Plymouth/lines: fix alignment of fsckd ctrl-c message
This commit is contained in:
@@ -1,4 +1,4 @@
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# ubuntu-logo.script - boot splash plugin
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# lines.script - boot splash using script plugin
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#
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# Copyright (C) 2009 Canonical Ltd.
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#
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@@ -30,12 +30,15 @@ ELECTRONS_DISPLAYED = 3;
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SECS_BETWEEN_ANIMS = 2.5;
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#------------------------------- Globals -------------------------------------------
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# are we currently prompting for a password?
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prompt_active = 0;
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anim_iter = 0;
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anim_status = "stopped";
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bg_image = Image("background.png");
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#------------------------------- Background ----------------------------------------
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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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@@ -84,8 +87,8 @@ debian_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - debian_image.G
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electron_image = Image("electron.png");
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electron_image = electron_image.Scale(
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electron_image.GetWidth() * 0.06 * logo_scale_factor,
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electron_image.GetHeight() * 0.06 * logo_scale_factor);
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electron_image.GetWidth() * 0.06 * logo_scale_factor,
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electron_image.GetHeight() * 0.06 * logo_scale_factor);
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#main center coords
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@@ -129,20 +132,20 @@ ellipses[2].anim.rotat_dir = 1;
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# Define 5 sprites for each electron to create gradient along the ellipses
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for (i = 0; i < ELECTRONS_DISPLAYED; i++) {
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anim = ellipses[i].anim;
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anim.angle_incr = anim.arc / (anim.stop_iter - anim.start_iter) * anim.rotat_dir;
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for (j = 0; j < 5; j++) {
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electron_sprite[i][j] = Sprite(electron_image);
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electron_sprite[i][j].SetOpacity(0);
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electron_sprite[i][j].base_opacity = 1-(0.2*j);
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electron_sprite[i][j].angle_diff = -(anim.rotat_dir*j*0.01);
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}
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anim = ellipses[i].anim;
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anim.angle_incr = anim.arc / (anim.stop_iter - anim.start_iter) * anim.rotat_dir;
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for (j = 0; j < 5; j++) {
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electron_sprite[i][j] = Sprite(electron_image);
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electron_sprite[i][j].SetOpacity(0);
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electron_sprite[i][j].base_opacity = 1-(0.2*j);
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electron_sprite[i][j].angle_diff = -(anim.rotat_dir*j*0.01);
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}
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}
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# Set the text colour in (rgb / 256)
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text_colour.red = 1.0;
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text_colour.green = 1.0;
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text_colour.green = 1.0;
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text_colour.blue = 1.0;
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# Tinted text #988592
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@@ -158,10 +161,9 @@ 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_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
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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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debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 100), 1);
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# General purpose function to create text
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fun WriteText (text, colour) {
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@@ -169,33 +171,31 @@ fun WriteText (text, colour) {
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return image;
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}
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fun ImageToText (text) {
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fun ImageFromText (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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fun ImageFromTintedText (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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fun ImageFromActionText (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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debugsprite.SetImage(ImageFromText (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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debugsprite_bottom.SetImage(ImageFromText (text));
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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) - 100), 1);
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debugsprite_medium.SetImage(ImageFromText (text));
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}
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fun TextYOffset() {
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@@ -205,7 +205,7 @@ fun TextYOffset() {
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# Put the 1st line below the logo + some spacing
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y = logo_sprite.GetY() + logo_image.GetHeight();
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#Debug("y = " + y);
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#Debug("y = " + y);
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text_height = first_line_height * 7.5;
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@@ -233,7 +233,7 @@ fun StringString(string, substring) {
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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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@@ -248,7 +248,7 @@ fun StringCopy (source, beginning, end) {
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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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@@ -302,16 +302,16 @@ bits_per_pixel = Window.GetBitsPerPixel ();
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password_field_filename = "password_field.png";
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#}
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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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message_notification[0].image = ImageFromTintedText ("");
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message_notification[1].image = ImageFromTintedText ("");
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fsck_notification.image = ImageFromActionText ("");
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status = "normal";
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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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first_line_height = ImageFromTintedText ("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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@@ -333,13 +333,13 @@ fun draw_logo () {
