diff --git a/Makefile b/Makefile index b6464aa..4bebe98 100644 --- a/Makefile +++ b/Makefile @@ -103,4 +103,7 @@ install: install -d $(DESTDIR)/usr/share/plymouth/themes/joy $(INSTALL) $(wildcard plymouth/joy/*) $(DESTDIR)/usr/share/plymouth/themes/joy - + + install -d $(DESTDIR)/usr/share/plymouth/themes/lines + $(INSTALL) $(wildcard plymouth/lines/*) $(DESTDIR)/usr/share/plymouth/themes/lines + diff --git a/debian/README.Debian b/debian/README.Debian index d26beaf..22f42c6 100644 --- a/debian/README.Debian +++ b/debian/README.Debian @@ -75,9 +75,14 @@ through the Bug Tracking System to us. 5. Boot splash -desktop-base ships a plymouth theme. If you want to activate it, install -plymouth and run: +desktop-base ships several plymouth themes. To activate the default theme, +install the plymouth and plymouth-themes packages and run: - plymouth-set-default-theme joy + plymouth-set-default-theme lines Then remember to add “splash” to your kernel command line. +To do that permamently, edit /etc/default/grub and add splash to the +GRUB_CMDLINE_LINUX_DEFAULT variable. For example: + + GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" + diff --git a/debian/changelog b/debian/changelog index c93d238..47ac69b 100644 --- a/debian/changelog +++ b/debian/changelog @@ -1,3 +1,10 @@ +desktop-base (8.0.0~exp2) UNRELEASED; urgency=medium + + [ Aurélien COUDERC ] + * Add plymouth Lines theme. + + -- Aurélien COUDERC Wed, 03 Dec 2014 10:37:16 +0100 + desktop-base (8.0.0~exp1) experimental; urgency=low [ Eshat Cakar ] diff --git a/debian/copyright b/debian/copyright index 60254ca..08f0c9d 100644 --- a/debian/copyright +++ b/debian/copyright @@ -43,12 +43,19 @@ licensed under the GPL. - PNG splash, splash/gnome-splash-curves.png. They are both based on the Debian “Open Use” (without “Debian” word) logo. -The Lines theme is © 2014 Julien Belin and released under the Creative Commons -Attribution 3.0 license. +The Lines theme is © 2014 Juliette Taka Belin and released under the Creative +Commons Attribution 3.0 license. The Lines theme is based on the Debian “Open Use” (without “Debian” word) logo. +The Lines plymouth script is Copyright © 2009 Canonical Ltd., +Copyright © 2010-2014 Aurélien Couderc, Copyright © 2012 Jonathan Carter, +Copyright © 2014 Juliette Taka Belin under the GPLv2+. + +The images used with the Lines plymouth theme are Copyright © 2014 Juliette +Taka Belin under the Creative Commons Attribution 3.0 license. + The Joy theme is © 2012 Adrien Aubourg and released under the GPLv2 license. @@ -56,11 +63,11 @@ The Joy theme is based on the Debian “Open Use” (without “Debian” word) logo. The Joy plymouth script is Copyright © 2009 Canonical Ltd., -Copyright © 2010 Aurélien COUDERC and Copyright © 2012 Jonathan Carter under +Copyright © 2010 Aurélien Couderc and Copyright © 2012 Jonathan Carter under the GPLv2+. -The images used with the plymouth theme is Copyright © 2012 Adrien Aubourg under -the GPLv2 License. +The images used with the Joy plymouth theme are Copyright © 2012 Adrien Aubourg +under the GPLv2 License. The Joy GDM is © 2012 Paul Tagliamonte GPLv2, with work from all the previous authors of that file, and artwork from Adrien Aubourg under diff --git a/plymouth/lines/background.png b/plymouth/lines/background.png new file mode 100644 index 0000000..b8e6561 Binary files /dev/null and b/plymouth/lines/background.png differ diff --git a/plymouth/lines/debian8.png b/plymouth/lines/debian8.png new file mode 100644 index 0000000..5dad09b Binary files /dev/null and b/plymouth/lines/debian8.png differ diff --git a/plymouth/lines/electron.png b/plymouth/lines/electron.png new file mode 100644 index 0000000..ab1ef02 Binary files /dev/null and b/plymouth/lines/electron.png differ diff --git a/plymouth/lines/lines.plymouth b/plymouth/lines/lines.plymouth new file mode 100644 index 0000000..9b7e279 --- /dev/null +++ b/plymouth/lines/lines.plymouth @@ -0,0 +1,8 @@ +[Plymouth Theme] +Name=Default theme for Debian 8.0 Jessie +Description=A theme that features a white debian logo on a blue-green background surrounded by thin curves +ModuleName=script + +[script] +ImageDir=/usr/share/plymouth/themes/lines +ScriptFile=/usr/share/plymouth/themes/lines/lines.script diff --git a/plymouth/lines/lines.script b/plymouth/lines/lines.script new file mode 100644 index 0000000..44319ec --- /dev/null +++ b/plymouth/lines/lines.script @@ -0,0 +1,1111 @@ +# ubuntu-logo.script - boot splash plugin +# +# Copyright (C) 2009 Canonical Ltd. +# +# This program is free software; you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation; either version 2, or (at your option) +# any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software +# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +# 02111-1307, USA. +# +# Written by: Alberto Milone +# +# Based on the example provided with the "script plugin" written by: +# Charlie Brej +# +# Lines theme scripting by Juliette Taka BELIN and Aurélien COUDERC + + +#------------------------------- Constants ----------------------------------------- +ELECTRONS_DISPLAYED = 3; +SECS_BETWEEN_ANIMS = 2.5; + +#------------------------------- Globals ------------------------------------------- +anim_iter = 0; +anim_status = "stopped"; + +bg_image = Image("background.png"); + +#------------------------------- Background ---------------------------------------- +# Compute screen/image ratio and scale the background accordingly +window_max_width = Window.GetX() * 2 + Window.GetWidth(); +window_max_height = Window.GetY() * 2 + Window.GetHeight(); +screen_ratio = window_max_width / window_max_height; +bg_image_ratio = bg_image.GetWidth() / bg_image.GetHeight(); +if (screen_ratio > bg_image_ratio) + bg_scale_factor = window_max_width / bg_image.GetWidth(); +else + bg_scale_factor = window_max_height / bg_image.GetHeight(); +scaled_bg_image = bg_image.Scale(bg_image.GetWidth() * bg_scale_factor, + bg_image.GetHeight() * bg_scale_factor); + +# Display background +bg_sprite = Sprite(scaled_bg_image); +bg_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - scaled_bg_image.GetWidth() / 2, + Window.GetY() + Window.GetHeight() / 2 - scaled_bg_image.GetHeight() / 2, + -10000); + +#------------------------------- Logo ---------------------------------------------- +logo_image = Image("logo.png"); +logo_height = Math.Min(Window.GetWidth(), Window.GetHeight()) * 0.7; +logo_scale_factor = logo_height / logo_image.GetHeight(); +logo_image = logo_image.Scale(logo_image.GetWidth() * logo_scale_factor, + logo_image.GetHeight() * logo_scale_factor); +logo_sprite = Sprite(logo_image); +logo_to_top_edge = Window.GetHeight() * 0; +logo_right_shift = logo_image.GetWidth() * 0.092; +logo_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - logo_image.GetWidth() / 2 + logo_right_shift, + Window.GetY() + logo_to_top_edge, + -100); + +#------------------------------- Debian8 ---------------------------------------------- +debian8_image = Image("debian8.png"); +debian8_width = logo_image.GetWidth(); +debian8_scale_factor = debian8_width / debian8_image.GetWidth() * 0.3; +if (debian8_scale_factor < 1) { + debian8_image = debian8_image.Scale(debian8_image.GetWidth() * debian8_scale_factor, + debian8_image.GetHeight() * debian8_scale_factor); +} +debian8_sprite = Sprite(debian8_image); +debian8_to_bottom_edge = Window.GetHeight() * 0.10; +debian8_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - debian8_image.GetWidth() / 2, + Window.GetY() + Window.GetHeight() - debian8_to_bottom_edge - debian8_image.GetHeight(), + -90); +#------------------------------- Electrons -------------------------------------------- + +electron_image = Image("electron.png"); +electron_image = electron_image.Scale( + electron_image.GetWidth() * 0.06 * logo_scale_factor, + electron_image.GetHeight() * 0.06 * logo_scale_factor); + + +#main center coords +ellipses[0].x = logo_sprite.GetX() + logo_image.GetWidth() * 0.4245; +ellipses[0].y = logo_sprite.GetY() + logo_image.GetHeight() * 0.611; +#main small / large axis +ellipses[0].height = logo_image.GetHeight() * 0.3303; +ellipses[0].width = logo_image.GetWidth() * 0.295; +#main animation parameters +ellipses[0].anim.start_iter = 0; +ellipses[0].anim.stop_iter = 150; +ellipses[0].anim.start_angle = Math.Pi; +ellipses[0].anim.arc = 2*Math.Pi; +ellipses[0].anim.rotat_dir = -1; + +#left center coords +ellipses[1].x = logo_sprite.GetX() + logo_image.GetWidth() * 0.3825; +ellipses[1].y = logo_sprite.GetY() + logo_image.GetHeight() * 0.411; +#left small / large axis +ellipses[1].height = logo_image.GetHeight() * 0.1645; +ellipses[1].width = logo_image.GetWidth() * 0.2248; +#left animation parameters +ellipses[1].anim.start_iter = 50; +ellipses[1].anim.stop_iter = 130; +ellipses[1].anim.start_angle = 0; +ellipses[1].anim.arc = 2*Math.Pi; +ellipses[1].anim.rotat_dir = 1; + +#right center coords +ellipses[2].x = logo_sprite.GetX() + logo_image.GetWidth() * 0.7065; +ellipses[2].y = logo_sprite.GetY() + logo_image.GetHeight() * 0.460; +#right small / large axis +ellipses[2].height = logo_image.GetHeight() * 0.2343; +ellipses[2].width = logo_image.GetWidth() * 0.2945; +#right animation parameters +ellipses[2].anim.start_iter = 20; +ellipses[2].anim.stop_iter = 100; +ellipses[2].anim.start_angle = 0; +ellipses[2].anim.arc = 2*Math.Pi; +ellipses[2].anim.rotat_dir = 1; + +# Define 5 sprites for each electron to create gradient along the ellipses +for (i = 0; i < ELECTRONS_DISPLAYED; i++) { + anim = ellipses[i].anim; + anim.angle_incr = anim.arc / (anim.stop_iter - anim.start_iter) * anim.rotat_dir; + for (j = 0; j < 5; j++) { + electron_sprite[i][j] = Sprite(electron_image); + electron_sprite[i][j].base_opacity = 1-(0.2*j); + electron_sprite[i][j].angle_diff = -(anim.rotat_dir*j*0.01); + } +} + + +# Set the text colour in (rgb / 256) +text_colour.red = 1.0; +text_colour.green = 1.0; +text_colour.blue = 1.0; + +# Tinted text #988592 +tinted_text_colour.red = 1.0; +tinted_text_colour.green = 1.0; +tinted_text_colour.blue = 1.0; + +# Action Text - #ffffff - RGB 255 255 255 +action_text_colour.red = 1.0; +action_text_colour.green = 1.0; +action_text_colour.blue = 1.0; + +# Orange - #ff4012 - RGB 255 64 18 +debugsprite = Sprite(); +debugsprite_bottom = Sprite(); +debugsprite_medium = Sprite(); + +# are we currently prompting for a password? +prompt_active = 0; + +# General purpose function to create text +fun WriteText (text, colour) { + image = Image.Text (text, colour.red, colour.green, colour.blue); + return image; +} + +fun ImageToText (text) { + image = WriteText (text, text_colour); + return image; +} + +fun ImageToTintedText (text) { + image = WriteText (text, tinted_text_colour); + return image; +} + +fun ImageToActionText (text) { + image = WriteText (text, action_text_colour); + return image; +} + +fun Debug(text) { + debugsprite.SetImage(ImageToText (text)); +} + +fun DebugBottom(text) { + debugsprite_bottom.SetImage(ImageToText (text)); + debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1); +} + +fun DebugMedium(text) { + debugsprite_medium.SetImage(ImageToText (text)); + debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 100), 1); +} + +fun TextYOffset() { + local.y; + local.text_height; + local.min_height; + + # Put the 1st line below the logo + some spacing + y = logo_sprite.GetY() + logo_image.GetHeight(); + #Debug("y = " + y); + + text_height = first_line_height * 7.5; + + min_height = Window.GetHeight(); + if (y + text_height > min_height) + y = min_height - text_height; + + return y; +} + +#------------------------------String functions------------------------------- + +# This is the equivalent for strstr() +fun StringString(string, substring) { + start = 0; + while (String(string).CharAt (start)) { + walk = 0; + while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) { + walk++; + if (!String(substring).CharAt (walk)) return start; + } + start++; + } + + return NULL; +} + +fun StringLength (string) { + index = 0; + while (String(string).CharAt(index)) index++; + return index; +} + +fun StringCopy (source, beginning, end) { + local.destination = ""; + for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) { + local.destination += String(source).CharAt(index); + } + + return local.destination; +} + +fun StringReplace (source, pattern, replacement) { + local.found = StringString(source, pattern); + if (local.found == NULL) + return source; + + local.new_string = StringCopy (source, 0, local.found - 1) + + replacement + + StringCopy (source, local.found + StringLength(pattern), NULL); + + return local.new_string; +} + +# it makes sense to use it only for +# numbers up to 100 +fun StringToInteger (str) { + int = -1; + for (i=0; i<=100; i++) { + if (i+"" == str) { + int = i; + break; + } + } + return int; +} + +#----------------------------------------------------------------------------- +# Top background colour +# #489291 --> 0.282, 0.572, 0.569 +# New background colour +# #0a3649 --> 0.039, 0.212, 0.286 +# +Window.SetBackgroundTopColor (0.282, 0.572, 0.569); # Nice colour on top of the screen fading to +Window.SetBackgroundBottomColor (0.039, 0.212, 0.286); # an equally nice colour on the bottom + +bits_per_pixel = Window.GetBitsPerPixel (); +# TODO need to handle 16 colors ? +#if (bits_per_pixel == 4) { +# logo_filename = "debian_logo16.png"; +# progress_dot_off_filename = "progress_dot_off16.png"; +# progress_dot_on_filename = "progress_dot_on16.png"; +# password_dot_filename = "password_dot.png"; +# password_field_filename = "password_field16.png"; +#} else { +# logo_filename = "debian_logo.png"; +# progress_dot_off_filename = "progress_dot_off.png"; +# progress_dot_on_filename = "progress_dot_on.png"; + password_dot_filename = "password_dot.png"; + password_field_filename = "password_field.png"; +#} + +message_notification[0].image = ImageToTintedText (""); +message_notification[1].image = ImageToTintedText (""); +fsck_notification.image = ImageToActionText (""); + +status = "normal"; + +# use a fixed string with ascending and descending stems to calibrate the +# bounding box for the first message, so the messages below don't