diff --git a/iso_configs/plymouth/lines/background.png b/iso_configs/plymouth/lines/background.png old mode 100644 new mode 100755 index 140a4499..fb65a67d Binary files a/iso_configs/plymouth/lines/background.png and b/iso_configs/plymouth/lines/background.png differ diff --git a/iso_configs/plymouth/lines/debian.png b/iso_configs/plymouth/lines/debian.png deleted file mode 100644 index 3a8f6cce..00000000 Binary files a/iso_configs/plymouth/lines/debian.png and /dev/null differ diff --git a/iso_configs/plymouth/lines/debian_logo.png b/iso_configs/plymouth/lines/debian_logo.png new file mode 100755 index 00000000..1b35801a Binary files /dev/null and b/iso_configs/plymouth/lines/debian_logo.png differ diff --git a/iso_configs/plymouth/lines/debian_logo16.png b/iso_configs/plymouth/lines/debian_logo16.png new file mode 100755 index 00000000..501c14cb Binary files /dev/null and b/iso_configs/plymouth/lines/debian_logo16.png differ diff --git a/iso_configs/plymouth/lines/electron.png b/iso_configs/plymouth/lines/electron.png deleted file mode 100644 index 5590b5ec..00000000 Binary files a/iso_configs/plymouth/lines/electron.png and /dev/null differ diff --git a/iso_configs/plymouth/lines/joy.plymouth b/iso_configs/plymouth/lines/joy.plymouth new file mode 100755 index 00000000..02501fe0 --- /dev/null +++ b/iso_configs/plymouth/lines/joy.plymouth @@ -0,0 +1,8 @@ +[Plymouth Theme] +Name=Joy, the default Debian 7.0 (Wheezy) theme +Description=A theme that features a blank background with a logo. +ModuleName=script + +[script] +ImageDir=/usr/share/plymouth/themes/joy +ScriptFile=/usr/share/plymouth/themes/joy/joy.script diff --git a/iso_configs/plymouth/lines/lines.script b/iso_configs/plymouth/lines/joy.script old mode 100644 new mode 100755 similarity index 72% rename from iso_configs/plymouth/lines/lines.script rename to iso_configs/plymouth/lines/joy.script index bc8837b3..94533268 --- a/iso_configs/plymouth/lines/lines.script +++ b/iso_configs/plymouth/lines/joy.script @@ -1,8 +1,8 @@ -# lines.script - boot splash using script plugin +# ubuntu-logo.script - boot splash plugin # # Copyright (C) 2009 Canonical Ltd. -# Copyright © 2010-2014 Aurélien Couderc -# Copyright © 2014 Juliette Taka +# Copyright © 2010 Aurélien Couderc +# Copyright © 2012 Jonathan Carter # # 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 @@ -17,29 +17,15 @@ # 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., # 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. - # # Written by: Alberto Milone # # Based on the example provided with the "script plugin" written by: # Charlie Brej -# +# - -#------------------------------- Constants ----------------------------------------- -ELECTRONS_DISPLAYED = 3; -SECS_BETWEEN_ANIMS = 2.5; - -#------------------------------- Globals ------------------------------------------- -# are we currently prompting for a password? -prompt_active = 0; - -anim_iter = 0; -anim_status = "stopped"; - - -#------------------------------- Background ---------------------------------------- bg_image = Image("background.png"); + # 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(); @@ -58,101 +44,17 @@ bg_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - scaled_bg_image.Ge 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); - -#------------------------------- Debian ---------------------------------------------- -debian_image = Image("debian.png"); -debian_width = logo_image.GetWidth(); -debian_scale_factor = debian_width / debian_image.GetWidth() * 0.24; -if (debian_scale_factor < 1) { - debian_image = debian_image.Scale(debian_image.GetWidth() * debian_scale_factor, - debian_image.GetHeight() * debian_scale_factor); -} -debian_sprite = Sprite(debian_image); -debian_to_bottom_edge = Window.GetHeight() * 0.10; -debian_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - debian_image.GetWidth() / 2, - Window.GetY() + Window.GetHeight() - debian_to_bottom_edge - debian_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].SetOpacity(0); - 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; +text_colour.red = 0.0; +text_colour.green = 0.0; +text_colour.blue = 0.0; # Tinted text #988592 -tinted_text_colour.red = 1.0; -tinted_text_colour.green = 1.0; -tinted_text_colour.blue = 1.0; +tinted_text_colour.red = 0.0; +tinted_text_colour.green = 0.0; +tinted_text_colour.blue = 0.0; # Action Text - #ffffff - RGB 255 255 255 action_text_colour.red = 1.0; @@ -162,9 +64,10 @@ 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); + +# are we currently prompting for a password? +prompt_active = 0; # General purpose function to create text fun WriteText (text, colour) { @@ -172,31 +75,33 @@ fun WriteText (text, colour) { return image; } -fun ImageFromText (text) { +fun ImageToText (text) { image = WriteText (text, text_colour); return image; } -fun ImageFromTintedText (text) { +fun ImageToTintedText (text) { image = WriteText (text, tinted_text_colour); return image; } -fun ImageFromActionText (text) { +fun ImageToActionText (text) { image = WriteText (text, action_text_colour); return image; } fun Debug(text) { - debugsprite.SetImage(ImageFromText (text)); + debugsprite.SetImage(ImageToText (text)); } fun DebugBottom(text) { - debugsprite_bottom.SetImage(ImageFromText (text)); + debugsprite_bottom.SetImage(ImageToText (text)); + debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1); } fun DebugMedium(text) { - debugsprite_medium.SetImage(ImageFromText (text)); + debugsprite_medium.SetImage(ImageToText (text)); + debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1); } fun TextYOffset() { @@ -205,8 +110,7 @@ fun TextYOffset() { local.min_height; # Put the 1st line below the logo + some spacing - y = logo_sprite.GetY() + logo_image.GetHeight(); - #Debug("y = " + y); + y = logo.y + logo.height + (progress_indicator.bullet_height * 7 ); # + logo_spacing; text_height = first_line_height * 7.5; @@ -214,10 +118,8 @@ fun TextYOffset() { if (y + text_height > min_height) y = min_height - text_height; - # Ensure we don’t bump into the Debian image. - # The approx height of the 3 text lines + password input is 140 px. - y = Math.Min(y, debian_sprite.GetY() - 140); - + if (y < progress_indicator.y + progress_indicator.height) + return progress_indicator.y + progress_indicator.height; return y; } @@ -234,7 +136,7 @@ fun StringString(string, substring) { } start++; } - + return NULL; } @@ -249,7 +151,7 @@ fun StringCopy (source, beginning, end) { for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) { local.destination += String(source).CharAt(index); } - + return local.destination; } @@ -279,40 +181,65 @@ fun StringToInteger (str) { } #----------------------------------------------------------------------------- -# Top background colour -# #489291 --> 0.282, 0.572, 0.569 +# Previous background colour +# #300a24 --> 0.19, 0.04, 0.14 # New background colour -# #0a3649 --> 0.039, 0.212, 0.286 +# #2c001e --> 0.16, 0.00, 0.12 # -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 +Window.SetBackgroundTopColor (0.39, 0.43, 0.51); # Nice colour on top of the screen fading to +Window.SetBackgroundBottomColor (0.39, 0.43, 0.51); # 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"; +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 (""); +logo.image = Image (logo_filename); +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_filename); +progress_indicator.bullet_on = Image (progress_dot_on_filename); +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 / 4); +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 = ImageFromTintedText ("AfpqtM").GetHeight(); +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 @@ -323,25 +250,135 @@ top_of_the_text = TextYOffset(); # 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); + 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 (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"; +fun animate_progress_indicator (progress, time) { + if (global.progress_time == NULL) { + global.progress_time = progress; #time; + switch_off_bullets (); } - #Debug ("global progress time =" + global.progress_time + " global anim status = " + global.anim_status + " progress = " + progress + ", time = " + time); +# 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; +# } +# } } @@ -352,16 +389,16 @@ fun animate_progress_indicator (time, progress) { # message_label array # fun get_message_label (label, is_fake, is_action_line) { - #Debug("Get Label position"); + # 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"); + local.message_image = ImageToTintedText ("This is a fake message"); else - local.message_image = (is_action_line) && ImageFromActionText (label) || ImageFromTintedText (label); - + local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label); + message_label.width = message_image.GetWidth (); message_label.height = message_image.GetHeight (); @@ -376,13 +413,13 @@ fun get_message_label (label, is_fake, is_action_line) { message_label.y = local.fsck_label.y + (first_line_height * 2); } - #Debug("action label x = " + message_label.x + " y = " + message_label.y ); + # Debug("action label x = " + message_label.x + " y = " + message_label.y ); # message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y + # "msg_width = " + message_label.width + " msg_height = " + # message_label.height + " message = " + label; # Debug(message_debug); - + return message_label; } @@ -391,28 +428,28 @@ fun get_message_label (label, is_fake, is_action_line) { fun get_fsck_label (label, is_fake) { # Debug("Get Label position"); local.fsck_label = global.progress_label; - + if (is_fake) - fsck_label.image = ImageFromTintedText ("This is a fake message"); + fsck_label.image = ImageToTintedText ("This is a fake message"); else - fsck_label.image = ImageFromTintedText (label); - + 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; } @@ -424,14 +461,14 @@ fun get_fsck_label (label, is_fake) { # 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); + # 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); @@ -458,12 +495,12 @@ fun message_callback (message) # Debug("Message callback"); is_fake = 0; if (!message || (message == "")) is_fake = 1; - + local.substring = "keys:"; - + # Look for the "keys:" prefix local.keys = StringString(message, local.substring); - + local.is_action_line = (keys != NULL); #Debug("keys " + local.keys + " substring length = " + StringLength(local.substring)); @@ -480,7 +517,7 @@ fun message_callback (message) local.label.is_fake = is_fake; label = get_message_label(message, is_fake, is_action_line); label.z = 10000; - + setup_message (message, label.x, label.y, label.z, is_action_line); if (prompt_active && local.is_action_line) hide_message (is_action_line); @@ -494,36 +531,36 @@ fun message_callback (message) # fun password_dialogue_setup (message_label) { - #Debug("Password dialog setup"); - + # 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; - #DebugMedium("entry x = " + entry.x + ", y = " + entry.y); + #Debug ("entry x = " + entry.x + ", y = " + entry.y); entry.z = 10000; entry.sprite.SetX (entry.x); entry.sprite.SetY (entry.y); @@ -533,7 +570,7 @@ fun password_dialogue_setup (message_label) { } fun password_dialogue_opacity (opacity) { - #Debug("Setting password dialog opacity to " + opacity); + # Debug("Password dialog opacity"); global.password_dialogue.opacity = opacity; local = global.password_dialogue; @@ -541,7 +578,7 @@ fun password_dialogue_opacity (opacity) { # entry.sprite.SetOpacity (0.3); entry.sprite.SetOpacity (opacity); label.sprite.SetOpacity (opacity); - + if (bullets) { for (index = 0; bullets[index]; index++) { bullets[index].sprite.SetOpacity (opacity); @@ -553,8 +590,8 @@ fun password_dialogue_opacity (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"); - + # Debug("Password dialog setup"); + global.status = "password"; if (!global.password_dialogue) password_dialogue_setup(prompt); password_dialogue_opacity (1); @@ -564,7 +601,7 @@ fun display_password_callback (prompt, bullets) { 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); + #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); @@ -640,7 +677,7 @@ fun clear_fsck_count () { fun set_progress_label_opacity (opacity) { # the label progress_label.sprite.SetOpacity (opacity); - + # Make the slot available again when hiding the bar # So that another bar can take its place if (opacity == 0) { @@ -679,17 +716,17 @@ fun update_progress_label (progress) { # This happens when only counter.total has changed. if (progress != NULL) { progress_label.progress = progress; - + #Debug("device " + progress_label.device + " progress " + progress); - + # If progress >= 100% hide the label and make it available again if (progress >= 100) { set_progress_label_opacity (0); - + # See if we any other fsck check is complete # and, if so, hide the progress bars and the labels on_fsck_completed (); - + return 0; } } @@ -706,7 +743,7 @@ fun update_progress_label (progress) { #progress_label.progress = progress; progress_label.sprite = Sprite (progress_label.image); - + # Set up the bar progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1); @@ -750,18 +787,18 @@ fun add_fsck_to_queue (device, progress) { continue; } local.index = i; - + # Set device and progress global.fsck_queue[local.index].device = device; global.fsck_queue[local.index].progress = progress; - + # 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); } @@ -780,7 +817,7 @@ fun is_progress_label_available () { fun on_queued_fsck_completed () { if (!is_queue_empty ()) return; - + # Hide the extra label, if any #if (progress_bar.extra_label.sprite) # progress_bar.extra_label.sprite.SetOpacity(0); @@ -794,7 +831,7 @@ fun remove_fsck_from_queue (index) { # Decrease the queue counter global.fsck_queue.counter--; - + # See if there are other processes in the queue # if not, clear the extra_label on_queued_fsck_completed (); @@ -806,14 +843,14 @@ fun on_fsck_completed () { if (!is_progress_label_available ()) return; - + if (!is_queue_empty ()) return; - + # Hide the progress label if (progress_label.sprite) progress_label.sprite.SetOpacity (0); - + # Clear the queue clear_queue (); @@ -829,10 +866,10 @@ fun update_progress_in_queue (index, device, progress) { on_queued_fsck_completed (); return; } - + global.fsck_queue[index].device = device; global.fsck_queue[index].progress = progress; - + } # TODO: Move it to some function @@ -861,7 +898,7 @@ fun fsck_check (device, progress, status_string) { return; } - + if (device_has_progress_label (device)) { # Update the progress of the existing label update_progress_label (progress); @@ -872,11 +909,11 @@ fun fsck_check (device, progress, status_string) { # See if the progress_label is available if (progress_label.is_available) { - + # local.my_string = "available index " + local.available_index + " progress_bar counter is " + progress_bar.counter; # Debug(local.my_string); - - + + # If the fsck check for the device was in the queue, then # remove it from the queue if (local.queue_device_index >= 0) { @@ -886,18 +923,18 @@ fun fsck_check (device, progress, status_string) { # Increase the fsck counter increase_fsck_count (); } - + # local.my_string += local.message; #Debug("setting new label for device " + device + " progress " + progress); # Set up a new label for the check init_progress_label (device, status_string); update_progress_label (progress); - + } # If the progress_label is not available else { - + # If the fsck check for the device is already in the queue # just update its progress in the queue if (local.queue_device_index >= 0) { @@ -914,10 +951,10 @@ fun fsck_check (device, progress, status_string) { refresh_progress_label (); } - + } } - + # if (!is_queue_empty ()) { # DebugBottom("Extra label for "+ device); #} @@ -944,10 +981,10 @@ fun fsck_check (device, progress, status_string) { fun update_status_callback (status) { # Debug(status); if (!status) return; - + string_it = 0; update_strings[string_it] = ""; - + for (i=0; (String(status).CharAt(i) != ""); i++) { local.temp_char = String(status).CharAt(i); if (temp_char != ":") @@ -955,21 +992,21 @@ fun update_status_callback (status) { else update_strings[++string_it] = ""; } - + # my_string = update_strings[0] + " " + update_strings[1] + " " + update_strings[2]; # Debug(my_string); # Let's assume that we're dealing with these strings fsck:sda1:40 if ((string_it >= 2) && (update_strings[0] == "fsck")) { - + device = update_strings[1]; progress = update_strings[2]; status_string[0] = update_strings[3]; # "Checking disk %1$d of %2$d (%3$d %% complete)" if (!status_string[0]) status_string[0] = "Checking disk %1$d of %2$d (%3$d %% complete)"; - + if ((device != "") && (progress != "")) { progress = StringToInteger (progress); - + # Make sure