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#-----------------------------------------Progress Indicator--------------------------
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# Implement in boot progress callback
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fun animate_progress_indicator (time, progress) {
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# Start electrons animation at launch and every 3 seconds
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# Start electrons animation at launch and every 3 seconds
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if (global.progress_time == NULL || (time - global.progress_time) >= SECS_BETWEEN_ANIMS) {
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global.progress_time = time;
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global.anim_status = "start";
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}
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global.anim_status = "start";
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}
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# Debug ("global progress time =" + global.progress_time + " global anim status = " + global.anim_status + " progress = " + progress + ", time = " + time);
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#Debug ("global progress time =" + global.progress_time + " global anim status = " + global.anim_status + " progress = " + progress + ", time = " + time);
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}
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@@ -351,16 +351,16 @@ fun animate_progress_indicator (time, progress) {
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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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#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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local.message_image = ImageFromTintedText ("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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local.message_image = (is_action_line) && ImageFromActionText (label) || ImageFromTintedText (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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@@ -375,13 +375,13 @@ fun get_message_label (label, is_fake, is_action_line) {
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message_label.y = local.fsck_label.y + (first_line_height * 2);
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}
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# Debug("action label x = " + message_label.x + " y = " + message_label.y );
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#Debug("action label x = " + message_label.x + " y = " + message_label.y );
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# message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y +
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# "msg_width = " + message_label.width + " msg_height = " +
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# message_label.height + " message = " + label;
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# Debug(message_debug);
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return message_label;
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}
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@@ -390,28 +390,28 @@ fun get_message_label (label, is_fake, is_action_line) {
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fun get_fsck_label (label, is_fake) {
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# Debug("Get Label position");
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local.fsck_label = global.progress_label;
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if (is_fake)
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fsck_label.image = ImageToTintedText ("This is a fake message");
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fsck_label.image = ImageFromTintedText ("This is a fake message");
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else
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fsck_label.image = ImageToTintedText (label);
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fsck_label.image = ImageFromTintedText (label);
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fsck_label.width = fsck_label.image.GetWidth ();
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fsck_label.height = fsck_label.image.GetHeight ();
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# Centre the label horizontally
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fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2;
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local.first_label = get_message_label (label, 1, 0);
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# Place the label below the 1st message line
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fsck_label.y = local.first_label.y + local.first_label.height + (local.first_label.height / 2);
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# message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y +
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# "msg_width = " + fsck_label.width + " msg_height = " +
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# fsck_label.height + " message = " + label;
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# Debug(message_debug);
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return fsck_label;
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}
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@@ -423,14 +423,14 @@ fun get_fsck_label (label, is_fake) {
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# NOTE: this is called when doing something like 'plymouth message "hello world"'
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#
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fun setup_message (message_text, x, y, z, index) {
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# Debug("Message setup");
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global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (message_text);
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#DebugMedium("Message setup: " + message_text);
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global.message_notification[index].image = (index) && ImageFromActionText (message_text) || ImageFromTintedText (message_text);
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# Set up the text message, if any
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message_notification[index].x = x;
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message_notification[index].y = y;
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message_notification[index].z = z;
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message_notification[index].sprite = Sprite ();
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message_notification[index].sprite.SetImage (message_notification[index].image);
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message_notification[index].sprite.SetX (message_notification[index].x);
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@@ -457,12 +457,12 @@ fun message_callback (message)
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# Debug("Message callback");
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is_fake = 0;
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if (!message || (message == "")) is_fake = 1;
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local.substring = "keys:";
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# Look for the "keys:" prefix
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local.keys = StringString(message, local.substring);
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local.is_action_line = (keys != NULL);
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#Debug("keys " + local.keys + " substring length = " + StringLength(local.substring));
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@@ -470,16 +470,16 @@ fun message_callback (message)
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if (keys != NULL)
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message = StringCopy (message, keys + StringLength(local.substring), NULL);