move up +# and down according to *their* height. +first_line_height = ImageToTintedText ("AfpqtM").GetHeight(); + +# if the user has a 640x480 or 800x600 display, we can't quite fit everything +# (including passphrase prompts) with the target spacing, so scoot the text up +# a bit if needed. +top_of_the_text = TextYOffset(); + +#-----------------------------------------Logo functions------------------------------ + +# Call this when updating the screen +fun draw_logo () { +# logo.sprite.SetX (logo.x); +# logo.sprite.SetY (logo.y); +# logo.sprite.SetZ (logo.z); +# logo.sprite.SetOpacity (1); +# logo_sprite.SetOpacity (1); +} + + +#-----------------------------------------Progress Indicator-------------------------- +# Implement in boot progress callback +fun animate_progress_indicator (time, progress) { + # Start electrons animation at launch and every 3 seconds + if (global.progress_time == NULL || (time - global.progress_time) >= SECS_BETWEEN_ANIMS) { + global.progress_time = time; + global.anim_status = "start"; + } + + # Debug ("global progress time =" + global.progress_time + " global anim status = " + global.anim_status + " progress = " + progress + ", time = " + time); + +} + + +#-----------------------------------------Label utility functions--------------------- + +# label should be either a string or NULL +# Images for n lines will be created and returned as items of the +# message_label array +# +fun get_message_label (label, is_fake, is_action_line) { + # Debug("Get Label position"); + local.message_label; + + if (is_fake) + # Create a fake label so as to get the y coordinate of + # a standard-length label. + local.message_image = ImageToTintedText ("This is a fake message"); + else + local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label); + + message_label.width = message_image.GetWidth (); + message_label.height = message_image.GetHeight (); + + # Center the line horizontally + message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2; + + message_label.y = top_of_the_text; + + # Put the 2nd line below the fsck line + if (is_action_line) { + local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2); + message_label.y = local.fsck_label.y + (first_line_height * 2); + } + + # Debug("action label x = " + message_label.x + " y = " + message_label.y ); + +# message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y + +# "msg_width = " + message_label.width + " msg_height = " + +# message_label.height + " message = " + label; +# Debug(message_debug); + + return message_label; + +} + +# Create an fsck label and/or get its position +fun get_fsck_label (label, is_fake) { + # Debug("Get Label position"); + local.fsck_label = global.progress_label; + + if (is_fake) + fsck_label.image = ImageToTintedText ("This is a fake message"); + else + fsck_label.image = ImageToTintedText (label); + + fsck_label.width = fsck_label.image.GetWidth (); + fsck_label.height = fsck_label.image.GetHeight (); + + # Centre the label horizontally + fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2; + + local.first_label = get_message_label (label, 1, 0); + + # Place the label below the 1st message line + fsck_label.y = local.first_label.y + local.first_label.height + (local.first_label.height / 2); + +# message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y + +# "msg_width = " + fsck_label.width + " msg_height = " + +# fsck_label.height + " message = " + label; +# Debug(message_debug); + + return fsck_label; +} + +#-----------------------------------------Message stuff -------------------------------- +# + +# Set up a message label +# +# NOTE: this is called when doing something like 'plymouth message "hello world"' +# +fun setup_message (message_text, x, y, z, index) { + # Debug("Message setup"); + global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (message_text); + + # Set up the text message, if any + message_notification[index].x = x; + message_notification[index].y = y; + message_notification[index].z = z; + + message_notification[index].sprite = Sprite (); + message_notification[index].sprite.SetImage (message_notification[index].image); + message_notification[index].sprite.SetX (message_notification[index].x); + message_notification[index].sprite.SetY (message_notification[index].y); + message_notification[index].sprite.SetZ (message_notification[index].z); + +} + +fun show_message (index) { + if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1); +} + +fun hide_message (index) { + if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(0); +} + + + + +# the callback function is called when new message should be displayed. +# First arg is message to display. +fun message_callback (message) +{ + # Debug("Message callback"); + is_fake = 0; + if (!message || (message == "")) is_fake = 1; + + local.substring = "keys:"; + + # Look for the "keys:" prefix + local.keys = StringString(message, local.substring); + + local.is_action_line = (keys != NULL); + #Debug("keys " + local.keys + " substring length = " + StringLength(local.substring)); + + # Get the message without the "keys:" prefix + if (keys != NULL) + message = StringCopy (message, keys + StringLength(local.substring), NULL); + + local.label.is_fake = is_fake; + label = get_message_label(message, is_fake, is_action_line); + label.z = 10000; + + setup_message (message, label.x, label.y, label.z, is_action_line); + if (prompt_active && local.is_action_line) + hide_message (is_action_line); + else + show_message (is_action_line); + +} + + +#-----------------------------------------Display Password stuff ----------------------- +# + +fun password_dialogue_setup (message_label) { + # Debug("Password dialog setup"); + + local.entry; + local.bullet_image; + + bullet_image = Image (password_dot_filename); + entry.image = Image (password_field_filename); + + # Hide the normal labels + prompt_active = 1; + if (message_notification[1].sprite) hide_message (1); + + # Set the prompt label + label = get_message_label(message_label, 0, 1); + label.z = 10000; + + setup_message (message_label, label.x, label.y, label.z, 2); + show_message (2); + + # Set up the text entry which contains the bullets + entry.sprite = Sprite (); + entry.sprite.SetImage (entry.image); + + # Centre the box horizontally + entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2; + + # Put the entry below the second label. + entry.y = message_notification[2].y + label.height; + + # Debug ("entry x = " + entry.x + ", y = " + entry.y); + entry.z = 10000; + entry.sprite.SetX (entry.x); + entry.sprite.SetY (entry.y); + entry.sprite.SetZ (entry.z); + + global.password_dialogue = local; +} + +fun password_dialogue_opacity (opacity) { + # Debug("Password dialog opacity"); + global.password_dialogue.opacity = opacity; + local = global.password_dialogue; + + # You can make the box translucent with a float + # entry.sprite.SetOpacity (0.3); + entry.sprite.SetOpacity (opacity); + label.sprite.SetOpacity (opacity); + + if (bullets) { + for (index = 0; bullets[index]; index++) { + bullets[index].sprite.SetOpacity (opacity); + } + } +} + + +# The callback function is called when the display should display a password dialogue. +# First arg is prompt string, the second is the number of bullets. +fun display_password_callback (prompt, bullets) { + # Debug("Password dialog setup"); + + global.status = "password"; + if (!global.password_dialogue) password_dialogue_setup(prompt); + password_dialogue_opacity (1); + bullet_width = password_dialogue.bullet_image.GetWidth(); + bullet_y = password_dialogue.entry.y + + password_dialogue.entry.image.GetHeight () / 2 - + password_dialogue.bullet_image.GetHeight () / 2; + margin = bullet_width; + spaces = Math.Int( (password_dialogue.entry.image.GetWidth () - (margin * 2)) / (bullet_width / 2 ) ); + # Debug ("spaces = " + spaces + ", bullets = " + bullets); + bullets_area.width = margin + spaces * (bullet_width / 2); + bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2; + # DebugBottom ("pwd_entry x = " + password_dialogue.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width); + if (bullets > spaces) + bullets = spaces; + for (index = 0; password_dialogue.bullets[index] || index < bullets; index++){ + if (!password_dialogue.bullets[index]) { + password_dialogue.bullets[index].sprite = Sprite (); + password_dialogue.bullets[index].sprite.SetImage (password_dialogue.bullet_image); + password_dialogue.bullets[index].x = bullets_area.x + # password_dialogue.entry.x + margin + + index * bullet_width / 2; + password_dialogue.bullets[index].sprite.SetX (password_dialogue.bullets[index].x); + password_dialogue.bullets[index].y = bullet_y; + password_dialogue.bullets[index].sprite.SetY (password_dialogue.bullets[index].y); + password_dialogue.bullets[index].z = password_dialogue.entry.z + 1; + password_dialogue.bullets[index].sprite.SetZ (password_dialogue.bullets[index].z); + } + + password_dialogue.bullets[index].sprite.SetOpacity (0); + + if (index < bullets) { + password_dialogue.bullets[index].sprite.SetOpacity (1); + } + } +} + +Plymouth.SetDisplayPasswordFunction (display_password_callback); + +Plymouth.SetMessageFunction (message_callback); + +Plymouth.SetBootProgressFunction (animate_progress_indicator); + +# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far +# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted +# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard + +#----------------------------------------- FSCK Counter -------------------------------- + +# Initialise the counter +fun init_fsck_count () { + # The number of fsck checks in this cycle + global.counter.total = 0; + # The number of fsck checks already performed + the current one + global.counter.current = 1; + # The previous fsck + global.counter.last = 0; +} + +# Increase the total counter +fun increase_fsck_count () { + global.counter.total++; +} + +fun increase_current_fsck_count () { + global.counter.last = global.counter.current++; +} + +# Clear the counter +fun clear_fsck_count () { + global.counter = NULL; + init_fsck_count (); +} + +#----------------------------------------- Progress Label ------------------------------ + + +# Change the opacity level of a progress label +# +# opacity = 1 -> show +# opacity = 0 -> hide +# opacity = 0.3 (or any other float) -> translucent +# +fun set_progress_label_opacity (opacity) { + # the label + progress_label.sprite.SetOpacity (opacity); + + # Make the slot available again when hiding the bar + # So that another bar can take its place + if (opacity == 0) { + progress_label.is_available = 1; + progress_label.device = ""; + } +} + +# Set up a new Progress Bar +# +# TODO: Make it possible to reuse (rather than recreate) a bar +# if .is_available = 1. Ideally this would just reset the +# label, the associated +# device and the image size of the sprite. + +fun init_progress_label (device, status_string) { + # Make the slot unavailable + global.progress_label.is_available = 0; + progress_label.progress = 0; + progress_label.device = device; + progress_label.status_string = status_string; +} + +# See if the progress label is keeping track of the fsck +# of "device" +# +fun device_has_progress_label (device) { + #DebugBottom ("label device = " + progress_label.device + " checking device " + device); + return (progress_label.device == device); +} + +# Update the Progress bar which corresponds to index +# +fun update_progress_label (progress) { + # If progress is NULL then we just refresh the label. + # This happens when only counter.total has changed. + if (progress != NULL) { + progress_label.progress = progress; + + #Debug("device " + progress_label.device + " progress " + progress); + + # If progress >= 100% hide the label and make it available again + if (progress >= 100) { + set_progress_label_opacity (0); + + # See if we any other fsck check is complete + # and, if so, hide the progress bars and the labels + on_fsck_completed (); + + return 0; + } + } + # Update progress label here + # + # FIXME: the queue logic from this theme should really be moved into mountall + # instead of using string replacement to deal with localised strings. + label = StringReplace (progress_label.status_string[0], "%1$d", global.counter.current); + label = StringReplace (label, "%2$d", global.counter.total); + label = StringReplace (label, "%3$d", progress_label.progress); + label = StringReplace (label, "%%", "%"); + + progress_label = get_fsck_label (label, 0); + #progress_label.progress = progress; + + progress_label.sprite = Sprite (progress_label.image); + + # Set up the bar + progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1); + + set_progress_label_opacity (1); + +} + +# Refresh the label so as to update counters +fun refresh_progress_label () { + update_progress_label (NULL); +} + +#----------------------------------------- FSCK Queue ---------------------------------- + +# Initialise the fsck queue +fun init_queue () { + global.fsck_queue[0].device; + global.fsck_queue[0].progress; + global.fsck_queue.counter = 0; + global.fsck_queue.biggest_item = 0; +} + +fun clear_queue () { + global.fsck_queue = NULL; + init_queue (); +} + +# Return either the device index in the queue or -1 +fun queue_look_up_by_device (device) { + for (i=0; i <= fsck_queue.biggest_item; i++) { + if ((fsck_queue[i]) && (fsck_queue[i].device == device)) + return i; + } + return -1; +} + +# Keep track of an fsck process in the queue +fun add_fsck_to_queue (device, progress) { + # Look for an empty slot in the queue + for (i=0; global.fsck_queue[i].device; i++) { + continue; + } + local.index = i; + + # Set device and progress + global.fsck_queue[local.index].device = device; + global.fsck_queue[local.index].progress = progress; + + # Increase the queue counter + global.fsck_queue.counter++; + + # Update the max index of the array for iterations + if (local.index > global.fsck_queue.biggest_item) + global.fsck_queue.biggest_item = local.index; + + #DebugMedium ("Adding " + device + " at " + local.index); +} + +fun is_queue_empty () { + return (fsck_queue.counter == 0); +} + +fun is_progress_label_available () { + return (progress_label.is_available == 1); +} + + +# This should cover the case in which the fsck checks in +# the queue are completed before the ones showed in the +# progress label +fun on_queued_fsck_completed () { + if (!is_queue_empty ()) + return; + + # Hide the extra label, if any + #if (progress_bar.extra_label.sprite) + # progress_bar.extra_label.sprite.SetOpacity(0); +} + +fun remove_fsck_from_queue (index) { + # Free memory which was previously allocated for + # device and progress + global.fsck_queue[index].device = NULL; + global.fsck_queue[index].progress = NULL; + + # Decrease the queue counter + global.fsck_queue.counter--; + + # See if there are other processes in the queue + # if not, clear the extra_label + on_queued_fsck_completed (); +} + +fun on_fsck_completed () { + # We have moved on to tracking the next fsck + increase_current_fsck_count (); + + if (!is_progress_label_available ()) + return; + + if (!is_queue_empty ()) + return; + + # Hide the progress label + if (progress_label.sprite) + progress_label.sprite.SetOpacity (0); + + # Clear the queue + clear_queue (); + + # Clear the fsck counter + clear_fsck_count (); +} + +# Update an fsck process that we keep track of in the queue +fun update_progress_in_queue (index, device, progress) { + # If the fsck is complete, remove it from the queue + if (progress >= 100) { + remove_fsck_from_queue (index); + on_queued_fsck_completed (); + return; + } + + global.fsck_queue[index].device = device; + global.fsck_queue[index].progress = progress; + +} + +# TODO: Move it to some function +# Create an empty queue +#init_queue (); + + +#----------------------------------------- FSCK Functions ------------------------------ + + +# Either add a new bar for fsck checks or update an existing bar +# +# NOTE: no more than "progress_bar.max_number" bars are allowed +# +fun fsck_check (device, progress, status_string) { + + # The 1st time this will take place + if (!global.progress_label) { + # Increase the fsck counter + increase_fsck_count (); + + # Set up a new label for the check + init_progress_label (device, status_string); + update_progress_label (progress); + + return; + } + + + if (device_has_progress_label (device)) { + # Update the progress of the existing label + update_progress_label (progress); + } + else { + # See if there's already a slot in the queue for the device + local.queue_device_index = queue_look_up_by_device(device); + + # See if the progress_label is available + if (progress_label.is_available) { + +# local.my_string = "available index " + local.available_index + " progress_bar counter is " + progress_bar.counter; +# Debug(local.my_string); + + + # If the fsck check for the device was in the queue, then + # remove it from the queue + if (local.queue_device_index >= 0) { + remove_fsck_from_queue (index); + } + else { + # Increase the fsck counter + increase_fsck_count (); + } + +# local.my_string += local.message; + #Debug("setting new label for device " + device + " progress " + progress); + + # Set up a new label for the check + init_progress_label (device, status_string); + update_progress_label (progress); + + } + # If the progress_label is not available + else { + + # If the fsck check for the device is already in the queue + # just update its progress in the queue + if (local.queue_device_index >= 0) { + #DebugMedium("Updating queue at " + local.queue_device_index + " for device " + device); + update_progress_in_queue (local.queue_device_index, device, progress); + } + # Otherwise add the check to the queue + else { + #DebugMedium("Adding device " + device + " to queue at " + local.queue_device_index); + add_fsck_to_queue (device, progress); + + # Increase the fsck counter + increase_fsck_count (); + + refresh_progress_label (); + } + + } + } + +# if (!is_queue_empty ()) { +# DebugBottom("Extra label for "+ device); + #} +# else { +# DebugBottom("No extra label for " + device + ". 1st Device in the queue "+ fsck_queue[0].device + " counter = " + global.fsck_queue.counter); +# } +} + + +#-----------------------------------------Update Status stuff -------------------------- +# +# The update_status_callback is what we can use to pass plymouth whatever we want so +# as to make use of features which are available only in this program (as opposed to +# being available for any theme for the script plugin). +# +# Example: +# +# Thanks to the current implementation, some scripts can call "plymouth --update=fsck:sda1:40" +# and this program will know that 1) we're performing and fsck check, 2) we're checking sda1, +# 3) the program should set the label progress to 40% +# +# Other features can be easily added by parsing the string