1138 lines
38 KiB
Plaintext
1138 lines
38 KiB
Plaintext
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# lines.script - boot splash using script plugin
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#
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# Copyright (C) 2009 Canonical Ltd.
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# Copyright © 2010-2014 Aurélien Couderc <coucouf@debian.org>
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# Copyright © 2014 Juliette Taka <juliette.belin@logilab.fr>
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2, or (at your option)
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# any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along
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# with this program; if not, write to the Free Software Foundation, Inc.,
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# 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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#
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# Written by: Alberto Milone <alberto.milone@canonical.com>
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#
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# Based on the example provided with the "script plugin" written by:
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# Charlie Brej <cbrej@cs.man.ac.uk>
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#
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#------------------------------- Constants -----------------------------------------
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ELECTRONS_DISPLAYED = 3;
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SECS_BETWEEN_ANIMS = 2.5;
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#------------------------------- Globals -------------------------------------------
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# are we currently prompting for a password?
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prompt_active = 0;
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anim_iter = 0;
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anim_status = "stopped";
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#------------------------------- Background ----------------------------------------
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bg_image = Image("background.png");
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# Compute screen/image ratio and scale the background accordingly
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window_max_width = Window.GetX() * 2 + Window.GetWidth();
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window_max_height = Window.GetY() * 2 + Window.GetHeight();
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screen_ratio = window_max_width / window_max_height;
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bg_image_ratio = bg_image.GetWidth() / bg_image.GetHeight();
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if (screen_ratio > bg_image_ratio)
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bg_scale_factor = window_max_width / bg_image.GetWidth();
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else
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bg_scale_factor = window_max_height / bg_image.GetHeight();
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scaled_bg_image = bg_image.Scale(bg_image.GetWidth() * bg_scale_factor,
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bg_image.GetHeight() * bg_scale_factor);
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# Display background
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bg_sprite = Sprite(scaled_bg_image);
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bg_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - scaled_bg_image.GetWidth() / 2,
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Window.GetY() + Window.GetHeight() / 2 - scaled_bg_image.GetHeight() / 2,
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-10000);
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#------------------------------- Logo ----------------------------------------------
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logo_image = Image("logo.png");
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logo_height = Math.Min(Window.GetWidth(), Window.GetHeight()) * 0.7;
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logo_scale_factor = logo_height / logo_image.GetHeight();
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logo_image = logo_image.Scale(logo_image.GetWidth() * logo_scale_factor,
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logo_image.GetHeight() * logo_scale_factor);
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logo_sprite = Sprite(logo_image);
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logo_to_top_edge = Window.GetHeight() * 0;
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logo_right_shift = logo_image.GetWidth() * 0.092;
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logo_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - logo_image.GetWidth() / 2 + logo_right_shift,
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Window.GetY() + logo_to_top_edge,
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-100);
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#------------------------------- Debian ----------------------------------------------
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debian_image = Image("debian.png");
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debian_width = logo_image.GetWidth();
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debian_scale_factor = debian_width / debian_image.GetWidth() * 0.24;
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if (debian_scale_factor < 1) {
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debian_image = debian_image.Scale(debian_image.GetWidth() * debian_scale_factor,
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debian_image.GetHeight() * debian_scale_factor);
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}
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debian_sprite = Sprite(debian_image);
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debian_to_bottom_edge = Window.GetHeight() * 0.10;
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debian_sprite.SetPosition(Window.GetX() + Window.GetWidth() / 2 - debian_image.GetWidth() / 2,
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Window.GetY() + Window.GetHeight() - debian_to_bottom_edge - debian_image.GetHeight(),
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-90);
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#------------------------------- Electrons --------------------------------------------
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electron_image = Image("electron.png");
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electron_image = electron_image.Scale(
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electron_image.GetWidth() * 0.06 * logo_scale_factor,
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electron_image.GetHeight() * 0.06 * logo_scale_factor);
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#main center coords
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ellipses[0].x = logo_sprite.GetX() + logo_image.GetWidth() * 0.4245;
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ellipses[0].y = logo_sprite.GetY() + logo_image.GetHeight() * 0.611;
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#main small / large axis
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ellipses[0].height = logo_image.GetHeight() * 0.3303;
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ellipses[0].width = logo_image.GetWidth() * 0.295;
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#main animation parameters
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ellipses[0].anim.start_iter = 0;
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ellipses[0].anim.stop_iter = 150;
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ellipses[0].anim.start_angle = Math.Pi;
