[Fai-commit] r5759 - in people/wbx: . plymouth-theme-fai plymouth-theme-fai/debian

Waldemar Brodkorb wbx-guest at alioth.debian.org
Sun Apr 11 12:07:17 UTC 2010


Author: wbx-guest
Date: 2010-04-11 12:07:12 +0000 (Sun, 11 Apr 2010)
New Revision: 5759

Added:
   people/wbx/plymouth-theme-fai/
   people/wbx/plymouth-theme-fai/bg.png
   people/wbx/plymouth-theme-fai/debian/
   people/wbx/plymouth-theme-fai/debian/changelog
   people/wbx/plymouth-theme-fai/debian/compat
   people/wbx/plymouth-theme-fai/debian/control
   people/wbx/plymouth-theme-fai/debian/copyright
   people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.install
   people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.postinst
   people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.postrm
   people/wbx/plymouth-theme-fai/debian/rules
   people/wbx/plymouth-theme-fai/fai-logo.png
   people/wbx/plymouth-theme-fai/fai.plymouth
   people/wbx/plymouth-theme-fai/fai.script
   people/wbx/plymouth-theme-fai/password_field.png
   people/wbx/plymouth-theme-fai/progress_dot_off.png
   people/wbx/plymouth-theme-fai/progress_dot_on.png
Log:
add a very simple plymouth theme with back blackground and FAI text logo (as an example)

Added: people/wbx/plymouth-theme-fai/bg.png
===================================================================
(Binary files differ)


Property changes on: people/wbx/plymouth-theme-fai/bg.png
___________________________________________________________________
Added: svn:mime-type
   + application/octet-stream

Added: people/wbx/plymouth-theme-fai/debian/changelog
===================================================================
--- people/wbx/plymouth-theme-fai/debian/changelog	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/debian/changelog	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1,5 @@
+plymouth-theme-fai (0.1) lucid; urgency=low
+
+  * Initial release 
+
+ -- Waldemar Brodkorb <fai at waldemar-brodkorb.de>  Sat, 10 Mar 2010 20:41:28 +0200

Added: people/wbx/plymouth-theme-fai/debian/compat
===================================================================
--- people/wbx/plymouth-theme-fai/debian/compat	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/debian/compat	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1 @@
+7

Added: people/wbx/plymouth-theme-fai/debian/control
===================================================================
--- people/wbx/plymouth-theme-fai/debian/control	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/debian/control	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1,14 @@
+Source: plymouth-theme-fai
+Section: x11
+Priority: optional
+Maintainer: Waldemar Brodkorb <fai at waldemar-brodkorb.de>
+Build-Depends: debhelper (>= 7)
+Standards-Version: 3.8.4
+Homepage: http://www.informatik.uni-koeln.de/fai/
+
+Package: plymouth-theme-fai
+Architecture: all
+Depends: plymouth, plymouth-label, ${misc:Depends}
+Provides: plymouth-theme
+Description: plymouth theme for FAI
+ This package contains a specific FAI theme for plymouth.

Added: people/wbx/plymouth-theme-fai/debian/copyright
===================================================================
--- people/wbx/plymouth-theme-fai/debian/copyright	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/debian/copyright	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1,20 @@
+This is a very simple plymouth theme for the package fai
+It is heavily based on plymouth-theme-sabily.
+
+Copyright (C) 2010 Waldemar Brodkorb
+
+  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 of the License, 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 with
+  the Debian GNU/Linux distribution in file /usr/share/common-licenses/GPL-2;
+  if not, write to the Free Software Foundation, Inc., 51 Franklin St,
+  Fifth Floor, Boston, MA 02110-1301 USA or look on the World Wide Web
+  at http://www.gnu.org/copyleft/gpl.html.