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local.label.is_fake = is_fake;
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label = get_message_label(message, is_fake, is_action_line);
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label.z = 10000;
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# Get the message without the "fsckd-cancel-msg" prefix as we don't support i18n
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substring = "fsckd-cancel-msg:";
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keys = StringString(message, substring);
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if (keys != NULL)
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message = StringCopy(message, keys + StringLength(substring), NULL);
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local.label.is_fake = is_fake;
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label = get_message_label(message, is_fake, is_action_line);
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label.z = 10000;
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setup_message (message, label.x, label.y, label.z, is_action_line);
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if (prompt_active && local.is_action_line)
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hide_message (is_action_line);
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@@ -493,36 +493,36 @@ fun message_callback (message)
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#
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fun password_dialogue_setup (message_label) {
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# Debug("Password dialog setup");
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#Debug("Password dialog setup");
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local.entry;
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local.bullet_image;
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bullet_image = Image (password_dot_filename);
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entry.image = Image (password_field_filename);
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# Hide the normal labels
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prompt_active = 1;
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if (message_notification[1].sprite) hide_message (1);
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# Set the prompt label
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label = get_message_label(message_label, 0, 1);
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label.z = 10000;
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setup_message (message_label, label.x, label.y, label.z, 2);
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show_message (2);
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# Set up the text entry which contains the bullets
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entry.sprite = Sprite ();
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entry.sprite.SetImage (entry.image);
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# Centre the box horizontally
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entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2;
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# Put the entry below the second label.
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entry.y = message_notification[2].y + label.height;
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# Debug ("entry x = " + entry.x + ", y = " + entry.y);
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#DebugMedium("entry x = " + entry.x + ", y = " + entry.y);
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entry.z = 10000;
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entry.sprite.SetX (entry.x);
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entry.sprite.SetY (entry.y);
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@@ -532,7 +532,7 @@ fun password_dialogue_setup (message_label) {
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}
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fun password_dialogue_opacity (opacity) {
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# Debug("Password dialog opacity");
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#Debug("Setting password dialog opacity to " + opacity);
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global.password_dialogue.opacity = opacity;
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local = global.password_dialogue;
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@@ -540,7 +540,7 @@ fun password_dialogue_opacity (opacity) {
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# entry.sprite.SetOpacity (0.3);
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entry.sprite.SetOpacity (opacity);
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label.sprite.SetOpacity (opacity);
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if (bullets) {
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for (index = 0; bullets[index]; index++) {
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bullets[index].sprite.SetOpacity (opacity);
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@@ -552,8 +552,8 @@ fun password_dialogue_opacity (opacity) {
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# The callback function is called when the display should display a password dialogue.
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# First arg is prompt string, the second is the number of bullets.
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fun display_password_callback (prompt, bullets) {
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# Debug("Password dialog setup");
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#Debug("Password dialog setup");
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global.status = "password";
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if (!global.password_dialogue) password_dialogue_setup(prompt);
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password_dialogue_opacity (1);
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@@ -563,10 +563,10 @@ fun display_password_callback (prompt, bullets) {
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password_dialogue.bullet_image.GetHeight () / 2;
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margin = bullet_width;
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spaces = Math.Int( (password_dialogue.entry.image.GetWidth () - (margin * 2)) / (bullet_width / 2 ) );
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# Debug ("spaces = " + spaces + ", bullets = " + bullets);
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#DebugMedium ("spaces = " + spaces + ", bullets = " + bullets);
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bullets_area.width = margin + spaces * (bullet_width / 2);
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bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2;
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# DebugBottom ("pwd_entry x = " + password_dialogue.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
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#DebugBottom ("pwd_entry x = " + password_dialogue.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
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if (bullets > spaces)
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bullets = spaces;
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for (index = 0; password_dialogue.bullets[index] || index < bullets; index++){
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@@ -639,7 +639,7 @@ fun clear_fsck_count () {
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fun set_progress_label_opacity (opacity) {
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# the label
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progress_label.sprite.SetOpacity (opacity);
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# Make the slot available again when hiding the bar
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# So that another bar can take its place
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if (opacity == 0) {
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@@ -678,17 +678,17 @@ fun update_progress_label (progress) {
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# This happens when only counter.total has changed.