that the fsck_queue is initialised if (!global.fsck_queue) init_queue (); @@ -980,11 +1017,11 @@ fun update_status_callback (status) { # if (!global.progress_bar.extra_label.sprite) # create_extra_fsck_label (); - + # Keep track of the fsck check fsck_check (device, progress, status_string); } - + } # systemd-fsckd pass fsckd::: @@ -1020,7 +1057,6 @@ Plymouth.SetUpdateStatusFunction (update_status_callback); # #Plymouth.SetDisplayQuestionFunction (display_question_callback); - #-----------------------------------------Refresh stuff -------------------------------- # # Calling Plymouth.SetRefreshFunction with a function will set that function to be @@ -1031,80 +1067,10 @@ Plymouth.SetUpdateStatusFunction (update_status_callback); # fun refresh_callback () { - if (global.anim_status == "start") { - anim_iter = 0; - for (i = 0; i < ELECTRONS_DISPLAYED; i++) { - ellipses[i].anim.angle = ellipses[i].anim.start_angle; - } - global.anim_status = "running"; - } - - if (global.anim_status == "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); - } + draw_logo (); } 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 opposite. -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 ----------------------- # @@ -1118,11 +1084,10 @@ fun display_normal_callback () if (message_notification[2].sprite) hide_message(2); prompt_active = 0; } - - if (message_notification[1].sprite) { - show_message (1); - } - + + if (message_notification[1].sprite) show_message (1); + + } Plymouth.SetDisplayNormalFunction (display_normal_callback); @@ -1130,8 +1095,12 @@ 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/iso_configs/plymouth/lines/lines.plymouth b/iso_configs/plymouth/lines/lines.plymouth deleted file mode 100644 index b573d7b9..00000000 --- a/iso_configs/plymouth/lines/lines.plymouth +++ /dev/null @@ -1,8 +0,0 @@ -[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/iso_configs/plymouth/lines/logo.png b/iso_configs/plymouth/lines/logo.png deleted file mode 100644 index 71f21e6f..00000000 Binary files a/iso_configs/plymouth/lines/logo.png and /dev/null differ diff --git a/iso_configs/plymouth/lines/password_dot.png b/iso_configs/plymouth/lines/password_dot.png old mode 100644 new mode 100755 index e0b22ee9..9e55b9d8 Binary files a/iso_configs/plymouth/lines/password_dot.png and b/iso_configs/plymouth/lines/password_dot.png differ diff --git a/iso_configs/plymouth/lines/password_dot16.png b/iso_configs/plymouth/lines/password_dot16.png old mode 100644 new mode 100755 index e40f4b13..e0a934e2 Binary files a/iso_configs/plymouth/lines/password_dot16.png and b/iso_configs/plymouth/lines/password_dot16.png differ diff --git a/iso_configs/plymouth/lines/password_field.png b/iso_configs/plymouth/lines/password_field.png old mode 100644 new mode 100755 index 12182327..d287d5a0 Binary files a/iso_configs/plymouth/lines/password_field.png and b/iso_configs/plymouth/lines/password_field.png differ diff --git a/iso_configs/plymouth/lines/password_field16.png b/iso_configs/plymouth/lines/password_field16.png old mode 100644 new mode 100755 index add47208..f096d733 Binary files a/iso_configs/plymouth/lines/password_field16.png and b/iso_configs/plymouth/lines/password_field16.png differ diff --git a/iso_configs/plymouth/lines/progress_dot_off.png b/iso_configs/plymouth/lines/progress_dot_off.png new file mode 100755 index 00000000..21c76920 Binary files /dev/null and b/iso_configs/plymouth/lines/progress_dot_off.png differ diff --git a/iso_configs/plymouth/lines/progress_dot_off16.png b/iso_configs/plymouth/lines/progress_dot_off16.png new file mode 100755 index 00000000..606ecacc Binary files /dev/null and b/iso_configs/plymouth/lines/progress_dot_off16.png differ diff --git a/iso_configs/plymouth/lines/progress_dot_on.png b/iso_configs/plymouth/lines/progress_dot_on.png new file mode 100755 index 00000000..97c74a2d Binary files /dev/null and b/iso_configs/plymouth/lines/progress_dot_on.png differ diff --git a/iso_configs/plymouth/lines/progress_dot_on16.png b/iso_configs/plymouth/lines/progress_dot_on16.png new file mode 100755 index 00000000..97c74a2d Binary files /dev/null and b/iso_configs/plymouth/lines/progress_dot_on16.png differ