Added: people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.install
===================================================================
--- people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.install	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.install	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1,3 @@
+*.png lib/plymouth/themes/fai/
+*.plymouth lib/plymouth/themes/fai/
+*.script lib/plymouth/themes/fai/

Added: people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.postinst
===================================================================
--- people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.postinst	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.postinst	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1,26 @@
+#!/bin/sh
+set -e
+
+case "$1" in
+    configure)
+      update-alternatives \
+        --install /lib/plymouth/themes/default.plymouth default.plymouth \
+	      /lib/plymouth/themes/fai/fai.plymouth 60
+
+      if which update-initramfs >/dev/null 2>&1
+      then
+        update-initramfs -u
+      fi
+	;;
+
+    abort-upgrade|abort-deconfigure|abort-remove)
+	;;
+
+    *)
+	echo "$0 called with unknown argument \`$1'" 1>&2
+	exit 1
+	;;
+esac
+
+#DEBHELPER#
+exit 0

Added: people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.postrm
===================================================================
--- people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.postrm	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/debian/plymouth-theme-fai.postrm	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1,29 @@
+#!/bin/sh
+set -e
+
+case "$1" in
+	purge|remove)
+    update-alternatives \
+      --remove default.plymouth /lib/plymouth/themes/fai/fai.plymouth
+
+    rmdir /lib/plymouth/themes || :
+    rmdir /lib/plymouth || :
+
+    if which update-initramfs >/dev/null 2>&1
+    then
+      update-initramfs -u
+    fi
+	;;
+
+    upgrade|failed-upgrade|abort-install|abort-upgrade|disappear)
+	;;
+
+    *)
+	echo "$0 called with unknown argument \`$1'" 1>&2
+	exit 1
+	;;
+esac
+
+#DEBHELPER#
+
+exit 0

Added: people/wbx/plymouth-theme-fai/debian/rules
===================================================================
--- people/wbx/plymouth-theme-fai/debian/rules	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/debian/rules	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1,4 @@
+#!/usr/bin/make -f
+
+%:
+	dh $@


Property changes on: people/wbx/plymouth-theme-fai/debian/rules
___________________________________________________________________
Added: svn:executable
   + *

Added: people/wbx/plymouth-theme-fai/fai-logo.png
===================================================================
(Binary files differ)


Property changes on: people/wbx/plymouth-theme-fai/fai-logo.png
___________________________________________________________________
Added: svn:mime-type
   + application/octet-stream

Added: people/wbx/plymouth-theme-fai/fai.plymouth
===================================================================
--- people/wbx/plymouth-theme-fai/fai.plymouth	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/fai.plymouth	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1,8 @@
+[Plymouth Theme]
+Name=FAI
+Description=A theme that features a blank background with a logo.
+ModuleName=script
+
+[script]
+ImageDir=/lib/plymouth/themes/fai
+ScriptFile=/lib/plymouth/themes/fai/fai.script

