diff --git a/ceratopsian-theme/gnome-wp-list.xml b/ceratopsian-theme/gnome-wp-list.xml
new file mode 100644
index 0000000..7973f2b
--- /dev/null
+++ b/ceratopsian-theme/gnome-wp-list.xml
@@ -0,0 +1,12 @@
+
+
+
+
+
+ Ceratopsian
+ /usr/share/desktop-base/ceratopsian-theme/wallpaper/gnome-background.xml
+ zoom
+ #ffffff
+ #000000
+
+
diff --git a/ceratopsian-theme/grub/Makefile b/ceratopsian-theme/grub/Makefile
new file mode 100644
index 0000000..49bd7e0
--- /dev/null
+++ b/ceratopsian-theme/grub/Makefile
@@ -0,0 +1,29 @@
+dir = usr/share/desktop-base/ceratopsian-theme/grub
+
+.PHONY: build clean install
+
+files = \
+ grub-4x3.png \
+ grub-16x9.png
+
+build: $(files)
+
+clean:
+ rm -f grub-4x3.png.raw grub-16x9.png.raw
+ rm -f grub-4x3.png grub-16x9.png
+
+install:
+ install -d $(DESTDIR)/$(dir)
+ $(INSTALL_DATA) $(wildcard *.png *.sh) $(DESTDIR)/$(dir)
+
+grub-4x3.png: grub-4x3.svg
+ inkscape --export-filename=$@ $<
+ mv $@ $@.raw
+ optipng $@.raw -out $@
+
+grub-16x9.png: grub-16x9.svg
+ inkscape --export-filename=$@ $<
+ mv $@ $@.raw
+ optipng $@.raw -out $@
+
+include ../../Makefile.inc
diff --git a/ceratopsian-theme/grub/grub-16x9.svg b/ceratopsian-theme/grub/grub-16x9.svg
new file mode 100644
index 0000000..cf29a9d
--- /dev/null
+++ b/ceratopsian-theme/grub/grub-16x9.svg
@@ -0,0 +1,1091 @@
+
+
+
+
diff --git a/ceratopsian-theme/grub/grub-4x3.svg b/ceratopsian-theme/grub/grub-4x3.svg
new file mode 100644
index 0000000..8b86c58
--- /dev/null
+++ b/ceratopsian-theme/grub/grub-4x3.svg
@@ -0,0 +1,1092 @@
+
+
+
+
diff --git a/ceratopsian-theme/grub/grub_background.sh b/ceratopsian-theme/grub/grub_background.sh
new file mode 100644
index 0000000..c7ba469
--- /dev/null
+++ b/ceratopsian-theme/grub/grub_background.sh
@@ -0,0 +1,3 @@
+WALLPAPER=/usr/share/images/desktop-base/desktop-grub.png
+COLOR_NORMAL=white/black
+COLOR_HIGHLIGHT=black/white
diff --git a/ceratopsian-theme/login/background-nologo.svg b/ceratopsian-theme/login/background-nologo.svg
new file mode 100644
index 0000000..b4c9858
--- /dev/null
+++ b/ceratopsian-theme/login/background-nologo.svg
@@ -0,0 +1,198 @@
+
+
+
+
diff --git a/ceratopsian-theme/login/background.svg b/ceratopsian-theme/login/background.svg
new file mode 100644
index 0000000..075381d
--- /dev/null
+++ b/ceratopsian-theme/login/background.svg
@@ -0,0 +1,1023 @@
+
+
+
+
diff --git a/ceratopsian-theme/plymouth/ceratopsian.plymouth b/ceratopsian-theme/plymouth/ceratopsian.plymouth
new file mode 100644
index 0000000..e24428a
--- /dev/null
+++ b/ceratopsian-theme/plymouth/ceratopsian.plymouth
@@ -0,0 +1,8 @@
+[Plymouth Theme]
+Name=Ceratopsian theme for Debian 13.0 Trixie
+Description=Ceratopsian theme by Elise Couper
+ModuleName=script
+
+[script]
+ImageDir=/usr/share/plymouth/themes/ceratopsian
+ScriptFile=/usr/share/plymouth/themes/ceratopsian/ceratopsian.script
diff --git a/ceratopsian-theme/plymouth/ceratopsian.script b/ceratopsian-theme/plymouth/ceratopsian.script
new file mode 100644
index 0000000..deea07d
--- /dev/null
+++ b/ceratopsian-theme/plymouth/ceratopsian.script
@@ -0,0 +1,1069 @@
+# ceratopsian.script - boot splash using script plugin
+#
+# Copyright (C) 2009 Canonical Ltd.