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ellipses[0].anim.arc = 2*Math.Pi;
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ellipses[0].anim.rotat_dir = -1;
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#left center coords
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ellipses[1].x = logo_sprite.GetX() + logo_image.GetWidth() * 0.3825;
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ellipses[1].y = logo_sprite.GetY() + logo_image.GetHeight() * 0.411;
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#left small / large axis
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ellipses[1].height = logo_image.GetHeight() * 0.1645;
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ellipses[1].width = logo_image.GetWidth() * 0.2248;
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#left animation parameters
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ellipses[1].anim.start_iter = 50;
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ellipses[1].anim.stop_iter = 130;
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ellipses[1].anim.start_angle = 0;
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ellipses[1].anim.arc = 2*Math.Pi;
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ellipses[1].anim.rotat_dir = 1;
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#right center coords
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ellipses[2].x = logo_sprite.GetX() + logo_image.GetWidth() * 0.7065;
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ellipses[2].y = logo_sprite.GetY() + logo_image.GetHeight() * 0.460;
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#right small / large axis
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ellipses[2].height = logo_image.GetHeight() * 0.2343;
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ellipses[2].width = logo_image.GetWidth() * 0.2945;
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#right animation parameters
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ellipses[2].anim.start_iter = 20;
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ellipses[2].anim.stop_iter = 100;
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ellipses[2].anim.start_angle = 0;
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ellipses[2].anim.arc = 2*Math.Pi;
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ellipses[2].anim.rotat_dir = 1;
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# Define 5 sprites for each electron to create gradient along the ellipses
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for (i = 0; i < ELECTRONS_DISPLAYED; i++) {
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anim = ellipses[i].anim;
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anim.angle_incr = anim.arc / (anim.stop_iter - anim.start_iter) * anim.rotat_dir;
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for (j = 0; j < 5; j++) {
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electron_sprite[i][j] = Sprite(electron_image);
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electron_sprite[i][j].SetOpacity(0);
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electron_sprite[i][j].base_opacity = 1-(0.2*j);
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electron_sprite[i][j].angle_diff = -(anim.rotat_dir*j*0.01);
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}
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}
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# Set the text colour in (rgb / 256)
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text_colour.red = 1.0;
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text_colour.green = 1.0;
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text_colour.blue = 1.0;
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# Tinted text #988592
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tinted_text_colour.red = 1.0;
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tinted_text_colour.green = 1.0;
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tinted_text_colour.blue = 1.0;
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# Action Text - #ffffff - RGB 255 255 255
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action_text_colour.red = 1.0;
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action_text_colour.green = 1.0;
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action_text_colour.blue = 1.0;
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# Orange - #ff4012 - RGB 255 64 18
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debugsprite = Sprite();
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debugsprite_bottom = Sprite();
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debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
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debugsprite_medium = Sprite();
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debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 100), 1);
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# General purpose function to create text
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fun WriteText (text, colour) {
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image = Image.Text (text, colour.red, colour.green, colour.blue);
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return image;
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}
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fun ImageFromText (text) {
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image = WriteText (text, text_colour);
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return image;
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}
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fun ImageFromTintedText (text) {
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image = WriteText (text, tinted_text_colour);
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return image;
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}
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fun ImageFromActionText (text) {
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image = WriteText (text, action_text_colour);
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return image;
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}
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fun Debug(text) {
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debugsprite.SetImage(ImageFromText (text));
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}
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fun DebugBottom(text) {
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debugsprite_bottom.SetImage(ImageFromText (text));
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}
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fun DebugMedium(text) {
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debugsprite_medium.SetImage(ImageFromText (text));
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}
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fun TextYOffset() {
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local.y;
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local.text_height;
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local.min_height;
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# Put the 1st line below the logo + some spacing
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y = logo_sprite.GetY() + logo_image.GetHeight();
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#Debug("y = " + y);
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text_height = first_line_height * 7.5;
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min_height = window_max.height;
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if (y + text_height > min_height)
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y = min_height - text_height;
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# Ensure we don’t bump into the Debian image.
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# The approx height of the 3 text lines + password input is 140 px.