Added: people/wbx/plymouth-theme-fai/fai.script
===================================================================
--- people/wbx/plymouth-theme-fai/fai.script	                        (rev 0)
+++ people/wbx/plymouth-theme-fai/fai.script	2010-04-11 12:07:12 UTC (rev 5759)
@@ -0,0 +1,1031 @@
+#  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 <alberto.milone at canonical.com>
+#
+#  Based on the example provided with the "script plugin" written by:
+#              Charlie Brej   <cbrej at cs.man.ac.uk>
+# 
+
+# 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 = 0.59;
+tinted_text_colour.green = 0.52;
+tinted_text_colour.blue = 0.57;
+
+# Action Text - #ffffff - RGB 255 255 255
+action_text_colour.red = 1.0;
+action_text_colour.green = 1.0;
+action_text_colour.blue = 1.0;
+
+# Orange - #ff4012 - RGB 255 64 18
+debugsprite = Sprite();
+debugsprite_bottom = Sprite();
+debugsprite_medium = Sprite();
+
+# are we currently prompting for a password?
+prompt_active = 0;
+
+# General purpose function to create text
+fun WriteText (text, colour) {
+    image = Image.Text (text, colour.red, colour.green, colour.blue);
+    return image;
+}
+
+fun ImageToText (text) {
+    image = WriteText (text, text_colour);
+    return image;
+}
+
+fun ImageToTintedText (text) {
+    image = WriteText (text, tinted_text_colour);
+    return image;
+}
+
+fun ImageToActionText (text) {
+    image = WriteText (text, action_text_colour);
+    return image;
+}
+
+fun Debug(text) {
+    debugsprite.SetImage(ImageToText (text));
+}
+
+fun DebugBottom(text) {
+    debugsprite_bottom.SetImage(ImageToText (text));
+    debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
+}
+
+fun DebugMedium(text) {
+    debugsprite_medium.SetImage(ImageToText (text));
+    debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1);
+}
+
+fun TextYOffset() {
+    local.y;
+    local.text_height;
+    local.min_height;
+
+    # Put the 1st line below the logo + some spacing 
+    y = logo.y + logo.height + (progress_indicator.bullet_height * 3.5 ); # + logo_spacing;
+
+    text_height = first_line_height * 7.5;
+
+    min_height = Window.GetHeight();
+    if (y + text_height > min_height)
+        y = min_height - text_height;
+
+    if (y < progress_indicator.y + progress_indicator.height)
+        return progress_indicator.y + progress_indicator.height;
+    return y;
+}
+
+#------------------------------String functions-------------------------------
+
+# This is the equivalent for strstr()
+fun StringString(string, substring) {
+    start = 0;
+    while (String(string).CharAt (start)) {
+        walk = 0;
+        while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) {
+            walk++;
+            if (!String(substring).CharAt (walk)) return start;
+        }
+        start++;
+    }
+    
+    return NULL;
+}
+
+fun StringLength (string) {
+    index = 0;
+    while (String(string).CharAt(index)) index++;
+    return index;
+}
+
+fun StringCopy (source, beginning, end) {
+    local.destination = "";
+    for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
+        local.destination += String(source).CharAt(index);
+    }
+    
+    return local.destination;
+}
+
+# it makes sense to use it only for
+# numbers up to 100
+fun StringToInteger (str) {
+    int = -1;
+    for (i=0; i<=100; i++) {
+        if (i+"" == str) {
+            int = i;
+            break;
+        }
+    }
+    return int;
+}
+
+#-----------------------------------------------------------------------------
+# Previous background colour
+# #300a24 --> 0.19, 0.04, 0.14
+# New background colour
+# #2c001e --> 0.16, 0.00, 0.12
+#
+Window.SetBackgroundTopColor (0, 0, 0);     # Nice blue on top of the screen fading to
+Window.SetBackgroundBottomColor (0, 0, 0);  # an equally nice brown on the bottom
+
+screen_width = Window.GetWidth (0);
+screen_height = Window.GetHeight (0);
+wallpaper_image = Image ("bg.png");
+resized_wallpaper_image = wallpaper_image.Scale (screen_width, screen_height);
+wallpaper_sprite = Sprite (resized_wallpaper_image);
+wallpaper_sprite.SetZ (-10000);
+
+
+logo.image = Image ("fai-logo.png"); # "special://logo" is a special keyword which finds the logo image
+logo.sprite = Sprite ();
+logo.sprite.SetImage (logo.image);
+logo.width = logo.image.GetWidth ();
+logo.height = logo.image.GetHeight ();
+logo.x = Window.GetX () + Window.GetWidth () / 2 - logo.width  / 2;
+logo.y = Window.GetY () + Window.GetHeight () / 2 - logo.height;
+logo.z = 1000;
+logo.sprite.SetX (logo.x);
+logo.sprite.SetY (logo.y);
+logo.sprite.SetZ (logo.z);
+logo.sprite.SetOpacity (1);
+
+# Spacing below the logo - in pixels
+logo_spacing = logo.height * 4;
+