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if (progress != NULL) {
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progress_label.progress = progress;
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#Debug("device " + progress_label.device + " progress " + progress);
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# If progress >= 100% hide the label and make it available again
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if (progress >= 100) {
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set_progress_label_opacity (0);
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# See if we any other fsck check is complete
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# and, if so, hide the progress bars and the labels
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on_fsck_completed ();
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return 0;
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}
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}
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@@ -705,7 +705,7 @@ fun update_progress_label (progress) {
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#progress_label.progress = progress;
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progress_label.sprite = Sprite (progress_label.image);
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# Set up the bar
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progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1);
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@@ -749,18 +749,18 @@ fun add_fsck_to_queue (device, progress) {
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continue;
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}
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local.index = i;
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# Set device and progress
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||||
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);
|
||||
}
|
||||
|
||||
@@ -779,7 +779,7 @@ fun is_progress_label_available () {
|
||||
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);
|
||||
@@ -793,7 +793,7 @@ fun remove_fsck_from_queue (index) {
|
||||
|
||||
# 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 ();
|
||||
@@ -805,14 +805,14 @@ fun on_fsck_completed () {
|
||||
|
||||
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 ();
|
||||
|
||||
@@ -828,10 +828,10 @@ fun update_progress_in_queue (index, device, progress) {
|
||||
on_queued_fsck_completed ();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
global.fsck_queue[index].device = device;
|
||||
global.fsck_queue[index].progress = progress;
|
||||
|
||||
|
||||
}
|
||||
|
||||
# TODO: Move it to some function
|
||||
@@ -860,7 +860,7 @@ fun fsck_check (device, progress, status_string) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (device_has_progress_label (device)) {
|
||||
# Update the progress of the existing label
|
||||
update_progress_label (progress);
|
||||
@@ -871,11 +871,11 @@ fun fsck_check (device, progress, status_string) {
|
||||
|
||||
# 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) {
|
||||
@@ -885,18 +885,18 @@ fun fsck_check (device, progress, status_string) {
|
||||
# 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) {
|
||||
@@ -913,10 +913,10 @@ fun fsck_check (device, progress, status_string) {
|
||||
|
||||
refresh_progress_label ();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
# if (!is_queue_empty ()) {
|
||||
# DebugBottom("Extra label for "+ device);
|
||||
#}
|
||||
@@ -943,10 +943,10 @@ fun fsck_check (device, progress, status_string) {
|
||||
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 != ":")
|
||||
@@ -954,21 +954,21 @@ fun update_status_callback (status) {
|
||||
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 ();
|
||||
@@ -979,11 +979,11 @@ fun update_status_callback (status) {
|
||||
|
||||
# if (!global.progress_bar.extra_label.sprite)
|
||||
# create_extra_fsck_label ();
|
||||
|
||||
|
||||