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y = Math.Min(y, debian_sprite.GetY() - 140);
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return y;
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}
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#------------------------------String functions-------------------------------
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# This is the equivalent for strstr()
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fun StringString(string, substring) {
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start = 0;
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while (String(string).CharAt (start)) {
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walk = 0;
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while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) {
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walk++;
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if (!String(substring).CharAt (walk)) return start;
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}
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start++;
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}
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return NULL;
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}
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fun StringLength (string) {
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index = 0;
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while (String(string).CharAt(index)) index++;
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return index;
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}
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fun StringCopy (source, beginning, end) {
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local.destination = "";
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for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
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local.destination += String(source).CharAt(index);
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}
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return local.destination;
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}
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fun StringReplace (source, pattern, replacement) {
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local.found = StringString(source, pattern);
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if (local.found == NULL)
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return source;
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local.new_string = StringCopy (source, 0, local.found - 1) +
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replacement +
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StringCopy (source, local.found + StringLength(pattern), NULL);
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return local.new_string;
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}
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# it makes sense to use it only for
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# numbers up to 100
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fun StringToInteger (str) {
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int = -1;
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for (i=0; i<=100; i++) {
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if (i+"" == str) {
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int = i;
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break;
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}
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}
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return int;
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}
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#-----------------------------------------------------------------------------
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# Top background colour
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# #489291 --> 0.282, 0.572, 0.569
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# New background colour
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# #0a3649 --> 0.039, 0.212, 0.286
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#
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Window.SetBackgroundTopColor (0.282, 0.572, 0.569); # Nice colour on top of the screen fading to
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Window.SetBackgroundBottomColor (0.039, 0.212, 0.286); # an equally nice colour on the bottom
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bits_per_pixel = Window.GetBitsPerPixel ();
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# TODO need to handle 16 colors ?
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#if (bits_per_pixel == 4) {
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# logo_filename = "debian_logo16.png";
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# progress_dot_off_filename = "progress_dot_off16.png";
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# progress_dot_on_filename = "progress_dot_on16.png";
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# password_dot_filename = "password_dot.png";
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# password_field_filename = "password_field16.png";
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#} else {
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# logo_filename = "debian_logo.png";
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# progress_dot_off_filename = "progress_dot_off.png";
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# progress_dot_on_filename = "progress_dot_on.png";
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password_dot_filename = "password_dot.png";
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password_field_filename = "password_field.png";
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#}
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message_notification[0].image = ImageFromTintedText ("");
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message_notification[1].image = ImageFromTintedText ("");
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fsck_notification.image = ImageFromActionText ("");
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status = "normal";
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# use a fixed string with ascending and descending stems to calibrate the
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# bounding box for the first message, so the messages below don't move up
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# and down according to *their* height.
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first_line_height = ImageFromTintedText ("AfpqtM").GetHeight();
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# if the user has a 640x480 or 800x600 display, we can't quite fit everything
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# (including passphrase prompts) with the target spacing, so scoot the text up
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# a bit if needed.
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top_of_the_text = TextYOffset();
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#-----------------------------------------Logo functions------------------------------
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# Call this when updating the screen
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fun draw_logo () {
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# logo.sprite.SetX (logo.x);
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# logo.sprite.SetY (logo.y);
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# logo.sprite.SetZ (logo.z);
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# logo.sprite.SetOpacity (1);
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# logo_sprite.SetOpacity (1);
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}
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#-----------------------------------------Progress Indicator--------------------------
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# Implement in boot progress callback
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fun animate_progress_indicator (time, progress) {
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# Start electrons animation at launch and every 3 seconds
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if (global.progress_time == NULL || (time - global.progress_time) >= SECS_BETWEEN_ANIMS) {
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global.progress_time = time;
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global.anim_status = "start";
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}
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#Debug ("global progress time =" + global.progress_time + " global anim status = " + global.anim_status + " progress = " + progress + ", time = " + time);
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}
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#-----------------------------------------Label utility functions---------------------
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# label should be either a string or NULL
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# Images for n lines will be created and returned as items of the
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# message_label array
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#
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fun get_message_label (label, is_fake, is_action_line) {
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#Debug("Get Label position");
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local.message_label;
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if (is_fake)
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# Create a fake label so as to get the y coordinate of
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# a standard-length label.
