= 5; index++) { -# opacity = 0.0; -# while (opacity <= 1.0) { -# switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on, -# index, opacity); -# opacity += 0.1; -# } -# } -} - - -#-----------------------------------------Label utility functions--------------------- - -# label should be either a string or NULL -# Images for n lines will be created and returned as items of the -# message_label array -# -fun get_message_label (label, is_fake, is_action_line) { - # Debug("Get Label position"); - local.message_label; - - if (is_fake) - # Create a fake label so as to get the y coordinate of - # a standard-length label. - local.message_image = ImageToTintedText ("This is a fake message"); - else - local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label); - - message_label.width = message_image.GetWidth (); - message_label.height = message_image.GetHeight (); - - # Center the line horizontally - message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2; - - message_label.y = top_of_the_text; - - # Put the 2nd line below the fsck line - if (is_action_line) { - local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2); - message_label.y = local.fsck_label.y + (first_line_height * 2); - } - - # Debug("action label x = " + message_label.x + " y = " + message_label.y ); - -# message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y + -# "msg_width = " + message_label.width + " msg_height = " + -# message_label.height + " message = " + label; -# Debug(message_debug); - - return message_label; - -} - -# Create an fsck label and/or get its position -fun get_fsck_label (label, is_fake) { - # Debug("Get Label position"); - local.fsck_label = global.progress_label; - - if (is_fake) - fsck_label.image = ImageToTintedText ("This is a fake message"); - else - fsck_label.image = ImageToTintedText (label); - - fsck_label.width = fsck_label.image.GetWidth (); - fsck_label.height = fsck_label.image.GetHeight (); - - # Centre the label horizontally - fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2; - - local.first_label = get_message_label (label, 1, 0); - - # Place the label below the 1st message line - fsck_label.y = local.first_label.y + local.first_label.height + (local.first_label.height / 2); - -# message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y + -# "msg_width = " + fsck_label.width + " msg_height = " + -# fsck_label.height + " message = " + label; -# Debug(message_debug); - - return fsck_label; -} - -#-----------------------------------------Message stuff -------------------------------- -# - -# Set up a message label -# -# NOTE: this is called when doing something like 'plymouth message "hello world"' -# -fun setup_message (message_text, x, y, z, index) { - # Debug("Message setup"); - global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (message_text); - - # Set up the text message, if any - message_notification[index].x = x; - message_notification[index].y = y; - message_notification[index].z = z; - - message_notification[index].sprite = Sprite (); - message_notification[index].sprite.SetImage (message_notification[index].image); - message_notification[index].sprite.SetX (message_notification[index].x); - message_notification[index].sprite.SetY (message_notification[index].y); - message_notification[index].sprite.SetZ (message_notification[index].z); - -} - -fun show_message (index) { - if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1); -} - -fun hide_message (index) { - if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(0); -} - - - - -# the callback function is called when new message should be displayed. -# First arg is message to display. -fun message_callback (message) -{ - # Debug("Message callback"); - is_fake = 0; - if (!message || (message == "")) is_fake = 1; - - local.substring = "keys:"; - - # Look for the "keys:" prefix - local.keys = StringString(message, local.substring); - - local.is_action_line = (keys != NULL); - #Debug("keys " + local.keys + " substring length = " + StringLength(local.substring)); - - # Get the message without the "keys:" prefix - if (keys != NULL) - message = StringCopy (message, keys + StringLength(local.substring), NULL); - - 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 (password_dot_filename); - entry.image = Image (password_field_filename); - - # Hide the normal labels - prompt_active = 1; - if (message_notification[1].sprite) hide_message (1); - - # Set the prompt label - label = get_message_label(message_label, 0, 1); - label.z = 10000; - - setup_message (message_label, label.x, label.y, label.z, 2); - show_message (2); - - # Set up the text entry which contains the bullets - entry.sprite = Sprite (); - entry.sprite.SetImage (entry.image); - - # Centre the box horizontally - entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2; - - # Put the entry below the second label. - entry.y = message_notification[2].y + label.height; - - #Debug ("entry x = " + entry.x + ", y = " + entry.y); - entry.z = 10000; - entry.sprite.SetX (entry.x); - entry.sprite.SetY (entry.y); - entry.sprite.SetZ (entry.z); - - global.password_dialogue = local; -} - -fun password_dialogue_opacity (opacity) { - # Debug("Password dialog opacity"); - global.password_dialogue.opacity = opacity; - local = global.password_dialogue; - - # You can make the box translucent with a float - # entry.sprite.SetOpacity (0.3); - entry.sprite.SetOpacity (opacity); - label.sprite.SetOpacity (opacity); - - if (bullets) { - for (index = 0; bullets[index]; index++) { - bullets[index].sprite.SetOpacity (opacity); - } - } -} - - -# The callback function is called when the display should display a password dialogue. -# First arg is prompt string, the second is the number of bullets. -fun display_password_callback (prompt, bullets) { - # Debug("Password dialog setup"); - - global.status = "password"; - if (!global.password_dialogue) password_dialogue_setup(prompt); - password_dialogue_opacity (1); - bullet_width = password_dialogue.bullet_image.GetWidth(); - bullet_y = password_dialogue.entry.y + - password_dialogue.entry.image.GetHeight () / 2 - - password_dialogue.bullet_image.GetHeight () / 2; - margin = bullet_width; - spaces = Math.Int( (password_dialogue.entry.image.GetWidth () - (margin * 2)) / (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);