1087 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			1087 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#  ubuntu-logo.script - boot splash plugin
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# 
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#  Copyright (C) 2009 Canonical Ltd.
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# 
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#  This program is free software; you can redistribute it and/or modify
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#  it under the terms of the GNU General Public License as published by
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#  the Free Software Foundation; either version 2, or (at your option)
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#  any later version.
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# 
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#  This program is distributed in the hope that it will be useful,
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#  but WITHOUT ANY WARRANTY; without even the implied warranty of
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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#  GNU General Public License for more details.
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# 
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#  You should have received a copy of the GNU General Public License
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#  along with this program; if not, write to the Free Software
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#  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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#  02111-1307, USA.
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# 
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#  Written by: Alberto Milone <alberto.milone@canonical.com>
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#
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#  Based on the example provided with the "script plugin" written by:
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#              Charlie Brej   <cbrej@cs.man.ac.uk>
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# 
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# Set the wallpaper:
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# The wallpaper section below is from the spacefun plymouth theme
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# Copyright 2010 Aurélien COUDERC
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bg_image = Image("background.png");
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# Compute screen/image ratio and scale the background accordingly
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window_max_width = Window.GetX() * 2 + Window.GetWidth();
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window_max_height = Window.GetY() * 2 + Window.GetHeight();
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screen_ratio = window_max_width / window_max_height;
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bg_image_ratio = bg_image.GetWidth() / bg_image.GetHeight();
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if (screen_ratio > bg_image_ratio)
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    bg_scale_factor = window_max_width / bg_image.GetWidth();
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else
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    bg_scale_factor = window_max_height / bg_image.GetHeight();
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scaled_bg_image = bg_image.Scale(bg_image.GetWidth() * bg_scale_factor,
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                                 bg_image.GetHeight() * bg_scale_factor);
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# Display background
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bg_sprite = Sprite(scaled_bg_image);
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bg_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - scaled_bg_image.GetWidth() / 2,
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                      Window.GetY() + Window.GetHeight() / 2 - scaled_bg_image.GetHeight() / 2,
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                      -10000);
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# Set the text colour in (rgb / 256)
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text_colour.red = 0.0;
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text_colour.green =  0.0;
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text_colour.blue = 0.0;
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# Tinted text #988592
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tinted_text_colour.red = 0.0;
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tinted_text_colour.green = 0.0;
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tinted_text_colour.blue = 0.0;
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# Action Text - #ffffff - RGB 255 255 255
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action_text_colour.red = 1.0;
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action_text_colour.green = 1.0;
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action_text_colour.blue = 1.0;
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# Orange - #ff4012 - RGB 255 64 18
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debugsprite = Sprite();
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debugsprite_bottom = Sprite();
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debugsprite_medium = Sprite();
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# are we currently prompting for a password?
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prompt_active = 0;
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# General purpose function to create text
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fun WriteText (text, colour) {
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    image = Image.Text (text, colour.red, colour.green, colour.blue);
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    return image;
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}
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fun ImageToText (text) {
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    image = WriteText (text, text_colour);
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    return image;
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}
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fun ImageToTintedText (text) {
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    image = WriteText (text, tinted_text_colour);
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    return image;
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}
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fun ImageToActionText (text) {
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    image = WriteText (text, action_text_colour);
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    return image;
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}
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fun Debug(text) {
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    debugsprite.SetImage(ImageToText (text));
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}
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fun DebugBottom(text) {
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    debugsprite_bottom.SetImage(ImageToText (text));
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    debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
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}
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fun DebugMedium(text) {
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    debugsprite_medium.SetImage(ImageToText (text));
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    debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1);
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}
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fun TextYOffset() {
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    local.y;
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    local.text_height;
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    local.min_height;
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    # Put the 1st line below the logo + some spacing 
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    y = logo.y + logo.height + (progress_indicator.bullet_height * 7 ); # + logo_spacing;
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    text_height = first_line_height * 7.5;
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    min_height = Window.GetHeight();
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    if (y + text_height > min_height)
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        y = min_height - text_height;
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    if (y < progress_indicator.y + progress_indicator.height)
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        return progress_indicator.y + progress_indicator.height;
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    return y;
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}
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#------------------------------String functions-------------------------------