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local.message_image = ImageFromTintedText ("This is a fake message");
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else
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local.message_image = (is_action_line) && ImageFromActionText (label) || ImageFromTintedText (label);
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message_label.width = message_image.GetWidth ();
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message_label.height = message_image.GetHeight ();
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# Center the line horizontally
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message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2;
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message_label.y = top_of_the_text;
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# Put the 2nd line below the fsck line
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if (is_action_line) {
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local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2);
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message_label.y = local.fsck_label.y + (first_line_height * 2);
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}
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#Debug("action label x = " + message_label.x + " y = " + message_label.y );
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# 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;
|
|||
|
|
|||
|
#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 = " + password_dialogue.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
|
|||
|
if (bullets > spaces)
|
|||
|
bullets = spaces;
|
|||
|
for (index = 0; password_dialogue.bullets[index] || index < bullets; index++){
|
|||
|
if (!password_dialogue.bullets[index]) {
|
|||
|
password_dialogue.bullets[index].sprite = Sprite ();
|
|||
|
password_dialogue.bullets[index].sprite.SetImage (password_dialogue.bullet_image);
|
|||
|
password_dialogue.bullets[index].x = bullets_area.x + # password_dialogue.entry.x + margin +
|
|||
|
index * bullet_width / 2;
|
|||
|
password_dialogue.bullets[index].sprite.SetX (password_dialogue.bullets[index].x);
|
|||
|
password_dialogue.bullets[index].y = bullet_y;
|
|||
|
password_dialogue.bullets[index].sprite.SetY (password_dialogue.bullets[index].y);
|
|||
|
password_dialogue.bullets[index].z = password_dialogue.entry.z + 1;
|
|||
|
password_dialogue.bullets[index].sprite.SetZ (password_dialogue.bullets[index].z);
|
|||
|
}
|
|||
|
|
|||
|
password_dialogue.bullets[index].sprite.SetOpacity (0);
|
|||
|
|
|||
|
if (index < bullets) {
|
|||
|
password_dialogue.bullets[index].sprite.SetOpacity (1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
Plymouth.SetDisplayPasswordFunction (display_password_callback);
|
|||
|
|
|||
|
Plymouth.SetMessageFunction (message_callback);
|
|||
|
|
|||
|
Plymouth.SetBootProgressFunction (animate_progress_indicator);
|
|||
|
|
|||
|
# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far
|
|||
|
# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted
|
|||
|
# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard
|
|||
|
|
|||
|
#----------------------------------------- FSCK Counter --------------------------------
|
|||
|
|
|||
|
# Initialise the counter
|
|||
|
fun init_fsck_count () {
|
|||
|
# The number of fsck checks in this cycle
|
|||
|
global.counter.total = 0;
|
|||
|
# The number of fsck checks already performed + the current one
|
|||
|
global.counter.current = 1;
|
|||
|
# The previous fsck
|
|||
|
global.counter.last = 0;
|
|||
|
}
|
|||
|
|
|||
|
# Increase the total counter
|
|||
|
fun increase_fsck_count () {
|
|||
|
global.counter.total++;
|
|||
|
}
|
|||
|
|
|||
|
fun increase_current_fsck_count () {
|
|||
|
global.counter.last = global.counter.current++;
|
|||
|
}
|
|||
|
|
|||
|
# Clear the counter
|
|||
|
fun clear_fsck_count () {
|
|||
|
global.counter = NULL;
|
|||
|
init_fsck_count ();
|
|||
|
}
|
|||
|
|
|||
|
#----------------------------------------- Progress Label ------------------------------
|
|||
|
|
|||
|
|
|||
|
# Change the opacity level of a progress label
|
|||
|
#
|
|||
|
# opacity = 1 -> show
|
|||
|
# opacity = 0 -> hide
|
|||
|
# opacity = 0.3 (or any other float) -> translucent
|
|||
|
#
|
|||
|
fun set_progress_label_opacity (opacity) {
|
|||
|
# the label
|
|||
|
progress_label.sprite.SetOpacity (opacity);
|
|||
|
|
|||
|
# Make the slot available again when hiding the bar
|
|||
|
# So that another bar can take its place
|
|||
|
if (opacity == 0) {
|
|||
|
progress_label.is_available = 1;
|
|||
|
progress_label.device = "";
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
# Set up a new Progress Bar
|
|||
|
#
|
|||
|
# TODO: Make it possible to reuse (rather than recreate) a bar
|
|||
|
# if .is_available = 1. Ideally this would just reset the
|
|||
|
# label, the associated
|
|||
|
# device and the image size of the sprite.
|
|||
|
|
|||
|
fun init_progress_label (device, status_string) {
|
|||
|
# Make the slot unavailable
|
|||
|
global.progress_label.is_available = 0;
|
|||
|
progress_label.progress = 0;
|
|||
|
progress_label.device = device;
|
|||
|
progress_label.status_string = status_string;
|
|||
|
}
|
|||
|
|
|||
|
# See if the progress label is keeping track of the fsck
|
|||
|
# of "device"
|
|||
|
#
|
|||
|
fun device_has_progress_label (device) {
|
|||
|
#DebugBottom ("label device = " + progress_label.device + " checking device " + device);
|
|||
|
return (progress_label.device == device);