+message_notification[0].image = ImageToTintedText ("");
+message_notification[1].image = ImageToTintedText ("");
+fsck_notification.image = ImageToActionText ("");
+
+status = "normal";
+
+progress_indicator.bullet_off = Image ("progress_dot_off.png");
+progress_indicator.bullet_on = Image ("progress_dot_on.png");
+progress_indicator.bullet_width = progress_indicator.bullet_off.GetWidth ();
+progress_indicator.bullet_height = progress_indicator.bullet_off.GetHeight ();
+progress_indicator.bullet_hspacing = progress_indicator.bullet_width * 1.1;
+progress_indicator.width = progress_indicator.bullet_width * 5;
+progress_indicator.height = progress_indicator.bullet_height;
+progress_indicator.y = logo.y + logo.height + (logo.height / 8);
+progress_indicator.x = Window.GetX () + Window.GetWidth () / 2 - progress_indicator.width / 2; # logo.x + 26;
+
+# use a fixed string with ascending and descending stems to calibrate the
+# bounding box for the first message, so the messages below don't move up
+# and down according to *their* height.
+first_line_height = ImageToTintedText ("AfpqtM").GetHeight();
+
+# if the user has a 640x480 or 800x600 display, we can't quite fit everything
+# (including passphrase prompts) with the target spacing, so scoot the text up
+# a bit if needed.
+top_of_the_text = TextYOffset();
+
+#-----------------------------------------Logo functions------------------------------
+
+# Call this when updating the screen
+fun draw_logo () {
+    logo.sprite.SetX (logo.x);
+    logo.sprite.SetY (logo.y);
+    logo.sprite.SetZ (logo.z);
+    logo.sprite.SetOpacity (1);
+}
+
+
+#-----------------------------------------Progress Indicator--------------------------
+fun set_progress_indicator () {
+    
+    
+    # Here we assume that we can store half bullets on each half of the screen
+    # together with some spacing
+    local.x = progress_indicator.x;
+    
+    for (index = 0; index <= 4; index++) {
+        # Set the "off" bullets
+        progress_indicator.bullets_off[index].sprite = Sprite (progress_indicator.bullet_off);
+        progress_indicator.bullets_off[index].sprite.SetPosition (local.x, progress_indicator.y, 1000);
+        progress_indicator.bullets_off[index].x = local.x;
+        progress_indicator.bullets_off[index].y = progress_indicator.y;
+        progress_indicator.bullets_off[index].sprite.SetOpacity (1);
+        
+        #local.debug_medium_string = "Progress indicator " + index + ": x = " + progress_indicator.bullets_off[index].x +
+        #                  ", y = " + progress_indicator.bullets_off[index].y  + ", logo width = " + logo.width +
+        #                  ", logo height = " + logo.height + " " + screen_width + " " + screen_height;
+        #   
+        #(index % 2) && DebugMedium (local.debug_medium_string) || DebugBottom (local.debug_medium_string);
+
+        # Set the "on" bullets on top of the "off" bullets and make them transparent
+        progress_indicator.bullets_on[index].sprite = Sprite (progress_indicator.bullet_on);
+        progress_indicator.bullets_on[index].x = progress_indicator.bullets_off[index].x;
+        progress_indicator.bullets_on[index].y = progress_indicator.bullets_off[index].y;
+        progress_indicator.bullets_on[index].sprite.SetPosition (progress_indicator.bullets_on[index].x, progress_indicator.bullets_on[index].y, 10000);
+
+        progress_indicator.bullets_on[index].sprite.SetOpacity (0);
+        
+        local.x += progress_indicator.bullet_hspacing;
+    }
+    #local.debug_string = "Progress indicator: x1 = " + progress_indicator.x + ", x2 = " + local.x + ", y = " + progress_indicator.y +
+    #                      ", x logo = " + logo.x + ", y logo = " + logo.y + ", indicator width = " + progress_indicator.width;
+    #Debug(progress_indicator.bullets_off[0].x);
+}
+
+
+# We have 2 bullets, one on top of the other:
+# The white one is on top of the red one and the former should
+# slowly fade so as to get a nice transition effect.
+fun switch_on_bullet (bullets_off, bullets_on, bullet_number, opacity) {
+    local.x = bullets_on[bullet_number].x;
+    local.y = bullets_on[bullet_number].y;
+    local.z = bullets_on[bullet_number].z;
+    
+    # Hide the bullets which are off
+    bullets_off[bullet_number].sprite.SetOpacity (0);
+    
+    # Show the bullets which are on
+    bullets_on[bullet_number].sprite.SetPosition (local.x, local.y, local.z);
+    bullets_on[bullet_number].sprite.SetOpacity (opacity);
+    
+    # Bump the number of times we have switched on bullets
+    global.times_bullets_switched++;
+}
+
+fun switch_off_bullets () {
+    # Debug("Switching off progress indicator");
+    
+    set_progress_indicator ();
+    global.times_bullets_switched = 0;