# Keep track of the fsck check
|
||||
fsck_check (device, progress, status_string);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
# systemd-fsckd pass fsckd:<number_devices>:<progress>:<l10n_string>
|
||||
@@ -1030,33 +1030,33 @@ Plymouth.SetUpdateStatusFunction (update_status_callback);
|
||||
#
|
||||
fun refresh_callback ()
|
||||
{
|
||||
if (global.anim_status == "start") {
|
||||
anim_iter = 0;
|
||||
for (i = 0; i < ELECTRONS_DISPLAYED; i++) {
|
||||
ellipses[i].anim.angle = ellipses[i].anim.start_angle;
|
||||
}
|
||||
global.anim_status = "running";
|
||||
}
|
||||
if (global.anim_status == "start") {
|
||||
anim_iter = 0;
|
||||
for (i = 0; i < ELECTRONS_DISPLAYED; i++) {
|
||||
ellipses[i].anim.angle = ellipses[i].anim.start_angle;
|
||||
}
|
||||
global.anim_status = "running";
|
||||
}
|
||||
|
||||
if (global.anim_status == "running") {
|
||||
anim_done = 1;
|
||||
for (i = 0; i < ELECTRONS_DISPLAYED; i++) {
|
||||
if (anim_iter >= ellipses[i].anim.start_iter && anim_iter < ellipses[i].anim.stop_iter) {
|
||||
draw_electron(i);
|
||||
if (global.anim_status == "running") {
|
||||
anim_done = 1;
|
||||
for (i = 0; i < ELECTRONS_DISPLAYED; i++) {
|
||||
if (anim_iter >= ellipses[i].anim.start_iter && anim_iter < ellipses[i].anim.stop_iter) {
|
||||
draw_electron(i);
|
||||
|
||||
ellipses[i].anim.angle += ellipses[i].anim.angle_incr;
|
||||
# check if at least one of the animations needs more loops
|
||||
if (ellipses[i].anim.stop_iter > anim_iter) {
|
||||
anim_done = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (anim_done) {
|
||||
global.anim_status = "stopped";
|
||||
}
|
||||
anim_iter++;
|
||||
# DebugBottom ("anim iter = " + anim_iter);
|
||||
}
|
||||
ellipses[i].anim.angle += ellipses[i].anim.angle_incr;
|
||||
# check if at least one of the animations needs more loops
|
||||
if (ellipses[i].anim.stop_iter > anim_iter) {
|
||||
anim_done = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (anim_done) {
|
||||
global.anim_status = "stopped";
|
||||
}
|
||||
anim_iter++;
|
||||
# DebugBottom ("anim iter = " + anim_iter);
|
||||
}
|
||||
}
|
||||
Plymouth.SetRefreshFunction (refresh_callback);
|
||||
|
||||
@@ -1069,22 +1069,22 @@ Plymouth.SetRefreshFunction (refresh_callback);
|
||||
# is traveled in a sin([0,Pi/2])->[0,1] manner instead of linear increments
|
||||
#
|
||||
fun compute_angle_with_accel(ellipse) {
|
||||
# first map the [start_angle,start_angle+arc] to [0,Pi/2]
|
||||
angle_in_0_pi_2 = Math.Pi / 2 / ellipse.anim.arc * (ellipse.anim.angle - ellipse.anim.start_angle);
|
||||
# then compute sin and scale output to [start_angle,start_angle+arc]
|
||||
accel_angle = ellipse.anim.arc * Math.Sin(angle_in_0_pi_2) + ellipse.anim.start_angle;
|
||||
return accel_angle;
|
||||
# first map the [start_angle,start_angle+arc] to [0,Pi/2]
|
||||
angle_in_0_pi_2 = Math.Pi / 2 / ellipse.anim.arc * (ellipse.anim.angle - ellipse.anim.start_angle);
|
||||
# then compute sin and scale output to [start_angle,start_angle+arc]
|
||||
accel_angle = ellipse.anim.arc * Math.Sin(angle_in_0_pi_2) + ellipse.anim.start_angle;
|
||||
return accel_angle;
|
||||
}
|
||||
|
||||
# Computes the opacity factor so that the electrons visibility somehow matches that of the ellipses:
|
||||
# Most visible in a middle part, and invisible at the oposite.
|
||||
fun compute_opacity(ellipse) {
|
||||
# map the [start_angle,start_angle+arc] to [0,Pi]
|
||||
transformed_angle = Math.Pi / ellipse.anim.arc * (ellipse.anim.angle - ellipse.anim.start_angle);
|
||||
# and compute Math.Sin^2
|
||||
opacity_factor = Math.Sin(Math.Max(transformed_angle,-transformed_angle));
|
||||
opacity_factor *= opacity_factor;
|
||||
return opacity_factor;
|
||||
# map the [start_angle,start_angle+arc] to [0,Pi]
|
||||
transformed_angle = Math.Pi / ellipse.anim.arc * (ellipse.anim.angle - ellipse.anim.start_angle);
|
||||
# and compute Math.Sin^2
|
||||
opacity_factor = Math.Sin(Math.Max(transformed_angle,-transformed_angle));
|
||||
opacity_factor *= opacity_factor;
|
||||
return opacity_factor;