|
|||
|
}
|
|||
|
|
|||
|
# Update the Progress bar which corresponds to index
|
|||
|
#
|
|||
|
fun update_progress_label (progress) {
|
|||
|
# If progress is NULL then we just refresh the label.
|
|||
|
# This happens when only counter.total has changed.
|
|||
|
if (progress != NULL) {
|
|||
|
progress_label.progress = progress;
|
|||
|
|
|||
|
#Debug("device " + progress_label.device + " progress " + progress);
|
|||
|
|
|||
|
# If progress >= 100% hide the label and make it available again
|
|||
|
if (progress >= 100) {
|
|||
|
set_progress_label_opacity (0);
|
|||
|
|
|||
|
# See if we any other fsck check is complete
|
|||
|
# and, if so, hide the progress bars and the labels
|
|||
|
on_fsck_completed ();
|
|||
|
|
|||
|
return 0;
|
|||
|
}
|
|||
|
}
|
|||
|
# Update progress label here
|
|||
|
#
|
|||
|
# FIXME: the queue logic from this theme should really be moved into mountall
|
|||
|
# instead of using string replacement to deal with localised strings.
|
|||
|
label = StringReplace (progress_label.status_string[0], "%1$d", global.counter.current);
|
|||
|
label = StringReplace (label, "%2$d", global.counter.total);
|
|||
|
label = StringReplace (label, "%3$d", progress_label.progress);
|
|||
|
label = StringReplace (label, "%%", "%");
|
|||
|
|
|||
|
progress_label = get_fsck_label (label, 0);
|
|||
|
#progress_label.progress = progress;
|
|||
|
|
|||
|
progress_label.sprite = Sprite (progress_label.image);
|
|||
|
|
|||
|
# Set up the bar
|
|||
|
progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1);
|
|||
|
|
|||
|
set_progress_label_opacity (1);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
# Refresh the label so as to update counters
|
|||
|
fun refresh_progress_label () {
|
|||
|
update_progress_label (NULL);
|
|||
|
}
|
|||
|
|
|||
|
#----------------------------------------- FSCK Queue ----------------------------------
|
|||
|
|
|||
|
# Initialise the fsck queue
|
|||
|
fun init_queue () {
|
|||
|
global.fsck_queue[0].device;
|
|||
|
global.fsck_queue[0].progress;
|
|||
|
global.fsck_queue.counter = 0;
|
|||
|
global.fsck_queue.biggest_item = 0;
|
|||
|
}
|
|||
|
|
|||
|
fun clear_queue () {
|
|||
|
global.fsck_queue = NULL;
|
|||
|
init_queue ();
|
|||
|
}
|
|||
|
|
|||
|
# Return either the device index in the queue or -1
|
|||
|
fun queue_look_up_by_device (device) {
|
|||
|
for (i=0; i <= fsck_queue.biggest_item; i++) {
|
|||
|
if ((fsck_queue[i]) && (fsck_queue[i].device == device))
|
|||
|
return i;
|
|||
|
}
|
|||
|
return -1;
|
|||
|
}
|
|||
|
|
|||
|
# Keep track of an fsck process in the queue
|
|||
|
fun add_fsck_to_queue (device, progress) {
|
|||
|
# Look for an empty slot in the queue
|
|||
|
for (i=0; global.fsck_queue[i].device; i++) {
|
|||
|
continue;
|
|||
|
}
|
|||
|
local.index = i;
|
|||
|
|
|||
|
# Set device and progress
|
|||
|
global.fsck_queue[local.index].device = device;
|
|||
|
global.fsck_queue[local.index].progress = progress;
|
|||
|
|
|||
|
# Increase the queue counter
|
|||
|
global.fsck_queue.counter++;
|
|||
|
|
|||
|
# Update the max index of the array for iterations
|
|||
|
if (local.index > global.fsck_queue.biggest_item)
|
|||
|
global.fsck_queue.biggest_item = local.index;
|
|||
|
|
|||
|
#DebugMedium ("Adding " + device + " at " + local.index);
|
|||
|
}
|
|||
|
|
|||
|
fun is_queue_empty () {
|
|||
|
return (fsck_queue.counter == 0);
|
|||
|
}
|
|||
|
|
|||
|
fun is_progress_label_available () {
|
|||
|
return (progress_label.is_available == 1);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
# This should cover the case in which the fsck checks in
|
|||
|
# the queue are completed before the ones showed in the
|
|||
|
# progress label
|
|||
|
fun on_queued_fsck_completed () {
|
|||
|
if (!is_queue_empty ())
|
|||
|
return;
|
|||
|
|
|||
|
# Hide the extra label, if any
|
|||
|
#if (progress_bar.extra_label.sprite)
|
|||
|
# progress_bar.extra_label.sprite.SetOpacity(0);
|