+# Copyright © 2010-2021 Aurélien Couderc
+# Copyright © 2014-2022 Juliette Taka
+#
+# 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
+#
+
+
+#------------------------------- Constants -----------------------------------------
+NB_ANIM_STEPS = 360;
+NB_REFRESHS_BETWEEN_ANIMS = 1;
+
+
+
+#------------------------------- Globals -------------------------------------------
+# are we currently prompting for a password?
+prompt_active = 0;
+
+# Globals to share progress time / percent with intersted functions
+progress_time = 0;
+progress_pct = 0;
+
+# Variables for glow rotation animation
+anim_start_time = NULL;
+anim_status = "stopped";
+refresh_iter = 0;
+anim_iter = 0;
+
+#-----------------------------Text-image functions----------------------------
+
+# 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_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
+debugsprite_medium = Sprite();
+debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 100), 1);
+
+# General purpose function to create text
+fun WriteText (text, colour) {
+ image = Image.Text (text, colour.red, colour.green, colour.blue);
+ return image;
+}
+
+fun ImageFromText (text) {
+ image = WriteText (text, text_colour);
+ return image;
+}
+
+fun ImageFromTintedText (text) {
+ image = WriteText (text, tinted_text_colour);
+ return image;
+}
+
+fun ImageFromActionText (text) {
+ image = WriteText (text, action_text_colour);
+ return image;
+}
+
+fun Debug(text) {
+ debugsprite.SetImage(ImageFromText (text));
+}
+
+fun DebugBottom(text) {
+ debugsprite_bottom.SetImage(ImageFromText (text));
+}
+
+fun DebugMedium(text) {
+ debugsprite_medium.SetImage(ImageFromText (text));
+}
+
+#Debug("Window.GetHeight(0) = " + Window.GetHeight(0));
+fun TextYOffset() {
+ local.y;
+ local.text_height;
+ local.min_height;
+
+ # Put the 1st line below the logo + some spacing
+ # TODO position from lower edge
+ #y = logo_sprite.GetY() + logo.GetHeight();
+ # Put the first line at the midpoint
+ y = 0.5*Window.GetHeight();
+ #Debug("y = " + y);
+
+ text_height = first_line_height * 7.5;
+ # subtract Window.GetY() to show info also at smallest of dual srceens
+ min_height = window_max.height - 2 * first_line_height - Window.GetY();
+ #Debug("text_height=" + text_height + "; min_height=" + min_height);
+
+ if (y + text_height > min_height)
+ y = min_height - text_height;
+
+ return y;
+}
+
+
+#----------------------------- Screen/window setup ---------------------------
+# Compute screen/image ratio and scale the background accordingly
+window_max.width = Window.GetWidth();
+window_max.height = Window.GetHeight();
+screen_ratio = window_max.width / window_max.height;
+small_dimension = Math.Min(window_max.width, window_max.height);
+#Debug("Window.GetX():" + Window.GetX() + ", Window.GetY():" + Window.GetY());
+#Debug("Window is [" + window_max.width + ";" + window_max.height + "], ratio=" + screen_ratio);
+
+
+
+#---------------------------- Frills ---------------------------------
+
+fun calcfmt(frill,logo_base) {
+ x0 = Window.GetWidth();
+ y0 = Window.GetHeight();
+ xlogo = logo_base.GetWidth();
+ ylogo = logo_base.GetHeight();
+ xfrill = frill.GetWidth();
+ yfrill = frill.GetHeight();
+
+ coef = 0.6;
+
+ logoscale = 0.1;
+ if (xlogo=y0) {
+ dim.frill.ysize = coef*y0;
+ dim.frill.xsize = coef*y0*(xfrill/yfrill);
+ dim.frill.x = x0-coef*y0*(xfrill/yfrill);
+ dim.frill.y = y0-coef*y0;
+ }
+ else {
+ dim.frill.xsize = coef*x0;
+ dim.frill.ysize = coef*x0*(yfrill/xfrill);
+ dim.frill.x = x0 - coef*x0;