+    global.on_off = 1;
+}
+
+# This is something that we can call when we exit
+fun switch_on_bullets () {
+    # Debug("Switching off progress indicator");
+    if (!global.progress_indicator.bullets_on) set_progress_indicator ();
+    local = global.progress_indicator;
+
+    for (index = 0; bullets_on[index]; index++) {
+        switch_on_bullet (bullets_off, bullets_on, index, 1.0);
+    }
+}
+
+
+# Implement in boot progress callback
+fun animate_progress_indicator (progress, time) {
+    if (global.progress_time == NULL) {
+        global.progress_time = progress;  #time;
+        switch_off_bullets ();
+    }
+
+#    Debug ("progress = " + progress + ", time = " + time + " times switched = " + global.times_bullets_switched + " on_off " + global.on_off);
+
+#    if (global.times_bullets_switched == NULL)
+#        global.times_bullets_switched = 5;
+
+#    if (global.on_off == NULL)
+#        global.on_off = 0;
+
+    if ((progress - global.progress_time) >= 1.0) {
+        global.progress_time = progress;
+        
+        if (global.times_bullets_switched == 5) {
+            # Change which bullets are switched on
+            # and which ones are switched off
+            global.on_off = !global.on_off;
+            global.times_bullets_switched = 0;
+        }
+        
+        if (global.on_off) {
+            switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
+                              global.times_bullets_switched, 1.0);
+        }
+        else {
+            switch_on_bullet (progress_indicator.bullets_on, progress_indicator.bullets_off,
+                              global.times_bullets_switched, 1.0);
+        }
+    }
+    
+    
+    # Start setting bullets to "on" with translucency
+#    for (index = 0; index <= 5; index++) {
+#        opacity = 0.0;
+#        while (opacity <= 1.0) {
+#            switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
+#                              index, opacity);
+#            opacity += 0.1;
+#        }
+#    }
+}
+
+
+#-----------------------------------------Label utility functions---------------------
+
+# label should be either a string or NULL
+# Images for n lines will be created and returned as items of the
+# message_label array
+#
+fun get_message_label (label, is_fake, is_action_line) {
+    # Debug("Get Label position");
+    local.message_label;
+    
+    if (is_fake)
+        # Create a fake label so as to get the y coordinate of
+        # a standard-length label.
+        local.message_image = ImageToTintedText ("This is a fake message");
+    else
+        local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label);
+        
+    message_label.width = message_image.GetWidth ();
+    message_label.height = message_image.GetHeight ();
+
+    # Center the line horizontally
+    message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2;
+
+    message_label.y = top_of_the_text;
+
+    # Put the 2nd line below the fsck line
+    if (is_action_line) {
+        local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2);
+        message_label.y = local.fsck_label.y + (first_line_height * 2);
+    }
+
+    # Debug("action label x = " + message_label.x + " y = " + message_label.y );
+
+#    message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y +
+#                    "msg_width = " + message_label.width + " msg_height = " +
+#                    message_label.height + " message = " + label;
+#    Debug(message_debug);
+
+    return message_label;
+
+}
+
+# Create an fsck label and/or get its position
+fun get_fsck_label (label, is_fake) {
+    # Debug("Get Label position");
+    local.fsck_label = global.progress_label;
+
+    if (is_fake)
+        fsck_label.image = ImageToTintedText ("This is a fake message");
+    else
+        fsck_label.image = ImageToTintedText (label);
+
+    fsck_label.width = fsck_label.image.GetWidth ();
+    fsck_label.height = fsck_label.image.GetHeight ();
+
+    # Centre the label horizontally
+    fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2;
+
+    local.first_label = get_message_label (label, 1, 0);
+
+    # Place the label below the 1st message line
+    fsck_label.y = local.first_label.y + local.first_label.height + (local.first_label.height / 2);
+
+#    message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y +
+#                    "msg_width = " + fsck_label.width + " msg_height = " +
+#                    fsck_label.height + " message = " + label;
+#    Debug(message_debug);
+    
+    return fsck_label;
+}
+
+#-----------------------------------------Message stuff --------------------------------
+#
+
+# Set up a message label
+#