|||
|
}
|
|||
|
|
|||
|
fun remove_fsck_from_queue (index) {
|
|||
|
# Free memory which was previously allocated for
|
|||
|
# device and progress
|
|||
|
global.fsck_queue[index].device = NULL;
|
|||
|
global.fsck_queue[index].progress = NULL;
|
|||
|
|
|||
|
# Decrease the queue counter
|
|||
|
global.fsck_queue.counter--;
|
|||
|
|
|||
|
# See if there are other processes in the queue
|
|||
|
# if not, clear the extra_label
|
|||
|
on_queued_fsck_completed ();
|
|||
|
}
|
|||
|
|
|||
|
fun on_fsck_completed () {
|
|||
|
# We have moved on to tracking the next fsck
|
|||
|
increase_current_fsck_count ();
|
|||
|
|
|||
|
if (!is_progress_label_available ())
|
|||
|
return;
|
|||
|
|
|||
|
if (!is_queue_empty ())
|
|||
|
return;
|
|||
|
|
|||
|
# Hide the progress label
|
|||
|
if (progress_label.sprite)
|
|||
|
progress_label.sprite.SetOpacity (0);
|
|||
|
|
|||
|
# Clear the queue
|
|||
|
clear_queue ();
|
|||
|
|
|||
|
# Clear the fsck counter
|
|||
|
clear_fsck_count ();
|
|||
|
}
|
|||
|
|
|||
|
# Update an fsck process that we keep track of in the queue
|
|||
|
fun update_progress_in_queue (index, device, progress) {
|
|||
|
# If the fsck is complete, remove it from the queue
|
|||
|
if (progress >= 100) {
|
|||
|
remove_fsck_from_queue (index);
|
|||
|
on_queued_fsck_completed ();
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
global.fsck_queue[index].device = device;
|
|||
|
global.fsck_queue[index].progress = progress;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
# TODO: Move it to some function
|
|||
|
# Create an empty queue
|
|||
|
#init_queue ();
|
|||
|
|
|||
|
|
|||
|
#----------------------------------------- FSCK Functions ------------------------------
|
|||
|
|
|||
|
|
|||
|
# Either add a new bar for fsck checks or update an existing bar
|
|||
|
#
|
|||
|
# NOTE: no more than "progress_bar.max_number" bars are allowed
|
|||
|
#
|
|||
|
fun fsck_check (device, progress, status_string) {
|
|||
|
|
|||
|
# The 1st time this will take place
|
|||
|
if (!global.progress_label) {
|
|||
|
# Increase the fsck counter
|
|||
|
increase_fsck_count ();
|
|||
|
|
|||
|
# Set up a new label for the check
|
|||
|
init_progress_label (device, status_string);
|
|||
|
update_progress_label (progress);
|
|||
|
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
if (device_has_progress_label (device)) {
|
|||
|
# Update the progress of the existing label
|
|||
|
update_progress_label (progress);
|
|||
|
}
|
|||
|
else {
|
|||
|
# See if there's already a slot in the queue for the device
|
|||
|
local.queue_device_index = queue_look_up_by_device(device);
|
|||
|
|
|||
|
# See if the progress_label is available
|
|||
|
if (progress_label.is_available) {
|
|||
|
|
|||
|
# local.my_string = "available index " + local.available_index + " progress_bar counter is " + progress_bar.counter;
|
|||
|
# Debug(local.my_string);
|
|||
|
|
|||
|
|
|||
|
# If the fsck check for the device was in the queue, then
|
|||
|
# remove it from the queue
|
|||
|
if (local.queue_device_index >= 0) {
|
|||
|
remove_fsck_from_queue (index);
|
|||
|
}
|
|||
|
else {
|
|||
|
# Increase the fsck counter
|
|||
|
increase_fsck_count ();
|
|||
|
}
|
|||
|
|
|||
|
# local.my_string += local.message;
|
|||
|
#Debug("setting new label for device " + device + " progress " + progress);
|
|||
|
|
|||
|
# Set up a new label for the check
|
|||
|
init_progress_label (device, status_string);
|
|||
|
update_progress_label (progress);
|
|||
|
|
|||
|
}
|
|||
|
# If the progress_label is not available
|
|||
|
else {
|
|||
|
|
|||
|
# If the fsck check for the device is already in the queue
|
|||
|
# just update its progress in the queue
|
|||
|
if (local.queue_device_index >= 0) {
|
|||
|
#DebugMedium("Updating queue at " + local.queue_device_index + " for device " + device);
|
|||
|
update_progress_in_queue (local.queue_device_index, device, progress);