+ dim.frill.y = y0 - coef*x0*(yfrill/xfrill);
+ }
+ return dim;
+}
+
+
+logo = Image("logo.png");
+frill = Image("frill.png");
+glow = Image("glow.png");
+
+frilldim = calcfmt(frill,logo);
+
+frill = frill.Scale(frilldim.frill.xsize, frilldim.frill.ysize);
+frill_sprite = Sprite(frill);
+frill_sprite.SetPosition(frilldim.frill.x,frilldim.frill.y,-2);
+
+glow = glow.Scale(frilldim.frill.xsize, frilldim.frill.ysize);
+glow_sprite = Sprite(glow);
+glow_sprite.SetPosition(frilldim.frill.x,frilldim.frill.y,-1);
+
+logo = logo.Scale(frilldim.logo.xsize,frilldim.logo.ysize);
+logo_sprite = Sprite(logo);
+logo_sprite.SetPosition(frilldim.logo.x,frilldim.logo.y,-4);
+
+
+#------------------------------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 -> RGB/256
+# #263a47 --> 0.1484, 0.2266, 0.2773
+# Bottom background colour
+# #263a47 --> 0.1484, 0.2266, 0.2773
+#
+Window.SetBackgroundTopColor (0.1484, 0.2266, 0.2773); # Nice colour on top of the screen fading to
+Window.SetBackgroundBottomColor (0.1484, 0.2266, 0.2773); # 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 = ImageFromTintedText ("");
+message_notification[1].image = ImageFromTintedText ("");
+fsck_notification.image = ImageFromActionText ("");
+
+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 = ImageFromTintedText ("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();
+
+
+#-------------------------------Progress Indicator-----------------------------
+# Implement in boot progress callback
+fun animate_progress_indicator (time, progress) {
+ progress_time = time;
+ progress_pct = progress;
+
+ #Debug ("mode = " + Plymouth.GetMode() + ", progress_time = " + progress_time + ", progress_pct = " + progress_pct);
+
+}
+
+
+#-----------------------------------------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 = 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 ();
+
+ # 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 * 1.5);
+ }
+
+ #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 = 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;
+}
+
+#-----------------------------------------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) {
+ #DebugMedium("Message setup: " + message_text);
+ global.message_notification[index].image = (index) && ImageFromActionText (message_text) || ImageFromTintedText (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);
+
+ # Get the message without the "fsckd-cancel-msg" prefix as we don't support i18n
+ substring = "fsckd-cancel-msg:";
+ keys = StringString(message, substring);
+ if (keys != NULL)
+ message = StringCopy(message, keys + StringLength(substring), NULL);
+
+ local.label.is_fake = is_fake;
+ label = get_message_label(message, is_fake, is_action_line);
+ label.z = 10000;
+
+ setup_message (message, label.x, label.y, label.z, is_action_line);
+ if (prompt_active && local.is_action_line)
+ hide_message (is_action_line);
+ else
+ show_message (is_action_line);
+
+}
+
+
+#-----------------------------------------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 * 1.5;
+
+ #DebugMedium("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("Setting password dialog opacity to " + 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 ) );
+ #DebugMedium ("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,y) = " + password_dialogue.entry.x + "," + password_dialogue.entry.y
+ # + "), 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);
+ }
+
+ }
+
+ # systemd-fsckd pass fsckd::