|
||||
}
|
||||
|
||||
# Draw the 5 electron sprites to create a gradient effect
|
||||
@@ -1092,16 +1092,16 @@ fun compute_opacity(ellipse) {
|
||||
# The position is computed based on the .angle field, adapted with the acceleration function above.
|
||||
#
|
||||
fun draw_electron(index) {
|
||||
base_electron_x = ellipses[index].x - electron_image.GetWidth() / 2;
|
||||
base_electron_y = ellipses[index].y - electron_image.GetHeight() / 2;
|
||||
accel_angle = compute_angle_with_accel(ellipses[index]);
|
||||
opacity_factor = compute_opacity(ellipses[index]);
|
||||
for (j = 0; j < 5; j++) {
|
||||
electron_x = base_electron_x + ellipses[index].width * Math.Cos(accel_angle + electron_sprite[index][j].angle_diff);
|
||||
electron_y = base_electron_y + ellipses[index].height * Math.Sin(accel_angle + electron_sprite[index][j].angle_diff);
|
||||
electron_sprite[index][j].SetOpacity(opacity_factor * electron_sprite[index][j].base_opacity);
|
||||
electron_sprite[index][j].SetPosition(electron_x , electron_y, -10);
|
||||
}
|
||||
base_electron_x = ellipses[index].x - electron_image.GetWidth() / 2;
|
||||
base_electron_y = ellipses[index].y - electron_image.GetHeight() / 2;
|
||||
accel_angle = compute_angle_with_accel(ellipses[index]);
|
||||
opacity_factor = compute_opacity(ellipses[index]);
|
||||
for (j = 0; j < 5; j++) {
|
||||
electron_x = base_electron_x + ellipses[index].width * Math.Cos(accel_angle + electron_sprite[index][j].angle_diff);
|
||||
electron_y = base_electron_y + ellipses[index].height * Math.Sin(accel_angle + electron_sprite[index][j].angle_diff);
|
||||
electron_sprite[index][j].SetOpacity(opacity_factor * electron_sprite[index][j].base_opacity);
|
||||
electron_sprite[index][j].SetPosition(electron_x , electron_y, -10);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1117,10 +1117,11 @@ fun display_normal_callback ()
|
||||
if (message_notification[2].sprite) hide_message(2);
|
||||
prompt_active = 0;
|
||||
}
|
||||
|
||||
if (message_notification[1].sprite) show_message (1);
|
||||
|
||||
|
||||
|
||||
if (message_notification[1].sprite) {
|
||||
show_message (1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Plymouth.SetDisplayNormalFunction (display_normal_callback);
|
||||
@@ -1128,12 +1129,8 @@ 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);
|
||||
|
||||
@@ -207,7 +207,7 @@ fun StringString(string, substring) {
|
||||
}
|
||||
start++;
|
||||
}
|
||||
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
@@ -222,7 +222,7 @@ fun StringCopy (source, beginning, end) {
|
||||
for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
|
||||
local.destination += String(source).CharAt(index);
|
||||
}
|
||||
|
||||
|
||||
return local.destination;
|
||||
}
|
||||
|
||||
@@ -313,14 +313,14 @@ fun animate_progress_indicator (time, progress) {
|
||||
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 = ImageFromTintedText ("This is a fake message");
|
||||
else
|
||||
local.message_image = (is_action_line) && ImageFromActionText (label) || ImageFromTintedText (label);
|
||||
|
||||
|
||||
message_label.width = message_image.GetWidth ();
|
||||
message_label.height = message_image.GetHeight ();
|
||||
|
||||
@@ -335,13 +335,13 @@ fun get_message_label (label, is_fake, is_action_line) {
|
||||
message_label.y = local.fsck_label.y + (first_line_height * 1.5);
|
||||
}
|
||||
|
||||
# Debug("action label x = " + message_label.x + " y = " + message_label.y );
|
||||
#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;
|
||||
|
||||
}
|
||||
@@ -350,28 +350,28 @@ fun get_message_label (label, is_fake, is_action_line) {
|
||||
fun get_fsck_label (label, is_fake) {
|
||||
# Debug("Get Label position");
|
||||
local.fsck_label = global.progress_label;
|
||||
|
||||
|
||||
if (is_fake)
|
||||