|
|||
|
}
|
|||
|
# Otherwise add the check to the queue
|
|||
|
else {
|
|||
|
#DebugMedium("Adding device " + device + " to queue at " + local.queue_device_index);
|
|||
|
add_fsck_to_queue (device, progress);
|
|||
|
|
|||
|
# Increase the fsck counter
|
|||
|
increase_fsck_count ();
|
|||
|
|
|||
|
refresh_progress_label ();
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
# if (!is_queue_empty ()) {
|
|||
|
# DebugBottom("Extra label for "+ device);
|
|||
|
#}
|
|||
|
# else {
|
|||
|
# DebugBottom("No extra label for " + device + ". 1st Device in the queue "+ fsck_queue[0].device + " counter = " + global.fsck_queue.counter);
|
|||
|
# }
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
#-----------------------------------------Update Status stuff --------------------------
|
|||
|
#
|
|||
|
# The update_status_callback is what we can use to pass plymouth whatever we want so
|
|||
|
# as to make use of features which are available only in this program (as opposed to
|
|||
|
# being available for any theme for the script plugin).
|
|||
|
#
|
|||
|
# Example:
|
|||
|
#
|
|||
|
# Thanks to the current implementation, some scripts can call "plymouth --update=fsck:sda1:40"
|
|||
|
# and this program will know that 1) we're performing and fsck check, 2) we're checking sda1,
|
|||
|
# 3) the program should set the label progress to 40%
|
|||
|
#
|
|||
|
# Other features can be easily added by parsing the string that we pass plymouth with "--update"
|
|||
|
#
|
|||
|
fun update_status_callback (status) {
|
|||
|
# Debug(status);
|
|||
|
if (!status) return;
|
|||
|
|
|||
|
string_it = 0;
|
|||
|
update_strings[string_it] = "";
|
|||
|
|
|||
|
for (i=0; (String(status).CharAt(i) != ""); i++) {
|
|||
|
local.temp_char = String(status).CharAt(i);
|
|||
|
if (temp_char != ":")
|
|||
|
update_strings[string_it] += temp_char;
|
|||
|
else
|
|||
|
update_strings[++string_it] = "";
|
|||
|
}
|
|||
|
|
|||
|
# my_string = update_strings[0] + " " + update_strings[1] + " " + update_strings[2];
|
|||
|
# Debug(my_string);
|
|||
|
# Let's assume that we're dealing with these strings fsck:sda1:40
|
|||
|
if ((string_it >= 2) && (update_strings[0] == "fsck")) {
|
|||
|
|
|||
|
device = update_strings[1];
|
|||
|
progress = update_strings[2];
|
|||
|
status_string[0] = update_strings[3]; # "Checking disk %1$d of %2$d (%3$d %% complete)"
|
|||
|
if (!status_string[0])
|
|||
|
status_string[0] = "Checking disk %1$d of %2$d (%3$d %% complete)";
|
|||
|
|
|||
|
if ((device != "") && (progress != "")) {
|
|||
|
progress = StringToInteger (progress);
|
|||
|
|
|||
|
# Make sure that the fsck_queue is initialised
|
|||
|
if (!global.fsck_queue)
|
|||
|
init_queue ();
|
|||
|
|
|||
|
# Make sure that the fsck counter is initialised
|
|||
|
if (!global.counter)
|
|||
|
init_fsck_count ();
|
|||
|
|
|||
|
# if (!global.progress_bar.extra_label.sprite)
|
|||
|
# create_extra_fsck_label ();
|
|||
|
|
|||
|
# Keep track of the fsck check
|
|||
|
fsck_check (device, progress, status_string);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
# systemd-fsckd pass fsckd:<number_devices>:<progress>:<l10n_string>
|
|||
|
if (update_strings[0] == "fsckd") {
|
|||
|
number_devices = StringToInteger(update_strings[1]);
|
|||
|
|
|||
|
if (number_devices > 0) {
|
|||
|
label = update_strings[3];
|
|||
|
|
|||
|
progress_label = get_fsck_label (label, 0);
|
|||
|
progress_label.sprite = Sprite (progress_label.image);
|
|||
|
progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1);
|
|||
|
progress_label.sprite.SetOpacity (1);
|
|||
|
} else {
|
|||
|
if (progress_label.sprite)
|
|||
|
progress_label.sprite.SetOpacity (0);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
Plymouth.SetUpdateStatusFunction (update_status_callback);
|
|||
|
|
|||
|
#-----------------------------------------Display Question stuff -----------------------