that we pass plymouth with "--update" +# +fun update_status_callback (status) { +# Debug(status); + if (!status) return; + + string_it = 0; + update_strings[string_it] = ""; + + for (i=0; (String(status).CharAt(i) != ""); i++) { + local.temp_char = String(status).CharAt(i); + if (temp_char != ":") + update_strings[string_it] += temp_char; + else + update_strings[++string_it] = ""; + } + +# my_string = update_strings[0] + " " + update_strings[1] + " " + update_strings[2]; +# Debug(my_string); + # Let's assume that we're dealing with these strings fsck:sda1:40 + if ((string_it >= 2) && (update_strings[0] == "fsck")) { + + device = update_strings[1]; + progress = update_strings[2]; + status_string[0] = update_strings[3]; # "Checking disk %1$d of %2$d (%3$d %% complete)" + if (!status_string[0]) + status_string[0] = "Checking disk %1$d of %2$d (%3$d %% complete)"; + + if ((device != "") && (progress != "")) { + progress = StringToInteger (progress); + + # Make sure that the fsck_queue is initialised + if (!global.fsck_queue) + init_queue (); + + # Make sure that the fsck counter is initialised + if (!global.counter) + init_fsck_count (); + +# if (!global.progress_bar.extra_label.sprite) +# create_extra_fsck_label (); + + # Keep track of the fsck check + fsck_check (device, progress, status_string); + } + + } + +} +Plymouth.SetUpdateStatusFunction (update_status_callback); + +#-----------------------------------------Display Question stuff ----------------------- +# +# TODO: Implement this if needed +# +# The callback function is called when the display should display a question dialogue. +# First arg is prompt string, the second is the entry contents. +#fun display_question_callback (prompt_string, entry_contents) +#{ +# time++; +#} +# +#Plymouth.SetDisplayQuestionFunction (display_question_callback); + + +#-----------------------------------------Refresh stuff -------------------------------- +# +# Calling Plymouth.SetRefreshFunction with a function will set that function to be +# called up to 50 times every second, e.g. +# +# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update +# the screen correctly +# +fun refresh_callback () +{ + 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); + + 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); + +# Acceleration function to have the electrons move faster in there most visible section, in +# the middle of the ellipses. +# +# The function computes the result based on the .anim.angle member value in the given ellipse +# +# The angle is adapted so that accel([start_angle,start_angle+arc])->[start_angle,start_angle+arc] +# 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; +} + +# 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; +} + +# Draw the 5 electron sprites to create a gradient effect +# +# 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); + } +} + + +#-----------------------------------------Display Normal stuff ----------------------- +# +# The callback function is called when the display should return to normal +fun display_normal_callback () +{ + global.status = "normal"; + if (global.password_dialogue) { + password_dialogue_opacity (0); + global.password_dialogue = NULL; + if (message_notification[2].sprite) hide_message(2); + prompt_active = 0; + } + + if (message_notification[1].sprite) show_message (1); + + +} + +Plymouth.SetDisplayNormalFunction (display_normal_callback); + + +#----------------------------------------- Quit -------------------------------- + +# TODO: Maybe we should also hide any other dialog +# Show the logo and make the progress indicator look full when on exit +fun quit_callback () +{ + logo.sprite.SetOpacity (1); + switch_on_bullets (); +} + +Plymouth.SetQuitFunction(quit_callback); diff --git a/plymouth/lines/logo.png b/plymouth/lines/logo.png new file mode 100644 index 0000000..fca91be Binary files /dev/null and b/plymouth/lines/logo.png differ diff --git a/plymouth/lines/password_dot.png b/plymouth/lines/password_dot.png new file mode 100644 index 0000000..7dd7413 Binary files /dev/null and b/plymouth/lines/password_dot.png differ diff --git a/plymouth/lines/password_dot16.png b/plymouth/lines/password_dot16.png new file mode 100644 index 0000000..991a586 Binary files /dev/null and b/plymouth/lines/password_dot16.png differ diff --git a/plymouth/lines/password_field.png b/plymouth/lines/password_field.png new file mode 100644 index 0000000..4c0b93e Binary files /dev/null and b/plymouth/lines/password_field.png differ diff --git a/plymouth/lines/password_field16.png b/plymouth/lines/password_field16.png new file mode 100644 index 0000000..962c557 Binary files /dev/null and b/plymouth/lines/password_field16.png differ