fsck_label.image = ImageFromTintedText ("This is a fake message");
|
||||
else
|
||||
fsck_label.image = ImageFromTintedText (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;
|
||||
}
|
||||
|
||||
@@ -390,7 +390,7 @@ fun setup_message (message_text, x, y, z, index) {
|
||||
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);
|
||||
@@ -417,12 +417,12 @@ 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));
|
||||
|
||||
@@ -439,7 +439,7 @@ fun message_callback (message)
|
||||
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);
|
||||
@@ -454,28 +454,28 @@ fun message_callback (message)
|
||||
|
||||
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;
|
||||
|
||||
@@ -500,7 +500,7 @@ fun password_dialogue_opacity (opacity) {
|
||||
# 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);
|
||||
@@ -600,7 +600,7 @@ fun clear_fsck_count () {
|
||||
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) {
|
||||
@@ -639,17 +639,17 @@ fun update_progress_label (progress) {
|
||||
# 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;
|
||||
}
|
||||
}
|
||||
@@ -666,7 +666,7 @@ fun update_progress_label (progress) {
|
||||
#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);
|
||||
|
||||
@@ -710,7 +710,7 @@ fun add_fsck_to_queue (device, progress) {
|
||||
continue;
|
||||
}
|
||||
local.index = i;
|
||||
|
||||
|
||||
# Set device and progress
|
||||
global.fsck_queue[local.index].device = device;
|
||||
global.fsck_queue[local.index].progress = progress;
|
||||
@@ -740,7 +740,7 @@ fun is_progress_label_available () {
|
||||
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);
|
||||
@@ -754,7 +754,7 @@ fun remove_fsck_from_queue (index) {
|
||||
|
||||
# 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 ();
|
||||
@@ -766,14 +766,14 @@ fun on_fsck_completed () {
|
||||
|
||||
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 ();
|
||||
|
||||
@@ -789,10 +789,10 @@ fun update_progress_in_queue (index, device, progress) {
|
||||
on_queued_fsck_completed ();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
global.fsck_queue[index].device = device;
|
||||
global.fsck_queue[index].progress = progress;
|
||||
|
||||
|
||||
}
|
||||
|
||||
# TODO: Move it to some function
|
||||
@@ -821,7 +821,7 @@ fun fsck_check (device, progress, status_string) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (device_has_progress_label (device)) {
|
||||
# Update the progress of the existing label
|
||||
update_progress_label (progress);
|
||||
@@ -832,11 +832,11 @@ fun fsck_check (device, progress, status_string) {
|
||||
|
||||
# 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) {
|
||||
@@ -846,18 +846,18 @@ fun fsck_check (device, progress, status_string) {
|
||||
# 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) {
|
||||
@@ -874,10 +874,10 @@ fun fsck_check (device, progress, status_string) {
|
||||
|
||||
refresh_progress_label ();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
# if (!is_queue_empty ()) {
|
||||
# DebugBottom("Extra label for "+ device);
|
||||
#}
|
||||
@@ -904,10 +904,10 @@ fun fsck_check (device, progress, status_string) {
|
||||
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 != ":")
|
||||
@@ -915,21 +915,21 @@ fun update_status_callback (status) {
|
||||
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 ();
|
||||
@@ -940,11 +940,11 @@ fun update_status_callback (status) {
|
||||
|
||||
# if (!global.progress_bar.extra_label.sprite)
|
||||
# create_extra_fsck_label ();
|
||||
|
||||
|
||||
# Keep track of the fsck check
|
||||
fsck_check (device, progress, status_string);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
# systemd-fsckd pass fsckd:<number_devices>:<progress>:<l10n_string>
|
||||
|
||||
Reference in New Issue
Block a user