|
|||
|
#
|
|||
|
# TODO: Implement this if needed
|
|||
|
#
|
|||
|
# The callback function is called when the display should display a question dialogue.
|
|||
|
# First arg is prompt string, the second is the entry contents.
|
|||
|
#fun display_question_callback (prompt_string, entry_contents)
|
|||
|
#{
|
|||
|
# time++;
|
|||
|
#}
|
|||
|
#
|
|||
|
#Plymouth.SetDisplayQuestionFunction (display_question_callback);
|
|||
|
|
|||
|
|
|||
|
#-----------------------------------------Refresh stuff --------------------------------
|
|||
|
#
|
|||
|
# Calling Plymouth.SetRefreshFunction with a function will set that function to be
|
|||
|
# called up to 50 times every second, e.g.
|
|||
|
#
|
|||
|
# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
|
|||
|
# the screen correctly
|
|||
|
#
|
|||
|
fun refresh_callback ()
|
|||
|
{
|
|||
|
if (global.anim_status == "start") {
|
|||
|
anim_iter = 0;
|
|||
|
for (i = 0; i < ELECTRONS_DISPLAYED; i++) {
|
|||
|
ellipses[i].anim.angle = ellipses[i].anim.start_angle;
|
|||
|
}
|
|||
|
global.anim_status = "running";
|
|||
|
}
|
|||
|
|
|||
|
if (global.anim_status == "running") {
|
|||
|
anim_done = 1;
|
|||
|
for (i = 0; i < ELECTRONS_DISPLAYED; i++) {
|
|||
|
if (anim_iter >= ellipses[i].anim.start_iter && anim_iter < ellipses[i].anim.stop_iter) {
|
|||
|
draw_electron(i);
|
|||
|
|
|||
|
ellipses[i].anim.angle += ellipses[i].anim.angle_incr;
|
|||
|
# check if at least one of the animations needs more loops
|
|||
|
if (ellipses[i].anim.stop_iter > anim_iter) {
|
|||
|
anim_done = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
if (anim_done) {
|
|||
|
global.anim_status = "stopped";
|
|||
|
}
|
|||
|
anim_iter++;
|
|||
|
# DebugBottom ("anim iter = " + anim_iter);
|
|||
|
}
|
|||
|
}
|
|||
|
Plymouth.SetRefreshFunction (refresh_callback);
|
|||
|
|
|||
|
# Acceleration function to have the electrons move faster in there most visible section, in
|
|||
|
# the middle of the ellipses.
|
|||
|
#
|
|||
|
# The function computes the result based on the .anim.angle member value in the given ellipse
|
|||
|
#
|
|||
|
# The angle is adapted so that accel([start_angle,start_angle+arc])->[start_angle,start_angle+arc]
|
|||
|
# is traveled in a sin([0,Pi/2])->[0,1] manner instead of linear increments
|
|||
|
#
|
|||
|
fun compute_angle_with_accel(ellipse) {
|
|||
|
# first map the [start_angle,start_angle+arc] to [0,Pi/2]
|
|||
|
angle_in_0_pi_2 = Math.Pi / 2 / ellipse.anim.arc * (ellipse.anim.angle - ellipse.anim.start_angle);
|
|||
|
# then compute sin and scale output to [start_angle,start_angle+arc]
|
|||
|
accel_angle = ellipse.anim.arc * Math.Sin(angle_in_0_pi_2) + ellipse.anim.start_angle;
|
|||
|
return accel_angle;
|
|||
|
}
|
|||
|
|
|||
|
# Computes the opacity factor so that the electrons visibility somehow matches that of the ellipses:
|
|||
|
# Most visible in a middle part, and invisible at the 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 -----------------------
|
|||
|
#
|
|||
|
# 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 --------------------------------
|
|||
|
|
|||
|
fun quit_callback ()
|
|||
|
{
|
|||
|
}
|
|||
|
|
|||
|
Plymouth.SetQuitFunction(quit_callback);
|