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# This is the equivalent for strstr()
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fun StringString(string, substring) {
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    start = 0;
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    while (String(string).CharAt (start)) {
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        walk = 0;
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        while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) {
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            walk++;
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            if (!String(substring).CharAt (walk)) return start;
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        }
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        start++;
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    }
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    return NULL;
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}
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fun StringLength (string) {
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    index = 0;
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    while (String(string).CharAt(index)) index++;
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    return index;
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}
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fun StringCopy (source, beginning, end) {
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    local.destination = "";
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    for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
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        local.destination += String(source).CharAt(index);
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    }
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    return local.destination;
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}
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fun StringReplace (source, pattern, replacement) {
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    local.found = StringString(source, pattern);
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    if (local.found == NULL)
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        return source;
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    local.new_string = StringCopy (source, 0, local.found - 1) +
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                       replacement +
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                       StringCopy (source, local.found + StringLength(pattern), NULL);
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    return local.new_string;
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}
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# it makes sense to use it only for
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# numbers up to 100
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fun StringToInteger (str) {
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    int = -1;
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    for (i=0; i<=100; i++) {
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        if (i+"" == str) {
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            int = i;
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            break;
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        }
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    }
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    return int;
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}
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#-----------------------------------------------------------------------------
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# Previous background colour
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# #300a24 --> 0.19, 0.04, 0.14
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# New background colour
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# #2c001e --> 0.16, 0.00, 0.12
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#
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Window.SetBackgroundTopColor (0.39, 0.43, 0.51);     # Nice colour on top of the screen fading to
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Window.SetBackgroundBottomColor (0.39, 0.43, 0.51);  # an equally nice colour on the bottom
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bits_per_pixel = Window.GetBitsPerPixel ();
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if (bits_per_pixel == 4) {
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    logo_filename = "debian_logo16.png";
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    progress_dot_off_filename = "progress_dot_off16.png";
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    progress_dot_on_filename = "progress_dot_on16.png";
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    password_dot_filename = "password_dot.png";
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    password_field_filename = "password_field16.png";
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} else {
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    logo_filename = "debian_logo.png";
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    progress_dot_off_filename = "progress_dot_off.png";
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    progress_dot_on_filename = "progress_dot_on.png";
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    password_dot_filename = "password_dot.png";
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    password_field_filename = "password_field.png";
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}
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logo.image = Image (logo_filename);
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logo.sprite = Sprite ();
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logo.sprite.SetImage (logo.image);
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logo.width = logo.image.GetWidth ();
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logo.height = logo.image.GetHeight ();
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logo.x = Window.GetX () + Window.GetWidth () / 2 - logo.width  / 2;
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logo.y = Window.GetY () + Window.GetHeight () / 2 - logo.height;
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logo.z = 1000;
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logo.sprite.SetX (logo.x);
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logo.sprite.SetY (logo.y);
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logo.sprite.SetZ (logo.z);
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logo.sprite.SetOpacity (1);
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# Spacing below the logo - in pixels
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logo_spacing = logo.height * 4;
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message_notification[0].image = ImageToTintedText ("");
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message_notification[1].image = ImageToTintedText ("");
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fsck_notification.image = ImageToActionText ("");
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status = "normal";
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progress_indicator.bullet_off = Image (progress_dot_off_filename);
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progress_indicator.bullet_on = Image (progress_dot_on_filename);
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progress_indicator.bullet_width = progress_indicator.bullet_off.GetWidth ();
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progress_indicator.bullet_height = progress_indicator.bullet_off.GetHeight ();
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progress_indicator.bullet_hspacing = progress_indicator.bullet_width * 1.1;
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progress_indicator.width = progress_indicator.bullet_width * 5;
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progress_indicator.height = progress_indicator.bullet_height;
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progress_indicator.y = logo.y + logo.height + (logo.height / 4);
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progress_indicator.x = Window.GetX () + Window.GetWidth () / 2 - progress_indicator.width / 2; # logo.x + 26;
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# use a fixed string with ascending and descending stems to calibrate the
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# bounding box for the first message, so the messages below don't move up
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# and down according to *their* height.
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first_line_height = ImageToTintedText ("AfpqtM").GetHeight();
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# if the user has a 640x480 or 800x600 display, we can't quite fit everything
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# (including passphrase prompts) with the target spacing, so scoot the text up
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# a bit if needed.