+# NOTE: this is called when doing something like 'plymouth message "hello world"'
+#
+fun setup_message (message_text, x, y, z, index) {
+    # Debug("Message setup");
+    global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (message_text);
+
+    # Set up the text message, if any
+    message_notification[index].x = x;
+    message_notification[index].y = y;
+    message_notification[index].z = z;
+    
+    message_notification[index].sprite = Sprite ();
+    message_notification[index].sprite.SetImage (message_notification[index].image);
+    message_notification[index].sprite.SetX (message_notification[index].x);
+    message_notification[index].sprite.SetY (message_notification[index].y);
+    message_notification[index].sprite.SetZ (message_notification[index].z);
+
+}
+
+fun show_message (index) {
+    if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1);
+}
+
+fun hide_message (index) {
+    if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(0);
+}
+
+
+
+
+# the callback function is called when new message should be displayed.
+# First arg is message to display.
+fun message_callback (message)
+{
+    # Debug("Message callback");
+    is_fake = 0;
+    if (!message || (message == "")) is_fake = 1;
+    
+    local.substring = "keys:";
+    
+    # Look for the "keys:" prefix
+    local.keys = StringString(message, local.substring);
+    
+    local.is_action_line = (keys != NULL);
+    #Debug("keys " + local.keys + " substring length = " + StringLength(local.substring));
+
+    # Get the message without the "keys:" prefix
+    if (keys != NULL)
+        message = StringCopy (message, keys + StringLength(local.substring), NULL);
+
+    local.label.is_fake = is_fake;
+    label = get_message_label(message, is_fake, is_action_line);
+    label.z = 10000;
+
+    setup_message (message, label.x, label.y, label.z, is_action_line);
+    if (prompt_active)
+        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 ("progress_dot_off.png");
+    entry.image = Image ("password_field.png");
+
+    # 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) {
+    # Make the slot unavailable
+    global.progress_label.is_available = 0;
+    progress_label.progress = 0;
+    progress_label.device = device;
+}
+
+# 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
+    label = "Checking disk " + global.counter.current + " of " + global.counter.total + " (" + progress_label.progress + "% complete)";
+
+    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) {
+
+    # 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);
+        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);
+            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];
+        
+        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);
+        }
+        
+    }
+
+}
+Plymouth.SetUpdateStatusFunction (update_status_callback); 
+
+#-----------------------------------------Display Question stuff -----------------------
+#
+# TODO: Implement this if needed
+#
+# The callback function is called when the display should display a question dialogue.
+# First arg is prompt string, the second is the entry contents.
+#fun display_question_callback (prompt_string, entry_contents)
+#{
+# time++;
+#}
+#
+#Plymouth.SetDisplayQuestionFunction (display_question_callback); 
+
+#-----------------------------------------Refresh stuff --------------------------------
+#
+# Calling Plymouth.SetRefreshFunction with a function will set that function to be
+# called up to 50 times every second, e.g.
+#
+# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
+#       the screen correctly
+#
+fun refresh_callback ()
+{
+    draw_logo ();
+}
+Plymouth.SetRefreshFunction (refresh_callback);
+
+
+#-----------------------------------------Display Normal stuff -----------------------
+#
+# The callback function is called when the display should return to normal
+fun display_normal_callback ()
+{
+    global.status = "normal";
+    if (global.password_dialogue) {
+        password_dialogue_opacity (0);
+        global.password_dialogue = NULL;
+        if (message_notification[2].sprite) hide_message(2);
+        prompt_active = 0;
+    }
+    
+    if (message_notification[1].sprite) show_message (1);
+    
+    
+}
+
+Plymouth.SetDisplayNormalFunction (display_normal_callback);
+
+
+#----------------------------------------- Quit --------------------------------
+
+# TODO: Maybe we should also hide any other dialog
+# Show the logo and make the progress indicator look full when on exit
+fun quit_callback ()
+{
+    logo.sprite.SetOpacity (1);
+    switch_on_bullets (); 
+}
+
+Plymouth.SetQuitFunction(quit_callback);

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