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top_of_the_text = TextYOffset();
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#-----------------------------------------Logo functions------------------------------
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# Call this when updating the screen
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fun draw_logo () {
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    logo.sprite.SetX (logo.x);
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    logo.sprite.SetY (logo.y);
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    logo.sprite.SetZ (logo.z);
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    logo.sprite.SetOpacity (1);
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}
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#-----------------------------------------Progress Indicator--------------------------
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fun set_progress_indicator () {
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    # Here we assume that we can store half bullets on each half of the screen
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    # together with some spacing
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    local.x = progress_indicator.x;
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    for (index = 0; index <= 4; index++) {
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        # Set the "off" bullets
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        progress_indicator.bullets_off[index].sprite = Sprite (progress_indicator.bullet_off);
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        progress_indicator.bullets_off[index].sprite.SetPosition (local.x, progress_indicator.y, 1000);
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        progress_indicator.bullets_off[index].x = local.x;
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        progress_indicator.bullets_off[index].y = progress_indicator.y;
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        progress_indicator.bullets_off[index].sprite.SetOpacity (1);
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        #local.debug_medium_string = "Progress indicator " + index + ": x = " + progress_indicator.bullets_off[index].x +
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        #                  ", y = " + progress_indicator.bullets_off[index].y  + ", logo width = " + logo.width +
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        #                  ", logo height = " + logo.height + " " + screen_width + " " + screen_height;
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        #   
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        #(index % 2) && DebugMedium (local.debug_medium_string) || DebugBottom (local.debug_medium_string);
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        # Set the "on" bullets on top of the "off" bullets and make them transparent
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        progress_indicator.bullets_on[index].sprite = Sprite (progress_indicator.bullet_on);
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        progress_indicator.bullets_on[index].x = progress_indicator.bullets_off[index].x;
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        progress_indicator.bullets_on[index].y = progress_indicator.bullets_off[index].y;
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        progress_indicator.bullets_on[index].sprite.SetPosition (progress_indicator.bullets_on[index].x, progress_indicator.bullets_on[index].y, 10000);
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        progress_indicator.bullets_on[index].sprite.SetOpacity (0);
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        local.x += progress_indicator.bullet_hspacing;
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    }
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    #local.debug_string = "Progress indicator: x1 = " + progress_indicator.x + ", x2 = " + local.x + ", y = " + progress_indicator.y +
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    #                      ", x logo = " + logo.x + ", y logo = " + logo.y + ", indicator width = " + progress_indicator.width;
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    #Debug(progress_indicator.bullets_off[0].x);
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}
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# We have 2 bullets, one on top of the other:
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# The white one is on top of the red one and the former should
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# slowly fade so as to get a nice transition effect.
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fun switch_on_bullet (bullets_off, bullets_on, bullet_number, opacity) {
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    local.x = bullets_on[bullet_number].x;
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    local.y = bullets_on[bullet_number].y;
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    local.z = bullets_on[bullet_number].z;
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    # Hide the bullets which are off
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    bullets_off[bullet_number].sprite.SetOpacity (0);
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    # Show the bullets which are on
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    bullets_on[bullet_number].sprite.SetPosition (local.x, local.y, local.z);
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    bullets_on[bullet_number].sprite.SetOpacity (opacity);
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    # Bump the number of times we have switched on bullets
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    global.times_bullets_switched++;
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}
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fun switch_off_bullets () {
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    # Debug("Switching off progress indicator");
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    set_progress_indicator ();
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    global.times_bullets_switched = 0;
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    global.on_off = 1;
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}
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# This is something that we can call when we exit
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fun switch_on_bullets () {
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    # Debug("Switching off progress indicator");
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    if (!global.progress_indicator.bullets_on) set_progress_indicator ();
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    local = global.progress_indicator;
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    for (index = 0; bullets_on[index]; index++) {
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        switch_on_bullet (bullets_off, bullets_on, index, 1.0);
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    }
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}
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# Implement in boot progress callback
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fun animate_progress_indicator (progress, time) {
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    if (global.progress_time == NULL) {
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        global.progress_time = progress;  #time;
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        switch_off_bullets ();
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    }
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#    Debug ("progress = " + progress + ", time = " + time + " times switched = " + global.times_bullets_switched + " on_off " + global.on_off);
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#    if (global.times_bullets_switched == NULL)
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#        global.times_bullets_switched = 5;
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#    if (global.on_off == NULL)
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#        global.on_off = 0;
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    if ((progress - global.progress_time) >= 1.0) {
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        global.progress_time = progress;
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        if (global.times_bullets_switched == 5) {
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            # Change which bullets are switched on
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            # and which ones are switched off
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            global.on_off = !global.on_off;
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            global.times_bullets_switched = 0;
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        }
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        if (global.on_off) {
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            switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
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                              global.times_bullets_switched, 1.0);
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        }
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        else {
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            switch_on_bullet (progress_indicator.bullets_on, progress_indicator.bullets_off,
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                              global.times_bullets_switched, 1.0);
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        }
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    }
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    # Start setting bullets to "on" with translucency
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#    for (index = 0; index <= 5; index++) {
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#        opacity = 0.0;
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#        while (opacity <= 1.0) {
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#            switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
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#                              index, opacity);
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#            opacity += 0.1;
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#        }
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#    }
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}
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#-----------------------------------------Label utility functions---------------------
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# label should be either a string or NULL
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# Images for n lines will be created and returned as items of the
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# message_label array
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#
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fun get_message_label (label, is_fake, is_action_line) {
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    # Debug("Get Label position");
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    local.message_label;
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    if (is_fake)
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        # Create a fake label so as to get the y coordinate of
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        # a standard-length label.
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        local.message_image = ImageToTintedText ("This is a fake message");
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    else
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        local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label);
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    message_label.width = message_image.GetWidth ();
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    message_label.height = message_image.GetHeight ();
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    # Center the line horizontally
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    message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2;
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    message_label.y = top_of_the_text;
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    # Put the 2nd line below the fsck line
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    if (is_action_line) {
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						|
        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);
 |